[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


1,001 to 1,050 of 1,522 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>

Estra and Honaire wrote:
Hawkmoon269 wrote:
Also, you can use tier 2 cards in adventure 1. You can't have any cards higher than your personal tier is the rule for OP.
Huh, I had always misread that rule, then. So Cogsnap can't take AD2 rewards currently either? Never realized that.

Whoops. Yeah, I guess so. Does he have any right now?

Estra and Honaire wrote:
I'm real happy to have VampByDay playing with us as a fourth party member, but I never realized how hostile OP was to starting part-way into an adventure. Especially since I'm a fan of the Capstone reward (which I've seen used by Mork in another table).

I'm cautiously hopeful we might be able to get the criteria for the capstone changed. There are lots of reasons someone might miss at least 1 scenario, and having all your friends play a capstone while you sit and watch would not be fun. Not only could you have what we have with Cogsnap, but you could have a character that dies. Or a guy that simply misses 1 week, doesn't own the box, and so can't catch up outside of when the group normally meets.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

So wait. My friend missed the first three sessions of teir 1 Season 4. So if he doesn’t complete the first three sessions BEFORE we play at Teir 2, not only can he NOT get any of the teir 2 scenario rewards, but he also can’t play season 4 teir six at all? Seems REALLY stupid. (Or, what is capstone?)


Cogsnap-VampByDay wrote:
So wait. My friend missed the first three sessions of teir 1 Season 4. So if he doesn’t complete the first three sessions BEFORE we play at Teir 2, not only can he NOT get any of the teir 2 scenario rewards, but he also can’t play season 4 teir six at all? Seems REALLY stupid. (Or, what is capstone?)

"Capstone" (which isn't officially used anywhere) are special "adventure 7" scenarios that were released for season 1 and season 3 (and I think we'll probably see for season 4). They all say something like "To play this scenario, characters must have gained the reward from the Season of Plundered Tombs Adventure Path."

You can only gain the adventure path reward if you complete every adventure in it.
You can only complete every adventure if you complete every scenario in it.
Therefore, you can only play the "capstone" if you completed every scenario in the adventure path.

Your friend can earn the tier 2 rewards, but can't put adventure deck 2 cards in his deck until he is tier 2. So he can earn the replacement of deck 2 loot, but can't use it until he is tier 2.

4-1 has 5 adventures. If you friend missed the first 3, he could do this:
4-1D: Tier 1
4-1E: Tier 1
4-2A: Tier 1
4-2B: Tier up
4-2C: Tier 2
4-2D: Tier 2
4-2E: Tier 2
4-3A: Tier up
4-3B: Tier 3
4-3C: Tier 3
4-3D: Tier 3
4-3E: Tier up

And at the point you are all even and start tiering up when everyone else does.

Silver Crusade

Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4
Hawkmoon269 wrote:
Whoops. Yeah, I guess so. Does he have any right now?

Conveniently, no.

Hawkmoon269 wrote:
I'm cautiously hopeful we might be able to get the criteria for the capstone changed. There are lots of reasons someone might miss at least 1 scenario, and having all your friends play a capstone while you sit and watch would not be fun. Not only could you have what we have with Cogsnap, but you could have a character that dies. Or a guy that simply misses 1 week, doesn't own the box, and so can't catch up outside of when the group normally meets.

Yeah, I was under the impression that Organized Play was designed to support drop-in and drop-out gameplay, hence why you can slow down or accelerate your tier progression to catch up to other team members, and you have a full tier's flexibility up or down (joining Tier 2, 3 and 4 scenarios with a Tier 3 character). To realize that the Adventure Path reward and, by extension, Capstone scenarios are so ruthless in their requirements, in something that cannot be later undone (after you pass a 'legal' Tier to play missed scenarios) seems exceptionally harsh and counter to some of the inferred goals of the system.

Cogsnap-VampByDay wrote:
So wait. My friend missed the first three sessions of teir 1 Season 4. So if he doesn’t complete the first three sessions BEFORE we play at Teir 2, not only can he NOT get any of the teir 2 scenario rewards, but he also can’t play season 4 teir six at all? Seems REALLY stupid. (Or, what is capstone?)

Thankfully, that's not the case. Sorry for the terminology; I'll break it down.

  • A character can only play in an adventure which is within 1 deck of the character's tier. So a Tier 1 character can join Tier 1 or 2 (or "Adventure Deck 1 or 2") adventures, and a Tier 2 character can join tiers 1, 2 or 3, and so on. You Tier up after 4, 5 or 6 scenarios; most players just increase their tier after 5 to keep in line with adventures.
  • If you are more than one tier (as a character) ahead of a scenario, you can no longer play that scenario. In Cogsnap's case, that means he cannot play in Tier 1/Adventure Deck 1 scenarios after he enters Tier 3.
  • You can continue to play in any adventure you wish, as long as you meet the Tier requirements, but there is a small reward for your future characters if you complete the entire Adventure Path. That is to say, if your character completes every Season of Plundered Tombs scenario with one character, you gain the Adventure Path reward (in this season's case, I believe you get a fancy blessing that you can treat as if is in your class deck for future characters).
  • Finally, the "Capstone" scenario is basically the description for the "Epilogue" of the Season. If a character has attained the Adventure Path Reward for the Season of Plundered Tombs then they may take on one final challenge, a single scenario that's treated as "Adventure Deck 7" with its own special reward for your future characters. However, you cannot play this scenario unless you've earned the Adventure Path reward, which means if you've not completed any scenario you won't be able to participate.

At least, that's how it works now, to my chagrin (and, possibly, to Hawkmoon's).

Your friend will be able to tier up and join his party as normal through Tier 6; he just won't earn a listed Adventure Path reward (not sure what that is for Season 4) and will not be able to participate in the special "Adventure Deck 7" finale.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Actually, I have a teir 2 item (liquid Ice). So I replace it with my acid flask or alchemist’s fire until I teir up?

The Exchange

Deck Handler

Wow those are some rough restrictions but hopefully we some more evolution. I too am alright with playing to make sure full credit can be obtained.


Cogsnap-VampByDay wrote:
Actually, I have a teir 2 item (liquid Ice). So I replace it with my acid flask or alchemist’s fire until I teir up?

Yeah. We'll rule you can have it once you tier up. Which I think will be after the next scenario, right?


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

If I take the early teir up yes. Yewstance keeps pushing me to play all of teir 1 so I can play the capstone, but I dunno how long that’d take.

I could probably knock it out in a day if my friends and I played it IRL, but that would mean THEM making new characters and then I couldn’t play with them to get to the capstone (eyeroll)

Silver Crusade

Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4
Cogsnap-VampByDay wrote:
If I take the early teir up yes. Yewstance keeps pushing me to play all of teir 1 so I can play the capstone, but I dunno how long that’d take.

Sorry. Please don't feel that I'm pushing you. I was just reading through the Guide to brush up on some things, and I increasingly realised that Cogsnap would miss out on a couple of things. If we want to just move on and have fun playing through the adventure as-is then that's perfectly fine by me.

Silver Crusade

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

Well, I had a nice turn there. 4 explorations and a lucky close on one of the nastier locations out there (due to all banes being Undead).

As long as Skizza finds a monster, chances are that he will be able to close the Shiny Bauble, especially since I know what the closing check will be. I recommend Skizza use my Sign of the Pack blessing to help him acquire the top card of the blessings discard pile if he gets the option to close, since my Sign will recharge in the process.

For the GM's benefit; note that I've earned one more use of my Player Reward. I've marked it down, and even linked the post where I earned the extra use on my Deck Handler so that it can be referenced back later if needed.


So this is going to hurt.

I don't think there's any odds for trying to save my sole non-mental attack spell on the villain. I'd have to successfully Mirror Image dodge 1-3 Undead, and even then I'd still need a lot of help making an unarmed combat attack on the villain.

So then the question is about using my Lightning Touch while I still have it to defeat one of these Undead, in order to at least close the Catacombs. But I'm not sure how the timing of the scenario closing rule works? Assuming I defeat the Undead monster, when would I roll to try to close the location: Immediately? After I finish searching the Catacombs for Undead? After encountering the villain but before they escape? After the villain escapes? And for the purposes of rolling 1d8 to see if I can close, which cards are currently considered to be in the location deck?

(Another reason for Qualzar to dislike the Undead. All these special rules are confusing!)

Silver Crusade

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

I'm... I'm going to refrain from claiming that I know.

Honestly, elements like this (specific sequencing) remains one of the few confusing areas of PACG for me, particularly because the rulebook says "finish one thing before starting another" (which suggests you should finish the BYA of the villain before anything else like scenario rules), but I've learned to basically throw that rule out because official, clearly-stated rules directly contradict it, in my opinion (like examining multiple cards and Triggers, where the Triggers 'pause' the examination to go off).

I think you can't use the scenario power to close in the midst of a string of encounters caused by the villain. But, uh, can you use the scenario power if you kill one of the undead, then fail against every other one, including the villain? You'd have still 'defeated' an undead monster during your exploration, after all!

By the way, a card currently having an effect going off, or that is being examined or encountered, is not a part of the location deck for the purposes of counting it, I believe. The "Card having an effect not being part of a location deck" was kinda-sorta worked out in a rules thread talking about Shrieking Plant.

But yeah, I'd strongly recommend waiting for Hawkmoon to clarify these rules, in regards to when or if you can attempt to close separate to what's happening to the villain. No options to temp-close in our current locations either, bleah.

And I will, of course, try to dredge up a Cure for you post-haste.

Silver Crusade

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

At least now we know; stick together. That villain effect is crippling to any of us if caught alone at a location and unable to share the combat checks between us. Not a single one of us is adept at strings of combat checks without discarding/recharging cards from our hand.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

I’m new to the card game PFS, but from what I recall from what Johnathan Ng said at PaizoCon this year (and he is super knowledgeable and nice, and helped me get back into the game) scenario rules trump card rules, so. . . MAYBE it works like what you say? I’d wait for Hawkmoon269 to weigh in. If it DOES work that way, if you do ‘close’ you wouldn't actually close, it would be like defeating a henchman in a location the villain has fled to, it would remain open with the villain as the only card in the deck.

But yeah, you are right, didn’t realize how nasty that villain was.

Silver Crusade

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

As previously mentioned.

I'm afraid that I'll be travelling for much of this weekend; spending time with family. I'll have unreliable access to Internet (or an appropriate device in general), and from about Friday 4am EST to Sunday 7am EST I will likely be unable to post much, if at all.

If botting Estra's turn is desired to keep the game flowing, then any player may choose to do so. Take care of her though; she's old!


So, this is what I think would happen. As context, way back in RotR it came up that at the Swallowtail Festival location it was possible to be attempting to temporarily close the location (defeat or acquire the next card) and then get to permanently close the location (if the next card was a henchman, defeating it meant that you could defeat or acquire the next card to permanently close). The ruling was that sequence was totally legit. So, I think that gives us precedence for having something popup in the middle of one of these encounters that changes this.

The villain has lead you to search your location. One at a time, as you search, you encounter undead monsters. You've encountered the Vanth. If you defeat the Vanth, you get to roll 1d8. If the result is greater than the cards remaining (4 because you have to still count Nebta-Khufre) attempt to close the location. If you are successful in that, as part of the sequence for closing the location, you will again search the location deck. During this search #2 you won't worry about undead things. But you will discover (remember) that Nebta-Khufre is face up on top and therefore is part of the location deck. After all, you counted him when you counted the cards still in your location deck. You can banish all the other cards except Nebta-Khufre. The location will remain open. And you'll resume your encounter with Nebta-Khufre.

That is how I'd play it.


Well that turned out better than expected! We lost 2 turns, but not complaining at all. And actually, because of the other scenario rule, we didn't even lose the turns. I don't even need a cure spell!

And yikes- I just saw what the other 2 monsters that I avoided were: multiple combat checks and before/after damages. Would have really tested that mirror image.

Silver Crusade

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

Congratulations on making it through that trial, Qualzar!

I'm perfectly happy with that explanation, but I will observe two things.

1. This is yet another case where I feel the rulebook phrase "Finish one thing before starting another" is more misleading than helpful.

2. So if a card is being encountered or examined, it's still a part of the location deck, but it's just ignored for the purposes of searching or examining the location deck?

That seems sensible. I have this niggling sensation in the back of my head that this seemed to contradict something else (again, maybe that whole Shrieking Plant thing, or maybe something else), but I can't seem to find the exact consideration. Oh well.


Estra and Honaire wrote:
1. This is yet another case where I feel the rulebook phrase "Finish one thing before starting another" is more misleading than helpful.

Keep in mind the chance to close the location is part of "if defeated" which is part of finishing the encounter, the same as banishing the card if you defeated it.

Estra and Honaire wrote:

2. So if a card is being encountered or examined, it's still a part of the location deck, but it's just ignored for the purposes of searching or examining the location deck?

That seems sensible. I have this niggling sensation in the back of my head that this seemed to contradict something else (again, maybe that whole Shrieking Plant thing, or maybe something else), but I can't seem to find the exact consideration. Oh well.

You probably are thinking of Shrieking Plant. There is a thread about Justice Ironbriar and the Birdcruncher Crown that confirms (as do the rules beginning with S&S) that a faceup card is part of a location deck still.

And this FAQ changed the rules so that only facedown cards are examined. I'd assume that would also apply to searching, though it isn't stated as such. However, if you didn't get to ignore Nebta-Khufre when you searched, you'd also find him since he is a monster with the undead trait. And then we'd continue for ever and ever stuck with Nebta-Khufre until the end of time.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

As a note, if I get cured, it might let me get back my potion of healing that I could use on others. Also: Estra, was there a reason you didn’t recharge one of my blessing of the elements for that chakrum? Has the electricity trait.

Silver Crusade

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

I'd have most likely discarded it at the end of my turn had I acquired it. I wanted to draw as many cards as possible to increase my odds of drawing one of my Cures, which is highly desired by 2 team members right now (Qualzar especially). I only have a hand size of 6, 5 when you consider I never want Honaire out of my hand. Had I been able to bury the Fire Kukri for an exploration, I wouldn't have minded having another spare weapon for my effect, but I wasn't able to.

If I'd have gotten it by accident, then so be it, but we've also already picked up a Weapon 1 for card upgrade purposes.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Ah, makes sense. I was hoping you would pass it to me so I could kill some monsters, but your reasoning makes sense. I just hoping to cycle them to get to my weapon or acid flask faster.

Silver Crusade

Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4
Cogsnap-VampByDay wrote:
Ah, makes sense. I was hoping you would pass it to me so I could kill some monsters, but your reasoning makes sense. I just hoping to cycle them to get to my weapon or acid flask faster.

Trust me, if I could hand it off at the end of my turn, I would. But it seems to me like a Cure is highly likely to provide you with weapon by the time you start Cogsnap's turn after Estra's next turn than handing you one.

Even so, sorry about that if you were set on getting a weapon given to you. I could've discarded the Fire Kukri at my end-of-turn instead so that I could keep the Chakram for you. Maybe your Talisman Crafter will make an Acid Flask?

Silver Crusade

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

Actually, this seems like it should be about the time to use Alchemists' Kit to draw some of your alchemical items back into your hand, right? The Noxious Bomb in hand gives you at least one 'bonus' use of an ALchemical Fire by banishing the bomb instead, and most of your alchemical items are basic. By killing monsters you keep drawing more items to banish instead to keep re-using the same grenade.

If you get access to Sunburst Market later, it may be an idea to trade one of your allies or armor for another Acid Flask, incidentally.


Please use the Cure on Cogsnap! Qualzar is in paradoxically good shape, considering where I thought I was going to be. (At the risk of jinxing myself.)
And thanks for the Remove Curse!

Silver Crusade

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

Well, may as well wait until Cogsnap's turn; he may use it as he sees fit. He may wish to use it before or after discarding blessings, or before or after Alchemists' Kit, depending on his strategy.


I'm probably not going to move over to the Mumia Lab anyway. I can probably finish off the Catacombs on my turn- even if I do hit the 1/3 chance of the villain, I actually have 3 non-Mental attack spells in hand.
Assuming nothing too crazy happens on Skizza's turn.

Silver Crusade

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

Does anyone have a means to examine that location? If the villain IS there, we waste a good opportunity defeating him and having him move into a more populated location, where he's much more annoying.

...Of course, if Skizza moves to the Peasant Tombs, then we don't need to worry about that, we can just temp-close and beat the villain on your turn if we're lucky. As much as Estra is still looking out for certain card upgrades; this scenario is a nasty one and I'll happily take the first chance to finish it if the team agrees.


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

Does anyone have a means to examine that location? If the villain IS there, we waste a good opportunity defeating him and having him move into a more populated location, where he's much more annoying.

...Of course, if Skizza moves to the Peasant Tombs, then we don't need to worry about that, we can just temp-close and beat the villain on your turn if we're lucky. As much as Estra is still looking out for certain card upgrades; this scenario is a nasty one and I'll happily take the first chance to finish it if the team agrees.

Not ATM, but if I get my clockwork butterfly back in my hand I can examine without exploring.

The Exchange

Deck Handler

I moved to be able to block the location if that is what we choose to do. I wouldn't mind digging further but he has a blessing to bury to block.


I think Skizza did acquire the Dredge? At least per what's in thread.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

I think Estra is best equipped to summon the crawling hands as she has spear of the watchful guardian AND Honaire in her hand, and I would have to punch them. But yewstance is out for the weekend, so, I think we can bot her?

Also, Qualzar, feel free to use any of my blessings to finish off them bad guys.

The Exchange

Deck Handler

Huh that is weird when I first saw it I was at a 7. Ill have to do some upkeep on my hand.


I’ll try to bot Estra, but I’m being extra cautious since I’m playing someone else’s character on top of it being a pivotal check. And I want to make this post from desktop since there are so many unfamiliar cards to reference, so probably won’t until later today.


A little glad that BotEstra didn't roll a permclose option after defeating the Crawling Hands. I'd have been tempted to try to clear it out, but felt like I should be playing Estra conservatively. (Yewstance, for the record, would you have gone for it?)
And I didn't want to "speak" in Estra's voice; left that for Yewstance to fill in on his return should he want to.

And thanks Skizza and Cogsnap for the supporting fire and blessings!

(Also just realized I forgot the Catacombs's +1 die on cold checks, as well as the +2 difficulty on the Natron Zombie for the scenario level. Was so busy triplechecking everything at the Mumia Lab I got sloppy at the Catacombs! Editing that in now at bottom of post.)


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

So I got:
Flash Freeze-B
Antitoxin-B
Crowbar-
Potion of Healing-B

Ugh, awful. 4 'B' Items.

Kafar was the Aspis Ally and does not get added to our list of possible deck upgrades.


Does Kafar not count for upgrade purposes?
Nothing from me. The only boon Qualzar got was the Cure spell I banished on use.
(And I just peeked: the only non-B boon we missed out on was a Weapon 2 deep in the Peasant Tombs. Seems like was just a meager round. Suppose it's for the best that Qualzar cares more about exciting barriers than boons?)


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
EmpTyger wrote:

Does Kafar not count for upgrade purposes?

Nothing from me. The only boon Qualzar got was the Cure spell I banished on use.
(And I just peeked: the only non-B boon we missed out on was a Weapon 2 deep in the Peasant Tombs. Seems like was just a meager round. Suppose it's for the best that Qualzar cares more about exciting barriers than boons?)

I assumed he didn't. Most of those kind of boons say things like 'banish at the end of the scenario.' Maybe this one doesn't? If that's the case . . . I'll look at B allies in my decks. I don't think I have any items I want to trade out. Someone said there was a weapon 1 that I think is going to our resident gun nut?


He counts.


3-2C Reward Roll
Hawkmoon: 1d20 ⇒ 17


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

C'mon daddy needs a new pair of boons: 1d20 ⇒ 3
I should never gamble

On another note: I think Yewstance/Estra is either looking for a boon or spell, dunno though. I could use the Weapon B, as the alchemist's deck has a Corrosive Dagger +1. If not that . . . I'm not sure there's anything else for me to take. I suppose I could take a Blessings B and get the Blessing of Erastil for my combat checks but . . . I like blessings of the elements because they recharge on my checks.

I guess Weapon B->Blessing B is my current thoughts.

Silver Crusade

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

I'm back all! Thanks for botting Estra!

Some quick comments.

RE: Skizza's Turn
Skizza appeared to add a 1d8 by revealing the Blessing of Wadjet, when it only adds a 1d4. I don't think we're going to be fighting over the allies, though so it's not impactful.

RE: Estra's botting
I would have gone for the Permaclose, as you did; mostly just for that last (alchemical) item draw from closing, since I'd be pretty certain we had won the game.

When botting Estra in the future, I recommend always using (topdecking) Honaire for her combat checks (extra 1d6+2). She draws a card by passing combat, which means he doesn't really leave her hand if she passes.

3-2C Estra Boon: 1d20 ⇒ 12 -> Oh well. For the record, any further boons I win I'm distributing to someone else at random on that table, since I've already won 2 boons, luckily enough.

By the way, that Loot card is made for Estra, given that she invokes Undead on virtually any of her checks via Honaire (and is a Wisdom caster). I'd very much like that, if possible.

Card upgrade preferences will be posted in gameplay. If the Spell 1 is claimed by anyone else, they may take it; consider Estra low-priority.


Qualzar could use the Blessing 2 (Blessing of the Gods -> Blessing of Abadar). But I'd also be okay with the Spell 1 (something Basic -> Good Omen), as sort of a preemptive upgrade for the upcoming Card Feat next scenario.

3-2C reward: 1d20 ⇒ 4
Nope.

Estra and Honaire wrote:
When botting Estra in the future, I recommend always using (topdecking) Honaire for her combat checks (extra 1d6+2). She draws a card by passing combat, which means he doesn't really leave her hand if she passes.

And I've even seen you use that interaction countless times! (Clearly playing the necrophobic Qualzar has rubbed off on me.) Fortunately it didn't matter this time. Hopefully I'll remember if it comes up again- although more hopefully, you'll be with us for all future Estra play!


And this scenario I think has swayed me towards aiming for the Impeller role for Qualzar. Admittedly, another all-Undead scenario is unlikely, but the "use Force instead of Mental" feat is seeming quite attractive at the moment. (As much as I do personally like the power feats that grant bonus skills; ie the "Stealth: Charisma +2" for the Mesmerist role.)

The Exchange

Deck Handler

3-2C: 1d20 ⇒ 10


Looks like we are still finalizing upgrades. If I missed something and you've already decided, just let me know.

Silver Crusade

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

We're waiting on Skizza. Currently the following card upgrades suit everyone's first preference:

Qualzar: Blessing 2
Estra: Spell 1
Cogsnap: Weapon B

The Exchange

Deck Handler

I will take the Weapon 1 since it isn't called.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

I think just Skizza needs to finalize their deck upgrade

Silver Crusade

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

Then we're done. Estra officially takes Sphere of Fire and adds it to her deck, and we're ready for the next scenario unless Cogsnap requests otherwise!

1,001 to 1,050 of 1,522 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [ACG][OutPost I]Hawkmoon269's Season of Plundered Tombs Table 3 Discussion All Messageboards

Want to post a reply? Sign in.