
Cogsnap-VampByDay |

Trading Arquebus for Double-Barreled Musket.
Is that the weapon 1 upgrade?

EmpTyger |

I picked up the loot Elemental Treaty- seems like it'll be useful at a couple locations.
I was planning on Elemental Treatying the Hall of Blessed Rebirth first. But given where the cohort is, maybe I should do Alchemical Laboratory instead?
And maybe Skizza should get the Aspis ally since he has the smallest hand size? But I'm also okay with it going to Cogsnap.

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Skizza of Dongun Hold wrote:Trading Arquebus for Double-Barreled Musket.Is that the weapon 1 upgrade?
Yeah, that is a Weapon 1. Was reading the cohort at first but I can take the Ally if someone else doesn't prefer it. Either way.

Cogsnap-VampByDay |

Everyone ready? Should I start? Anyone need to visit traders?

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I believe you're good to start if you wish. I still recommend you visit a Trader, just in case there's something good; but everyone else is all set. I'll draw my opening hand.
Anyway, Alchemical Laboratory is a mean location, but closing it early is in our best interests because it moves the VERY beneficial Cohort so we can continue to use her. Better yet, she helps lessen its downside; just be sure you have some kind of armor if there.
She scouts and shuffles, gives +2 to every single check, can help mitigate the scenario's crippling downside. This scenario is rough, but I'll do what I can to mitigate any scourges people take.
By the way, GM: The Alchemical Laboratory is typo'd. In the physical card, it triggers damage from overkilling any bane, not just combat checks. I believe this has been brought up in the BR google hangouts before, though.

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My blessing is available and so are my weapons but they carry the Piercing trait so it wouldn't really help (aside from Hand Cannon which adds 2d6 versus the 1d6 difficulty increase).

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My blessing is available and so are my weapons but they carry the Piercing trait so it wouldn't really help (aside from Hand Cannon which adds 2d6 versus the 1d6 difficulty increase).
I don't have your card texts handy, but I'm almost certain that your weapons don't add the Piercing trait. Playing cards doesn't add traits unless it's defining the skill you use or if it says so on the card.
Doesn't matter either way; Cogsnap's got the combat check fine, its the mandatory difficulty 9 noncombat he's having issues with, so no gun assistance there.

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Wow.
I've lost track, but I think I've self-healed with Honaire about 5 times during this Season, and I think I've rolled a "1" on healing with him every time... or perhaps every time but once.
Anyway, so that was fun. Technically, I never even made a check - I just rolled dice for damage and healing. That was impressively bad, but I somehow ended up with the Henchman on top, so I guess it was a productive turn by some twisted trick of fate(??).
So much for the "Woo free scouting and free shuffling and free +2 to everything mega-cohort woo!".
As mentioned in my notes; if you can close the Alchemical Laboratory then you can feel free to come over and fight the Henchman and close it, therefore giving us a bit more time with the Cohort somewhere else... but really try not to overkill it by 4. Estra's armor won't protect her from Acid damage, and I don't want to stuff my discard pile too full or it'll be hard for me to Cure Honaire back.
I suppose it's worth noting that I can decrease the difficulty to defeat the Warrior Dolls with my Spiritual Ally, so you could go for a difficulty 9 or 14 to beat him, plus you get the +/-2 from the Cohort, so you've got a decent amount of leeway.
Either you take the Spiritual Ally, and you need to roll 7-14 on your check to defeat (before considering the Cohort) to avoid the acid and beat the henchman. Or you don't take the Spiritual Ally, and need to roll 12-19.

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I thought if it had the trait on the weapon it would add it when used? All my guns have piercing on the side of the card. Sorry if I got that confused.

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I thought if it had the trait on the weapon it would add it when used? All my guns have piercing on the side of the card. Sorry if I got that confused.
It's funky. If you play a weapon normally it adds its traits to the check. However, if you play a weapon to use one of it's other abilities, it doesn't. So a light X-bow has the Bow, Basic, piercing and ranged traits. Thus when you FIGHT with an X-bow you add those traits. However, when you discard it to add a d4 to another combat check, it doesn't add its traits unless it says it does.
Essentially if it is played as the primary combat check, it adds its traits, otherwise it does not. Leastwise that's my understanding.

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Ah gotcha that is more helpful and I will note that in the future. No worries when I help with checks against skeletons in the future feel free to take Skizzas covering fire.

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Ah gotcha that is more helpful and I will note that in the future. No worries when I help with checks against skeletons in the future feel free to take Skizzas covering fire.
Yeah, unless a card is defining the skill you use for a check, its traits aren't really relevant. This is most important in earlier sets against incorporeal enemies which can't be killed without the Magic trait; playing a spell to grant a bonus (Like "Aid", the Divine spell that adds 1d6 to a check) doesn't actually give the check the magic trait, even though the spells have it.
Casting a spell for your combat check, like Frost Ray, does actually add the magic trait.

Cogsnap-VampByDay |

Skizza of Dongun Hold wrote:Ah gotcha that is more helpful and I will note that in the future. No worries when I help with checks against skeletons in the future feel free to take Skizzas covering fire.Yeah, unless a card is defining the skill you use for a check, its traits aren't really relevant. This is most important in earlier sets against incorporeal enemies which can't be killed without the Magic trait; playing a spell to grant a bonus (Like "Aid", the Divine spell that adds 1d6 to a check) doesn't actually give the check the magic trait, even though the spells have it.
Casting a spell for your combat check, like Frost Ray, does actually add the magic trait.
And there are some things that do that. For example, in the hunter deck, the 'Magic Fang' spell adds a d4 to certain combat checks and SPECIFICALLY adds the magic trait. I think there is like weapon you can discard to give someone +1d4 to a combat check AND the fire trait, so they will be specifically called out.

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To make things more confusing, even though playing a card (not to decide your skill) doesn't add its traits to the check, you still can't play it if the bane is immune to one of its traits.
So if there was some kind of enemy that said "Immune to Piercing", then you couldn't use a gun to assist a check. But if it said "if the check has the Piercing trait, increase the difficulty by 4", then you'd be fine using the gun, and it won't even have a consequence.

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Wow the layers of rules can sometimes be really delicate. I am learning a lot as we play though.
Not much of note left there as far as boons (still bummed about how Promo cards never grow in value) but I grabbed a Blessing in case someone needs it.
Mummia Lab is shuffled with the villain.

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I think it's more an issue with including C deck, since we only have 4 players?
And thanks for the Remove Curse VampByDay!
Honestly, It's a bit selfish, I'm trying to cycle my deck as much as possible so I draw my Alchemist's Kit.
I mean YES! I totally did it out of philanthro-py-ness-ish. And had no ulterior motives whatsoever!

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I would be in favour of removing the promos.
I normally always play with the Deck C in, but it would increase our boon quality by removing it. But we're approaching the point where we'd be removing basics anyway, which largely neutralises the difference.
Without deck C, there's no Quicksand Bunyip's though! But as much as I complained about that extremely bad luck, I like there being nasty triggers to make up for the fact that the overwhelming majority feel like they're purely advantageous. "An encounter or something that banished itself? Cool, a free exploration!"

Hawkmoon269 |

Picking up from the other thread about the villain and the boons going back, I agree it doesn't match what the card says. I think Vic probably meant to come back with an FAQ to make it do what he thinks it was really intended to do. So, we are going more with his statement of what he thinks they wanted then with what the card says.

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Wouldn't the cohort automatically move if she went to a closed location like the Embalming Parlour? As it triggers if the if this location is closed on her card?
And yeah I was having a brain leak when I did the roll for the villain as I am not sure what prompted it. Probably just parsing everything from the questions.

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Not certain what you're asking; she only moves to open locations according to her powers. And the Embalming Parlour is open.
If it's closed, the cohort moves, certainly. Do note that 'temporarily closing' a location, despite the name, is not actually closing a location. It just uses the "When Closing" text, but the location is never closed.

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Not sure why it isn't closed as she was defeated at the Embalming Parlor where I encountered her...Per the rulebook when you defeat a villain you close the location they were at. That is also why we pulled out the boons and placed them back where they were due to her cards text. I am aware of Temp Closing however I wasn't one of the people temporarily closing as I was encountering the villain.
Am I missing something?

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Oh right! It's just got cards in it because of the villain mechanics. Weird that it's listed as Open in the scenario update... I think the GM may have accidentally 'closed' the Hill instead. Good point; I'll reroll her movement.
You are completely correct, Skizza.

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That's fine, I think that was the best possible play, you just had awful luck. Your odds were about 90% with a reroll.

Cogsnap-VampByDay |

It is important to note that the Talisman Crafter says SPECIFICALLY that she banishes the card she has at the end of the scenario if not used, so we do NOT get the antitoxins added to the list of things we grabbed this playthrough.

Cogsnap-VampByDay |

3-2d Reward: 1d20 ⇒ 13
Well, I think the most obvious thing to do would be to take the card upgrade feat and then . . . I guess take the canteen (Item 1) which would net me two ways to use my alchemical items without banishing them? I feel like that's the best option.
Other than that, I dunno. I'll see what others have to say. I'm gonna go have dinner and then look at what the loot cards do.

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Note that Cogsnap can now Tier-Up if he wishes. I'm busy at work, but I'll try to get the loot text out later if Hawkmoon doesn't.
To be super brief. Neferekhu is a crazy ally, and one that can fundamentally change how a character runs - man I wish I was playing as MM Estra!
It's an Ally that can be revealed in combat to use your Strength/Melee +1d8 like a mace (amazing for some Monks, like Athnul). It can be revealed to add 2 dice to any noncombat Wisdom or Knowledge check at your location... but if you do so, you have to make a Diplomacy 8 (not "Charisma", just Diplomacy) check or get hit with the Curse of Withering.
Meanwhile, the Ushabti, I think, could be buried to add 1d8 to a Strength, Dexterity or Perception check, but you could recharge it instead with a Craft check.

Cogsnap-VampByDay |

So Just a note: I will be taking the early rank up, so I'll be rank 2 next game, in hopes of catching up with you guys.
Looking though the upgrades though, I don't think there's much for me here. I only have one spell, which is solidly slotted as Remove Curse, I technically can't take the ally 2 (or any of the 2 boons) until next game . . . I like the ability to recharge my blessings, and there are no solid allies for me to replace (there is a nice ally 1, but we didn't get any.) So, I already have the weapon 1 from my deck, no ally 1, no blessing, no spell . . . we didn't pick up an armor 1, I guess the Item 1 is all I really got going for me. But if someone else wants it, that's fine, I don't particularly need a deck upgrade at this point.
Item 1 d1000 roll: 1d1000 ⇒ 231

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So I was slightly wrong about the Ubashti, oh well.
Anyway, Neferekhu is a big contender for my favourite PACG card of all time, because of how it kicks my theorycrafting into overdrive. There are numerous uniquely character-specific merits of it, but four examples that come to mind.
So Neferekhu uses up an Ally slot and allows her to fight quite well in melee, as well as being an Undead which is relevant for another Ectoplasmatist power. And it can often, with no downside, add a full 2 dice to her Wisdom checks, which are based off a 1d12 die and is her core skill as a pure spellcaster, allowing her to trivially recharge whatever she wants as well as blitz various checks to acquire or close.
There's some nifty tricks you can pull with Neferekhu with my current version of Estra post-role too... but I guess I'll eventually see those first-hand.
2. (Monk Class Deck) Athnul. Athnul can add her Wisdom check (a primary skill of hers) to her melee combat checks as long as she doesn't use a weapon... how convenient that Neferekhu isn't a weapon! Neferekhu provides an extra 1d8 to combat checks that Athnul normally could never gather, whilst also enhancing her Wisdom checks in case you do build her as a small caster or just to help beat through various barriers/closing checks.
3. (Hell's Vengeance 1) Linxia. Linxia has a wisdom-based Divine skill, excellent Diplomacy and one other particular merit - the ability to heal herself every time she plays a Corrupted card. It's really easy to temporarily give something the corrupted trait for a turn (like via the Corruptive Half-Plate armor), and so Linxia can easily repeatedly use Neferekhu to heal herself with every combat, wisdom, divine or knowledge check she can make in a turn. To be fair, Linxia is the most powerful self-healer in the game (in my opinion), so it's not particularly needed, but it just generally suits her well as a melee combatant with excellent Diplomacy and a Wisdom-based spellcasting method.
4. (Inquisitor Class Deck) Varril. Varril can use his wisdom-based Divine skill for any check he wants... and he even has a strong Diplomacy skill to boot! Carrying Neferekhu around means he can very easily just freely add 2 dice to all of his noncombat checks. Once you max out his Wisdom score (bringing his Divine skill to d8+7) then you can auto-pass the check against Neferekhu, too, so he never even needs to risk being cursed. You will need to keep recharging cards to substitute his Divine skill on repeat, but it still renders him enormously powerful against barriers, acquiring any boon, any closing check, and recharge check... really absolutely everything (but combat).
To be throwing 3d8+7 (which can be extended to 3d8+11 with power feats) at all of your checks by default (from AD4) is kinda crazy. I'd love to see that work with an Alase player just feeding him extra cards from her own hand to keep his recharge-heavy turns going endlessly.
Oh, and Boon roll, right.
Estra 3-2D Boon: 1d20 ⇒ 7

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Very kind of you! I've won 2 already, so skip me. Actually, I've won 3, but I handed my third one off to another player as well. :)

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Currently both Estra and Qualzar desire the Ally 2. Qualzar may make a roll if he wishes (Estra's have been posted in gameplay).
Other than that, we're just waiting on Skizza.

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RE: Card Upgrades.
Thanks on the Ally 2!
RE: Neferekhu.
I highly doubt it. Neferekhu may be desired by people with strong Wisdom checks, Knowledge checks, Diplomacy checks and/or Strength/Melee checks. All of those are universally lacked by the party besides Qualzar and Estra.
Estra will want Neferekhu, but at a later point in time. Not sure when; maybe as early as when I grab the variant of Cure that also removes Curses (from Ultimate Magic), or maybe as late as when I get the power feat that gives me the Diplomacy skill (possibly as late as AD5).
In some scenarios, depending on the special rules, Estra may also request it. If, for example, there was a particular benefit from makings significant Wisdom, Perception or Divine checks, then Estra may desire it. Or if there was a scenario rule that replaced or helped us remove curses. (Of course, Qualzar can support Estra with Neferekhu anyway, if we're at the same location. At least if we have a Remove Curse ready)

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I just won a boon in my other game!
Boon: 1d20 ⇒ 18
And I can take the Weapon 2 for bigger guns! Nothing wrong with bigger guns...and more guns so my card feat will be Weapon which will be filled with Dragon Pistol +1. I can now add dice and the magic trait to other people's checks (piercing too this time as stated by the card, lol.)
Sorry for a late post had family visit unexpectedly Sunday/Monday.
Also a question someone may have something I didn't find regarding Ultimate add-ons. I saw the question posed on the forum before about getting to switch as more decks come out (I remember Yewstance being in the discussion). There was mention of the possibility of a one-time switch since people added in a deck early not realizing they wouldn't/shouldn't(?) be allowed to switch in the future. Has there been any further mention of this switch?
Specifically for me I added in something from Ultimate Combat not realizing the no switches before Equipment came out.