[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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The Exchange

Deck Handler

Trading Arquebus for Double-Barreled Musket.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
Skizza of Dongun Hold wrote:
Trading Arquebus for Double-Barreled Musket.

Is that the weapon 1 upgrade?


3-2C
Success
Qualzar: Blessing 2
Estra: Spell 1
Cogsnap: Weapon B
Skizza: Weapon 1


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.

The Exchange

Deck Handler
Cogsnap-VampByDay wrote:
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.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

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

Silver Crusade

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

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.

The Exchange

Deck Handler

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).


Cogsnap can use my Blessing of Pharasma- I even have Surgeon in hand to cure it right away!

Silver Crusade

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

Silver Crusade

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

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.

The Exchange

Deck Handler

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.

Scarab Sages

Skizza of Dongun Hold wrote:
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.

The Exchange

Deck Handler

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.


Estra and Honaire wrote:
On the plus side, there's only 1 Quicksand Bunyip in the entire Mummy's Mask Box (and only with the Character Add-On deck), so it won't happen again.

Really glad you made the tempclosing check, since I was afraid that you had jinxed yourself with this!

Silver Crusade

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


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

Silver Crusade

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

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.

The Exchange

Deck Handler

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.


I can remove the promos if you want.


I think it's more an issue with including C deck, since we only have 4 players?

And thanks for the Remove Curse VampByDay!

Scarab Sages

EmpTyger wrote:

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!

Silver Crusade

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

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!"


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.

The Exchange

Deck Handler

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.

Silver Crusade

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

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.

The Exchange

Deck Handler

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?

Silver Crusade

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

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.


Yeah, Vizier's Hill should be open, with Elemental Treaty still displayed.


'doh!


Figured that the Item 1 might be our last chance at a non-B/C boon, so used Estra's blessing, but unsuccessfully.

Silver Crusade

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

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


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

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.


Well done! I'm sure Qualzar regrets jinxing Estra's die rolls, given all the undead those 1s wound up creating.


Qualzar could use:
Ally 2 (Apprentice)
Spell 1 (Good Omen), which probably provides the most utility for the party
Item 2 (Ivory Dice), which though feels like a waste since I've not enough Item slots

What are the texts for the loots?

3-2D reward: 1d20 ⇒ 12
Nope


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

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.

Silver Crusade

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

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.


Thanks Yewstance!
Neferekhu would be quite useful for Qualzar, so long as he has his Crown of Charisma. Assuming he can stomach being allied to an Undead.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

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

Silver Crusade

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

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.

Various character-specific uses of Neferekhu:
1. (MM) Estra (Particularly her Ectoplasmatist role). Estra has the Diplomacy skill, gains +1d8 to checks against Undead (which the "diplomacy 8 or get cursed" check is definitely one) and is able to develop a solid Strength die for physical combat... but doesn't naturally carry weapons (and the MM version of Honaire doesn't support combat).

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


3-2D
Hawkmoon: 1d20 ⇒ 20
Woohoo!!

I've already won and kept 2 of these things, so I'd prefer to share the wealth a bit. Who at this table hasn't won one of these yet? I'll roll to randomly reassign it to one of those people instead.

Silver Crusade

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

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. :)


I haven't obtained a player reward, but to be honest, I'm really okay with it. I'll pass, but I do appreciate the offer.

Silver Crusade

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

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.


Eh, it makes more sense for Qualzar to take the Spell 1. Which Skizza isn't going to want. Estra can have the Ally 2. Especially if Qualzar is getting the Loot Ally; was anyone else interested in Neferekhu?

Silver Crusade

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

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)

The Exchange

Deck Handler

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.


Might make sense for Qualzar to take the loot Remove Curse, for when Neferekhu gets uppity. But going to wait until the scenario is posted before deciding.


Ok. Then VampByDay, it is all yours. Just pick which one you want from the list.


3-2D
Success

Skizza > Weapon 1, Card feat
Estra > Ally 2, Card feat
Cogsnap > Item 1, Card feat, Tier up
Qualzar > Spell 1, Card feat

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