[ACG][OutPost I]Hawkmoon269's Season of Plundered Tombs Table 3 (Inactive)

Game Master Hawkmoon269

Loot List
POTENTIALLY SUMMONED CARDS:

Silver Chain Smuggler:

Henchman 2
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage.
After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.

Acid Pool:
Acid Pool
Henchman Barrier B

Traits
Obstacle
Acid
Veteran

Check
Intelligence
Craft
Wisdom
Survival
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.

Aghash:
Aghash
Henchman Monster B

Traits
Outsider
Curse
Electricity
Trigger
Veteran

Check
Combat
11
OR
Divine
8

Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Blightwing:
Blightwing
Henchman Monster 1

Traits
Outsider
Curse
Poison
Veteran

Check
Combat
11

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer the scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.

Giant Sand Eel:
Giant Sand Eel
Henchman Monster B

Traits
Animal
Veteran

Check
Combat
11

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, shuffle this card into a random open location and discard a card.
If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

Graven Guardian of Nethys:
Graven Guardian of Nethys
Henchman Monster 1

Traits
Construct
Nethys
Inquisitor
Veteran

Check
Arcane
Divine
9
OR
Combat
12

Powers
The Graven Guardian of Nethys is immune to the Mental and Poison traits.
The difficulty to defeat the Graven Guardian of Nethys is increased by the current scenario's adventure deck number.
You may discard a card that has the Nethys trait to defeat the Graven Guardian of Nethys.
If defeated, you may immediately attempt to close the location this henchman came from.

Natron Zombie:
Natron Zombie
Henchman Monster B

Traits
Undead
Mummy
Veteran

Check
Combat
12

Powers
The Natron Zombie is immune to the Mental and Poison traits.
The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number.
After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile.

Sandstorm:
Sandstorm
Villain Barrier B

Traits
Obstacle
Weather
Trigger

Check
None

Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.

Theletos:
Theletos
Henchman Monster 3

Traits
Outsider
Trigger

Check
Combat
18
OR
Knowledge
Diplomacy
Divine
14

Powers
When you examine this card, if you have a card that has the Curse trait displayed next to your deck, banish a card that has the Curse trait; otherwise, draw the scourge Curse of Fevered Dreams from the box.
Damage dealt by the Theletos is Mental damage that may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.

Voices of the Spire:
Voices of the Spire
Henchman Monster B

Traits
Human
Inquisitor
Veteran

Check
Combat
8
OR
Charisma
Diplomacy
7

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.

SCOURGE TABLE:
1 = Curse of Poisoning
2 = Curse of Poisoning
3 = Curse of Vulnerability
4 = Curse of Daybane
5 = Curse of the Ravenous
6 = Curse of Withering
7 = Curse of Fevered Dreams
8 = Curse of the Sphinx
9 = Curse of Blindness
10 = Curse of the Mummy

Curse of Poisoning:

Spoiler:
Curse of Poisoning
Scourge B

Traits
Curse
Poison

Check
None

Powers
While displayed, after you reset your hand, recharge a random card.

Curse of Vulnerability:

Spoiler:
Curse of Vulnerability
Scourge B

Traits
Curse

Check
None

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

You may only have 1 copy of this card displayed.

Curse of Daybane:

Spoiler:
Curse of Daybane
Scourge B

Traits
Curse
Undead

Check
None

Powers
At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

You may only have 1 copy of this card displayed.

Curse of the Ravenous:

Spoiler:
Curse of the Ravenous
Scourge 1

Traits
Curse

Check
None

Powers
At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. Blessings
2. Allies
3. Spells and weapons
4. Items

You may only have 1 copy of this card displayed.

Curse of Withering:

Spoiler:
Curse of Withering
Scourge 2

Traits
Curse

Check
None

Powers
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

You may only have 1 copy of this card displayed.

Curse of Fevered Dreams:

Spoiler:
Curse of Fevered Dreams
Scourge 3

Traits
Curse
Arcane

Check
None

Powers
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

You may only have 1 copy of this card displayed.

Curse of the Sphinx:

Spoiler:
Curse of the Sphinx
Scourge 4

Traits
Curse
Sphinx

Check
None

Powers
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

You may only have 1 copy of this card displayed.

Curse of Blindness:

Spoiler:
Curse of Blindness
Scourge 5

Traits
Curse

Check
None

Powers
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

You may only have 1 copy of this card displayed.

Curse of the Mummy:

Spoiler:
Curse of the Mummy
Scourge 6

Traits
Curse
Undead
Mummy

Check
None

Powers
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

You may only have 1 copy of this card displayed.



RULES: TRADERS:
In Season of Plundered Tombs, traders work differently than in Mummy’s Mask, in the following ways.
• When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
• You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
• Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
• At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.
For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.

DURING THIS ADVENTURE:
The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

Replacement Cards:
Remove Curse
Spoiler:
Remove Curse
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Scarab Buckler
Spoiler:
Scarab Buckler
Loot Armor B

Traits
Shield
Alchemical
Healing

Check
None

Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armor, you may play another armor on this check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck or to add 2d8 to your check that invokes the Swarm or Poison trait.

Spear of the Watchful Guardian
Spoiler:
Spear of the Watchful Guardian
Loot Weapon 1

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
None

Powers
Reveal this card to add 1d6 to your Perception check.
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+1; you may additionally recharge this card to add 1d6.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice; take the new result.

Elemental Treaty
Spoiler:
Elemental Treaty
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

Tablet of Languages Lost
Spoiler:
Tablet of Languages Lost
Loot Item 1

Traits
Object
Magic

Check
None
0

Powers
After the roll, reveal this card to add or subtract 2 from your Charisma or Diplomacy check.
Recharge this card to add 3 to your check to defeat a barrier or your Intelligence or Wisdom check to acquire an item.

Game of Afterlife
Spoiler:
Game of Afterlife
Loot Item B

Traits
Object
Gambling

Check
None

Powers
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.

Akhentepi's Armor
Spoiler:
Akhentepi's Armor
Loot Armor 1

Traits
Light Armor
Magic

Check
None

Powers
Recharge this card to ignore a non-villain bane's power that happens before you act.
Bury this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, discard this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.


Sunburst Market
Campaign Sheet


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Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
Hawkmoon269 wrote:
Ok. Then VampByDay, it is all yours. Just pick which one you want from the list.

Taking the item 1 canteen.

Also upgrading my noxious bomb to item 2 (liquid ice) as previously discussed because of me not knowing the rules.


Sorry. I was refering to the reward roll. I rolled a 20 and what to give it to one of you that hasn't won yet. Yewstance and Agent Eclipse have already won one and EmpTyger declined, so you get it. There is a list of the possible rewards a few pages back. Let me know which one you want.


Well, that's a lot of WIS checks for henchmen and closing. Definitely picking up the Remove Curse.
Also, since we're going to be bunched up, switching back to the Allying Dart +1. So Natron Fang is available if anyone wants.

Silver Crusade

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

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.

There was indeed a statement made that raised that possibility, but so far there's been no clarification. Perhaps there will be a boon given out or awarded that will let you switch Ultimate Decks in the future, but not yet.

Keep in mind that some Box Runners would not let you take one of the best early-game Ultimate Equipment items (Alchemist's Kit) with Skizza. It's perfectly within the rules, but as mentioned earlier it's sufficiently exploitable that you can infinite-explore starting from turn 1, with damage not even threatening to ever stop the combo. It's one of those things I really, really hope gets errata'd (along with Animate Dead/Robe of Bones).

As for the Scenario...

Alright, so we'll always be sticking together. I think Estra may pick up the Elemental Treaty loot, in that case; this also means that Qualzar can support all of us with Neferekhu at all times, so I'm thinking of using Sunburst Market to also grab yet another Remove Curse. Also, the Mumia Lab threatens to throw Curses of Withering at us early on (thankfully they don't stack, so it might be a good opportunity to exploit Neferekhu for a bit), so removing those will be integral if we want to keep passing checks.

On the whole, the scenario kind of plays itself. We whittle down the decks as best we can, occasionally getting closes off... but ultimately we'll always end up in the Catacombs, and then we just need to fight a single (non-Agent) Henchman to finish the scenario; and there may well be more than one in the deck by that point.

I'll be posting my Trade/Loot choices soon. The Ushabti might actually be really good here; it helps anyone at the location, and both Dexterity and Perception checks are extremely helpful. Estra lacks the Craft skill, though; perhaps Skizza could use it?


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
Hawkmoon269 wrote:
Sorry. I was refering to the reward roll. I rolled a 20 and what to give it to one of you that hasn't won yet. Yewstance and Agent Eclipse have already won one and EmpTyger declined, so you get it. There is a list of the possible rewards a few pages back. Let me know which one you want.

*looks at rewards and abilities of Cogsnap. . .*

Looks like Cogsnap is joining the Silver Crusade! (I'll take the Silver Crusade boon.)

Silver Crusade

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

Welcome to the Silver Crusade, Cogsnap! Though you can choose to apply the reward to any of your PACG characters, or save it up for a future one. (You do need to decide which reward you're taking now, though. I have added the Silver Crusader reward to Estra already, as I've indicated in the past, and even set up my little badge for and a section in my Deck Handler to track.)


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
Estra and Honaire wrote:
Welcome to the Silver Crusade, Cogsnap! Though you can choose to apply the reward to any of your PACG characters, or save it up for a future one. (You do need to decide which reward you're taking now, though. I have added the Silver Crusader reward to Estra already, as I've indicated in the past, and even set up my little badge for and a section in my Deck Handler to track.)

Yeah, I think I will apply it to Cogsnap

The Exchange

Deck Handler

Yeah, I can take the Ushabti.


I've removed the C deck and the promo cards.


2 people marked this as a favorite.
Hawkmoon269 wrote:
I've removed the C deck and the promo cards.

Pour one out for John Q. Bunyip.


Wish I had some way to keep exploring. My dice were on fire!

Silver Crusade

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

Nice work! But just sharing a few notes.

Skizza's End-of-Turn:
Before Cogsnap takes a turn we'll have to slightly rewind to complete Skizza's end-of-turn "Card movement" effect, especially since it might affect whether we're all forced to close the location and take damage or not.

Trades:
I'd kinda have preferred the Stoneskin spell, since there may be multiple situations during this scenario where we'll be forced to take up to 3 combat damage. You can cast Stoneskin at the last possible second (same as using Armor), so being able to completely negate that to save 3 cards at least once in the scenario sounds more helpful than Sands of Time to me. But you're completely correct that there's some high-impact uses of Sands of Time in this scenario in certain locations.

Maybe I'm just biased because "one die" to me is usually just 1d4, as long as I'm using a melee weapon and Honaire. :P

Bonecrusher Hyenamaster:
Just a reminder that cards with multiple checks-to-defeat can be completed by any character at the location, as long as one is handled by the encountering player. In case you wanted to save the Frost Ray; I'm certain Skizza or Estra could have taken it. Estra particularly actually would have liked to have taken it, since she could display Sphere of Fire (which lasts until the end of her own turn) and drawn a card off passing a combat check.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

So I counted it out and it appears we didn’t account for Skizza’s end of turn card movement thing, (the move 1d4 cards from one location to another at the end of your turn) and that could drastically effect how I handle my turn. I’ll have to wait for the box runner to fix that before I take my turn (not that I blame hawkmoon, I’m sure that’s an easy oversight. I’d probably make the same mistake)

The Exchange

Deck Handler

Dangit. I read that paragraph and wasn't sure if it read separately or was in addition to the Apsis part.


Use Qualzar’s blessings instead on both of Cogsnap’s checks? They’re Pharasma, so they’d recharge.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
EmpTyger wrote:
Use Qualzar’s blessings instead on both of Cogsnap’s checks? They’re Pharasma, so they’d recharge.

Oh, yeah! Totally forgot that pharasma was on top so pharasma recharges! Sure, go for it.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Continued from the gameplay section

Qualzar-EmpTyger wrote:

(During Cogsnap's turn)

Recharging 2 Blessings of Pharasma for the check against the henchman (instead of Estra) and for the closing check (unspecified).
As the cart hurtled past, Qualzar called out to his fellow gnome. "Say Cogsnap, have you ever done a proper Pharasman double-reverse resonance?" Admittedly, these weren't the best circumstances for experimentation, but the phenomenon was usually best witnessed when running fast in the opposite direction

”Have I done the Pharasman double-reverse resonance? Why, you’re looking at the gnome who wrote the 326th amendment to the fourth postulate when applied to alchemy of it. But I hardly think there is enough time to find a Kobold and steal his Lederhosen for a PROPER one.” Cogsnap retorts while running for his life.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4
Estra and Honaire wrote:

[...]

Before Cogsnap takes a turn we'll have to slightly rewind to complete Skizza's end-of-turn "Card movement" effect, especially since it might affect whether we're all forced to close the location and take damage or not.[...]
Cogsnap-VampByDay wrote:
So I counted it out and it appears we didn’t account for Skizza’s end of turn card movement thing, (the move 1d4 cards from one location to another at the end of your turn) and that could drastically effect how I handle my turn. [...]

:(

Estra and Honaire wrote:

Ally 2 taken as card upgrade. Cleric of Nethys added into Estra's deck, Sage returned to her Class Deck Box.

Estra has an empty Item slot due to her Card Feat, and fills it with the Basic item Conch Shell.

The random Aspis ally seems a good fit for Cogsnap to me.[...]

:(


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Stop making frowny faces at me Estra! It's like the disapproving stares of my grandma! I guess I just missed the bit about the Aspis Ally. Since Qualzar took him last time, I just assumed he took him this time!

Silver Crusade

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

(Initiating grandma stare)
3
2
1

─────────▄▄───────────────────▄▄──
──────────▀█───────────────────▀█─
──────────▄█───────────────────▄█─
──█████████▀───────────█████████▀─
───▄██████▄─────────────▄██████▄──
─▄██▀────▀██▄─────────▄██▀────▀██▄
─██────────██─────────██────────██
─██───██───██─────────██───██───██
─██────────██─────────██────────██
──██▄────▄██───────────██▄────▄██─
───▀██████▀─────────────▀██████▀──
──────────────────────────────────
──────────────────────────────────
──────────────────────────────────
───────────█████████████──────────
──────────────────────────────────
──────────────────────────────────


Poor Estra. Between Cogsnap's absent-mindedness, Skizza's tinnitus, and Qualzar's ego, that high WIS might be as much a curse as a blessing.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Nice get on the Alchemist’s suit Skizza! There is (unsurprisingly) one in the alchemist deck that I wouldn’t mind getting my hands on!

The Exchange

Deck Handler

Yeah, between how awesome it is and the fact it is an armor 2 I used the Blessing to make sure we nabbed it! Since I have the buckler I can always hand it off to you next turn as fetching alchemy items will benefit you slightly more.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
Skizza of Dongun Hold wrote:
Yeah, between how awesome it is and the fact it is an armor 2 I used the Blessing to make sure we nabbed it! Since I have the buckler I can always hand it off to you next turn as fetching alchemy items will benefit you slightly more.

Especially since I can retreve my acid flask which can be used on barriers like the henchman collapsing ceiling.


From our noble Venture Captain:

cartmaneck wrote:

Hello my dear box runners and players!

I’d first like to say thank you so much for participating in the first Cards Against Gnomanity event. It’s truly been a fantastic showing by our burgeoning online community, and the box runners should be commended for putting up with a system that is still having some major wrinkles ironed out.

Cards Against Gnomanity officially ends this coming Sunday, August 12th, at 11:59 PM Eastern time. If you have a game ongoing that you’d like to continue past this time, that’s fine with us, but any game that ends after 11:59 will not be counted as being part of this event. However, we have another event that is starting up RIGHT AFTER this one! I’m talking about Play-By-Post Gameday VII. This event will include the multi-table special Assault on Absalom in slot 2, which runs from October 1st-November 12th. As of this moment, there are two slots left at tables for that special on the ACG side, so if you haven’t signed up yet, go check out the Specials Sign-up Sheet.

If you plan to continue a game and would like sessions reported between August 13th and September 30th to count as part of GameDay VII (and therefore be eligible for ACG boon rolls), please email me at cartmanbeck@orgplayonline.com with your screenname, the link to the paizo.com forum thread where you’re running the game, and the game number in the ACG online database BEFORE Cards Against Gnomanity ends on Sunday night.

When the first slot of GameDay VII ends on September 30th, if you are running or playing in any tables of Assault on Absalom, I will ask that you try to wrap up as many of your tables as possible in order to free up time and energy to devote to the Assault on Absalom run. We want this to be a huge success! Andrew (Hawkmoon 269) will be the lead for this event, so if you have questions about how it will run, email him at hawkmoon269@orgplayonline.com.

As of now, I’m seeing 75 sessions of ACG in our reporting sheet for Cards Against Gnomanity (I’ll note that I’m behind on reporting a few sessoins myself, but will get that taken care of later today). If you have not yet filled out the reporting sheet for your games, PLEASE do so as soon as possible! Reporting Sheet

Once the event ends and we've confirmed that all sessions have been added to the reporting sheet, I'll be doing a drawing for a small number of paizo.com gift certificates. Each player and box runner will have one chance at getting these, so it doesn't matter how many games you played, you have an equal shot. I'll also be looking over the total number of convention rewards/boons that we gave out to see how close to 10% we got... if the random number generator was a bit greedy, I may randomly hand out a few more of those as well.

Thank you all again, and feel free to email me with questions.

Tyler (Box Runner Nalshene/Cartmanbeck)


Anyone interested in the 2nd Combat check?
If not, I could probably barehand it- the Blessing recharges and I think Estra has help I should have already been using- but I’m less likely to hit 11 in order to avoid the Curse, and thus have the Remove Curse to discard to the failed CON/Fort check.

Edit: Nevermind- my blessing wouldn’t recharge, so I’m less concerned about holding on to it instead of discarding it to the failed save.
Considering I already hit the 25% at the start of turn, probably shouldn’t get too greedy.
But I’ll give a few hours in case someone (Estra?) is eager to take the Combat anyway.

The Exchange

Deck Handler

I can take it but I think Estra likes them for her ability so I will wait to see if she checks in.

Edit: Checked her abilities and she gets to draw a card when she succeeds a combat check.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Estra wanted it for some reason, but that was back when she had sphere of fire, so not sure. If she doesn’t want it anymore, I can throw my galvanic chakrum at it for 2d8+3, so, pretty likely to pass. And it is just a reveal so it costs me nothing.

Silver Crusade

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

Sorry for holding the game up! Also sorry for not passing high enough. So I'd just like to clarify a few things.

Firstly; I love the opportunity to take low difficulty combat checks because of the ability to draw a card off them if I can pass them consistently without topdecking Honaire. Unfortunately, my ability to do so is pretty low (Spear of the Watchful Guardian + Binder's Tome is 2d4+1d6+1, or average of 9) if I don't have a combat spell, and even then I'd just be recharging/spending a spell to draw a new card anyway.

With Sphere of Fire, I can merely display it to have excellent odds in combat, and it remains displayed for a repeat-use combat spell during my next turn as well.

I don't have Sphere of Fire anymore, but I still think it was technically best for Estra to fight this combat check. Qualzar would need to discard/recharge a card to pass, Skizza would have to risk putting his weapon on top of his deck (based on firearm mechanics) to pass, leaving him weaponless during his next turn.

Estra loses nothing at all by topdecking Honaire (he's immediately redrawn) and Cogsnap loses nothing at all by revealing his Chakram. However, he's rolling 2d8+3 (average of 12), and Estra's rolling 2d4+1d6+1+1d6+2 (average of 15), so Estra provided a much better odds of hitting the '11' that's desired on the Death Hound. I just happened to roll really low. 3 "1s" and a 3 on the last d6, ew. Bottom 0.9% of results.

TL;DR: If Skizza has a couple of firearms in hand, or if the check difficulty is particularly high (enough that he'd bury/discard a weapon) he's probably best for stand-in checks. Estra has an explicit request to be given combat checks if she has Sphere of Fire, and even aside from that she's generally more well suited to Cogsnap or Qualzar of achieving high combat rolls without spending (discarding, recharging, etc) a card from her hand.

I fully give any player permission to bot Estra for stand-in checks. I'll even make a section in my Deck Handler to describe exactly what she would do.

Also, please remember Binder's Tome.

P.S. However, I wouldn't recommend using Remove Curse on Curse of Vulnerability. Until you draw a piece of armor, it has no effect on you whatsoever, and only effects certain types of damage, and (usually) only once. It's the most toothless curse in the game, in my opinion.


Don't worry about it. At this point in our adventures, I just automatically up the chances of Estra rolling unnaturally low.

...unlike Qualzar, who rolled too high on the end of turn check. Sorry, team. Guess this balances out my luck last turn.


That’s convenient! I’ll plan to pass the Soul Stimulant off to Cogsnap on my next turn.


Hello! Welcome to Play By Post Gameday VII. As part of the festivities for this event, we have a few rewards you can win. After your table completes a scenario, win or lose, each participant (player and/or box runner) rolls 1d20. If your result is 1 or 20, you win. Select your reward from the list below and inform your Box Runner of your choice. We’ll make sure you get the reward sent to you.

Remember, Session 1 runs from August 13th, 2018-September 30, 2018. Your table must complete the scenario between those dates to roll for a reward. During Session II (October 1-November 12th) we’ll be running the multiple table interactive special Assault on Absalom.

Box Runners: If you have any questions about how to report, please contact me.

Have fun!

Gameday VII Adventure Card Game Rewards
Season of Tapestry’s Tides Reward #1
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Season of Tapestry’s Tides Reward #2
Burgeoning Captain: At the beginning of a scenario that uses the Skull & Shackles Base Set, you may cross out this reward to gain the skill Survival: Wisdom +2 on your checks attempted while you are on a ship and on your checks attempted against a ship until the end of the scenario.

Season of Tapestry’s Tides Reward #3
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

I dunno how bad Qualzar wants the Armor 2 (as he said he wants Boons 2) So everything after that the Conopic wrap shows up I spoilered out. I could use our mummy for wisdom check to acquire it.


Ah, it was more that I wanted to make it available for acquiring high level boons for the party, rather than me specifically.
In any case, I don’t want an armor upgrade, and certainly not enough to take a Curse of Withering. But no problem with using Good Omen, as the armor is useful for this scenario, immediately at the next location.

Edit: And, thanks for the remove curse!

Silver Crusade

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

Cogsnap appears to have processed his Curse of Poisoning (based on the 5, not 6, cards in his hand), but he hasn't visibly rolled any dice for it.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
Estra and Honaire wrote:
Cogsnap appears to have processed his Curse of Poisoning (based on the 5, not 6, cards in his hand), but he hasn't visibly rolled any dice for it.

Missed the 'random.' Rolled, clockwork butterfly recharged

Silver Crusade

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

(I left an Armor 2 to be banished during my turn. I felt it highly unlikely that, as a part, there's 2 of us who want such a deck upgrade. I certainly don't care for it.)

No worries; we're breezing through this scenario. The card movement hasn't eaten/displaced as many henchmen as I expected, and we're having the good fortune to have successfully closed all but one location before it collapsed atop us.

We're on the second-to-last location now; it seems unlikely that Cogsnap would have anymore than 3 turns left. Since you have potions stored in your Canteen, plus two Alchemist's Kits out; it might be worth cracking them for all of the bonus potion-re-use goodness. If you have no need for the spare ones; Estra will happily take them off your hands to bury to her ability.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

I'll 100% use my canteen next turn to cure you of your curse Estra. Sorry, didn't realize your curse was so bad or I would have gotten you first.

Haven't memorized all the curses yet.

Silver Crusade

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

(Just a ramble about "Curse of the Ravenous" and that, despite my poor luck, why it really doesn't scare me almost ever.)

It's actually not that bad. I had the unlucky odds to roll 3 and 2 when I only had blessings and allies in my discard pile, but in practice it's not really bad. I've buried 3 cards from my discard pile... but when I only have 2-3 turns left (and almost 10 cards left in my deck, AND the ability for an emergency self-heal AND armor) I was probably never going to even heal+draw those cards during the scenario, let alone need them, let alone use them productively.

(Burying cards doesn't really frighten me, by the way, but note that might be more of an opinion; a lot of players, all the way up to Tyler, the official VC of PACG play-by-post, are extremely reluctant to bury cards.)

Furthermore, now that my discard pile is empty, the Curse doesn't do anything at all. Even more so, I can recharge my Pharaoh's mask to de-curse myself if I want. I'd recommend you Soul Stimulant to clear your own Curse of Poisoning far more. The random recharge is like the worst possible way to effectively decrease your hand size, which can mean one less blessing or one less exploration or one less weapon down the line, which I consider a far bigger downside than Curse of the Ravenous. Curse of the Ravenous has so many "IFs" before it becomes bad.

IF you have cards in your discard pile;
IF it rolls the right number to bury them;
IF you were going to heal those cards from your discard pile back into your deck;
IF the game goes on long enough for you to not only heal those cards, but draw them;
IF you would have rather drawn those cards you healed rather than different cards remaining in your deck (OR IF you would have died without those healed cards).

If all of the above is "Yes", then the curse has meaningfull impacted you. If you have ways of drawing cards directly from your discard pile, then it becomes a lot worse, and it's a bad curse to hit on an early turn, and it's a REALLY bad curse in smaller party sizes, where you get more turns per scenario. But all in all, it's one I usually just ignore and save my curse removal to cure Withering or Poisoning, or sometimes Daybane.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Nice turn Estra! Glad my wraps came in handy!


Does that work with the Galvanic Chakram +1? Or does “before you act” have to be you (ie Cogsnap) specifically?


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
EmpTyger wrote:

Does that work with the Galvanic Chakram +1? Or does “before you act” have to be you (ie Cogsnap) specifically?

Well, At first I thought what you thought, but then Yewstance said that BYA was a codified as just a specific time during (or, more acurately, right before) a combat check.

Silver Crusade

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

Does that work with the Galvanic Chakram +1? Or does “before you act” have to be you (ie Cogsnap) specifically?

Well, At first I thought what you thought, but then Yewstance said that BYA was a codified as just a specific time during (or, more acurately, right before) a combat check.

BYA is indeed a specific 'phase', sort of, which is listed in the rulebook under attempting a check. This, in particular, means you can reveal a card to support a BYA check, then again reveal it during the combat check.

However, unfortunately, you can't allow someone else to ignore a power occuring BYA with your Chakram, because Chakram allows YOU to ignore something. See the following sources:

Our illustrious GM, Hawkmoon, states it very clearly here.

Also see this relevant FAQ.

Basically, Cogsnap can use the Chakram to prevent being effected by the BYA power, but the power still hits everyone else. That does, however, mean that I could use Akhentepi's Armor to protect myself, if I had it. This, actually, isn't quite what I thought previously, but I've since read up and clarified my understanding.


So the pyramid crashing all around us was a metaphor for the website, right?

Anyhow. Yay!


I'm still most hoping for an Ally 2.
If I don't play the Pathfinder RPG, I'm assuming that the other reward gets forfeited? Figuring it wouldn't hurt to ask whether it could be donated to another player/the BR.

3-2E reward: 1d20 ⇒ 15
Nope


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

For upgrades, I wouldn’t mind grabbing one of the armor 2s. Replacing my crocodile skin with bone lamallar
1d1000 ⇒ 576
Also remember, since I took the early tier up, I get a skill feat this adventure, which will be dex again.

Also: looking for a BOONous: 1d20 ⇒ 17


EmpTyger wrote:

If I don't play the Pathfinder RPG, I'm assuming that the other reward gets forfeited? Figuring it wouldn't hurt to ask whether it could be donated to another player/the BR.

Yeah. There is no way to trade it.


3-2E
Hawkmoon269: 1d20 ⇒ 8

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