[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

Boon: 1d20 ⇒ 16

For Rewards I suppose I could nab the Alchemist's Armor which is an Armor 2 in my deck (I won't always have the Scarab Shield). Nothing exciting in Ally or Item for me atm.

Silver Crusade

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

Don't forget we all get a die bump! That makes 7 in total. Also, Estra formally chooses to Tier Up, which I would imagine is assumed anyway.

3-2E Boon: 1d20 ⇒ 7

As for Estra's card upgrades, there's not really anything there that I want. I've really just been spell-hunting, for the most part, and none have come up. I could use the Ally 2, but I'll leave it for Qualzar to take.

If it's unclaimed by anyone else, Estra will just claim the Item 2 to switch her Conch Shell for the Djinn Favor Amulet. I'm going to trade it out for loot most of the time, but it's an AD2 card for trade purposes and there might be some scenarios where the elemental damage resistance will be critical, particularly in this season.

Djinn Favor Amulet:
Traits
Accessory
Magic
Healing

Powers
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile.

By the way, the loot we won was the Hand of the Honest Man, which I'll add to the Loot spreadsheet. Text is below.

Hand of the Honest Man:
Hand of the Honest Man
Loot Item 2

Traits
Accessory
Magic
Mummy

Powers
Bury this card to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.
Recharge this card to add a die to your Charisma or Diplomacy non-combat check.

So it's a bit like of Game of Afterlife, but suited for Divine casters. Estra will most likely be using it over Byzantine Lexicon.


3-2E
Success
Qualzar > Ally 2
Cogsnap > Armor 2
Skizza > Armor 2
Estra > Item 2


Scenario is up. Your chronicle sheets from Adventure 2 are ready.


Not that Qualzar wants to go to Chisisek's Tomb anytime soon, but could we have the text for the Theletos henchman added into the header?


Oh yes. I've added it.

Silver Crusade

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

Alright, I'm catching up now. I just want to indicate my plans that will be relevant this Tier, though, particularly for Qualzar.

Estra plans to Tier-Up to Tier 4 early (after 3-3D), and would like to take the Loot Ally Neferekhu from 3-3E onwards, likely for the remainder of the Adventure Path.

Also, once we hit the 4th adventure, an Item 4 card upgrade is of enormous interest to me. I would greatly, greatly appreciate the assistance of the team (particularly Cogsnap) in trying to attain an Item 4 as soon as possible.

Both of the above points of note are in relation to the core strategy Estra will attempt to be using with her role card.


Yewstance:
Not sure from your post- is Estra taking the loot Remove Curse?
I had Qualzar keeping it, since Good Omen didn’t seem as useful when all the closing checks use INT. But you make a good point about Inflict Pain being even less useful. Whereas Good Omen could be used on those new Boon 3s.

Silver Crusade

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

Oops. Copy-paste error; I copied an old post to shortcut some formatting and forgot that line. No, I'm not taking the Remove Curse.

Fixing that now.


As long as 1 of us has it!


Estra and Honaire wrote:
Estra plans to Tier-Up to Tier 4 early (after 3-3D), and would like to take the Loot Ally Neferekhu from 3-3E onwards, likely for the remainder of the Adventure Path.

Out of curiosity, why tier up early?

Logistically, that's fine. I'm assuming you are all tiering up at the end of each adventure. If you aren't following that plan, just tell me when you are tiering up.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4
Hawkmoon269 wrote:
Estra and Honaire wrote:
Estra plans to Tier-Up to Tier 4 early (after 3-3D), and would like to take the Loot Ally Neferekhu from 3-3E onwards, likely for the remainder of the Adventure Path.

Out of curiosity, why tier up early?

Logistically, that's fine. I'm assuming you are all tiering up at the end of each adventure. If you aren't following that plan, just tell me when you are tiering up.

There's a few reasons, but it all boils down to "So I can use the cards I want to use" earlier, and for more scenarios in total with Estra.

  • By tiering up, I immediately get a power feat as well as my Role card, which allows me to spend my first power feat on getting the skill Diplomacy: Charisma +3. This means I can actually feasibly use Neferekhu as a powerful Wisdom-bolstering card without worrying about being constantly cursed for my troubles.
  • This also means that by 3-4B, I'll have my second post-role power feat, getting me the draw a card if I pass a Charisma check power that I want ASAP. That means Neferekhu will potentially draw me as many cards as I make noncombat wisdom checks (among other things, allowing any of my spells to append "Draw a card" onto their effective text).
  • Said power feat also is the primary reason why I want the Item 4 card Codex of Conversations, so that discarding any of my allies (at least that mention Diplomacy) will be consistently recharged and draw me more cards still. I'll also be using the Charm Person spell and exploiting MM Traders to further push my ally count; and some allies I have access to even help me fight, like Mindblade (admittedly, they are at least partially going to be at odds with Honaire in that regard).
  • Whilst a small element; it also gets me get 2 Card Feats between 3-3D and 3-3E, because I'll be striking off my Society Initiate reward for a bonus Card Feat. That gives me a little more leeway to pick card upgrades without potentially overriding cards I want to keep in the long-run when I have space in my deck for them.

All in all, it basically just gives me an extra scenario using the cards I really want to use, and lets some of my desired card upgrades and deck changes (like Charm Person being thrown in) with much greater effect. There's no reason why I couldn't just tier-up at a normal time, but it would make some cards I'd be putting in my deck to 'pre-empt' my role powers be a bit weaker, and would give me one less scenario to play the build I really want to try out.

(I will be then taking a late Tier-Up, incidentally, and play through 6 scenarios to tier-up to Tier 5 as we enter AD5)


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Uh, Estra, I think you forgot that at the start of the turn the SCENARIO makes you examine the top card of the location deck. I mean, we can assume you did that instead of using your power to do so. Remember, examining locations is the only way you will be able to get the clues.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4
Cogsnap-VampByDay wrote:
Uh, Estra, I think you forgot that at the start of the turn the SCENARIO makes you examine the top card of the location deck. I mean, we can assume you did that instead of using your power to do so. Remember, examining locations is the only way you will be able to get the clues.

D'oh! You're correct, I did forget (even after I reminded people earlier). But, of course, I wouldn't have knowingly re-triggered the same trap I knew was there, so of course I'd have just passed on my own end-of-move-step examination and it makes no difference to my turn.

Thanks!


I think that the non-trigger card moves to another location of our choice, rather than another random location.
So, is there any reason not to just keep pinging the Blessing of Ra around to the top of the next player's location? At least until we have some idea of where the Elusive Knowledges are.

The Exchange

Deck Handler

Oh okay and that sounds like an awesome strategy to me. I will change it to the next persons in line if that is how we want to play it?


The dice gods were the ones who gave me the idea :) Since the location you randomly chose was in fact the next player's location- mine!


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
EmpTyger wrote:

I think that the non-trigger card moves to another location of our choice, rather than another random location.

So, is there any reason not to just keep pinging the Blessing of Ra around to the top of the next player's location? At least until we have some idea of where the Elusive Knowledges are.

Not quite sure of the efficacy of that plan. I mean, as bad as trigger events are, they still are essentially free explores for us. Usually some slightly worse stuff than normal, but still free explores. And seeing as we HAVE to get through ALL of the henchmen in this scenario (all unkilled henchmen are shuffled into the other decks when a location closes), seems like we might want to capitalize on free explores.


Sorry VampByDay, I should have rechecked the discussion thread before posting my turn.
I don't have any preference for where to move the Blessing of Ra otherwise?


If you want it to be at another location, just say so and I'll fix it later.

Silver Crusade

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

A spell 3, woohoo! Nice work, Qualzar!

Anyway, I'm with Cogsnap. Not only can triggers be beneficial, but we need to examine at least 2 Elusive Knowledge to win the game; encountering them doesn't work. That said, we can close locations with them in it and move them to other locations, but I'm still in favor of keeping normal triggers going.

As for WHERE we move the blessing, that's a good question. How about Chisisek's Tomb? As a location with blessings already there, Estra may move there after she's done at her current location, due to her high Divine skill.

Silver Crusade

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

A suspiciously strong haul of Spell loot; it's rather bizarre. Anyway, a few things have moved around and been observed during my turn; be careful where you are and what actions you take. Cards and henchmen moving back and forth, as well as new treacherous and 'un-defeatable' banes like the Rolling Sphere have hiked the complexity of the scenarios.

The Exchange

Deck Handler

Where should I shuffle the Henchman from my location to?


I'd propose the Ruined Library Temple, since we know that there are no Elusive Knowledges there. That's based on my being conservative with examines, but seems like it's a good idea to concentrate the Forbidden Texts away from the Elusive Knowledges.

And I'm happy to have you drop the Blessing of Horus under me at the Great Library.

Edit: oh wait- we have *2* Libraries in this scenario! Which did you mean? Nevermind, misread Ruined Temple as Ruined Library somehow.

Silver Crusade

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

I'm a little uncertain whether the rules intend for you to be able to see what henchmen are in the deck before choosing where to shuffle them or not. I believe you can; because you're searching the deck for the henchmen first (which allows them to be visible, same as closing the Garrison in RotR and the like) and then choosing where to shuffle them, at least from my reading.

If it's Elusive Knowledge; definitely please put it in the Vault of Hidden Wisdom. Estra is good at finding and displaying them, and there's no chance of otherwise closing the Vault, since it has no henchmen that we can close off there.

If it's Forbidden Texts... hmm... I guess Chisisek's Tomb? It's got the largest deck size, so we're least likely to accidentally trigger it; and nobody is currently at that location to have their strategy (or start-of-turn) impacted by a potential accidental Trigger.

Also, to clarify things that aren't shown on the scenario update:
-Insanity Mist has been banished.
-The top card of the Alchemical Laboratory is known from Estra's turn; it's the Tephu Librarian which I've put there for Qualzar.

EDIT:
EmpTyger makes a good point. Library is a fair choice if we know there's no Elusive Knowledge and no point going for examines intentionally there. We only have one library, I think, Qualzar; not sure what you're referring to.

Though, I'm going to need to look back through the game to refresh my memory. Why do we know there's no Elusive Knowledge Henchmen there? I don't think we've found where either of them are, and there's still 2 henchmen in the Library.


Yewstance:
It's moot (I had already looked and it's a Forbidden Text), but I'd think that we'd not want anyone to put anything in the Vault until after you could move the Rolling Sphere away from there at the start of your turn?


Oops, misread Ruined Temple as Ruined Library somehow. Which Cogsnap had defeated a Forbidden Text at last turn.


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

Yewstance:

It's moot (I had already looked and it's a Forbidden Text), but I'd think that we'd not want anyone to put anything in the Vault until after you could move the Rolling Sphere away from there at the start of your turn?

Good point; I was just frustrated because it seems the Rolling Sphere is interrupting my intent to aggressively examine my location, and I CAN defeat it (with some effort) thanks to Honaire.

Not sure if you're referring to the henchmen in the location Skizza just closed or that Qualzar is presumably closing (laboratory). If its for the Alchemical Laboratory close, I'm interested in having either Elusive Knowledge or the actual 'normal' henchman shuffled into the Vault regardless, anyway.

Assuming nothing's shuffled into my deck; where should I drop the Rolling Sphere?


I'd put the Rolling Sphere into the Ruined Library also. There's no Elusive Knowledges there, so we don't have to explore out the location: just wait to find a closing henchman somewhere else, move it on top of the Ruined Library, and hopefully just be done with whatever junk in inside.


Any objection to my using Skizza's Blessing of the Ancients for the closing check, as it would recharge?

(Since it's indicated that Estra's blessing is available, I'll presume I'll get a blessing from someone.)

The Exchange

Deck Handler

All yours!


Yewstance:
Guess the Vault is getting shuffled after all.

VampByDay:
Sorry about sticking you with another known card. I was assuming what I was discussing in my post about an hour ago: the Rolling Sphere would be going into the Ruined Library, and that we'd be hoping to shunt a henchman on top rather than explore through the Ruined Temple.

Agent Eclipse:
Thanks! Couldn't remember whether you had given some blanket instruction or not, and didn't want to assume.

Silver Crusade

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

Whoo, Elusive Knowledge in my location!

Also, WHAT THE HECK!? I looked through the boons that were in Alchemical Laboratory now that it's closed, and there were...

Spell 2
Item 2
Item 3
Spell 3
Ally 2
Item B

In particular, that means that there were at least 4 Spell 3s in this scenario, and at least 2 Spell 2s on top of that. I know we've removed Basics, but how many Spell 3s are even in the box? 5? 6? I guess the RNG is feeling bad for Qualzar and Estra after AD2.

Silver Crusade

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

I was way off; there's 10 Spell 3s in the entire box. Still an impressive haul, especially after the dry 'spell' (ha-ha) of spells.

Silver Crusade

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

So the Katamari Rolling Sphere is now somewhere in Cogsnap's location - he's the best player at dealing with it, so that's for the best, really - the Tomb has an extra crappy boon, an Item 3 was acquired and Honaire still can't heal to save his own life.

Harsh, perhaps, but true.

Silver Crusade

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

Sorry for the Discussion spam, but this is for the party's benefit.

I've created a "Party Sheet" or "Party Deck Handler" for us, based on a spreadsheet originally built by Maelwys0, a player on another table I'm a part of. It imports data from each of our Deck Handlers so, with one sheet, we can see everyone's notes, hands and deck sizes.

For the time being, I've copied and placed it as as a new tab of our Loot List sheet (in the header for this campaign), and any further updates to it I'll make there.

This is purely a convenience sheet; you may ignore it or refer to it as you choose; this just saves you from having to scroll up and down a page to see what cards are in everybody's hands and what you have available to use on your checks. I've set up some conditional formatting that will automatically highlight Blessings and Signs, and I've also created a couple of rules to automatically highlight some cards that will support players at the same location as a player (so far only Neferekhu, Binder's Tome, Inflict Pain and Spiritual Ally).

Let me know if it's helpful to any of you, and if you'd like me to add in any more features or highlighting rules!


Neat! And thanks for accommodating my modifications.
Possible additional feature: highlighting in a different color support cards available at another location? I'm thinking about Skizza's guns, which I've had to doublecheck in the past.

Silver Crusade

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

Neat! And thanks for accommodating my modifications.

Possible additional feature: highlighting in a different color support cards available at another location? I'm thinking about Skizza's guns, which I've had to doublecheck in the past.

If the sheet's going to be actively used by anyone other than myself, I'd love to do so... but Skizza would need to share that information with me. I can't find card texts for most of his cards and Gunslinger is one of the relatively few class decks (apart from the 'early 9') I don't own. Maybe the database has them?

Silver Crusade

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

Wow, what luck on that Shrieking Plant! Also that might actually be the first time I've ever been able to get the 'recharge instead of discard when exploring' on those signs, and the 'mimicry' effect, which is kind of sad (I'm increasingly inclined to switch them out for more 'normal' blessings in Ultimate Magic).


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

DAMN ESTRA!!!!! That was some turn! I explore and get through like, 3 cards, you get through 9 move twice and close a location! Old lady does WORK.

The Exchange

Deck Handler

I can share the information with you. Just need a bit to compile it.


I had forgotten to suggest that we use maneuver the Tephu Librarian out of the Vault to close a fuller location... but after Estra's turn, I'm so not worried about running out of time. Very impressive, Yewstance!

Silver Crusade

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

Speaking of the start-of-turn examination maneuver; now that both Elusive Henchmen are out of the way, we know that there's Forbidden Texts with their highly negative trigger to hit. Shifting cards back-and-forth so that we don't trigger anything bad (as suggested by EmpTyger at the beginning of the scenario) sounds like a much, much stronger plan now; unless we intentionally want to save a boon for someone to acquire (or a bane for someone in particular to defeat) in which case we can co-ordinate around that, or just dump it in an unoccupied location where it won't be moved again accidentally.

Speaking of; Cogsnap, if you want to hand me your Remove Curse then I'll happily take it and move back to the Tomb where it's not buried if it has to be used, and it clears your hand so you have space to draw new allies and blessings. Also do let me know if you want the Acid Splash that's in my hand or not (arcane + 1d6 in combat or in place of Disable).

Silver Crusade

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

That's now 5 Spell 3s that were either randomly drawn or in location decks for this scenario, this is ludicrous.

Also, another Item 3. This is great; awesome job, Skizza!


Wasn't sure whether to go for the Ally 3 requiring a blessing, or just banish it since we already had a lot of Boon 3s. And didn't seem much point in going to the Ruined Temple without a blessing in hand. So I punted. (Although I wouldn't have minded the Mumia for an extra curse removal.)

Scarab Sages

Quote:

I'm sorry. I'm still reeling from the "Call oven, candy dish-urn mint" joke.

I....I think I need to have a lie down.

Also, I guess the Voices of the Spire heard about an old woman walking around talking to a literal ghost-husband.

That's RIGHT! I forgot in the card game, Honaire IS undead. I'm used to the RPG where he is an outsider (an impression as the soul passed through the astral plane and went to pharasma's realm creates an 'echo' of a creature.)

Silver Crusade

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

I'm sorry. I'm still reeling from the "Call oven, candy dish-urn mint" joke.

I....I think I need to have a lie down.

Also, I guess the Voices of the Spire heard about an old woman walking around talking to a literal ghost-husband.

That's RIGHT! I forgot in the card game, Honaire IS undead. I'm used to the RPG where he is an outsider (an impression as the soul passed through the astral plane and went to pharasma's realm creates an 'echo' of a creature.)

Scenario over! We've got a good haul of upgrades to pick through!

I'd love to hear more about what Honaire is in the RPG, or be directed to good resources!

He's called both an Undead and a Phantom in the Card Game (not an Outsider at any point, to my knowledge), but I think the general logic of being an 'impression of a soul' is still pretty consistent. Not actually Honaire's soul, just something that reflects what Honaire was.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Sadly, very little for me, as I am still only teir 2 I can’t choose any of the 3s we acquired. I’ll look into the blessings 2 when I get home, but I might have to just go without a deck upgrade this time. I don’t have any more items in my deck that I want right now.

@Estra
In the RPG, as a spirit passes into the afterlife, it journies through the Astral plane to get there. Some souls are so filled with emotion at their time of death (zeal, lust, hate. . . Honaire I believe is devotion) that they leave an ‘imprint’ on the astral plane of themselves, like a bad photocopy. These phantoms do not have a great recollection of their ‘life’ (indeed, it was never theirs in the first place). Because they do not posess the original soul, they are not undead, and because they were formed on the astral plane, they are technically outsiders.


I'm tempted to apply a Treasure Hunter reward on Qualzar to swipe (as it were) an extra Spell 3. Probably going to sleep on it before I commit though.

I don't remember the tier rules offhand, but is Cogsnap allowed to claim a Boon 3 but use it for a Boon 2? (Or is the issue that there aren't any more Boon 2s that you want?)

My (well, Qualzar's) headcanon regarding Honaire has been that, as a mindless undead, he can't be fully trusted. Estra's occasional bouts of minimum rolls are Honaire's evil attempts to reunite himself with his spouse in undeath.
But if Honaire's an outsider instead... well that changes everything! All those 1s are because Honaire has a wicked sense of humor. And Qualzar can get behind that.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

I’m sure there is an ally 1 or 2 I could use, but I am pretty sure I can’t ‘trade down.’

And the card game Honaire is undead. In the clearly has the undead tag. In the ROG though, he’s an outsider.

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