[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

I don’t think I can help? I handed off my dagger to Estra and all my alchemical items are in my canteen. I can bury the canteen to get them back, but I only think I can do that on my turn?

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4
Cogsnap-VampByDay wrote:
I don’t think I can help? I handed off my dagger to Estra and all my alchemical items are in my canteen. I can bury the canteen to get them back, but I only think I can do that on my turn?

You can bury the canteen to get them back on other player's turns. You can play any card you want (which includes using a power on a displayed card) off-turn with almost no restriction (you just can't explore on other player's turns). Blessings, Cure, Remove Curse, Canteen, anything.

However, you cannot do so once someone's already in an encounter, since you can only play cards that are directly relevant when an encounter/check is occurring, so you can't get a grenade after Qualzar started making checks against the villain (though we could probably say that on a physical table gameplay he'd have warned you about it in advance).

Anyway, Estra is of no help here... though she could take the summoned henchman and just take the damage to her armor. I'll do that, but only Skizza is in position to finish the villain off here.

Don't forget the bonus 1d10+1d4+4 I'm offering to his combat check, though, and a full reroll or single die reroll!


Quote:
Anyway, Estra is of no help here... though she could take the summoned henchman and just take the damage to her armor.

After using the Hand to uncurse yourself, of course. Got to keep you an Honest Man ;)

Silver Crusade

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

Ah yes.

Hm. The GM may have to clarify if banishing a Curse of Vulnerability is directly affecting the check or not. It might not, because I'd have to banish it and then play an Armor.

If I can't banish it, then I'll just Bury my Binder's Tome to evade the summoned Gnoll, which means it's not available for +1d4s for the checks to defeat.

(Incidentally, especially with curses around, we really need to learn to pause before taking on significant events so that other players can play cards legally to prepare, because it seems like going into a check to fight the villain without giving us the opening to play cards has potentially hampered both Cogsnap and Estra here. But it's also a consequence of Play-by-Post.)


Sorry for being hasty. Guess I got too excited with victory at hand.

Silver Crusade

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

No worries. To clarify, Inflict Pain is free either way, and I'm certain that Skizza can take on the final combat check against the villain with his guns, my Inflict Pain, and any blessings from around the table combined. Feel free to take us home to victory, Skizza!

The Exchange

Deck Handler

Alright it is blasting time then!


Estra and Honaire wrote:
Hm. The GM may have to clarify if banishing a Curse of Vulnerability is directly affecting the check or not. It might not, because I'd have to banish it and then play an Armor.

I'd say removing Curse of Vulnerability doesn't directly effect the check. Here is where Vic says other curses being removed do effect the check.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

BR-I believe you may have skipped over the alchemist’s kit I acquired, though I sincerely doubt it matters.

I don’t think I’m taking a deck upgrade. I don’t have a need for any item until I can get Item 4s, I like my blessings, and I need to wait on my role cards before picking up new allies so. . . I got nothing I want.


Will look at feat and upgrade choices in a bit.

And interesting re curse removal! Good to know going forward. (Although, yeah, I see where Yewstance's confusion with Caustic Fog comes from.)

(dice roll in wrong thread, but it was a 6)


1st choice would be the Spell 3 (Dimension Leap).
Otherwise, I'll take an Item 2 (Ivory Dice). I don't really have the item slots yet to justify prioritizing myself for the Item 3 upgrade, unless somehow no one else wants it.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
EmpTyger wrote:

1st choice would be the Spell 3 (Dimension Leap).

Otherwise, I'll take an Item 2 (Ivory Dice). I don't really have the item slots yet to justify prioritizing myself for the Item 3 upgrade, unless somehow no one else wants it.

Remember, I can't take ANY '3's into my deck until the end of the NEXT game.


Reward?: 1d20 ⇒ 14

Is anyone playing their character in Assault on Absalom?


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
Hawkmoon269 wrote:

[dice=Reward?]1d20

Is anyone playing their character in Assault on Absalom?

I am not playing THIS CHARACTER on assault on Absolom


Nope, not Qualzar.

The Exchange

Deck Handler

Nope, not I.

Silver Crusade

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

Nor I!


Ok. Then I'll set up the next one. Once AoA starts, my attention might be distracted by that, but we can keep this going as best as we can.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

question for 3-3C: when you summon silver chain smuggler to acquire a boon, does his BYA power trigger and make EVERYONE face him as normal? If so that is terrible.


No. A summoned card can't cause you to summon copies of itself or the card that summoned it.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
BR Hawkmoon wrote:
No. A summoned card can't cause you to summon copies of itself or the card that summoned it.

Thank goodness!


Note that there are 41 boons (not counting Kafar and Nefti) available to us; we only need to set aside 8. (I'm not sure from the BR's note whether we want to set aside Kafar and Nefti or not, or if matters?)
The point is, we don't need to be shy about keeping boons that are immediately useful.

I'll evaluate my loot choices after seeing what my trade options are, but I'm not sure I'll have the slots to take Elemental Treaty, since I think I'm certainly going to want Remove Curse. Over 1/3 of the boons are allies; surely there are WIS-based animals among them.

I'm expecting to start at the Smoking Den; seems like it can't hurt to get that bonus online quickly.

Silver Crusade

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

It doesn't matter whether we set aside Kafar or Nefti or not - they're still acquired, that's all that matters. (I own the PDF for this adventure)


EmpTyger wrote:

(I'm not sure from the BR's note whether we want to set aside Kafar and Nefti or not, or if matters?)

The point is, we don't need to be shy about keeping boons that are immediately useful.

There is a part of the reward you only get for acquiring Kafar, and a part you only get for acquire Nefti. You can earn both.


Actually, with that shiny Chain Lightning, I can afford to swap out 2 attack spells. So Qualzar can take both Remove Curse and Elemental Treaty!


Note that Qualzar has a fun combination available of Dimension Leap + Elemental Treaty + his evasion ability.


FYI: I've switched this game over to the online to make it more accessible. The format will look a little different, but should be familiar. If you experience any issues, let me know.


Qualzar's starting location should actually be the Smoking Den.


Qualzar typically goes after Skizza?

Also, any input regarding where I go to cast Elemental Treaty? All things being equal, I’d do Vizier’s Hill because of the closing check. But I suppose an argument could be made for Tooth and Hookah for having the extra boons. (Although, there are 10 cards there- were the bonus allies added?) Or possibly even Pleasure Barge, since between the location rule and it have all boons, some Poison damage is likely happening at some point.
Or to put it another way: does anyone want to choose in advance to fight Silver Chain Smugglers?


That might be something i messed up in the transition. Go ahead and have Qualzar go.

Silver Crusade

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

As far as Elemental Treaty input...

From a character by character perspective:

  • Estra has no combat potential in hand, and so will certainly not be utilising the Smuggler mechanic.
  • If I remember correctly, Matchlock Hackbut - the only weapon in Skizza's hand - cannot be used against banes with BYA checks, so he's currently weaponless against the Smugglers.
  • Cogsnap, however, gains a benefit from taking Smuggler checks - in fact, he'd both auto-acquire boons and draw bonus items in the process - and I'd anticipate he'd be likely to do so.

    All in all, Cogsnap has the greatest benefit for now, but anyone might get a benefit in the future.

    From a location perspective:

  • The more boons the more likely the mechanic will be leveraged productively. Additionally, the faster you can clear through a deck the faster it will get to recharge. With this in mind, the Pleasure Barge (or Tooth and Hookah) seem ideal due to their extremely high concentration of allies, which can be chained together for heaps of explorations. Even the charismatic Qualzar may like that at the Pleasure Barge, for example, since it gives him a means to acquire non-Charisma based allies (there's plenty of animals and elementals and the like in Mummy's Mask).
  • Boons that don't align with the players likely at that location increase the odds that we'll want to take on smugglers to auto-acquire cards. Dye Market has plenty of Armors that none of us (except Estra with Honaire) are good at acquiring.
  • Locations that have some other consequence averted with Elemental Treaty. Pleasure Barge and Vizier's Hill are the notable options here.

    Yadda yadda yadda...

    ...all things considered, I feel the Dye Market or Pleasure Barge are the strongest contenders. Or you can just take your turn however you please, and just display it at your own location when needed, or at the end of your turn (whichever is first). Though what Cogsnap's plans are are highly relevant, since being able to both acquire a boon and defeat a monster at the same time is right up his alley.


  • Well, I tried to set up Elemental Treaty to go do Team Gnome, but got a little carried away...
    Uh, anyone need any armor?

    Silver Crusade

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

    NICE turn! Well any spare boons can go towards automatic acquires over at the Canny Jackal, so Qualzar's already well "suited" to this mission, clearly.

    Over to Cogsnap!


    I don't think I need to worry about lacking attack spells when I just picked up 5. :) Very well suited, indeed!

    Silver Crusade

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

    As mentioned in gameplay, I'm waiting on my turn to see if Cogsnap will draw anything from his location deck from the henchman effect, or will choose to retroactively use the scenario power (if the GM has no issue with that).

    The Exchange

    Deck Handler

    I noticed in your post earlier it said we had no boons displayed but I displayed the canteen I acquired on my first turn. That should make 2 after the one recently added.

    My turn added 2 to make it 4 and I somehow still only drew a weapon on my last card for my reset, lol.

    Silver Crusade

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

    My mistake on missing your first display; I think I thought you were displaying the Canteen for its power. ^^'

    Nice turn! Well, I'm no longer even slightly worried about the count of displayed boons.

    The Exchange

    Deck Handler

    Ah yeah that makes sense. I didn't even think about it having a display power I was just ready to put it up for the scenario.


    Cogsnap gets to summon an ally after the Canny Jackal closes. Because you clearly didn't get enough boons on your turn :)

    (Although I'm not sure how the The Canny Jackal's When Permanently Closed interacts with the scenario rule.
    "When you acquire a boon, you may display it next to the scenario."
    vs
    "if you acquire it, draw it.")


    I'd say he can choose to display it. The "draw it" there is supposed to make it clear that even though it is summoned, you don't have to return it to the box.


    Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    I think that is correct? IIRC, scenario rules override individual card rules.

    Silver Crusade

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

    Just a reminder for Skizza/Agent Eclipse (and the party as a whole):

    Since Skizza has Tetisurah in hand, he's got a full hand reset ready for when he starts his turn. It's an optimal time to spend his cards off-turn, including (I suggest) discarding Scarab Buckler to heal at the end of Estra's turn, since he suffers no loss of cards in hand from doing so (and if any weapons/healing/etc is used, he may just draw it all back anyway).

    Also, by the way, I'm really glad you ended up coming over to the Tooth and Hookah, or else Estra would have ended up triggering that Grave Goods!


    Figured Remove Curse was more flexible than Game of Afterlife, but that either way Qualzar could get the Curse banished.


    Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    Qualzar, I think you forgot that the difficulty to acquire boons is +1d4


    Oops. Thanks for the catch, VampByDay.
    Just rolled it retroactively; making the check for the Blessing of the Ancients an impossible Divine 6. Hm.

    I don't see an especially clean way of fixing this. Best I can suggest is that I banish Blessing of the Ancients and skip Qualzar's next turn (representing the exploration that I took erroneously from the misacquired blessing).
    Hawkmoon, would that be acceptable?

    Silver Crusade

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

    Oops. Thanks for the catch, VampByDay.

    Just rolled it retroactively; making the check for the Blessing of the Ancients an impossible Divine 6. Hm.

    I don't see an especially clean way of fixing this. Best I can suggest is that I banish Blessing of the Ancients and skip Qualzar's next turn (representing the exploration that I took erroneously from the misacquired blessing).
    Hawkmoon, would that be acceptable?

    I think skipping your next free exploration (not your whole turn) would be perfectly acceptable solution.

    I'm torn on the Game of Afterlife vs Remove Curse. Using Game of Afterlife doesn't cost us an immediate resource, because Skizza will reset his hand as soon as he starts his turn. But it's likely going to be buried and Skizza has less cards available - Cogsnap has a full deck and plenty of healing.

    It's a case that I think using Game of Afterlife is a more optimal play, but Cogsnap's remove curse is a safer play. Eh.


    Sounds like a good solution.

    Silver Crusade

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

    I know Cogsnap ended his turn due to time constraints, but it's fine if he'd like me to wait a bit more for him to continue. He could single-handedly finish off the location on his own turn by just discarding allies to explore, then Twitch Tonic to redraw a bunch from his discard pile, then draw Twitch Tonic (and more) from his discard pile with Alchemist's Kit, then discard the allies again to explore, then discard Twitch Tonic to draw them back again...

    ...Alchemists are absurd. To be fair, specifically Twitch Tonic (and Alchemist's Kit) - probably mostly Twitch Tonic.

    Silver Crusade

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

    Ah, we're not exactly on a strict time limit. I've continued my turn. Note that there were a couple of oddities with the scenario update - we've got enough boons displayed and Mahga Threefingers should've been removed from the Tooth and Hookah.

    Nefti and Kafar have been acquired, so the main goals of the scenario have been met. Let's finish this off!

    The Exchange

    Deck Handler

    I would definitely like the Blessing 3 as that gives me another Blessing of Alkenstar!

    Blessing 3: 1d1000 ⇒ 559

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