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.
Also: what’s the plan? Am I to fight the boss and someone else tempclose the windswept cavern for the win? In case we run into that abysmal rolling barrier again?
If so I’ll need some help. I have a d6 Strength. To even have a decent chance fighting it I’d need two dice from blessings.
Yep. Estra will tempclose. Cogsnap and Skizza have blessings.
Worst case, villain will stay at Shifting Dunes, but we Lightning Storm will come back online. Best case, we win!
And I imagine that December will typically be busier for everyone, with end-of-year, holidays, etc. But the specific headsup is nice!
Whenever you're back, let us know what your reward choices are, VampByDay. Hope you had a fun week!
(And no rush, I think we're still waiting on Agent Eclipse's choices as well.)
I know VampByDay/Cogsnap has been busy over the past week, but in order to speed things up for when he gets back I feel I should point out that we're still waiting on Skizza's deck upgrade and Card Feat.
Oh shoot, were you guys waiting on me? Sorry I've been so out of it lately, I just check the boards, see that there's nothing new, and move on. Man, I feel bad.
Anyway, the thing is done. Man I got so many things going on, I don't even know where I am in terms of what feats I get and my card upgrades. I've got christmas shopping and . . . ugh.
Uh, plus side, the charity drive raised 1,600 for toys for tots, plus, like an extra $100 in toys?
So this is an awkward thing to not realize for almost 2 weeks, but the acquired cards list may be wrong. I think one of the Chain Lightnings was what Qualzar traded for. If so, then we only actually acquired one Spell 3, not two. (For that matter, the Ally B Kafir was a loot substitution. So there may be more issues.)
Might not be an issue, since neither Skizza nor Estra are interested in it. But I'll defer to Cogsnap.
I'll be unable to post from the 24th to the 29th of December. With that in mind, should we just take a hiatus on this table until the New Year at this point? As eager as I am to start playing post-Role Estra (since I have plans for) there's clearly not the time for the table to play at the moment. :)
I'm honestly a little unsure whether that's the first of February (global standard) or the second of January (US standard), but I'll assume it's the US date format being used and treat it as the 2nd of January.
I'm ready to return to gameplay once everyone else is!
Happy New Year everyone!
I think we're just needing Cogsnap's upgrade preferences in order to finish up the last scenario.
With Retrocon beginning soon, how do we feel about continuing? I'm good to keep going- and I'd especially like to at least finish out the adventure- but if others want to pause or stop I understand too.
I'm happy with continuing; again, I'd really like to see post-role Estra in action, though I can't help but gently point out that it's been more than a month since gameplay. Even with the holidays interfering, I think it's worth making sure that everyone's still interested in continuing the AP. (I certainly am!)
Don't worry, BR. Between Cosmic Captive, holidays and sickness, we all understand it's an intense, difficult time. Don't push yourself - I think most of us may be in a similar boat with the special starting. :)
So, the next scenario involves a choice of how you play it. I've posted the details for it. Let me know if you want the info about the locations (I just listed their names) but the locations are the same in both versions.
Figure out which one you want to do. If you have to, take a vote. If that comes out tied, we'll roll 1d2 to see which one.
I don't play the Pathfinder RPG, so the reward has no effect on me. But I much prefer the pro-Alchemist henchmen to the anti-Alchemist henchmen. (And flavorwise, well, Qualzar is CE.)
Also, is the loot tracker up to date? I'm probably taking an unclaimed Item with my new slot, pending trading choices.
The Loot Tracker is up to date with all of the loot we've earned, but who claims what is definitely not up to date. Note I'd like to take Neferekhu from now on.
(Note that I don't play the RPG either)
Also, Qualzar is CE? Not CN? I knew he was a malicious prankster, but I associate qualities rather beyond that with Evil, usually. :)
I had looked up the sorcerers' alignments a while ago, and was surprised to learn that canonically Seoni was LN (not LG), Amaryllis was TN (not NG), and Valendron was NE (not CE). But my assumption about Qualzar, whose pranks are described as including the "pulling wings off fairies" variety, was confirmed.
I would strongly recommend that someone take the Sun Falcon Pectoral. If nobody is interested in a free recharge-to-explore, then I suppose I'll amend my trades to take it.
I would like to once again raise a small concern as to whether all players are interested in continuing - the pace of scenario setup and post-scenario handling is the slowest it's ever been (and that's not on the GM). That includes the time during the last Special.
Qualzar will be taking the Sun Falcon Pectoral if no one else wants it. Wanted to give everyone else a chance to update their current Loot choices first.
(I’d settle for Hand of the Honest Man if someone else does.)
Could we also get the text for the Stolen Larvae. In particular, is it a monster or a barrier?
VampByDay:
I don't think anyone else is going to a non-Sunburst Market trader. So if you don't want to trade yourself, you could just post your opening hand.
From memory of the base set, it's a Monster, you draw it by defeating it, and it requires something like Strength/Constitution 5 to defeat it? (I think it's supposed to represent the difficulty lifting them up or carrying them. Maybe they stick to something, or wriggle out of your hands, or are remarkably large or something)
I'll be travelling over the next 4 days; whilst I've got arrangements in place to hopefully access a PC for posting purposes at least once a day, my overall posting frequency is uncertain. If Estra needs to be botted, please do so for any reason.
So I did some recounting and it appears I was supposed to get a skill feat at the end of last game
(IIRC it goes skill->Power->Nothing->Card). So I’ve taken my third (and final :<) dex skill feat.
AH crap. I didn't realize it was my turn. I will post shortly. I have a really bad habit about not seeing an update or checking it when I am on mobile then forgetting to go back later.
Posted my turn but it looks like we will need an update now or I guess we could roll it since the amount of cards in the location is shared knowledge, right? We would know which random location it was in unlike a villain?
Probably best to wait for a BR update. A lot has happened in 5 turns, including location deck manipulations and examinations, and we're both risking overlooking stuff as well as making it harder for Hawkmoon to track later on.