[ACG] BR skizzerz's Season of Faction's Favor (Inactive)

Game Master eddiephlash

4-6E: REVENANT COURT REVEALED | Party Hand Overview / Loot / Traders
Turn Order:
1. Mavaro/Nathan Davis
2. Seoni/EmpTyger
3. Ezren/Abraham Z.
4. Raz/eddiephlash


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During This Adventure: The scourge die is 1d6+4.

Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane

When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.

During This Scenario:

  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck.
  • You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.

    Setup:
    After creating the blessings deck, put the villain Canopic Soul on top of it.

    Additional Rules: Adventure rewards:
    - 4-3D: For the rest of the Adventure Path, each character may temporarily replace 1 blessing in her deck with a blessing of her choice from the box. At the end of each scenario, return those blessings to the game box.
    - 4-5B: For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
    - 4-6C: For the rest of the Adventure Path, before drawing starting hands, each character may display 1 of the recorded (Varanthe the Paralyzer, Mortevia Strassel, Xandhul Bloodsbane III) cards.
    4-6E: Trade cost for Trove of Tef-Naju is reduced by 2 cards (minimum 1)
    6-6E: You may choose a power feat and treat it as checked off during the scenario.

    Contracts displayed: 4/4

    Scenario Level (#): 7

    Turn: 17, Mavaro/NathanDavis

    Scourge Table:

    1-2. 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

    Random Cards:

    Monsters
    Spoiler:
    Hollow Serpent
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 16
    OR Stealth 12
    The Hollow Serpent is immune to the Mental and Poison traits.
    Before you act, discard a random card. If it is an ally, the difficulty to defeat is increased by 3.
    While you act, other characters may not play cards. You may play no more than 1 card on the check to defeat. If the check to defeat has the Cold trait, add 1d8.

    Spoiler:
    Thunder Lizard
    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    Spoiler:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.

    Spoiler:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.

    Spoiler:
    Graven Guardian of Set
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Graven Guardian of Set is immune to the Mental and Poison traits.
    If the Graven Guardian of Set would be defeated, reroll the dice; take the new result.

    Barriers
    Spoiler:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Spoiler:
    Curse of the Netheshuun
    MM
    Barrier 6
    Traits:
    Trigger
    Curse
    Undead
    Cold
    Magic
    To Defeat:
    Wisdom
    Divine 16
    OR Dexterity
    Disable 17
    When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.

    Spoiler:
    Fiendish Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Trap
    Arcane
    Magic
    Sphinx
    To Defeat:
    Intelligence
    Knowledge
    Arcane
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
    If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.

    Spoiler:
    Steel Scorpion
    MM
    Barrier 4
    Traits:
    Trap
    Lock
    Poison
    To Defeat:
    Dexterity
    Disable
    Stealth 10
    OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card.

    Spoiler:
    Blast Glyph
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Cold
    Arcane
    To Defeat:
    Intelligence
    Arcane
    Knowledge 10
    OR Wisdom 12
    When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

    Weapons
    Spoiler:
    Axe of the Imperative
    MM
    Weapon 5
    Traits:
    Axe
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Perception 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

    Spoiler:
    Spellsword +2
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Spoiler:
    Flaming Ranseur +3
    MM
    Weapon 5
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

    Spoiler:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

    Spoiler:
    Disrupting Rapier +1
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    Spoiler:
    Mistform
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spoiler:
    Acute Senses
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spoiler:
    Foresight
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    Display this card. While displayed, you may ignore any non-villain power that happens when you examine a card. At the end of your turn, if you do not have either the Arcane or Divine skills, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 16 check to recharge it instead.

    Spoiler:
    Named Bullet
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran.
    At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.

    Spoiler:
    Volcanic Storm
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Bone Lamellar
    MM
    Armor 1
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Spoiler:
    Elemental Brass Mail
    MM
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    OR Intelligence
    Arcane
    Wisdom
    Divine 14
    Reveal this card to reduce Combat damage dealt to you by 3.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

    Spoiler:
    Burglar's Buckler
    MM
    Armor 1
    Traits:
    Shield
    To Acquire:
    Constitution
    Fortitude
    Disable 6
    Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
    Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

    Spoiler:
    Hide Armor of Fire Resistance
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Reed Snake Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Sunrod
    MM
    Item 4
    Traits:
    Staff
    Attack
    Alchemical
    To Acquire:
    Strength
    Melee 10
    OR Intelligence
    Craft 12
    For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6.

    Spoiler:
    Kohl of Uncanny Discernment
    MM
    Item B
    Traits:
    Accessory
    Alchemical
    To Acquire:
    Intelligence
    Perception 6
    Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Spoiler:
    Hand of the Guilty Man
    MM
    Item 2
    Traits:
    Accessory
    Magic
    Mummy
    To Acquire:
    Wisdom
    Divine 7
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.

    Spoiler:
    Staff of Minor Healing
    MM
    Item 1
    Traits:
    Staff
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge a random card from his discard pile.

    Spoiler:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

    Allies
    Spoiler:
    Stone Weasel
    MM
    Ally C
    Traits:
    Animal
    Elemental
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.

    Spoiler:
    Reed Moccasin
    MM
    Ally 3
    Traits:
    Animal
    Elemental
    Acid
    Poison
    To Acquire:
    Wisdom
    Survival 10
    Recharge this card to add 1d10 to your Stealth non-combat check.
    Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.

    Spoiler:
    Commander Abdallah
    MM
    Ally 3
    Traits:
    Human
    Fighter
    To Acquire:
    Combat 11
    When you encounter this card, you may reveal a blessing that has the Abadar trait to automatically acquire it.
    Bury this card to recharge any number of blessings that have the Abadar trait from your discard pile.
    Discard this card to explore your location. During this exploration, add 1d8 to your combat checks.

    Spoiler:
    The Viper
    MM
    Ally 3
    Traits:
    Human
    Rogue
    Aspis
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
    Discard this card to explore your location.

    Spoiler:
    Idorii
    MM
    Ally 1
    Traits:
    Half-Elf
    Fighter
    To Acquire:
    Melee
    Charisma
    Diplomacy 9
    If you fail to acquire this card, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d4 to a combat check by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d4 to all combat checks.

    Blessings
    Spoiler:
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Spoiler:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Nethys
    MM
    Blessing C
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Ra
    MM
    Blessing C
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Current Hour:

    Blessing of the Ancients:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Hours Remaining: 14

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 1 Seoni/EmpTyger
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 2 Ezren/AbrahamZ
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 3 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 3 Raz/eddiephlash
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 4 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 4 Mavaro/NathanDavis
    Blessing of the Elements
    MM
    Blessing C
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 5 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 5 Seoni/EmpTyger
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 6 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 6 Ezren/AbrahamZ
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 7 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 7 Raz/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 8 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 8 Mavaro/NathanDavis
    Canopic Soul
    MM
    Villain 5
    Type: Monster
    Traits:
    Undead
    Incorporeal
    Sorcerer
    To Defeat:
    Combat 24
    The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
    Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced.
    After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced.
    Hourglass Card 9 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 9 Seoni/EmpTyger
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 10 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 10 Ezren/AbrahamZ
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 11 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 11 Raz/eddiephlash
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 12 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 12 Mavaro/NathanDavis
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 13 Seoni/EmpTyger
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 14 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 14 Ezren/AbrahamZ
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Location #1: Guardian Vault
    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:

    Lightning Storm (Displayed):

    MM Barrier C
    Traits: Obstacle Weather Electricity
    To Defeat: None
    Display this barrier next to your location. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

    Yeleth the Soulbinder (Villain!), Djinn Favor Amulet, Blessing of Bastet, Ammut, Holy Word Trap (all shuffled)
    Guardian Vault Card 1:
    Yeleth the Soulbinder
    None
    Villain B
    Type: Monster
    Traits:
    Aristocrat
    Mythic
    Undead
    Vampire
    To Defeat:
    Fortitude
    Arcane
    Knowledge
    Divine
    Perception
    Diplomacy 33
    Yeleth the Soulbinder is immune to the Mental and Poison traits.
    Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat.
    While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card.
    All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced.
    Guardian Vault Card 2:
    Holy Word Trap
    MM
    Barrier 5
    Traits:
    Trigger
    Trap
    Magic
    Divine
    To Defeat:
    Wisdom
    Divine 11
    OR Intelligence
    Perception 13
    When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
    If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.
    Guardian Vault Card 3:
    Djinn Favor Amulet
    MM
    Item 1
    Traits:
    Accessory
    Magic
    Healing
    To Acquire:
    Constitution
    Fortitude 4
    OR Wisdom 7
    Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.
    Guardian Vault Card 4:
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Guardian Vault Card 5:
    Ammut
    MM
    Monster 6
    Traits:
    Outsider
    Fire
    To Defeat:
    Combat 24
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at your location is dealt 1d4 Fire damage.
    If undefeated, suffer the scourge Curse of the Mummy.

    Location #2: Pleasure Barge
    At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    When Closing: Succeed at Charisma or Diplomacy 9 check.
    When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Ezren/AbrahamZ, Blessing of the Lady of Graves, Nefti the Bard, Mummified Cat, Contract Devil (all known)
    Pleasure Barge Card 1 (Nefti the Bard):
    Nefti the Bard
    MM
    Ally B
    Traits:
    Human
    Bard
    Aspis
    To Acquire:
    Charisma
    Diplomacy 8
    If you fail to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire a weapon, an armor, or an item.
    During the explore step of a character at your location, discard this card to allow her to explore her location.
    Pleasure Barge Card 2 (Mummified Cat):
    Mummified Cat
    MM
    Item 1
    Traits:
    Object
    Magic
    Mummy
    To Acquire:
    Wisdom
    Divine
    Survival 6
    Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
    Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
    Pleasure Barge Card 3 (Contract Devil):
    Contract Devil
    None
    Henchman 6
    Type: Monster
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    OR Banish an Ally or Blessing
    The Contract Devil is immune to the Fire and Poison traits.
    Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
    If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.

    Location #3: Sepulcher of the Servant
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #4: Volcanic Vents
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #5: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Raz/eddiephlash,

    Ruined Temple Card 1:
    Quickdraw Shield
    MM
    Armor 5
    Traits:
    Shield
    Finesse
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.
    Ruined Temple Card 2:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Ruined Temple Card 3:
    Rukh
    MM
    Monster 3
    Traits:
    Animal
    Acid
    To Defeat:
    Combat 13
    THEN Combat 13
    All damage dealt by the Rukh is Acid damage.
    If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    If undefeated, move to a random location.
    Ruined Temple Card 4:
    Flames of the Faithful
    MM
    Spell 1
    Traits:
    Magic
    Divine
    Fire
    Veteran
    To Acquire:
    Wisdom
    Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
    Ruined Temple Card 5:
    Infernal Contract
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Location #6: Vault of Hidden Wisdom
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #7: Peasant Tombs
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Mavaro/NathanDavis, Seoni/EmpTyger,


  • Deck Handler Searching for: Armor 6 > Weapon 6 > Blessing 6

    Hour of the Ancients

    Give Card to Seoni: Remove Curse
    Move to Guardian Vault.
    Take 2 Poison Damage. Discard/Recharge Meteor Hammer +3 and Aegis of Recovery. Pain Taster: Draw Elemental Brass Mail


    Free explore and encounter Yeleth the Soulbinder. Kick off some Guards by Raz and Ezren

    Villain Fight!:

    Nothing for the BA.
    Infernal Contract. Raz or Ezren Discards Blessing of the Lady of Graves and buries another card
    Perception 33: 1d10 + 7 + 3d6 + 2d10 ⇒ (7) + 7 + (5, 2, 6) + (10, 7) = 44 That's enough! Zelhara sees right through Yeleth's deceptions!


    Human Wizard | Ezren's Deck //

    Diplomacy 9: 1d8 + 4 ⇒ (4) + 4 = 8
    Bury Lady of Graves to add Wis die
    Diplomacy 9: 8 + 1d6 ⇒ 8 + (4) = 12
    Guarded!


    Victory!

    Development:
    You never quite expected Yeleth to negotiate with you in good faith—certainly not after how she manipulated the powerful Blood Lord Stavros Nightcrescent—but it seems you underestimated the lengths she would go to bind you into a subordinate contract. After communing with the truly vile creatures of the Revenant Court, however, you managed to avoid becoming Yeleth’s puppet on the Material Plane.

    Instead, you promised the vampire elder nothing more than you could deliver, and in exchange she infused you with the power of Hell itself. You suspect you even earned her admiration for your fearlessness and your commitment to diabolic subterfuge. When you leave Mechitar heading back toward first Katapesh, then the Grand Lodge, you view life through a fiery lens you never knew existed.

    You’re a force to be reckoned with. And you serve only yourself.

    Scenario Reward:

  • Each player grants 1 of her Pathfinder Society Roleplaying Guild characters a ranger’s favored enemy (+2) benefits against undead for the duration of one adventure. This bonus increases to +3 against vampires, and it does not stack with other favored enemy bonuses. Note this reward on your Chronicle sheet, and cross it off when used.
  • Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters. That character may add a boon that has the Corrupted trait from each Hell’s Vengeance Character Deck to her deck box and gains the power “Once per turn, you may ignore the Corrupted trait on a card.”
  • 1 XP, 1 Hero Point

    Acquired cards:
    Tomb Artisan (Ally 6)
    Freed Soul (Ally 5)
    Sehela (Ally 6)
    Bal Themm (Ally 2)
    Hippopotamus Mud Elemental (Ally 6)
    Ausetitha (Ally 4)
    Zereletan (Ally 4)
    Hippopotamus Mud Elemental (Ally 6)
    Hearth Elemental (Ally 4)
    Canopic Wrap (Armor 2)
    Skyplate Armor (Armor 5)
    Blessing of the Lady of Graves (Blessing 5)
    Blessing of the Lady of Graves (Blessing 5)
    Blessing of Abadar (Blessing B)
    Blessing of the Lady of Graves (Blessing 5)
    Blessing of Anubis (Blessing 4)
    Blessing of Osiris (Blessing 4)
    Blessing of Anubis (Blessing 4)
    Blessing of Osiris (Blessing 4)
    Carpet of Flying (Item 6)
    Necklace of Fireballs (Item 4)
    Scarab of Khepri (Item 6)
    Jolting Portent (Spell 5)
    Ice Storm (Spell 4)
    Safety Bubble (Spell 4)
    Canopic Conversion (Spell 6)
    Glacial Hunga Munga (Weapon 6)

    To the discussion page!

    Thanks all for playing! 1900+ posts, 8 players, 14 characters, 6 years + 2 1/2 months (over 2250 days!), and 3 box runners. And I might be undercounting some of those numbers!

    Thanks so much to all. Feel free to share upgrade desires if any, as well as any well-wishes and goodbyes on the Discussion tab.


  • 1 person marked this as a favorite.
    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Gaining Hero Point
    Upgrading Spell 4 Wall of Fire into Spell 6 Dominate

    In the voidchill beyond Sellortia, Yeleth surveyed the arriving souls as they popped through the five-pointed star. This was the archdevil’s favorite spot, purgatory. The souls were the most hopeful here, and the desperation was most delicious. This was where the power of the dead could not be denied. This was where she set her throne. This was where she ruled.

    “It goes by another name,” proclaimed a dominant voice. “The Boneyard.”

    Yeleth suspected this day would come. She stood aside, and bowed slightly. “I obey the Lady of Graves.” A deal was a deal.

    Seoni nodded. “As do all souls, in the end. So it is written.” The mystic spun around, revealing a lifetime of tattoos, her entire body covered with blue ink. “So I have written.” One by one, the mystic activated her tattoos. “I’ve waited a lifetime for this moment.”

    Seoni traced a dog tattoo. A soul charged forward, and looked around. “I wasn’t expecting to wind up here.” She sighed. “But fair’s fair, I suppose.”
    Seoni shook her head. “No, Raz. This is not the place for you. You belong with your loyal mounts, and all dogs go to heaven.” The tiny figure gave an excited clap. “Seoni! It’s you!” But the paladin hesitated. Seoni put her at ease. “You have been the salvation of so many souls yourself. Any debt has been paid fully.” Raz gave an excited squeak.

    Seoni traced a spiky dagger tattoo. Another soul came forth. “Are we back in hell?” The inquisitor gave a painful smile. “Just delicious. We get to suffer together once again.”
    Seoni laughed. “Always a pleasure, Zelhara.”

    Seoni traced a skull tattoo. “I suspect we have many stories to share, Seoni.” The sorcerer nodded. “Yes, Mavaro. But I’ve taken careful notes. All in ink.” The occultist licked his lips in anticipation.

    Seoni traced a mask tattoo. A mysterious soul appeared out of nowhere. “Did somebody call for a hero?” Seoni smiled. “Always. But you can be whoever you want, and go whenever you will.” Aric gave a smug smile, a gleam in his eye. “I always do.”

    Seoni traced a fang tattoo. “So many dead, so much power.” Nyctessa giggled. “Just how I like it!”

    Seoni traced a shuriken tattoo. There was no sign of any soul. “Good to see you too, Reiko.” There was only silence in response.

    Seoni traced a chicken tattoo. Balazar popped in. “So that’s what that’s like!” He cast his own summon and Padrig appeared as well.

    Seoni traced a ladle tattoo. “As foreseen,” croaked an oracle. “I think we all need some nourishment, Grazzle,” said Seoni.

    Seoni traced a pentagram tattoo. “My rightful place. Glory to the Dark Prince!” The cleric gave a salute. “Glory to us all, Lazzero,” responded Seoni.

    Seoni traced numerous other tattoos: a honeysuckle blossom, an eye, a scalpel, an eagle, a gold coin, an autumn leaf, an assassin’s blade. Soul after soul after soul emerged.

    Finally Seoni traced a book tattoo. An old soul looked around. “Whose mindscape are we in now?”
    Seoni giggled. “Does it matter? Magic is magic, whether sorcery or wizardry.”
    Ezren crossed his arms. “Such is the power of transmogrification.”
    Seoni stuck out her tongue. “Sounds like something I read in a book once.”
    Ezren chuckled. “Shall we discuss the arcane nuances further over tea?”
    Seoni smiled warmly. “Yes, we have all the time we need.”

    Seoni relinquished the throne to Yeleth. The archdevil shook her head as she watched the host of souls depart to their afterlives. “Such strange companions. It is hard to believe.”

    One soul remained with Yeleth. “You know, I would have said the same once, too. But that was two lifetimes ago.”

    “Old and young, alive and dead, ancient and reborn. You have had a long journey, Neferekhu. Is this really where you want it to end, an undead in the Boneyard?” Yeleth wiggled her quill. “There’s still time for another deal.”

    Neferekhu reflected. “Once upon a time, I would have never believed a Pharasman and an undead could associate, much less agree. Yet in my adventures with Seoni, I saw all. I saw so many factions, all with their favorites, all with their agendas. I saw rules change, I saw societies fall. And through it all, the tattoos burned brighter every step of the way, more and more with each passing day. Even when I thought, surely this is the end- no, her adventures kept continuing.” Neferekhu looked out at the horizon. “Our adventures kept continuing.” The mummy looked at Yeleth’s hands, stained with ink. “I don’t think any power you can offer could measure up to the terms of the prior arrangement.” She gave a nostalgic smile. “I still feel soulbound to another.”

    Yeleth chewed on the end of the quill. She had one last offer to make. “Would you like to be able to join her?”

    The mummy queen looked up at the vampire archdevil. “Would you?”

    The words pierced Yeleth. She looked down at Neferekhu- and she realized with a start that through the entire conversation, her vampiric eyes had been transfixed on the departing figures of Seoni and her companions. For the first time in a long time, Yeleth considered that she might have a place somewhere else besides purgatory. For the first time in a long time, Yeleth felt hope.

    The Soulbinder hesitated for one second, but only one second, before dropping the quill on the empty throne.

    “Wait for me.”

    Seoni, Female Human Sorcerer/Tattooed Mystic wrote:

    Deck:
    22 cards

    6 spells: Dominate, Eagle Aerie, Life Leech, Coordinated Blast, Create Mindscape
    5 items: Pearl of Magic, Ring of Energy Resistance, Samisen of Oracular Vision, Headband of Alluring Charisma, Binder’s Tome
    5 allies: Autumn Witch, Clockwork Owl, Sand Elemental, Cleric of Nethys, Surgeon
    6 blessings: Blessing of the All-Seeing Eye, Blessing of the Lady of Graves, Blessing of Achaekek, Blessing of Qi Zhong, Blessing of Abadar, Blessing of Pharasma

    Feats:
    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [X] +2 [X] +3
    -- Knowledge: Intelligence +2
    Wisdom d6 [] +1 [] +2
    Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
    -- Arcane: Charisma +2
    -- Diplomacy: Charisma +1
    -- Craft: Charisma +1

    Powers:
    Favored Card: Spell
    Hand Size 6 [] 7 [] 8
    For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([X] +2) ([X] +3) ([X] +4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
    Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.
    [X] When you attempt to acquire a boon, you may use your Knowledge skill in place of any listed skill for your check.
    [X] You gain the skill Craft: Charisma +1.
    [] After you are dealt Acid, Cold, Electricity, or Fire damage, you may draw 1 card ([] 2 cards).
    [] You may bury a card to add its adventure deck number to your check.

    Cards:
    Weapons 0 [] 1
    Spells 3 [X] 4 [X] 5 [X] 6
    Armors 0
    Items 3 [X] 4 [X] 5 [] 6
    Allies 4 [X] 5
    Blessings 5 [X] 6 [] 7

    Hero Points: 9

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