Pathfinder ACG #8-00: Cosmic Captive (Table 2) [TIER 1-3] (Inactive)

Game Master Hawkmoon269

CMB table's campaign is here.
CMB's gameplay thread is here.

Turn Order:
Alase (MorkXII)
Raheli (Rhynn Davrie)
Flenta (Iff)
Arabundi (Leaun Arduz)

Potentially Summoned Henchmen

Ancient Skeleton:
Ancient Skeleton
Henchman Monster B

Traits
Undead
Skeleton

Check
Combat
8

Powers
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.

Bandit:
Bandit
Henchman Monster B

Traits
Human
Bandit

Check
Combat
8

Powers
Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.

Goblin Raider:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Skinsaw Cultist:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Zombie Minion:
Zombie Minion
Henchman Monster 2

Traits
Undead
Zombie

Check
Combat
9

Powers
The Zombie Minion is immune to the Mental and Poison traits.
Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.

Possible Random Cards For Players


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"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

★ - OVERSEER ANNOUNCEMENT - ★

Hello Cosmonauts!

The lovely staff at Paizo gave me 15 ten-dollar gift certificates to distribute across the Cosmic Captive Special. Alas, we have 25 tables, so not every table can win one. In order to pick winners, I’m hosting a Cosmic Giveaway!

The Rules:

You cannot nominate yourself. You cannot pick me. Pick someone else (fellow player, GM, backup GM) who made your experience of Cosmic Captive fun! Tell me why!

You can submit only one name, but you can make a submission on the above link from now until July 9th.

Some names will likely get chosen because of the stories you tell me. Some may get selected in a random lottery. I’ll try to spread the love around to as many different tables as I can.

Hugs,
Hmm


Part 3 will start soon:

UTC: 7/5/17 5:00 PM (EDT: 7/5/17 1:00 PM PDT: 7/5/17 10:00 AM CEST: 7/5/17 7:00 PM)


ACG Flenta - Fighter

I have a busy evening, but should be able to get a post in some time around 8 PM (CEST).


ACG Flenta - Fighter

Am I the only one, or does this scenario feel really weird? There's no real goal, and it feels like we can't really accomplish much. I've been taking it slow, because taking chances with extra explores just seems like a waste of resources.

The rest of you have succeeded at padding your deck, at least. Let's hope we won't need that too much in the next part of the scenario. :*)


I'd agree it's weird. I'm wondering if in the second half we are going to have a limited about of turns to try and get through it using all these extra allies for explores. Mostly I'm just trying to prevent cards from hitting my discard so I'm still in decent shape for the 2nd half.

I'm also kind of hoping that having closed locations in this part will help us in the next, like there is some sort of tally going that will affect the future.

I think some of the issue is the play by post nature of coordinating RPG with ACG, seeing as we are on turn 34...which typically is somewhere in the neighborhood of 1-1.5hrs if you are playing fast. But I somehow doubt the RPG play by post equivalent of that time frame has elapsed.


Rhynn Davrie wrote:
I think some of the issue is the play by post nature of coordinating RPG with ACG, seeing as we are on turn 34...which typically is somewhere in the neighborhood of 1-1.5hrs if you are playing fast. But I somehow doubt the RPG play by post equivalent of that time frame has elapsed.

Agreed. We're getting a lot more turns in before the second half, and between table-switching events, than I suspect happened when the event was played at a con. And because of that, it's starting to feel like it's dragging on without a purpose.

And while I think we're doing alright for the most part (Flenta is hurting a bit), the longer this goes on, the more likely we are to take damage that is going to drain our decks. A few bad combat rolls, Before/After You Act damage, or damage from barriers, and we could be in a dangerous spot.


ACG Flenta - Fighter

Part 3 started on July 4th, so 7 days so far. That's 35 minutes of real time, according to the 'official' conversion. We're just playing really fast, but as said I think it's natural for ACG to move faster on PbP than RPG does. Something to talk about in the evaluation, I think.


”Fluff Fang” | CG Small Leshy Bard 3 | HP 13/35 | AC 19 | F +6 R +9 W +8 | Perc +8 (Lowlight) | Speed 25ft |

It's definitely a weird scenario. Agna can explore quickly with recharges, heal her self a little with a staff and is pretty good at making friends and is generally at least okay against barriers.

With the ability to reset the blessing deck by closing a bridge it basically makes it impossible to lose on time. I suppose people could die by pushing too hard, but if we start getting that low we can just stop exploring etc.


What is fun is to see if you can empty the box of allies.

There is definitely a disconnect between the pace of PbP ACG and PbP RPG. I'm not 100% sure how many turns this lasted for when played "face to face" but it didn't feel "long" to me. Maybe 1 to 1 1/2 hours. We've already gone through 34 turns at this table. You'd be hard pressed to do that in an hour "face to face".


”Fluff Fang” | CG Small Leshy Bard 3 | HP 13/35 | AC 19 | F +6 R +9 W +8 | Perc +8 (Lowlight) | Speed 25ft |

New goal! Get enough allies so that the next collapsing bridge is not buildable.

Somehow I don't don't think we're going to get that far.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

★ - OVERSEER ANNOUNCEMENT - ★

The Winners for the Cosmic Giveaway have been announced!

Silver Crusade RPG Superstar 2014 Top 16

Hawkmoon269 wrote:

What is fun is to see if you can empty the box of allies.

There is definitely a disconnect between the pace of PbP ACG and PbP RPG. I'm not 100% sure how many turns this lasted for when played "face to face" but it didn't feel "long" to me. Maybe 1 to 1 1/2 hours. We've already gone through 34 turns at this table. You'd be hard pressed to do that in an hour "face to face".

Yep, I think it's partially that we're limited to 4 players per table (where almost all of the RPG tables have 6) and that it just doesn't generally take as long to perform a turn on here as it does to fully plan out an RPG turn on play-by-post format.

Plus, you guys are super dedicated. :)


Roll 1d20 to see if you win a PFS Boon (not to be confused with the ACG definition of "boon").

PFS Boon: 1d20 ⇒ 18

Dark Archive

PFS Boon collector: 1d20 ⇒ 15 :)


PFS Boon: 1d20 ⇒ 16


ACG Flenta - Fighter

PFS Boon: 1d20 ⇒ 3

Why won't it let me post?


PFS Boon: 1d20 ⇒ 19 Yay!


Just so you all know, I'm going to be pretty sparse in my posting for the next couple of days. Comic-Con starts tomorrow, so I'll be there. I should be able to get the one post in each day, but outside that is probably not going to happen.


No worries. Tomorrow was the original last day I think. You have all won already, just chipping in a bit.


Iff's pregen wrote:

[dice=PFS Boon]1d20

Why won't it let me post?

Forum spam protection prevents the exact same post from happening twice in a row.


Did anything happen with that PFS Boon?


I will check about how to make sure you get it.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

When Hawkmoon does his reporting in the form, I will be sending out his GM boon and your player boon -- though probably not until Monday.


If you have any feedback on the play by post style, what worked, what didn't, please share it here.

Thanks.


ACG Flenta - Fighter

I already posted some feedback in the gameplay area, but I'll repeat it here so that everything stay together:

Iff wrote:


Thanks, everyone. It was really fun to figure this out as we went along. I think there's a lot to be learned from this experiment. We had a really smooth game, almost right from the start. And Andrew's way of setting things up meant we could play at our right pace. Still, the connection between the RPG parts was somewhat awkward: the pacing is just too different. Also, we have to realize that ACG normally doesn't need a 'GM', only an organizer who also gets to play. This is different in the PbP environment.

I'll add that I really liked the fact that we had time for roleplay during ACG. That often gets lost when playing at the table.

The pacing thing between RPG and ACG would be my biggest gripe. We had to take a break before part 3, and then part 3 started with a scenario that was frankly dull. If felt like we were just passing the time until we could actually start. It maybe didn't help that there were just allies to be acquired in the scenario. A little more variation might have helped. Still, the fact that we didn't have a win-condition or a way to help the House made it very dull.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

If everyone is done with this... Can we close out this campaign and mark it inactive, please?

Hmm


Suppose that's my sign that I really should take a moment to post my thoughts...

I had a great time with this. I enjoyed the slower pacing so I could attempt to do a bit of RP while playing ACG, and honestly it feels right for this format.

I really liked the spoiling of all the blessings and random cards that we might need, spells/items/summoned monsters. Basically all the things Hawkmoon did to give us the info in a spoiled format so that we could continue to play in his absence. It was there when we needed it and hidden when we didn't. It was perfect.

I thought the means of displaying the current state of the board was easy to follow especially with the added blessing spoiler. I really liked that we had the ability to mark notes for decks as we went along.

I think character deck management is a bit of a trick to do but Hawkmoon's MS access worked great, just wish I could have gotten it to work on other computers. Google sheet and physical cards filled in nicely when I was away from my home computer though.

As far as issues went, the pacing of part 3 was a little rough, it went on quite a bit longer than I had hoped. I think if this was to be played again via play by post, I'd recommend setting turn numbers for the various jumps ahead of time and maybe a full stop turn number, I think we essentially played two full games worth of turns, which is a lot. It was especially bad due to the make up of the sites which had little of interest as far as boons for my particular character.

And really that's it. Honestly it seemed to work pretty well in this format and the couple of misplays were quickly corrected. It didn't feel that much different from play in person other than the additional time to RP.

I really hope this becomes a format that is supported as I'd love to get some more play in with Raheli!

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