[Gameday VII][ACG] Hawkmoon269's Assault on Absalom (Inactive)

Game Master Hawkmoon269

DURING THIS ADVENTURE:

At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
This adventure does not use traders.
Do not read any scenario’s villains or henchmen before playing it.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
When playing this adventure in Tier 2, the scourge die is 1d6; in Tier 5, the scourge die is 1d8+1.
Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

NEW RULE: REINFORCEMENTS:

This event introduces a new type of support card: reinforcements. The Overseer GM will randomly choose one-third of the Adventure Card Guild tables (rounded up) and give them the support card Reinforcements. When a table gets this card, display it next to the scenario. While displayed, the card’s powers are in effect for characters at that table.

NEW RULE: FAVORS:

This event introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. Afterward, if it would be removed from the blessings deck discard pile, banish it instead.

ANNOUNCED CONDITIONS:

During the adventure, the Overseer GM will announce numerous conditions that affect all characters. If a character is encountering a card at that time, the condition occurs after the encounter. If a character is attempting a check outside of an encounter, the condition occurs after the check.

RULES: SHIPS AND PLUNDER:

  This event uses a simplified variation of the ship and plunder rules from Skull & Shackles. Ignore any references to commanding or seizing ships.
  Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane. First apply any effects that happen when you encounter a ship. Then, if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, stash a plunder card (see below). If you fail a check to defeat a ship, it deals an amount of Structural damage equal to the difference between the difficulty to defeat the ship and your check result. Characters may play cards or use powers that reduce Structural damage (effects that reduce damage to characters do not reduce Structural damage), then characters must collectively discard from the tops of their decks a total number of cards equal to the remaining Structural damage.
  When you are instructed to stash or add a plunder card, roll 1d6 on the table below and draw a card of the corresponding type from the game box.
1: Weapon 2: Spell 3: Armor 4: Item 5: Ally 6: Blessing

Ships:

1-Dominator
Spoiler:
Dominator
Ship B
Class 6

Check to Defeat
Wisdom
Survival
8
OR
Dexterity
Ranged
11

When Encountered
If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2. This ship cannot be seized.


2-Merchantman
Spoiler:
Merchantman
Ship B
Class 0

Check to Defeat
Wisdom
Survival
5
OR
Perception
7

When Encountered
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.


3-Sea Chanty
Spoiler:
Sea Chanty
Ship B
Class 3

Check to Defeat
Wisdom
Survival
6
OR
Charisma
Diplomacy
8

When Encountered
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.


4-Shackles Pirate Ship
Spoiler:
Shackles Pirate Ship
Ship B
Class 0

Check to Defeat
Dexterity
Disable
8
OR
Wisdom
Survival
6

When Encountered
If your check to defeat has the Swashbuckling trait, add 1 to it.


5-Truewind
Spoiler:
Truewind
Ship B
Class 1

Check to Defeat
Intelligence
Knowledge
8
OR
Wisdom
Survival
6

When Encountered
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.


6-Wormwood
Spoiler:
Wormwood
Ship B
Class 5

Check to Defeat
Dexterity
Acrobatics
9
OR
Wisdom
Survival
7

When Encountered
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.


7-Man's Promise
Spoiler:
Man's Promise
Ship 1
Class 1

Check to Defeat
Wisdom
Survival
6
OR
Charisma
Diplomacy
8

When Encountered
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.


8-Deathknell
Spoiler:
Deathknell
Ship 2
Class 7

Check to Defeat
Divine
7
OR
Wisdom
Survival
9

When Encountered
You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.


9-Devil's Pallor
Spoiler:
Devil's Pallor
Ship 2
Class 2

Check to Defeat
Wisdom
Survival
7
OR
Constitution
Fortitude
9

When Encountered
If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.


10-Thresher
Spoiler:
Thresher
Ship 2
Class 2

Check to Defeat
Intelligence
Knowledge
9
OR
Wisdom
Survival
7

When Encountered
Before you act, bury a random card from your discard pile.


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This will be our discussion thread.


Hello players. As you check in, please confirm a few things for me by giving me the following info:

1. Character
2. PFS Number for that character
3. Tier for that character
4. Are you playing for tier advancement?
5. Class deck(s) and any other cards that will be in your deck
6. Any rewards you've associated to this character

Also let me know if you have any questions.

Thanks.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

1. Radovan

2. 337921-1002

3. Just started Tier 3.

4. Yes, will be playing for tier advancement. (I will be putting in a full 6 scenarios before advancing to Tier 4, though.)

5. Pathfinder Tales + Ultimate Intrigue

6. Radovan has been assigned the Concordance Reward (the one that prevents elemental damage) that was earned by a Gnomanity character.

Some fun background:

Tup and I work well together, as he will be regularly setting me on fire. :) I get +4 bonuses to my checks this way, with no drawbacks due to my Norge devil form. In fact, I even get to display a monster when he sets me on fire - which can later be banished for combat bonuses. So we're frequently the only two characters at our location, but not always.

By the way, if you drop by our location for a visit and use Tup's +4 ability you will "only" be taking 1d4-2 fire damage. That's because I reduce fire/poison/ranged combat damage dealt to local characters by 1, and Tup has selected the -1 power for his Fire damage. So it's reduced by 2 total. So keep in mind that other characters can also benefit from Tup's firestorms. :)

Anyway, this should be great fun. Looking forward to the adventure.


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

1. Tup
2. 99317-1002
3. Tier 2
4. Yes, this will be his 4th scenario for tier 2.
5. Goblin Burn + Tup/Deliverance promo
6. no rewards


Deck Handler

1. Kasmir
2. 225148- 1007
3. Tier 2
4. Yup. I'm playing for Tier advancement.
5. Witch + Ultimate Magic.
6. Gameday VII Adventure Card Game Rewards: Season of Tapestry’s Tides Reward #2
Burgeoning Captain: At the beginning of a scenario that uses the Skull & Shackles Base Set, you may cross out this reward to gain the skill Survival: Wisdom +2 on your checks attempted while you are on a ship and on your checks attempted against a ship until the end of the scenario.


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

1. Rivani
2. 74677-1003
3. Tier 2
4. Tier Advancement
5. Occult Adventures 1 + Ultimate Magic
6. No

I've already let Hawkmoon know, but I will be away on a family vacation from 29 Sep returning 7 Oct. I may not be able to post regularly during the first few days of the Special but will log on when I can. Happy to be botted during this time and I'll be back in full swing when I get back.


Playing Assault on Absalom
  Pathfinder Society Special #9–00: Assault on Absalom is an interactive event in which many tables contribute to a shared success. This allows both Pathfinder Society Roleplaying Guild and Pathfinder Society Adventure Card Guild players to participate in the same adventure! An Overseer GM coordinates the event, making announcements and tallying reported results over the course of the adventure. It’s important that everyone pause play and listen when the Overseer GM makes announcements. When the table completes an objective in scenario 9-00A or wins Scenarios 9–00B, C2, or D, your Box Runner will report a success to the Overseer GM. Do not report a success for Scenario 9–00C1.
  The event has three parts. In Part 1, event organizers are mustering tables, and players are being seated, unpacking dice, and introducing themselves. During this time, decide what character you are playing, and decide as a group whether you would like to begin the event by playing Scenario 9–00A (a scenario that focuses more on consolidating Absalom’s resources and recruiting help) or Scenario 9–00B (a more combat-heavy scenario). You will play each at least once, so where you begin is a matter of group preference. Whichever you choose, set up the scenario and read the opening text aloud. Don’t begin playing until the Overseer GM cues the start of Part 2 by reading out the opening scene (listen for the Overseer GM as Marcos Farabellus calling for the Pathfinders to “Seek out the leaders for instructions, and make the city proud”).
  After you complete either Scenario 9–00A or 9–00B, set up and play the other scenario, alternating which scenario you play each time. Continue to build and play until the Overseer GM begins Part 3. When the Overseer GM calls an end to Part 2, immediately end the current scenario. You did not win or lose, and do not earn the scenario reward, but players can upgrade their decks. Then begin setting up Scenario 9-00C, which has two sections (C1 and C2). Don’t begin playing until the Overseer GM announces the start of Part 3. If you win Scenario 9–00C2, you may play it again and continue reporting successes.
  Finally, when the Overseer GM announces the final transition, end the current scenario (you did not win or lose, as above). Set up and play Scenario 9–00D. If you win this scenario, repeat it and continue reporting successes until the end of the adventure.

DURING THIS ADVENTURE
At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
This adventure does not use traders.
Do not read any scenario’s villains or henchmen before playing it.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
When playing this adventure in Tier 2, the scourge die is 1d6; in Tier 5, the scourge die is 1d8+1.
Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

NEW RULE: REINFORCEMENTS
This event introduces a new type of support card: reinforcements. The Overseer GM will randomly choose one-third of the Adventure Card Guild tables (rounded up) and give them the support card Reinforcements. When a table gets this card, display it next to the scenario. While displayed, the card’s powers are in effect for characters at that table.

NEW RULE: FAVORS
This event introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. Afterward, if it would be removed from the blessings deck discard pile, banish it instead.

ANNOUNCED CONDITIONS
During the adventure, the Overseer GM will announce numerous conditions that affect all characters. If a character is encountering a card at that time, the condition occurs after the encounter. If a character is attempting a check outside of an encounter, the condition occurs after the check.

RULES: SHIPS AND PLUNDER
  This event uses a simplified variation of the ship and plunder rules from Skull & Shackles. Ignore any references to commanding or seizing ships.
  Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane. First apply any effects that happen when you encounter a ship. Then, if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, stash a plunder card (see below). If you fail a check to defeat a ship, it deals an amount of Structural damage equal to the difference between the difficulty to defeat the ship and your check result. Characters may play cards or use powers that reduce Structural damage (effects that reduce damage to characters do not reduce Structural damage), then characters must collectively discard from the tops of their decks a total number of cards equal to the remaining Structural damage.
  When you are instructed to stash or add a plunder card, roll 1d6 on the table below and draw a card of the corresponding type from the game box.
1: Weapon 2: Spell 3: Armor 4: Item 5: Ally 6: Blessing


Just letting everyone know everything is good. We are just waiting for the official start on 10/1.

I can set things up on my side, but before I do I need to ask if anyone is actively playing their character in an online PbP table right now? If I set this table up early, it might pull you out of that in one in the online DB, which I don't want to do.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Radovan and Kasmir were both in Gameday Session 1 (Skizzerz' Skull & Shackles), but our table wrapped up around a week ago.


I've added some story to the gameplay thread. Play wise, we have nothing to do yet but pick which scenario to start with.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)
BR Hawkmoon wrote:
I've added some story to the gameplay thread. Play wise, we have nothing to do yet but pick which scenario to start with.

Per the hangout discussion, I believe we picked the more-combat scenario.


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

Rivani is not involved in any active games right now.

I've setup my deck handler with full edit access to anyone with the link, to aid in botting if needed during the first days when I'm away. I've included card text in the DON'T LOOK tab as well.

I'll aim to try and get access to internet at least once a day which will be overnight US time but there's a chance this won't be possible on at least some of the days, so if I haven't posted by first thing in the morning US time then definitely bot me. If needed more often than that, go ahead.

When I do get to log on this will definitely be the first game I check so really hoping I won't impact this game too much and looking forward to being in full swing from 7 Oct on.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Boon/reward roll: 1d20 ⇒ 14


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

boon?: 1d20 ⇒ 18


Deck Handler

1d20 ⇒ 8

Spell2: 1d1000 ⇒ 245


9-00B
Hawkmoon269: 1d20 ⇒ 13


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

No card upgrades. This was my first game of Tier 3, so I'm taking a Strength skill feat.


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

Card Feat- Blessing. No card upgrade.


For Rivani, Intelligence skill feat, Ally 1.


Deck Handler

Alrightie then.

Int +1 skill feat.

Spell 2: Confusion > Web


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Some random comments about this scenario.

If we all stick together, Radovan can prevent the poison and fire damage that we'll be facing from the Conflagrations (take 1 fire damage end of your turn) and Silver Chain Smuggers (1 poison before you act). But...

If we stick together, we will all face a Smuggler every time one appears.

Also, if we encounter the henchmen too quickly (i.e., before we get rid of the Conflagration) we won't be able to close the location. So exploring any given location too quickly is bad.

Do we want to split into 2 groups? Something else?

We could even start at 4 different locations just to get rid of the Conflagrations immediately, then join up and stay together.


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

I like the idea of two groups.


Deck Handler

2 groups sounds good


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

There's a lot of stuff in the Hangouts thread, so a quick summary:

Sounds like we're leaning towards winning the scenario instead of attempting a second objective (which could put someone close to death, could cause us to lose scenario, etc.). Everyone OK with that?

(Note also that we'll probably return to this scenario later on, as we bounce back and forth between the first two scenarios until we're told to move forward.)


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Sounds like we chose to win the scenario and move on.

Boon?: 1d20 ⇒ 3

Preferred card upgrade: Blessing 1 (BoG->BoAbadar). (I believe we get a bonus upgrade, but I don't think I have a second option.)

Thanks to Tup, I'm replacing my banished Short Sword +1 (level B) with a second Captain's Cutlass (level 1).

I'll select the following power feat: Add 1d6 to non-two-handed combat checks (was 1d4).

Would love to get a Weapon 2, eventually.


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

Boon: 1d20 ⇒ 18


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

My Blessing 1 roll:

Blessing 1: 1d1000 ⇒ 482


Deck Handler

boon: 1d20 ⇒ 10

Spell 2: 1d1000 ⇒ 986
Blessing 1: 1d1000 ⇒ 663

For bonus upgrade, I'll take a spell B

Power feat:
(☒ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

Spell 2: 1d1000 ⇒ 725
Blessing 1: 1d1000 ⇒ 994

Power feat:

For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.


9-00A
Hawkmoon269: 1d20 ⇒ 2


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

Oh yes, the boon roll:

That's no boon, that's a...: 1d20 ⇒ 2


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

Boon?: 1d20 ⇒ 8


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Boon?: 1d20 ⇒ 20

Hey, I got one!


Deck Handler

1d20 ⇒ 19


9-00B(2)
Boon?: 1d20 ⇒ 10


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

Spell 2: 1d1000 ⇒ 822


Deck Handler

Copying from the game list

Osirion Ancestor (Ally B)
Tomb Raider (Ally B)
Porcupine (Ally B)
Pard (Ally B)
Minnothet (Ally 2)
Ubashki (Ally B)

Blessing of Maat (Blessing 2)
Blessing of Abadar (Blessing C)
Blessing of Ra (Blessing C)
Blessing of Nethys (Blessing B)
Blessing of Maat (Blessing 2)

Acid Flask (Item B)

Corrosion (Spell 2)

Djinni Quarterstaff (Weapon B)

Adding Glyphbane gloves (Item 2)


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Tup has been left out of the upgrades, so it would be nice if he got the Spell 2.

Ally 2: 1d1000 ⇒ 315
Blessing 2: 1d1000 ⇒ 915

These are pretty much tied for me, so if someone really wants the Ally 2 - go for it.

Is there anyone who hasn't gotten a boon yet? If so, I'm happy to donate it.


Gameday VII Adventure Card Game Rewards
Season of Tapestry’s Tides Reward #1
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Season of Tapestry’s Tides Reward #2
Burgeoning Captain: At the beginning of a scenario that uses the Skull & Shackles Base Set, you may cross out this reward to gain the skill Survival: Wisdom +2 on your checks attempted while you are on a ship and on your checks attempted against a ship until the end of the scenario.

Season of Tapestry’s Tides Reward #3
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

Boonage?: 1d20 ⇒ 7

Item 2: 1d1000 ⇒ 685
Blessing 2: 1d1000 ⇒ 285


Deck Handler

Blessing 2: 1d1000 ⇒ 166
Ally 2: 1d1000 ⇒ 542


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

Looks like we all get our first choice. Rivani will swap out Riffle Scrolls for Gem of Mental Acuity


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Swapping out Marianix Karn for Shy Ratani. Also taking Sea Legs reward (#3) for Boon.


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

Swapping out Bloodscent to gain Heat Metal.


Deck Handler

Blessing of Pharasma > Blessing of Nethys


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

No card upgrades for me.

I'm fine with either scenario: land demon battle or undead ship battle.


Deck Handler

Spell 2 for me: 1d1000 ⇒ 684


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

Spell2: 1d1000 ⇒ 314


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

No card upgrade for me.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Post-serpent boon?: 1d20 ⇒ 17

No card upgrades. That was the third scenario in Tier 3 for me, so no feats either.

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