[ACG] [Gameday VII] Assault on Absalom - EmpTyger (Inactive)

Game Master EmpTyger

Tier 2 table (for characters tier 1-3)

  • VampByDay/Varril
  • Maelwys0/Aric & The Red Raven
  • Void_Eagle/Amaryllis
  • Calthaer/Mavaro

Scourge die 1d6:
    1-2) Curse of Poisoning
    Spoiler:
    Scourge B

    Traits:
    Curse
    Poison

    While displayed, after you reset your hand, recharge a random card.


    3) Curse of Vulnerability
    Spoiler:
    Scourge B

    Traits:
    Curse

    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.


    4) Curse of Daybane
    Spoiler:
    Scourge B

    Traits:
    Curse
    Undead

    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.


    5) Curse of the Ravenous
    Spoiler:
    Scourge 1

    Traits:
    Curse

    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.


    6) Curse of Withering
    Spoiler:
    Scourge 2

    Traits:
    Curse

    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.


Plunder 1d6:
    1) Weapon
    2) Spell
    3) Armor
    4) Item
    5) Ally
    6) Blessing

Faction Benefits:
  • Dark Archive: When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
  • Exchange: (Non-Basic Weapon, Armor, or Item received during 9-00A)
  • Grand Lodge: (Non-Basic Blessing received during 9-00A)
  • Sovereign Court: Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
  • Liberty's Edge: (Ally received during 9-00B)
  • Silver Crusade: Shuffle the support card Silver Crusade Favor into the blessings deck.
  • Scarab Sages: On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
  • Sunken Ships: For the rest of the adventure, add 1d6 to your checks against ships.
  • Broken Horns: (Non-Basic boon received during 9-00C2)
  • Open Gates: (Locations posted during 9-00D)

Reinforcements (AVAILABLE):
On your check, after the roll, you may bury this card to add 1d8.
You may bury this card; each character shuffles a random card from his discard pile into his deck.
You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

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.


101 to 150 of 177 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Scarab Sages

Male

I think I will go with number 1. Thanks.


Deck Handler

Convention Boon: 1d20 ⇒ 10

Power Feats: (or for its power) and (or turn)

Deck Upgrade: I'll just take the Weapon 2, and then everybody gets their first choice. (Rapier -> Disrupting Rapier +1)


Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

Looks like there's at least one Spell 2 available, so swapping Force Missile for Ghost Whip.


See Deck Handler here

Swap clinging venom for Marionette.


See Deck Handler here

I suggest we leave Raker Shoals for last. That way, if the chase the villian there, we don't have to take a boatload of structural damage to close the location. Also, we could start somewhere else and all then immediately move and pile on the shipwreck graveyard to also prevent the structural damage, as the damage doesn't come from our topdeck this game, it seems.


Varril-VampByDay wrote:
I suggest we leave Raker Shoals for last. That way, if the chase the villian there, we don't have to take a boatload of structural damage to close the location. Also, we could start somewhere else and all then immediately move and pile on the shipwreck graveyard to also prevent the structural damage, as the damage doesn't come from our topdeck this game, it seems.

Just want to make sure that there is no misunderstanding- Structural damage works the same in this scenario as it did in the previous; ie for every 1 Structural damage, someone must discard the top card of their deck.


I think we’re good to go, whenever VampByDay’s ready!


Remember, there’s a 1/12 chance of dragons at Pinnacle Atoll!
I rolled for Mavaro’s turn at the top of the new update, and you’re safe- no Hirgenzost.


Another reminder to please let me know if anyone wants Reinforcements. (Ie the cure VampByDay is looking for for Varril?) They do get passed off to other tables reasonably often, and if there’s interest or need I can give our table a higher priority.


Everyone, let me know what boon type you’d like!
Maelwys, feel free to begin Aric’s turn in the meantime.


See Deck Handler here

I choose spell

Scarab Sages

Male

I choose you, Pikachu.

No...actually..I choose Spell as well.


Deck Handler

I'll choose Ally, and try to post my turn shortly.


Deck Handler

Looks like you posted my Ally right as I was finishing up my turn, so I'll add it to my hand for next turn.


It's been over 24 hours. To keep things moving, I've botted Amaryllis.
Void_Eagle, when you return, note that you still have a non-Basic boon of your choice from the Broken Horns condition.

Mavaro's turn.


Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

I apologize for missing yesterday. Was sick, and had a bunch of work stuff that needed done, so that's where my energy went.

I'll take an ally for my non-basic boon.


Oh no! Hope you are feeling better.


Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

I am, thank you.


Quick reminder that the villain has "Damage dealt by Admiral Arminus Pythareus may not be reduced."
(VampByDay, you can undo Court Knight if you'd like.)


This was the success that pushed us over the top. Well done!
Choose your upgrades, roll your d20, select a feat if applicable. (The reward is worded a little confusingly, but basically, you get to select any card of an appropriate tier from your class or addon deck, and use it as an additional upgrade.)
I'll have the next scenario up very soon!

9-00C2 reward: 1d20 ⇒ 1
Yay!
Hm I guess I'll take Unconventional Firepower? I don't have Gunslinger yet, but, maybe some day?


When ready, choose your starting location and draw your opening hand.
Let me know if any changes to turn order, otherwise we'll be starting with Aric.


See Deck Handler here

Daddy needs a new pair of boons: 1d20 ⇒ 13
Bit confused about the reward. Do we add one card of tier 2 or lower from our class deck to our opening hand, or just to our decks, or what?

I don't need any of the upgrades offered.


Deck Handler

Convention Boon: 1d20 ⇒ 6

Deck upgrade, I might as well roll for the Blessing 2, but if somebody else wants it more (or just rolls better) I'll pass on any upgrades.
Blessing 2: 1d1000 ⇒ 530

Adventure reward, I'll add Shy Ratani into my deck (replacing Alaeron).


Varril-VampByDay wrote:
Bit confused about the reward. Do we add one card of tier 2 or lower from our class deck to our opening hand, or just to our decks, or what?

Yeah, it's confusing. (I had a lot of questions when I got it as a player.) But it's an additional upgrade. And in Varril's case, a tier *3* upgrade!

Scarab Sages

Male

Despite grabbing them every round, I don't think I actually want the blessing 2 all that much...it's not until 3 that I think I get one that's better than what I have. I view Mavaro as a loot-grabbing support character in that regard.

Boon: 1d20 ⇒ 5

Scarab Sages

Male

No boon for me. On the upgrades...I would like a Spell 1, if I may.

And the bonus one...I can choose any Deck 2 card at all - any of them?


Calthaer wrote:

No boon for me. On the upgrades...I would like a Spell 1, if I may.

And the bonus one...I can choose any Deck 2 card at all - any of them?

Yep!


Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

Boon?: 1d20 ⇒ 7 -> No boon for me

I'd also like the Blessing 2:
Blessing 2: 1d1000 ⇒ 324 -> Blessing is all yours, Arik.
In that case, I'll take a Spell 1 (Black Spot -> Sphere of Fire), and for my pull from my box I'll take the Blessing 2 (BotGods -> BoPharasma).


I think just waiting on upgrade for Mavaro, and starting locations for Mavaro and Aric?

Scarab Sages

Male

I will go with Spell 1 (Spirit Surge) and for the bonus upgrade, Spell 2 (Deathgrip). Starting loc = Earthworks.


Since Aric goes first anyway and could move wherever, I've just placed him at the Earthworks to get things started.


I'm opting not to implement the optional Open Gates condition, since you're close to placating the Implacable Beast villain.
(If anyone feels strongly otherwise, let me know.)

Scarab Sages

Male

I am in a pretty good position to take down the villain. My weapon (The Missing Eye) will give me 1d8+2+1d8+1+2d6 with a recharge. With one blessing, I have an 80% success rate - so that's just with what I have. I can also probably make my own DEX check.

But in do doing, Amaryllis and Aric will also have to make this DEX check. I think we'd all be OK with me doing this...want to confirm? But I'm not sure we have a lot of other choices, other than burning a bunch of turns - and some of the other locations look like they have some severe penalties...meaning either that we'll need more turns, or that we'll need for Amaryllis and Aric not to take that damage so that they have the resources to counter the penalties...

I'm leaning towards "take down the villain"...if anyone else feels that other options are better, please chime in. I'll wait for about a half hour - but then I'll need to take my turn (or at least start it, and then Amaryllis and Aric will need to make their DEX checks) and then head off to bed.

If we want to make this 80% chance of defeating higher, let me know...the Binder's Tome - that will add 1d4? That would bump it up to 91%...


With the new locations, be aware of the following new rules:
If the location Scorched Ruins exists and is open, the difficulty of checks to defeat monsters is increased by 3.
At the end of your turn, if the location Ghol-Gan Ruins exists and is open, shuffle a monster from the box into it; if the location Tower exists and is open, succeed at a Dexterity or Acrobatics check with a difficulty of 7 or you are dealt 1d4-1 Ranged Combat damage.

So Mavaro needs to make a DEX/Acrobatics 7 check at the end of his turn, because the Tower exists and is open. (Calthaer, feel free to adjust your post-villain actions if you would like.)

Also, note that at the end of each turn, a monster will get shuffled into Ghol-Gan Ruins ruins, so long as it is open. So if I haven't made an update post, be sure to account for that before exploring there.
(The latest update includes the monster shuffled in at the end of Mavaro's turn.)


The end-of-turn Tower check becomes annoyingly unforgettable very quickly.

In the meantime, Aric can go if Maelwys wants. (The latest update post already includes the new monster in Ghol-Gan Ruins.)


See Deck Handler here

Void Eagle: I think you should have added a d6 to your check against Tekenu as pyrotechnic blast has the divine trait (Varril uses it)


A few notes. Sorry for how complex this scenario is, but it is the grand climax of the adventure!

Calthaer:
The Tower check happens *before* resetting hand. So the Gem of Prowess would have already been in your deck. You don't need to reroll the check, but you can adjust your hand as Gem of Prowess would have been drawn.

VampByDay:
Varril still needs to attempt the missed Tower check from the end of your last turn.

Void_Eagle:
If you'd like, you may reroll the 1d6 for the Divine trait for the chance to avoid burying Anathemic Volume.

Maelwys:
I don't actually have anything to say, but didn't want you to feel left out :)


Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

Thanks, I'll try it (just don't roll a one...)
Combat 16: 1d6 + 14 ⇒ (5) + 14 = 19 -> Success, unburying Anathemic Volume. That means I wouldn't have drawn the second BoPharasma. I think those are the only changes.

Scarab Sages

Male

How exactly do we know that it's before resetting your hand? The turn order for the game says to reset hand and then end your turn, and the effect for this scenario says "At the end of your turn."


Deck Handler

Because anything that happens "at the end of your turn" always happens before resetting your hand. You process the end of turn actions, then resetting your hand is always the very last action that you do to end your turn.


See Deck Handler here
Calthaer wrote:
How exactly do we know that it's before resetting your hand? The turn order for the game says to reset hand and then end your turn, and the effect for this scenario says "At the end of your turn."

It is consistent with how the computer version of the card game works. Dunno if that is official

1)flip blessing deck
2)start of turn effects
3)trade card phase
4)move phase
5)explore phase
6)end of turn effects
7)reset hand
8)actual end of turn.


Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

Just so everyone know, I'm travelling the next two weeks. I'll try to check in at least once a day, but go ahead and bot me if you need to.


Thanks for letting us know, Void_Eagle! Let me know if you have any particular botting instructions. (I'm playing an Amaryllis myself in my Season of the Righteous game, so I definitely don't mind stepping in.)

Now that we're all caught up, it's Varril's turn again.


If Aric did want to try the closing check, don't forget that you have a potential emergency +1d8 with Reinforcements.


Deck Handler

True, forgot about that. Right now I'm rolling 1d6 to get a 12. If I use one of Varril's blessings that's 2d6 (+1d8 Reinforcements). So with the reinforcements it might be possible, but without it basically impossible. And I didn't see anymore blessings out there right now, did I miss any?


Just a headsup that the event is scheduled to end November 13.


Friendly BR reminder for Amaryllis:

Scarab Sages faction benefit wrote:
On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.


See Deck Handler here

Void Eagle-Use blessing of spellbound if needed-it is a free recharge.


Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B

Thanks for the blessing. And thanks of the reminder, EmpTyger. I remembered the Undead bonus, but completely forgot about the Construct.


FYI, seems like there will be some flexibility on the event ending date, to allow a few extra days to finish the scenario.

101 to 150 of 177 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [ACG] [Gameday VII] Assault on Absalom - EmpTyger Discussion All Messageboards

Want to post a reply? Sign in.