[ACG] [Outpost II] Season of Tapestry's Tides (Nathan) (Inactive)

Game Master Nathan Davis

Turn Order
1. Matsu Kurisu/Nok-Nok
2. Mhuirich/Zarlova
3. wkover/Poog

RULES: SHIPS:

A ship is a support card. It is neither a bane nor a boon.
In some scenarios, a ship may be anchored at a specific location.

Commanding
If the ship is not anchored: you are commanding the ship on your turn.
If the ship is anchored: you also have to be at the ship’s location.
Any characters at the commander’s location are also on the ship.
If the commander moves or is moved, and the ship is not anchored or wrecked, any characters at the old location may also move to the new location.

Encountering
Only the commander can encounter another ship. (If a ship would be encountered by someone else, banish it instead.)
If the encountered ship is undefeated, it deals Structural damage instead of Combat damage.

Structural Damage
Structural damage is dealt to the ship, rather than to a character.
Any characters may discard any number of cards to prevent that much Structural damage.
If an intact ship takes any Structural damage, it becomes wrecked.
If a wrecked ship takes Structural damage, discard that many cards from the Blessing deck.

Repairing
At the start of the move step, the commander may attempt to repair a wrecked ship.
If successful, the ship is no longer wrecked.

Seizing
When you seize a ship, record the seized ship on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead. (This is different in SoTT than in S&S)
A seized ship replaces your current ship, which is banished. (The new ship keeps any plunder and anchoring of the old ship.)

Plunder
At the start of the scenario, stash a plunder.
If you defeat another ship, stash a plunder.
Wrecked ships cannot gain plunder.
At the end of the turn, banish 1 random plunder from a wrecked ship.
If you win the scenario, add the plunder to the acquired cards.

Plunder:
    1) Weapon
    2) Spell
    3) Armor
    4) Item
    5) Ally
    6) Player's choice

Ships:
    1) Merchantman
    Spoiler:
    Ship B
    Class 0

    When Encountering
    To Defeat:
    Wisdom/Survival 5
    OR
    Perception 7
    If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

    When Commanding
    When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    If you fail to defeat a bane that has the Pirate trait, bury a card.


    2) Shackles Pirate Ship
    Spoiler:
    Ship B
    Class 0

    When Encountering
    To Defeat:
    Dexterity/Disable 8
    OR
    Wisdom/Survival 6
    If your check to defeat has the Swashbuckling trait, add 1 to it.

    When Commanding
    If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.

    When Commanding (Wrecked)
    To Repair:
    Craft 5
    When your ship is dealt damage, add 1 to the amount of damage dealt.


    3) Feathered Devil
    Spoiler:
    Ship 1
    Class 1

    When Encountering
    To Defeat:
    Charisma/Diplomacy 5
    OR
    Wisdom/Survival 7
    You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.

    When Commanding
    When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.

    When Commanding (Wrecked)
    To Repair:
    Craft 4
    When you would discard an ally for its power, bury it instead.


    4) Man's Promise
    Spoiler:
    Ship 1
    Class 1

    When Encountering
    To Defeat:
    Wisdom/Survival 6
    OR
    Charisma/Diplomacy 8
    If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.

    When Commanding
    You may discard a card from the blessings deck to explore your location.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    Other characters may not move with this ship.


    5) Truewind
    Spoiler:
    Ship B
    Class 1

    When Encountering
    To Defeat:
    Intelligence/Knowledge 8
    OR
    Wisdom/Survival 6
    You may discard an ally that has the Pirate trait to add 2 to your check to defeat.

    When Commanding
    You may discard a card from the blessings deck to recharge a random card from your discard pile.

    When Commanding (Wrecked)
    To Repair:
    Craft 7
    The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.


    6) Sea Chanty
    Spoiler:
    Ship B
    Class 3

    When Encountering
    To Defeat:
    Wisdom/Survival 6
    OR
    Charisma/Diplomacy 8
    You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.

    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.

    When Commanding (Wrecked)
    To Repair:
    Craft 5
    The difficulty of your check to acquire a boon is increased by 1.


    7) Wormwood
    Spoiler:
    Ship B
    Class 5

    When Encountered
    To Defeat:
    Dexterity/Acrobatics 9
    OR
    Wisdom/Survival 7
    The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.

    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.

    When Commanding (Wrecked)
    To Repair:
    Craft 8
    At the start of your turn, banish this card and exchange it for the ship Merchantman.


    8) Dominator
    Spoiler:
    Ship B
    Class 6

    When Encountering
    To Defeat:
    Wisdom/Survival 8
    OR
    Dexterity/Ranged 11
    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.

    When Commanding
    You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.

    When Commanding (Wrecked)
    To Repair:
    Craft 7
    Remove the Swashbuckling trait from all of your checks.


    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.
    When Commanding
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.


    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.
    When Commanding
    Reduce Structural damage to this ship by 1.
    At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, summon and encounter the henchman Hammerhead Shark.


    11)Dowager Queen
    Spoiler:
    Dowager Queen
    Ship 3
    Class 3

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    When Encountered
    You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    The difficulty of your check to acquire an ally is increased by 2.


    12)Goblin Weilding
    Spoiler:
    Goblin Weilding
    Ship P
    Class 0

    Check to Defeat
    Dexterity
    Stealth
    5
    OR
    Wisdom
    Survival
    4

    When Encountered
    Before you act, summon and encounter the henchman Riptide Grindylow.
    When Commanding
    Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.

    Check to Repair
    Strength
    4

    When Commanding (Wrecked)
    When you encounter a card, all other characters at this same location move to a random closed location.


    13)Mistmourn
    Spoiler:
    Mistmourn
    Ship P
    Class 5

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Dexterity
    Acrobatics
    11

    When Encountered
    If any character would discard any cards during the check to defeat the Mistmourn, bury those cards instead.
    When Commanding
    Reduce Structual damage dealt to this ship by 2.
    You may discard a card from the blessings deck to evade a bane.


    14)Magpie Princess
    Spoiler:
    Magpie Princess
    Ship P
    Class 6

    Check to Defeat/i]
    Dexterity/Acrobatics 10
    OR
    Wisdom Survival 8

    [i]When Encountered
    Before you act, each character at this location must bury a card.

    When Commanding
    Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
    If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.

    Check to Repair
    Craft 6

    When Commanding Wrecked
    At the start of your turn, roll 1d4; on a 1, bury a card.


    15)Kraken
    Spoiler:
    Kraken
    Ship 3
    Class 3

    Check to Defeat
    Strength
    Melee
    10
    OR
    Wisdom
    Survival
    8

    When Encountered
    On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
    When Commanding
    Reduce Structural damage to this ship by 2.
    You may discard a card from the blessings deck to add 1d12 to your Strength check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.


    16)Sanbalot
    Spoiler:
    Sanbalot
    Ship 3
    Class 3

    Check to Defeat
    Dexterity
    Stealth
    9
    OR
    Wisdom
    Survival
    7

    When Encountered
    Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
    When Commanding
    This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
    At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.


    17)Blood Moon
    Spoiler:
    Blood Moon
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Arcane
    Divine
    11

    When Encountered
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.
    When Commanding
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    When you encounter a bane, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat that bane is increased by 3.


    18)Come What May
    Spoiler:
    Come What May
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    11

    When Encountered
    You may recharge any number of cards that have the Aristocrat or Captain trait; for each such card recharged, add 3 to your check to defeat the Come What May.
    When Commanding
    Reduce Structural damage to this ship by 1.
    At the end of your turn, you may discard a card from the blessings deck to examine your plunder cards, banish 1 plunder card, and stash 1 plunder card of the same type.

    Check to Repair
    Craft
    8

    When Commanding (Wrecked)
    After you reset your hand, discard any cards that have the Aristocrat or Captain trait.


    19)Wavecrest
    Spoiler:
    Wavecrest
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Constitution
    Fortitude
    11

    When Encountered
    If your check to defeat the Wavecrest has the Swashbuckling trait, add 2 to it.
    When Commanding
    Reduce Structural damage to this ship by 1 for each character on the ship.
    If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 8 check or bury 1 card.


Summoned Henchmen:

The Ancient Mariner
Spoiler:

Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.

Buccaneer
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 8

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.


Enemy Ship
Spoiler:

Henchman Barrier B

Traits
Skirmish
Aquatic

Check
None

Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.


Hammerhead Shark
Spoiler:
Henchman Monster B

Traits
Animal
Aquatic
⭐Veteran⭐

Check
Combat 9

Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.


Hirgenzosk
Spoiler:

Henchman Monster B

Traits
Dragon
Aquatic

Check
Combat 30

Powers
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.


Pirate Shade Haunt
Spoiler:

Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.


Riptide Grindylow
Spoiler:

Henchman Monster B

Traits
Aberration
Goblin
Aquatic

Check
Combat 11

Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Ruffian
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 7

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.


Scurvy Zombie
Spoiler:

Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits. Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie. If defeated, you may immediately attempt to close the location this henchman came from.

Sea Devil
Spoiler:

Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.

Shipwreck
Spoiler:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

A knowledge cleric and a boat-full of goblins


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Welcome one and all!

Dot and what not. Introduce yourselves either in Gameplay or here or both. Looking forward to traveling the high seas with you.


Deck Handler Desired upgrades meh

I've been having fun playing Ukuja in S&S so decided to play him in the special. We will have some issues with healing early on especially with goblins blowing up or burning things. But Poog can put a Cure in their deck to use in an emergency or to pass off to Ukuja to use. And Ukuja gets access to a couple of healing cards at tier 2.

If you haven't played Skull & Shackles here are a few things to remember.

If our boat isn't docked then you are always on a boat on your turn. And if it isn't damaged or docked you can bring anyone with you when you move.

3 skills come up a lot in the S&S set. Survival, Fortitude, Knowledge.

And depending on what boat we get Craft could be useful.

I'll get my deck handler up well before we start but this will probably be my starting deck.

Hunter + UW

1. Terbutje
2. Terbutje
3. Hatchet
4. Light Crossbow
5. Cure
6. Call Animal
7. Cloud Puff
8. Frilled Lizard
9. Dwarf Caiman
10. Crow
11. Dog
12. Blessing of the Elements
13. Blessing of the Green Faith
14. Blessing of the Green Faith
15. Blessing of the Elements

Weapon B and Ally 1 are priority upgrades for me.


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6 Deck handler

Hi everyone. Many thanks to Nathan for hosting.

I wasn't going to put a Cure in my deck right away (only 3 spells to start, and Poog is a fire specialist), but I'm happy to discuss. However, people who bless Poog are healed one card, and my first power feat will make that 2 cards. And like Ukuja I'll get a healing item in AD2.

With all of the rechargeable blessings at the table (Green Faith, Quartermaster), I should be able to indirectly heal a decent amount. I also have an item that lets me heal myself (sorta) - puts 1d4+1 discarded cards into my hand.

I'm running some of the same cards as Ukuja, as we're both using Ult Wilderness. I also get 1d6 bonuses vs. animals, which will help.

My long-term plan (AD2) is to keep adding spell feats and end up with 2 Cauterize spells (one from Goblins Burn, one from Ult Wilderness), which double as both healing and combat spells. Note: Nok-Nok can recharge cards to absorb any of my collateral fire damage. :)

I've played the first half of Tapestry's Tides in my "real life" group. I'll try not to spoil any surprises. :) But yeah, Survival, Con, and Fort are important.


1 person marked this as a favorite.
Deck Handler Desired upgrades meh

Fun thing. Until it gets erattad Cauterize doesn't heal random cards. So you can pick what you heal.


Deck Handler Desired upgrades meh

Looking at your power you might want to pass your blessings of the green faith to other characters when you get the opportunity. Not only does it potentially give you access to more blessings you can use but it overall increases party healing.


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6 Deck handler

I was thinking something similar. I just don't want to whittle my deck down too much. A dead Poog is an unhappy Poog. :) Though if I get blessings (or other stuff) in return it all evens out.

By the way, my early upgrades will focus on blessings, weapons, and spells - though I'll be keeping my rechargeable blessings as long as possible. My early blessing upgrades are Lamashtu 1 (B), Lamashtu 2 (B), and Milani (1). No access to an Abadar, unfortunately. We'll see plenty of barriers in any S&S set.


Deck Handler Desired upgrades meh

I'm wanting

Wendifisa Spear (weapon B) Use Survival +1d12 +1 for combat
Fire Gecko (Ally 1) Reveal to add 1d4 and the fire trait to my combat checks

I of course get Milani at 1 as well. The Hunter deck offers
Underwater Crossbow (Weapon 1) Ranged +1d8 add 1d8 vs aquatic

Nothing else that great at tier 1. Raven is a good upgrade to Crow but not a priority.


Deck Handler Desired upgrades meh

Actually I just realized. Once you get Fire Gecko into your deck Blessing of the Elements gets better.

I might just keep my 4 starting blessings. Call Animal let's me shuffle my deck, You using my blessings or the Blessing of the Quartermaster will both keep the party healthy and give you a good chance at passing any check, And I can cast Cure on you as needed.

If Amaryllis adds Ultimate Magic at some point we would add Blessing of the Gods to the mix.

I'm looking forward to this.


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6 Deck handler

I'm running Blessing of the Elements as well. Should be very handy.

Since I banish all animals upon use (pretty much), Fire Gecko is less interesting for me. :) I won't be using the animal spells from UW for the same reason. Too bad, because the Bull one looks pretty solid.

Nok-Nok is really strong in any Shackles campaign, because there are so many high-barrier locations. Plus, if desperate, he can use my "healing" item (Dogfinder) - because he's a Goblin.


Deck Handler Desired upgrades meh

Fire Gecko just reveals to add 1d4 and fire to your combat check. Just sits in your hand being awesome unless it gets discarded as damage.


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6 Deck handler

I agree that Gecko is generally awesome. Just not for Poog. :)

He banishes all cards w/ animal trait when they are revealed/discarded/buried/recharged. Otherwise the Gecko would be a top choice.


Deck Handler Preferred upgrades: Ally 1, Item 1, Blessing 1, Spell 0, Armor 2

I see. Goblins must really hate animals.

While I think Ukuja is objectively better overall, I'd rather play Korundo in this. Makes more sense then starting a new Hunter. Korundo is the same decks but tier 2.

Dark Archive

1 person marked this as a favorite.
Deck handler link

Hi All
First time playing Nok-Nok
Likely to go Strength / Finessee weapons route as they are stronger cards than the Knives in GF & UE
I have played all of the box sets and in another Season of the Tapestry Tide table at AD5 with a Grazzle
Super keen to see how Nok-Nok plays
I generally try to be self sufficient so happy to run without cures to start with and see how we go
So we have a party that loves animals (or to cook them anyway :-) )

Dark Archive

Deck handler link
wkover - Poog wrote:

I played Nok-Nok through a full Season of the Shackles. One quick spoilery comment.

** spoiler omitted **

As usual, feel free to ignore everything I say. It's your dude and you should build him however you like. :)

Thanks! I was leaning that way anyway.

Also thinking going straight Str increase as the Finessee weapons are all Str based and better powers than the knives.
How did you build?


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6 Deck handler
Nok-Nok {UE} - Matsu Kurisu wrote:
Also thinking going straight Str increase as the Finessee weapons are all Str based and better powers than the knives. How did you build?

I did exactly the same, though I used Ultimate Combat - just because it was handy at the time. UE seems pretty strong.


I'll note that Intrigue has a solid set of Finesse and Stealth stuff as well.

Dark Archive

Deck handler link

I was tossing up between UE and UI.
UE has some killer items and I LOVE Blessing of the Quartermaster- Recharging +1D an ALL non combat checks is pretty awesome
Blessing of the Spy is useful for exploring but can't be used to support others


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6 Deck handler

Yeah, Intrigue is flat-out amazing. However, I used it with both Radovan and Zelhara, so I've been branching out to try other Ultimates.

In my face-to-face Tapestry's Tides, I'm running Gronk + UE. Great cards, and (at Tier 4) he's now pretty much unkillable.

Wilderness is the only one I haven't tried yet - hence Poog. :)


Deck Handler Preferred upgrades: Ally 1, Item 1, Blessing 1, Spell 0, Armor 2

I love Blessing of the Quartermaster and Blessing of the Green Faith. And of course Poog's power to heal us when he uses our blessing makes the BitQ even better.

Dark Archive

Deck handler link

Hhmmmm
Having some tough thoughts as whether to go with UE or UI for Nok-Nok
UE has much stronger
* Items inc Ring of Regeneration, Staff of Minor healing, Sacred Candle, Wayfinder
* Blessing of Quarter master for recharge on non combat,
* Dex based knives

Would allow a Dex based build with great self sufficiency and some good team support cards

UI has
* Way stronger / more versitile Str based finessee weapons
* Less self healing
* Does have some useful blessings e.g. Maat, Abadar, Asmodeous

Would allow a stronger fighting build, but less well rounded and more selfish play style

Any thoughts / feedback from the team?


Deck Handler Preferred upgrades: Ally 1, Item 1, Blessing 1, Spell 0, Armor 2

Personally I favor team support. And while BoAbadar is great BotQM is nearly as good as most other blessings and is nearly as versatile. I have 2 hunters and never plan to cut Blessing of the Green Faith.

Note you can pass Ring of Regeneration to the party healer to keep the healing flowing.

On the other hand, knives suck for weapons even with your bonus. And Nok-Nok is primarily a combat character.

As much as it pains me to say it, I think the best long term option for you is UI.

Dark Archive

Deck handler link

Thanks for the feedback, that's exactly where my thinking has been going as well.
I will sleep on it for a while and make a decision the week before we start


Deck Handler Preferred upgrades: Ally 1, Item 1, Blessing 1, Spell 0, Armor 2

I'm not too worried about the order I get these in but here are all of the card upgrades I'm looking for.

Raven Ally 1 (Recharge this card to add 1d10 to your check to acquire a weapon, an armor, or an item. Or discard to explore.)

Not actually sure if I want to replace Crow or Fox.
Fox recharges to add 1d4 to to any intelligence or Wisdom check which will come up a lot. But it is only a d4.

Crow is the same as Raven but 1d6 instead of 1d10.

Bloodscent spell B (Discard this card to add 1d10 to your Knowledge, Perception, or Survival check; if you succeed at the check, you may examine the top cards of any location deck.)

Not sure if 1d4 +1d10 will make many of the needed knowledge checks but the bonus to Survival will be relevant often. I like my current spells so this will be added once I get another card feat.

Wintervine Item 1 Plant (On a character at your location's Perception or Survival check, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 6 or Survival 5 check to recharge this card instead.)

Compass is good but Survival is my combat skill so more = better.

Blessing of Milani (Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.)

Helps the rest of the party make some of those Survival checks. Will probably replace a Blessing of the Elements.

Arboreal Armor Armor 2 (Reveal this card to reduce Combat damage dealt to you by 1, or by 2 if the check has the Swashbuckling trait. Or recharges to prevent all damage from any source other then Fire.)

Armor is unexciting but it is better then my current armor.

Dwarf Caiman? Ally basic (Reveal this card to add 1d6 to your Stealth or Fortitude check. Discard this card to explore your location.)

Leryn is awesome. Bur Constitution/Fortitude checks come up a fair amount in S&S so it is tempting to pick Python instead to gain that Fortitude +2 skill. An extra 1d6 +2 might be worth the loss of Leryn.


Deck Handler Preferred upgrades: Ally 1, Item 1, Blessing 1, Spell 0, Armor 2

Btw. Since I now have both of my hand size feats "Add 1d4 to your check that invokes the Animal trait." will be my default free feat unless I specify otherwise.


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6 Deck handler

Do you mean that you've already completed game #2 of Tier 2?

That may put you too far ahead in terms of tiers. If I understand you correctly, you'll be forced to tier up after scenario #4 of AD1 in Tapestry's Tides, and then you'll have to sit out scenario #5 of AD1 (because you'll be at Tier 3).


Deck Handler Preferred upgrades: Ally 1, Item 1, Blessing 1, Spell 0, Armor 2

Afaik all of these scenarios will be at tier 2. So I should be fine at tier 3 for all of them.


Yeah, this is a season, not a Special


Deck Handler Preferred upgrades: Ally 1, Item 1, Blessing 1, Spell 0, Armor 2

Oh! I was thinking this was an ACG special using the S&S set.

My apologies. I'm already in too many full seasons. I don't really want to add another until the Core set comes out. I'll bow out and let someone else take my place.


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6 Deck handler

@Nathan - At the moment we have 3 party members. Do you think that we'll be redistributed if we don't get 4 people? Just curious.

(If we end up moving forward with 3, I might rethink my character choice. No idea what I'd change to, though.)


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The other tables have 4 or 5 and not enough 4s to find homes for everyone. I'll throw a couple of recruitment posts out and see if we get a bite!


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6 Deck handler

Great, thanks.

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Deck handler link

I am happy to keep playing with only 3


Reiko Deck Handler

*bite*

Do you want a Reiko (Tier 1.4) with OA2, a Flenta (Tier 1.5) with UC, or a Lesath (Tier 2.1) with UE?

Or, I could do a virginal (Tier 1.0) Varian Jeggare.

I will also take no offence if you’d like to go with 3 players.


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6 Deck handler

Good to see you. Having 4 players would be great.

This is a campaign rather than a special, so I imagine that most people are starting fresh at tier 1.0. So Varian might be a good choice, but whatever floats your boat.


...I see what you did there.

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Deck Handler

I’m down for the Count.

(Did ya see what I did there?)


Awesome! I was interested in seeing him play at some point. I thought the design was interesting!

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Deck Handler

Alright, so I think I've got him sorted save for one thing.

I won an 'Amateur Swashbuckler' boon in the last convention. I had wanted to apply it to my character that I used in that adventure, but I never did actually use it.

Since I didn't use it (and didn't get the physical boon until after the convention ended), I'm hoping that I could apply it to Count Varian instead of my previous character. I think it would be very useful for this season.

I of course will defer to your judgment, BR. It doesn't change the fact that Varian Jeggare is coming to play.

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Cool, good to have you aboard Varian!


I approve of the transference of boon for Varian to have Amateur Swashbuckler.

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Deck Handler

Cool!


I'm still looking for IraKroll to check in. I just sent him a PM.

Beyond that, Outpost starts next week! And we have a few items to take care of.

1) If you haven't verified your deck(s) for online play, you need to send an email with a photo of one of the token cards from each to morkxii (at) orgplayonline.com [change the (at) to an @, of course]

2) I can set up a Google Hangout for chat if you want to, or we can stick to the discussion thread. I'm fine with either way so let me know what you prefer.

3) Does anyone have a preferred play order, either in terms of character abilities or time zones? If two of you live on the other side of the world from everyone else, for example, you probably should take your turns next to each other in the order.


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6 Deck handler

I'm east coast. Hangouts would be great.

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East coast time
Generally can post any time I am awake :-)
Hangout great

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Deck Handler

I’m in New Zealand. I post early in the morning here, which is generally afternoon for East Coasters. I love Google Hangouts and would be very comfortable there. I’ve no set order that I’d like to go in - I’ll figure out Varian as we go.

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Varian - Dinketry wrote:
I’m in New Zealand.

Cool! Which part? I am an expat Kiwi

I grew up in New Plymouth, Uni in Hamilton and then spent 25+yrs in Auckland. Now in Jacksonville FL


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6 Deck handler
BR Nathan Davis wrote:
If you haven't verified your deck(s) for online play, you need to send an email with a photo...

Photo sent of decks, playing mat. Thanks for the reminder. I own other mats if anyone needs a virtual mat.

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Deck Handler

Aw yeah! I’m an expat Yankee living in Dunedin. Been here almost 5.5yrs. Married a central Otago lass and starting a netball team (i.e. we have one kid and one on the way). Kia ora to you!

I forgot to send Mork my gamepad and T-shirt photos. Thanks for the reminder.


Thanks everybody. I’m holding off until I hear from IraKroll. Regardless, I’ll post setup stuff by Monday night.

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Varian - Dinketry wrote:
Aw yeah! I’m an expat Yankee living in Dunedin.

Kia Ora, Mate!

So we have swapped locations :-)
Hope it isn't getting to cold for you (why I never was keen on the South Island)
We just had a 80+F sunny Winters Day in Florida :-)

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