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

Proposal for defeating villain, who is now at Sea Caves: (next 4 turns, with no exploring except for Poog's next turn)

- Nok-Nok moves to Raker Shoals, discards, tries to draw blessings
- Zarlova stays @ Windward Isle, discards, tries to draw blessings
- Varian stays @ Sea Caves, discards, tries to draw blessings
- Poog stays @ Sea Caves, initiates encounter w/ villain:

Nok temp closes Shoals, Zarlova temp closes Isle.
If BYA check not passed, Poog buries cards (no problem) and faces Deathknell (Div 7).

Varian takes check to defeat #1: Combat 17 w/ Scorching Ray
Poog takes check to defeat #2: Divine 12

Blessings used as needed for important checks, of course.

Seem reasonable?

Dark Archive

Deck Handler

I'm very excited to see if we get an Item 2. That's my top priority.

Dark Archive

Deck handler link

Nok-Nok 2.2
Scenario
- 5-2B: SECRETS IN DRIFTWOOD

Scenario Reward
- 1 character may temporarily replace 1 ally in his deck with the loot Rekkish and 1 character may temporarily replace 1 ally with the loot Rickety Hake.

Adventure Reward
- Nil

Tier 2.2
- Power Feat (Hand Size 6)

Card Upgrade
Weapon 2: 1d1000 ⇒ 530
= Menacing Backsword +1 in, Dogslicer out
Ally B: 1d1000 ⇒ 160
Dredge in, Reformatorium Servant out


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

Power feat: Hand size 6

Spell 1: 1d1000 ⇒ 361

[I got spell 2 last time, so letting Varian/Zarlova have a shot at the S2 this time.]

I'd be happy to take Rickety Hake for a while, as the Green Maiden doesn't do much except explore. No big deal either way, though.

Upgrade interests in future: Spell 2, Item 2, Weapon 2.


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

Sorry, forgot a couple...

Upgrade interests in future (ranked): Spell 2, Item 2, Blessing 2, Blessing 1, Weapon 2, Ally 2.

Dark Archive

Deck Handler

Power Feat: “After you defeat a barrier, you may examine the top card; if it is a spell ([X] or a barrier), you may discard a card to encounter it.”

Though there are a lot of nice Spell 2s, the Weapon 2s for Varian are equally nice.

Weapon 2: 1d1000 ⇒ 888
Spell 2: 1d1000 ⇒ 250
Spell 1: 1d1000 ⇒ 263

I will swap Rapier for Disrupting Rapier +1.


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

looks like upgrades are settled.

varian - w2
zarlova - s2
poog - s1 (fireblade->fiery glare)
nok-nok - ally b

Probably next w2 should be reserved for nok, since dogslicer ain't the greatest weapon.

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wkover - Poog wrote:


Probably next w2 should be reserved for nok, since dogslicer ain't the greatest weapon.

Much appreciated! Menacing Backsword is an AWESOME upgrade for Nok-Nok


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6 Deck handler
Varian - Dinketry wrote:
I will swap Rapier for Disrupting Rapier +1.

Not a bad time for the upgrade, as I believe there are more undead-related scenarios in AD2. After that, though, undead are pretty scarce. Skull & Shackles doesn't contain many undead, overall.


Anyone taking Rekkish or Rickety Hake?

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BR Nathan Davis wrote:
Anyone taking Rekkish or Rickety Hake?

Nok-Nok was looking to take Rekkish


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

I'm taking Rickety Hake, if that's OK. I'll do that for the near future.


STR d4 | DEX d6 | CON d6 | INT d10 +3 (Craft +2; Know +2; Arcane +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler

I will swap Fireblade for Ghost Whip.

Power Feat: When you acquire a card that has the Magic trait, examine the top ([x] or bottom) card of your deck; if it is a spell ([x] or a blessing), you may add it to your hand.

Future interests: Spell 2 (x2, but I'll yield the next one to Poog or Varian), Spell 1 (for Augury).

No interest in either ally.

Dark Archive

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Nok-Nok 2.3
Scenario
- 5-2C: THE DEVILS’ SEA

Scenario Reward
- 1 character may temporarily replace 1 weapon in her deck with the loot Brine’s Sting, and 1 character may temporarily replace 1 item in his deck with the loot Farglass.

Adventure Reward
- Nil

Tier 2.3
- Nil

Card Upgrade
Weapon 1: 1d1000 ⇒ 45
= Spring Blade +1 in, Dogslicer out

Loot Substitution
- Nok-Nok is going to want Brine’s Sting ALLL THE TIME!!!!!!

Dark Archive

Deck Handler

We still rolling for convention boons?

Boon Me!: 1d20 ⇒ 12 Nahhhh.

Card Upgrades:
1.) Item 2: 1d1000 ⇒ 512 Red Carriage in, Flame Staff out
2.) Spell B: 1d1000 ⇒ 778 Fiery Glare in, Acid Jet out


STR d4 | DEX d6 | CON d6 | INT d10 +3 (Craft +2; Know +2; Arcane +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler

Convention boon
Boon: 1d20 ⇒ 18

Upgrades
Item 2: 1d1000 ⇒ 282
= Gem of Mental Acuity in, Flame Staff out
Armor 1: 1d1000 ⇒ 72
= Shield Cloak in, Tussah Silk Coat out
Ally 1: 1d1000 ⇒ 428
= Surgeon in, Magical Child out

Loot
No need for either boon.


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

Con boon?: 1d20 ⇒ 12

Item 2: 1d1000 ⇒ 759 (Cloud Puff out (temporarily) -> Angelstep)

Cloud Puff will be added back in after this coming scenario (item card feat).


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

That was 2.4, so I get a card feat. I'll take my last item and get Cloud Puff back.

No upgrades for me, I don't think. I remember that Nok-Nok was in line for next Weapon 2.

As far as the scenario reward goes: Buccaneer's Breastplate is pretty good loot, I notice. (Heavy armor that reveals to reduce struc and combat damage.) Svingli's Eye is also good, but there's no room in my deck for it.

Upgrade interests in future (ranked): Spell 2, Blessing 2, Blessing 1, Weapon 2, Ally 2.

Dark Archive

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Nok-Nok 2.4
Scenario
- 5-2D: IADUT

Scenario Reward
- For the rest of the Adventure Path, 1 character may temporarily replace 1 armor in her deck with the loot Buccaneer’s Breastplate, and 1 character may temporarily replace 1 item in his deck with the loot Svingli’s Eye.
At the end of each scenario, return these cards to the game box.
Buccaneer's Breastplate

Adventure Reward
- Nil

Tier 2.4
- Card Feat (Ally)
= Reformatorium Servant in

Card Upgrade
Weapon 2: 1d1000 ⇒ 686
= Menacing Backsword +1 in, Rapier out

Loot Substitution
- Nok-Nok is going to want Brine’s Sting ALLL THE TIME!!!!!!
- Happy to take Svingli'e Eye if no one else wants item

Dark Archive

Deck Handler

Card Feat: Spell

Upgrades:

Spell 1: 1d1000 ⇒ 926
Item 1: 1d1000 ⇒ 501

I’m interested in Svingli’s Eye, but I already have two scenario rewards (Farglass, Totem Necklace) that I plan on using again. I could roll for it.


STR d4 | DEX d6 | CON d6 | INT d10 +3 (Craft +2; Know +2; Arcane +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler

Card Feat: Spell
= Cure in

Upgrade:
Spell 1: 1d1000 ⇒ 358
= Marionette in, Cure out
Ally 1: 1d1000 ⇒ 394
= Surgeon in, Magical Child out

Future upgrades: Item 2, Spell 2/1, Blessing 2.

I'm not any good at Survival, so I should pass on Svingli’s Eye.

Dark Archive

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Varian, happy to defer the Eye to you

Dark Archive

Deck Handler

We are all good at Survival if we bury a boon, remember? It was a scenario reward, I believe.


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

Looks like upgrades are decided:

Nok - Weapon 2
Varian - Spell 1
Zarlova - Ally 1
Poog - none

Side note to Zarlova: As far as Marionette goes, I'm honestly not sure if there are any undead, constructs, or elementals in Skull and Shackles. A small number of undead, maybe, but not sure about the others. No constructs, I think, and maybe a small number of elementals? Just FYI.


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

Hey, I was wrong. There are a couple of constructs in S&S: Coral Golems. They're level 4. We ran into them tonight in my in-person game. :)

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I want an Item 2 as my #1 upgrade; there aren’t any of those. I’d much rather have a Blessing 1 than a Blessing 2.

Blessing 1: 1d1000 ⇒ 394
Spell 2: 1d1000 ⇒ 973
Blessing 2: 1d1000 ⇒ 977
Spell 1: 1d1000 ⇒ 277


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

For card feat (adventure reward), taking my final spell slot: Fireblade.

I'm happy to do whatever is fair for everyone, but here are my rolls in the meantime:

Spell 2: 1d1000 ⇒ 635 (Cure->Cauterize 2)
Blessing 2: 1d1000 ⇒ 287 (B of Gobs->B of Achaekek)
Blessing 1: 1d1000 ⇒ 719 (B of Gobs-> B of Milani)

I'd be happy with just the Spell 2 if everyone can get two upgrades out of everything else.


STR d4 | DEX d6 | CON d6 | INT d10 +3 (Craft +2; Know +2; Arcane +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler

Card feat: Spell => Sphere of Fire in

Blessing 2: 1d1000 ⇒ 908
Blessing of Nethys in => Blessing of the Spellbound out
Spell 2: 1d1000 ⇒ 396
Holy Javelin in => Holy Light out
Spell 1: 1d1000 ⇒ 281
Augury in => Cure out


STR d4 | DEX d6 | CON d6 | INT d10 +3 (Craft +2; Know +2; Arcane +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler

Future priorities are Spell 3, Spell 2, Item 2.

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Varian is adding a spell as his card feat. That spell will be Fly.

Fly:
Discard this card to examine the top card of up to 2 location decks, then a character at your location may move. You may not play this during an encounter. 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 10 check to recharge this card instead of discarding it.

He will also replace his Blessing of the Spellbound with Blessing of the Starsong.

Blessing of the Starsong:
Discard this card to add 1 die to any check. During any character's check, bury this card to allow that character to reroll the dice; that character takes the new result. 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.

Die bump added! Ready to go.


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

Reposting the upgrades from Hangouts so Nathan has a record:

Nok-Nok: Armor 2, Blessing 1
Varian: Blessing 1, Spell 2
Zarlova: Blessing 2, Spell 1
Poog: Spell 2

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Thanks for resolving loot guys.
Sorry for the very belated update

Nok-Nok 2.5
Scenario
- 5-2E: ISLAND OF WHISPERS

Scenario Reward
- bonus deck upgrade

Adventure Reward
- Die Bump
- Card Feat (Blessing)
= Blessing of Hadregash in

Tier 2.5
- Tier up to 3.0

Card Upgrade
Armor 2
= Blackcloth Armor in, Stalking Armor out
Blessing 1
= Blessing of Bastet in, Blessing of the Gobs out

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Looks like I missed a spell card feat that I said I was going to take. I'll restore everyone's favourite card - Steal Book - to my hand.


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

(Realized I should have posted here instead of Hangouts.)

A comprehensive conversion FAQ is supposed to be released fairly soon. (A few weeks?) When that happens, do we want to switch to the new rules?
It would allow us to replace cards in our deck with cards from the Core with the same name: Fiery Glare, etc.

It would also let us know sooner rather than later if it's worth continuing the season. Meaning that our decks/characters may have a tough time being successful under the new rules, and it might be good to know that now - instead of waiting until August 1. Scenarios will only get more difficult, especially starting in AD5.

Switching to Core rules will change the way I build my character. For instance, I think I'd want all my blessings to be able to add two dice - since only one blessing can be played by the party (except those that can be played freely).


I played Fangwood A&B at PaizoCon.
Had one BRAND NEW player and 4 experienced. The new guy had an excellent character (my Zetha) so could handle all banes he encountered, however was still left not enrolled into the PACG goodness as he missed the loot gathering, hunt villain etc

We gave STRONG feedback that A should NOT be used as first new player intro, which is probably why they switched it.
The seige was done based on storyline.
Talking with the designers, they had never intended FW A to be a new player scenario, that was how marketing pitched it.

Agree that once the formal transition rules to come out, then we could look at trialing

I certainly don't want to play under new rules with only old cards. There isn't enough mutual support available with the old cards


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

Fangwood C (now A?) isn't necessarily great for new players either - at least in its current form. One player was hit with nonstop damage and scourges; not sure he had much fun. The one-blessing limit definitely contributed.

At one point, all characters were huddled around the Campsite just to heal. Almost a TPK. Ended up with no deaths, but it was really close. With 5 players, we didn't have nearly enough healing. And yeah, we lost.

I wonder if players shouldn't start with a single hero point, just so they can't die in scenario #1. :)


Haven't seen C yet.
The feel I got from A & B was definitely well written... for experienced players :-)


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6 Deck handler
wkover - Poog wrote:
A comprehensive conversion FAQ is supposed to be released fairly soon...When that happens, do we want to switch to the new rules?

As y'all know, the conversion guide was released, which allows older cards and characters to function properly under the new rules. No new powers were added to any cards, though - so, for example, none of the old blessings have the word "freely" on them. At least for now.

@Nathan - Do you know if there is any discussion behind the scenes on modifying the OP campaigns themselves? Changing the old cards to make them useable is great, but that doesn't necessarily mean that the old scenarios are winnable under the new rules. It's difficult to tell if campaign changes are in the works, or if Paizo wants people to try the old campaigns without changes and see how they go.

If there are multiple TPKs, or if it takes 5 tries to pass a particular scenario, I suspect that changes might come. The change might be something as simple as an early or late adventure reward that says: For the rest of the adventure path, all blessings can be played freely.

Anyway, I'm game for switching to the new rules whenever everyone (including Nathan) agrees. If nothing else, it'll be useful feedback for Paizo. Even if we all die. Ok, *especially* if we all die. :)

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Nok-Nok 3.1
Scenario
- 5-3A: THE JIGSAW SHIP

Scenario Reward
- When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.

Adventure Reward
- N/A

Tier 3.1
- Skill Feat (Strength)

Card Upgrade
Blessing 2: 1d1000 ⇒ 149
= Blessing of Maat in, Blessing of Hadregash out


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

For card upgrade, I'll take Armor 3. No one expressed a strong interest, and there's another left if someone is jonesing for one. That leaves Buccaneer's Breastplate loot for Nok-Nok next time.

Tier 1 skill feat: Wisdom (final Wisdom feat)

Future upgrade interests: Spell 3, Blessing 3, Blessing 2, Ally 3. No particular order, really.


STR d4 | DEX d6 | CON d6 | INT d10 +3 (Craft +2; Know +2; Arcane +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler

Skill Feat: Wisdom

Card Upgrade:
Spell 3: 1d1000 ⇒ 1000
Volcanic Storm in => Sphere of Fire out
Spell 2: 1d1000 ⇒ 999
Holy Javelin in => Holy Light out

Damn, why can't my dice be that hot *in* the game?!

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Skill Feat: Intelligence

Card Upgrade: I'll make it easy for everyone and take the Spell 2. Yes, I know, we're leaving an Ally 3 on the table.

Steal Book out (again); Aqueous Orb in. It fits with Varian's hydrophobia/philia.


To save myself before it gets too far away. Recap on the previous scenario...

Varian: Int Feat. Spell 2 Aqueous Orb
Zarlova: Wisdom Feat. Spell 4 Volcanic Storm
Poog: Wisdom Feat. Armor 3 Which card?
Nok-Nok: Str Feat, Blessing 2 Blessing of Maat

All right?


STR d8 (Melee +1) | DEX d4 | CON d8 | INT d6 | WIS d10 (Divine +2; Survival +1) | CHA d6 Deck handler
BR Nathan Davis wrote:
Poog: Wisdom Feat. Armor 3 Which card?

Reed Snake Armor

Using hero point reward for power feat: I heal one card when a blessing is played on my check.

Card upgrade preferences:

Ally 3: 1d1000 ⇒ 188 (Green Maiden->Flork Fumblepot)
Blessing 1: 1d1000 ⇒ 939 (B of Gobs -> B of Achaekek)


STR d4 | DEX d6 | CON d6 | INT d10 +3 (Craft +2; Know +2; Arcane +2) | WIS d10 +2 (Divine +3) | CHA d6 Deck Handler
BR Nathan Davis wrote:
Zarlova: Wisdom Feat. Spell 4 Volcanic Storm

Spell 3, unless I missed an opportunity... ;)

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Using hero point for Power Feat, and that brings me to three Power Feats which means I get my ROLE CARD! Varian is going Venture-Captain.

The Power Feat I will take is "[X] You gain the skill Diplomacy: Charisma +3"

Card Upgrade preferences:

  • Item 3: 1d1000 ⇒ 140
  • Item 2: 1d1000 ⇒ 758

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    Nok-Nok 3.2
    Scenario
    - 5-3B: MEETING THE LOCALS

    Scenario Reward
    - For the rest of the Adventure Path, 1 character may temporarily replace 1 item or weapon in his deck with the ally Monkey. At the end of each scenario, return that card to the game box.

    Adventure Reward
    - N/A

    Tier 3.2
    - Role Card (Head Drum)
    - Hero Point=Power Feat ([X] When you would fail a check against a bane, you may add 1d8...)

    Card Upgrade
    Ally 2: 1d1000 ⇒ 90
    = Sorrowsoul in, Reformatorium Servant out


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

    There are two Ally 3's available, so looks like I get one. Flork Fumblepot goes in.

    The Monkey loot is available, since I banish Animals when used. I'm also giving up Rickety Hake, who is now available.

    Conversion question: We had our card feat limit permanently raised to Tier +1 from AD2 reward, I think? So we're allowed to have 4 card feats at Tier 3, if I'm not mistaken.


    Correct. Conversion guide allows for Tier+1 of any feat per character and we got a bonus Card feat end of 2

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    Noknok will pass on the monkey at this stage, however once Thieves Tools stop being useful could be keen if I haven’t already upgraded item

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