[ACG] Season of Tapestry's Tides - EmpTyger (Inactive)

Game Master EmpTyger

Adventure Path Completed!

  • Yoon/kuey
  • Lem/redeux
  • Koren/Merisal The Risen
  • Celeste/勝20100

Reward powers:
When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.

When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.

You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

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

On your Craft check, you may recharge any number of allies; for each recharged ally, add 1.

After you draw your starting hand, you may draw 2 cards.

You may choose the Roaring Dragon as your ship. If you do, when you win the scenario, choose a plunder card and banish it.

When you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.

Add 1d4 to your checks against monsters that have the Pirate trait.

At the start of the scenario, stash a second plunder card.

When you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.

After drawing your starting hand, you may shuffle an ally and/or a blessing from the game box into your deck.

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

Ships:
    1) Devil’s Remains
    Spoiler:
    Ship 4
    Class 0

    When Encountering
    To Defeat:
    Craft/Disable 6
    OR
    Wisdom/Survival 5
    If you are commanding a ship, you may evade this ship.

    When Commanding
    When Structural damage is dealt to this ship, you may discard the damage from character decks and/or hands.
    When you evade an encounter, recharge a random card.

    When Commanding (Wrecked)
    To Repair:
    Craft 3
    When Structural damage is dealt to this ship, discard a card from a random character’s deck.
    You may not evade.


    2) 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.


    3) Raft
    Spoiler:
    Ship 3
    Class 0

    When Encountering
    To Defeat:
    Strength 5
    OR
    Wisdom/Survival 3
    Before you act, suffer 1 Structural damage.

    When Commanding
    If you fail a check to defeat a monster that has the Aquatic trait, your ship is dealt 1 Structural damage.

    When Commanding (Wrecked)
    To Repair:
    Strength 4
    If you fail a check to defeat a monster that has the Aquatic trait, your ship is dealt 2 Structural damage.


    4) 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.


    5) 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.


    6) 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 or be moved from your location.


    7) 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.


    8) Devil’s Pallor
    Spoiler:
    Ship 2
    Class 2

    When Encountering
    To Defeat:
    Wisdom/Survival 7
    OR
    Constitution/Fortitude 9
    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 trail or a weapon.

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


    9) Thresher
    Spoiler:
    Ship 2
    Class 2

    When Encountering
    To Defeat:
    Intelligence/Knowledge 9
    OR
    Wisdom/Survival 7
    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.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    At the start of your turn, summon and encounter the henchman Hammerhead Shark.


    10) Dowager Queen
    Spoiler:
    Ship 3
    Class 3

    When Encountering
    To Defeat:
    Wisdom/Survival 8
    OR
    Charisma/Diplomacy 10
    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.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    The difficulty of your check to acquire an ally is increased by 2.


    11) Kraken
    Spoiler:
    Ship 3
    Class 3

    When Encountering
    To Defeat:
    Strength/Melee 10
    OR
    Wisdom/Survival 8
    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.

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


    12) Sanbalot
    Spoiler:
    Ship 3
    Class 3

    When Encountering
    To Defeat:
    Dexterity/Stealth 9
    OR
    Wisdom/Survival 7
    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.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.


    13) 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.


    14) Blood Moon
    Spoiler:
    Ship 4
    Class 4

    When Encountering
    To Defeat:
    Wisdom/Survival 9
    OR
    Arcane/Divine 11
    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.

    When Commanding (Wrecked)
    To Repair:
    Craft 7
    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.


    15) Come What May
    Spoiler:
    Ship 4
    Class 4

    When Encountering
    To Defeat:
    Wisdom/Survival 10
    OR
    Charisma/Diplomacy 11
    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.

    When Commanding (Wrecked)
    To Repair:
    Craft 8
    After you reset your hand, discard any cards that have the Aristocrat or Captain trait.


    16) Roaring Dragon
    Spoiler:
    Ship 4
    Class 4

    When Encountering
    To Defeat:
    Dexterity/Melee 7
    OR
    Wisdom/Survival 9
    Before you act, recharge 1d4 allies that do not have the Pirate trait.

    When Commanding
    Add 1d4 to your checks against allies that have the Pirate trait.
    When you would discard an ally that has the Pirate trait, you may bury another card to recharge it instead.

    When Commanding (Wrecked)
    To Repair:
    Craft 7
    At the start of your turn, discard an ally.


    17) Wavecrest
    Spoiler:
    Ship 4
    Class 4

    When Encountering
    To Defeat:
    Wisdom/Survival 10
    OR
    Constitution/Fortitude 11
    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.

    When Commanding (Wrecked)
    To Repair:
    Craft 7
    At the start of your turn, succeed at a Constitution or Fortitude 8 check or bury 1 card.


    18) Apparatus of the Octopus
    Spoiler:
    Ship 5
    Class 5

    When Encountering
    To Defeat:
    Intelligence/Arcane/Craft 6
    OR
    Wisdom/Survival 12
    Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.

    When Commanding
    When you encounter a bane that has the Weather trait, you may recharge a card to evade it.
    When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

    When Commanding (Wrecked)
    To Repair:
    Arcane/Craft 6
    When you discard cards for structural damage, they must be either spells or discarded at random.


    19) Wanton Wastrel
    Spoiler:
    Ship 5
    Class 5

    When Encountered
    To Defeat:
    Wisdom/Survival 10
    OR
    Charisma/Diplomacy 12
    Before you act, roll 1d4; you may bury that number of cards to automatically defeat the Wanton Wastrel.

    When Commanding
    You may discard any number of cards from the blessings deck to reduce Structural damage dealt to your ship by that number.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    When you bury any cards from your hand, bury 1 additional card.


    20) 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.


    21) Abrogail's Fury
    Spoiler:
    Ship 6
    Class 6

    When Encountered
    To Defeat:
    Dexterity/Ranged 13
    OR
    Wisdom/Survival 11
    Before you act, recharge 1d4 random cards from your hand.

    When Commanding
    Reduce Structural damage to this ship by 3.
    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
    Reduce Structural damage to this ship by 1.
    Remove the Swashbuckling trait from all of your checks.


    22) 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.


    23) Feathered Dragon
    Spoiler:
    Ship 6
    Class 6

    When Encountering
    To Defeat:
    Arcane/Divine 11
    OR
    Wisdom/Survival 16
    You may reveal any number of allies and blessings; add 1 to your check for each revealed card.

    When Commanding
    When you would discard allies or blessings as structural damage, you may recharge 1 or more of them instead.

    When Commanding (Wrecked)
    To Repair:
    Craft/Divine 8
    At the start of your turn, recharge an ally or a blessing.


    24) Deathknell
    Spoiler:
    Ship 2
    Class 7

    When Encountering
    To Defeat:
    Divine 7
    OR
    Wisdom/Survival 9
    You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.

    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster.
    If your character would die, draw a number of cards from your discard pile equal to your hand size and bury all your other cards.

    When Commanding (Wrecked)
    To Repair:
    Divine 6
    At the start of your turn, succeed at a Wisdom or Divine 7 check or bury 1 card.


    25) Filthy Lucre
    Spoiler:
    Ship 6
    Class 7

    When Encountered
    To Defeat:
    Wisdom/Perception/Survival 13
    THEN
    Survival/Charisma/Diplomacy 13
    If any check to defeat has the Swashbuckling trait, add 2 to it.

    When Commanding
    Reduce Structural damage to this ship by 3.
    You may discard a card from the blessings deck to automatically succeed at your check to acquire a boon.

    When Commanding (Wrecked)
    To Repair:
    Craft 9
    At the start of your turn, summon and encounter the henchman Wereshark Pirate.
    Reduce Structural damage to this ship by 2.


Loot:
Blessing of Besmara
Spoiler:
Blessing 1

Traits:
Divine
Besmara

To Acquire:
Dexterity/Divine 5

Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
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.


Totem Necklace
Spoiler:
Loot Item 2

Traits:
Accessory

Discard this card to add 1 die to a check to defeat a monster that has the Aquatic trait attempted by a character at your location, or 2 dice if the monster has the Merfolk trait.
Bury this card to draw 1 random item from the box and add it to your hand.


Shark Skin Armor
Spoiler:
Armor 2

Traits:
Light Armor
Magic

To Acquire:
Constitution/Fortitude 7

Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.


Rekkish
Spoiler:
Loot Ally 2

Traits:
Tengu
Hireling

On your check, after the roll, recharge this card to add 1.
At the end of your turn, reveal this card and choose a character at your location to recharge a random card from his discard pile, then shuffle this card into his deck.


Rickety Hake
Spoiler:
Loot Ally 2

Traits:
Human
Shipbuilder

Bury this card to repair your ship.
Discard this card to add 1d10 to a Craft check.
Discard this card to explore your location.


Brine's Sting
Spoiler:
Loot Weapon 2

Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic

For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If the bane is a monster that has the Aquatic trait, you may reroll 1 die; you must take the second result. If you aren't proficient with weapons, the difficulty of this check is increased by 4.


Farglass
Spoiler:
Loot Item 2

Traits:
Object
Magic

Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of any location deck and put them back in any order. Reveal a card that has the Pirate trait to recharge this card instead of discarding it.


Buccaneer’s Breastplate
Spoiler:
Loot Armor 2

Traits:
Heavy Armor
Magic
Aquatic

Reveal this card to reduce Combat damage dealt to you by 3, or Structural damage dealt to your ship by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.


Svingli’s Eye
Spoiler:
Loot Item 2

Traits:
Tool
Magic

Recharge this card to examine the top card of the location deck.
Discard this card to add 1d4+2 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8+2 instead.
After you play this card, succeed at a Survival 9 check to recharge it instead of discarding it.


Monkey (replaces Weapon/Item)
Spoiler:
Ally 3

Traits:
Animal
Elite

To Acquire:
Wisdom/Survival 9

Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.


Jalhazar's Wheel
Spoiler:
Loot Item 3

Traits:
Object
Magic

Reveal this card to add 1d8 to your check to defeat a barrier that has the Trask trait. At the end of your turn, if your ship is not wrecked, recharge this card to move.


Ring of the Iron Skull
Spoiler:
Loot Item 3

Traits:
Accessory
Magic

If you defeat a monster by 4 or more, reveal this card to examine the top card of your location deck.


Immortal Dreamstone
Spoiler:
Loot Item 4

Traits:
Object
Magic

Banish this card to add 3 random allies from the box to your hand. You may instead bury this card to display the allies; you may banish any of these displayed allies for its power as though you had played it as an ally. Banish any that remain at the end of the scenario.


Scoundrel's Sword Cane
Spoiler:
Loot Weapon 4

Traits:
Sword
Melee
Piercing
Finesse
Magic

For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2, or 2d6+2 if you have the Stealth skill. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Reveal this card to add 1d6+2 to your Perception or Stealth check.


Conch of the Tritons
Spoiler:
Loot Item 4

Traits:
Object
Magic
Aquatic

For your combat check, recharge this card to draw a random monster from the box. Use the drawn card's highest difficulty to defeat as the result of your check, adding 1d8 if the drawn card has the Aquatic trait, then banish the drawn card. No other cards may be used on this check. If you fail the check, the bane is undefeated; reduce any damage dealt by it to 0.


Alise Grogblud
Spoiler:
Loot Ally 5

Traits:
Human
Rogue
Pirate

Reveal this card to succeed at your check to defeat a barrier with the Cache, Skirmish, or Task trait. After the check, roll 1d6; on a 1, banish a card from your hand.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during the exploration. After you play this card, discard a card that has the Pirate trait to recharge this card instead of discarding it.


Aiger's Kiss
Spoiler:
Loot Weapon 5

Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic

For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. Add another 1d6+2 if the bane has the Outsider trait. Add 2 if a blessing is played on this check, of 5 if it is Blessing of Norgorber. If you aren't proficient with weapons, the difficulty of this check is increased by 4.


Pearl of the Sirines
Spoiler:
Loot Item 5

Traits:
Object
Magic

Display this card next to a location.
While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait.
While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait.
While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.


Master of the Gales
Spoiler:
Ally 6

Traits:
Human
Druid
Pirate

To Acquire:
Charisma/Diplomacy 14

Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.


Staff of Weather
Spoiler:
Item 6

Traits:
Staff
Magic

To Acquire:
Intelligence/Arcane 12

Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.


Vengeful Storm
Spoiler:
Spell 6

Traits:
Magic
Divine
Attack
Acid
Cold
Electricity

To Acquire:
Wisdom/Divine 14

For your combat check, discard this card to use your Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.


Crossbow of Retribution
Spoiler:
Loot Weapon 6

Traits:
Bow
Ranged
Piercing
2-Handed
Magic

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d10 if the bane has the Human trait. Add another 1d6 if the bane has a power that can deal damage before you act.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location.


Summoned Henchmen:
Abyssal Scavenger
Spoiler:
Monster Henchman 5

Traits:
Outsider

To Defeat:
Combat 19

The Abyssal Scavenger is immune to the Acid, Cold, Mental, and Poison traits.
All damage dealt by the Abyssal Scavenger is Acid damage.
Before you act, each character at your location is dealt 1d4 Acid damage.
If defeated, you may immediately attempt to close the location this henchman came from.


Ancient Mariner
Spoiler:
Monster Henchman 2

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.


Animate Dream
Spoiler:
Monster Henchman 4

Traits:
Outsider
Incorporeal

To Defeat:
Combat 17

Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
If the check to defeat does not have the Magic trait, Animate Dream is undefeated.
If you fail a check to defeat the Animate Dream, shuffle a random blessing from your hand into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Buccaneer
Spoiler:
Monster Henchman B

Traits:
Human
Pirate
Veteran

To Defeat:
Combat 8

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.


Curse of the Flesheaters
Spoiler:
Barrier Henchman 5

Traits:
Curse
Trap
Magic

To Defeat:
Disable/Wisdom/Divine 16

If undefeated, display this card next to your character card.
While displayed, at the start of each of your turns, bury the top card of your deck.


Cyclops Oracle
Spoiler:
Monster Henchman 4

Traits:
Giant
Cyclops
Oracle

To Defeat:
Combat 20

Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1.
Damage dealt by the Cyclops Oracle is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.


Draugr Captain
Spoiler:
Monster Henchman 6

Traits:
Undead
Pirate
Captain

To Defeat:
Combat 27

The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.


Enemy Ship
Spoiler:
Barrier Henchman B

Traits:
Skirmish
Aquatic

To Defeat:
None

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.


Fargo Vitterande
Spoiler:
Monster Villain 4

Traits:
Lycanthrope
Wizard
Captain
Pirate

To Defeat:
Combat 20

Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat Fargo is increased by 3.
Before you act, recharge 1d4 random cards with the Attack trait and weapons.
If the check to defeat has the Swashbuckling trait, add 1d6 to it.


Gholdako
Spoiler:
Monster Henchman 4

Traits:
Undead
Giant
Cyclops

To Defeat:
Combat 22

Damage dealt by the Gholdako is dealt to each character at your location.
If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10.
If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1.
If defeated, you may immediately attempt to close the location this henchman came from.


Hammerhead Shark
Spoiler:
Monster Henchman B

Traits:
Animal
Aquatic
Veteran

To Defeat:
Combat 9

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:
Monster Henchman B

Traits:
Dragon
Aquatic

To Defeat:
Combat 30

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.


Knuckles Grype
Spoiler:
Monster Henchman 2

Traits:
Human
Fighter
Pirate

To Defeat:
Combat 17

If undefeated, Knuckles Grype deals no damage; banish an armor or bury the top 1d4+1 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Kraken Tentacle
Spoiler:
Monster Henchman 5

Traits:
Animal
Aquatic

To Defeat:
Combat 24

Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.


Krelloort
Spoiler:
Monster Villain 2

Traits:
Merfolk
Aquatic
Mutant

To Defeat:
Combat 16
THEN
Combat 18

Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince.
If you fail a check to defeat Krelloort, discard your hand.


Pirate Shade Haunt
Spoiler:
Monster Henchman B

Traits:
Undead
Pirate

To Defeat:
None

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.


Rampaging Triceratops
Spoiler:
Monster Henchman 4

Traits:
Animal

To Defeat:
Combat 22

The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have.
If defeated, you may immediately attempt to close the location this henchman came from.


Riptide Grindylow
Spoiler:
Monster Henchman 1

Traits:
Aberration
Goblin
Aquatic

To Defeat:
Combat 11

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:
Monster Henchman B

Traits:
Human
Pirate
Veteran

To Defeat:
Combat 7

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.


Sea Devil
Spoiler:
Monster Henchman 2

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.


Sea Devil Prince
Spoiler:
Monster Villain 2

Traits:
Merfolk
Aquatic
Mutant

To Defeat:
Combat 14
THEN
Combat 17

Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.


Scurvy Zombie
Spoiler:
Monster Henchman 2

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.


Skeleton Crew
Spoiler:
Monster Henchman 1

Traits:
Undead
Skeleton
Veteran

To Defeat:
Combat 8

This monster is immune to the Mental and Poison traits.
The difficulty to defeat is increased by twice the scenario’s adventure deck number. If your check has the Piercing or Slashing trait, increase the difficulty to defeat by 4.
Before you act, each other character must succeed at a Combat check of 8 plus twice the scenario's adventure deck number or be dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.


Vrykolakas
Spoiler:
Monster Henchman 5

Traits:
Undead
Aquatic

To Defeat:
Combat 20
OR
Wisdom/Divine 16

The Vrykolakas is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.


Wereshark Pirate
Spoiler:
Monster Henchman 6

Traits:
Lycanthrope
Pirate
Aquatic

To Defeat:
Combat 26

The Wereshark Pirate may not be evaded.
Before you act, if the top card of the blessings discard deck is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Party Tracker


1 to 50 of 278 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Welcome! This is a discussion thread for my Outpost II Season of Tapestry's Tides table.
I'll have further instructions for everyone as we get closer to the start date. But feel free to post here in the meantime.

Please don't hesitate to ask any questions at any time.
Hoping for a fun game for everyone!


Deck Handler

Hi all, I'm redeux. Been playing play-by-post here for about 1.5 years now. I BR'ed the first adventure of Tapestry Tide at Gen Con last year but I have yet to actually play through

Character wise, I'm Lem-- you're friendly neighborhood bard. I'll be using Skull and Shackles Lem with the Occult Adventures1 and Ultimate Intrigue decks. I picked Lem because I'm trying to break my norm. Traditionally in RPG's I play a lot of rogues or Sword and shield characters. In PACG I've also had a strong preference towards solo-capable/self reliant characters. It's not that I dislike or don't value support roles, I just generally prefer to play something else. This is my attempt to try something a little different. I also picked Lem because I wanted to play someone from the Skull and Shackles set to be a little more thematic which made Lem an obvious candidate.

Few notes:
• I'll be looking to double up with at least one of you at locations since Lem isn't super strong by himself, but by using my bard influence I can hand d4's out like candy.
• I have quite a bit of examining in my deck
• SnS Lem has a max of 4 spell card feats. I'm starting off with a cure in my deck but long term I'm unsure if this will stay or not.

Excited to meet/play with everyone!


Deck

Hullo, Elinnea here! I haven't played any of this season yet, so I don't know what to expect other than that it uses the S&S set.

I've signed up to tentatively play with Zova the Shifter, because I have not gotten to play her yet and I'm curious to see how she works. Also she has Fortitude and Survival, and can discard a card to move, which could be helpful if the season includes the ship mechanic. I haven't looked ahead at her roles yet, but I will probably add the Hunter deck to get access to more animal allies and spells.

I do have a variety of other characters I'd like to play as well, so if we end up with an obvious gap in the group I can switch around.


Female Naga Sorcerer Deck Handler

Hi,

I’m Vincent, aka masaru. I’ve started playing PACG with the tablet game, then played Org Play on this forum when I saw that was possible, then bought Wrath of the Righteous to play (mostly solo).

Since I saw that Celeste was an available character, I wanted to play her in Skulls & Shackles or one of the Season that uses that set.

For those unfamiliar with the character, she is a lunar naga, and appear in a series of novel from Chris Jackson. She is the navigator of the ship, Stargazer.

In PACG, she is a sorcerer (most naga have some spell-like ability in the RPG) with a bit of examine power (she is a bit of an astrologer/has prophetic visions). I’m thinking of just using Pathfinder Tales, I’ll maybe add Ultimate Magic at some point.

Happy to join the crew.


deck handler can discard a card from his deck to add 1d6 to another’s check at his location
Quote:
The child of two half orc parents, Koren has always been an unusual half orc. His parents raised him in a loving home, fostering his strong sense of responsibility and community, but witnessing the aftermath of an orc raid on a convent of Sarenrae taught him the power of hatred. He swore vengeance against his orc cousins, pledging to defend innocents and the devout from suffering. Today, Koren delivers others from pain by sharing their burdens. He channels his suffering into righteous fury

So your friendly paladin of Abadar is keen to extoll the benefits of cooperation and civilization and a strong hatred for all those who would destroy communities


deck handler

Hey! This is kuey, playing Yoon of OA2. This is only my second PACG game. Started ACG on my iPad, then broke down and bought Mummy's Mask and dabbled a bit with my friends. My first PACG PBP was using Mavaro in the recently ended Cosmic Captive special, coincidentally run by redeux!

Being my second PACG game, I think I'm still learning the ropes. I I found playing Mavaro to be quite versatile while conservative. I suspect Yoon might play out quite differently which is why I wanted to try. We'll see what happens... :)


Hi! As we're 1 week away from the start of Outpost II, here are a few more instructions:

Character Selection
Please finalize your character choice as soon as possible. If you haven’t already, include a link to the deck handler in your profile.
Send me a private message if you need to provide verification of deck ownership, if you have a chronicle sheet from using your character previously, or if you will be using a different Pathfinder ID than the one you signed up with.

Party Communication
Some parties like to strategize via google hangouts; some parties just use it to alert when someone’s turn is up. Others parties prefer to communicate entirely via the discussion tab. It’s up to you!
Using a google hangout is completely optional. Please send me a Private Message indicating whether or not this is something you would be interested in; and if it is, please also include the e-mail address you wish to use. This is entirely voluntary, and the decision is anonymous. If anyone, for any reason, would rather not use google hangout, I will not set it up.

Posting Expectations
Please indicate what time zone you are in.
Try to take your turn within 24 hours. Obviously, let real-life take priority, but out of courtesy to the other players, try to let us know if something does come up. If necessary, I or another player you designate can take your turn for you, so feel free to leave instructions if you anticipate not be able to post in a timely fashion.
Use a posting style that works best for you, with as much or as little flavor as you feel comfortable with. It’s your game! The one thing that I would request is that you label your dice rolls with at least the difficulty and type of check.

As always, let me know if any questions!


deck handler can discard a card from his deck to add 1d6 to another’s check at his location

Koren is good to go

I am probably going to stick to standard tactics of covering as many locations as possible and only using his help an ally abilities as we get some locations closed (may make a great tag team with lem) I am slightly concerned about the lack of allies in his deck and I will probably prefer to keep blessings in hand rather than go mad exploring. I am hoping others can cover for his slow and steady pace. Sadly cure is a spell 2 in the paladin deck.


Deck

I linked my deck handler. I still need to finalize the starting deck, and will hopefully have that done tonight. This is a new character but I've used both Ultimate Wilderness and the Hunter deck before in online play - I assume I don't need to verify them again? I can send photos if you want them.

I'm in the US Central time zone.

I've never played as Zova or had her in a game I've played, so I'm not sure about strategy yet. I'll probably be figuring it out as we go.


Deck Handler

Lem is good to go.

PM with info sent


deck handler

Yes, I would be playing Yoon. Deck handler and starting hand is ready. I've not played her before so not exactly sure what her optimal strategy would be. She seems to be a combat monster. She can help in the combat checks of others in the same location, but at a cost of a discard, so I'm still uncertain when is the best time to use this. In fact, this is only my second PACG game so would still have much to learn.

I'm at GMT+0 currently. I can usually post in the morning about 9ish, and at night about 10ish. PM'ed you other information.

Yoon has one Cure spell but not the divine skill, for use in emergencies.


Deck

My deck for Zova is ready. All the card text is on this alias, under the "Current Deck" spoiler, so if you ever need to check what one of my cards does you can see it there. I have the Cloud Puff in my deck, but I intend to play it with the unofficial errata that it only applies to characters at my location. It sounds like a number of us have incentive to be in the same location as someone, so that should be interesting.

(Pst, kuey I don't have permission to access your deck handler from that link.)


deck handler
Zova - Elinnea wrote:
(Pst, kuey I don't have permission to access your deck handler from that link.)

Oops, sorry about that. Fixed.


We start tomorrow! I've posted the scenario intro.

If you need to roll for plunder, roll 1d6 and consult the table in the scenario header.
If you need a random ship, roll 1d8 and consult the list in the scenario header, rerolling if you get your current ship.

Note that your starting location is predetermined for this scenario, so you will just need to draw your opening hand and decide on a turn order. I can the turn order set randomly, or to a specific order you choose.
If I don't hear a preference, I'll have it set in timezone order:
1) Celeste/勝20100
2) Koren/Merisal The Risen
3) Yoon/kuey
4) Lem/redeux
5) Zova/Elinnea
Random first player: 1d5 ⇒ 3
With Yoon going first.

Also, I rolled "players' choice" for your starting plunder, so vote for your preferred boon type when you post your opening hand. (If there's no majority by game start, I'll roll randomly among the choices with the most votes.)


First of all, I want to thank both 勝20100 and Redeux for how respectful they are being in raising their concerns and responding to the other's concerns.

I see 2 related issues:
1) How to resolve Steal Book this time
2) How to resolve Steal Book in general

Regarding 2:
This seemed to be a grey area in the rules. Technically, the Black Spot isn't Redeux's card yet, and Lem isn't yet making a check.
However- I think the intention of the rules is quite clear that this type of situation should *not* be ruled on by technicalities. Rather, this seems to me the type of situation that should be resolved via fairness and courtesy.
To me, it feels analogous to 2 players who both want the same upgrade: if they cannot reach consensus, the dispute is resolved randomly.

So, that would be my ruling for if the situation arises again. If Player A encounters an Arcane spell they want for themself, and Player B has indicated to use Steal Book in such circumstance: since the players cannot reach consensus, decide randomly.
(Ideally there would be some discussion, however I'm not going to require that given the limitations of asynchronous play. That's the whole point of leaving a note.)

Regarding 1:
I don't believe that either 勝20100 or Redeux acted maliciously in this instance. Nor do I believe that either player sought an unfair advantage in their actions.
(It sounds like 勝20100 had a certain experience in a past game, and Redeux genuinely did not see his note.)
So, I'd like to ask that 勝20100 accept that Lem acquired the Black Spot this time. (Or, if you prefer, accept that Redeux won the random roll to decide which of Lem/Celeste acquired it.)
The alternative would require Lem having to recharge his weapon instead, which would then cascade into his check against the Skeletal Crew.

If either player- or any player- has any further issues on this or any future issue, please do let me know via PM. I want to make sure that everyone is comfortable speaking up if there's a potential problem, and, more importantly, that everyone is having fun.


Deck Handler

Thank you and sorry for not reading thoroughly. In the future I can defer the spells as needed, I'm playing a support character after all. Specifically with black spot it decreases difficulty by 2 currently whereas my power feat adds an average of 2.5 to effectively any check this scenario so that's why I said in chat had I read the notes I don't think I would've wanted it to be stolen.

I certainly empathize with not being able to use a cool card. My Zadim has played 32 scenarios and to my recollection has never used Flawless Monocle (basic) for the purpose of ignoring a trigger when he examines (which he does a lot). At this point I've just kept it in his deck for the hopes that some day he'll make use of it and it'll feel awesome.

Again, my sincere apologies, I don't want us to get off on the wrong foot and I promise if given the chance you'll see I tend to put other characters before myself whenever possible.


Deck Handler
Yoon - ACG kuey wrote:
Koren, sorry what is the Sagacity for?

There is an ACG wiki that has _most_ cards in it. I still like to put my card descriptions directly in my handler but if you need to find out a card, check out the wiki

ACG Wiki Sagacity


Deck Handler
Celeste - 勝20100 wrote:

During Koren’s turn

I think the Combat 10 uses the Skeletal Crew immunity so I can’t use my discard power to add a d8 + Poison.

This is an interesting question and one, frankly, I don't know if we can answer RAW with the current rules.

MM Pg 9 (emphasis added) wrote:

"If the card you’re encountering states that it is immune to a

particular trait, during the encounter, characters may not play cards
that have the specified trait or use powers that would add that trait
to the check.

To me, RAW, it's unclear what it means by "the check". In this case Lem is encountering the Skeletal Crew and Celeste is doing her own check, so "the check" the rules refer to is somewhat ambiguous. I think RAI is that you shouldn't be able to use your power feat and this would make sense thematically-- How does one skeleton Lem fight have immunity to poison but the other 4 attacking everyone do not have poison immunity? So personally I'd avoid using the feat but there may be an RAW argument for allowing it.

Hopefully the new core rulebook clarifies this when it comes out in a few months.


deck handler
Lem by redeux wrote:
Yoon - ACG kuey wrote:
Koren, sorry what is the Sagacity for?

There is an ACG wiki that has _most_ cards in it. I still like to put my card descriptions directly in my handler but if you need to find out a card, check out the wiki

ACG Wiki Sagacity

Sorry, yeah I knew the card did. I just didn't know why Koren was doing it. But that was because I didn't notice the Start of Turn check. Thanks!


Scenario rewards posted!

After you've settled on your upgrades and feats, note that the next scenario setup has an added twist. First choose your starting location, make any loot substitutions, and draw your opening hand. Then draw 3 more cards and move them to the "set aside" or "sideboard" portion of your deck tracker.

Also, let me know if you want any changes to the turn order; if not we'll continue with Lem. And if anyone (currently just Yoon) wants to substitute a seized ship for the Feathered Devil, let me know that too.

Now that you're warmed up, the next scenario will have standard ship movement. Like coordinating blessing usage, this can be tricky with play-by-post. In order to speed up gameplay, it might help to consider in advance what circumstances you do or don't want to be moved.


Deck

My order of preference for deck upgrades:

Ally 1: 1d1000 ⇒ 154
Weapon B: 1d1000 ⇒ 276
Blessing B: 1d1000 ⇒ 126

For my skill feat I will take Wisdom [X]+1


deck handler can discard a card from his deck to add 1d6 to another’s check at his location

Korem preferences for deck upgrades

more tier 1 cards (not likely with next scenario)

However will take

Blessing b
Armour b
Item b
Weapon b

Will defer if someone else needs a pick

Skill feat str +1


deck handler

1. Yoon just wanted to seize Wormwood at the end of the last scenario to get it on our chronicles to be used for a future scenario. For this scenario, I still feel safer to stay with the Feathered Devil as a more conservation choice.

2. Yoon's upgrade preferences are:
Spell B 1d1000 ⇒ 688
Blessing B 1d1000 ⇒ 243

3. Skill feat: Con +1

4. So for the next scenario, we know that the villain starts at the bottom of Sea Caves? So at the start, we should try to clear as many of the cards there as possible (except for the last), before focusing on the other locations? Also, to clarify, for Riptide Cove, we would effectively have to fight the henchman twice in succession? The first time to defeat as usual, the second time to close the location?


Deck Handler

1. Feathered Devil is fine. And Lem is Okay to start unless someone else does. In general I like starting with who would've been next.

2. Deck upgrades...Only B level deck upgrade really worth while is Blessing B for Lem. Looks like there will be at least one for him.

3. Skill feat...torn here. But think I should start with Cha+1. Too many skills fall under that, even though Dex I'll be using more frequently for combat probably.

Quote:
4. So for the next scenario, we know that the villain starts at the bottom of Sea Caves? So at the start, we should try to clear as many of the cards there as possible (except for the last), before focusing on the other locations? Also, to clarify, for Riptide Cove, we would effectively have to fight the henchman twice in succession? The first time to defeat as usual, the second time to close the location?

Correct on both accounts. Though I'm not sure I'd necessarily start at beach. Not a bad option but not required. And for grindlows- That'll make you think twice before climbing into their riptide coves!


Deck

Zova has a power to discard a card to move after an exploration. So if multiple people pile up at the Sea Caves before my turn, as long as there's a non-villain card for me to explore I can carry everyone away by ship to avoid the Con/Fort checks. Or I could do that with a Compass, if I get it in my hand. A trick like that might make more sense a round or two into the game, depending on how the game is going and what we've drawn.


deck handler

I was thinking of having Yoon at the Sea Caves alone. She has 1d10+3 to fort, and especially if she gets Gom-Gom into her hand, has a good chance of clearing the start of turn check of Fort DC6.

Separately, I'm sorry this is probably not coming at a good time, but I would be going on a short hiking trip this weekend. Could someone bot Yoon? I've set the deck handler to allow anyone to edit.


Female Naga Sorcerer Deck Handler

1. I’m OK staying with Feathered Devil.

2. Upgrade, in order of preferences:

1. Spell B: 1d1000 ⇒ 655
2. Ally 1: 1d1000 ⇒ 747
3. Ally B: 1d1000 ⇒ 788
4. Item B: 1d1000 ⇒ 285

3. Skill Feat: Charisma +1

4. Will start at the Beach.


Female Naga Sorcerer Deck Handler

After checking, I think everyone has their first choice as deck upgrade, so I’ll replace Steal Book with Fiery Glare.


Deck

In that case, I will swap out my cuddly Koala with a Snow Leopard.


deck handler can discard a card from his deck to add 1d6 to another’s check at his location

Koren will add recharge an armor [x] or a blessing when discards from his deck to add a d6 to another characters check

Will take armor 1 as his upgrade (champions do Maru replacing chain mail)


deck handler

Yoon will take Spell 1, replacing Psychic Reading with Searing Flesh.

I'm not very sure about the Power feat. I kind of want to take the one that allows revealing blessing to use Fort, etc for combat, but not sure how much utility that has since she always start with at least one spell. Otherwise, I'll just increase the size of her hand. Suggestions?


Female Naga Sorcerer Deck Handler

Power feat: I think I’ll go with “At the end ☑ or start of your turn, you may recharge a card to examine the top card of another location deck.”

Deck upgrade: I would go for spell 1. Augury and Life Drain are both nice…


Deck Handler

Deck Upgrades Desired:
Item 1 - Quick Change Mask
Weapon 1 - Captain's Cutlass
I'd prefer Item1 the most but if Zova wants it then I could still be happy with weapon1. The item1 will let me use my diplomacy skill on non-combat checks so it will be a keeper-card for this characters lifespan.

Powerfeat: Handsize+1 here.

Yoon wrote:
I'm not very sure about the Power feat. I kind of want to take the one that allows revealing blessing to use Fort, etc for combat, but not sure how much utility that has since she always start with at least one spell. Otherwise, I'll just increase the size of her hand. Suggestions

Disclaimer: I haven't played Yoon myself and have only been at a table with one for a few sessions. I think eventually you're going to want at least Handsize+1 for Yoon. One role maxes out at 6 cards, the other maxes out at 7, so taking that would be a "safe" choice until you make up your mind.

On the Herald of Gom Gom role card your second power feat can let you recharge spells or blessings instead of discarding them. That may be nice, but if you're not planning on using that power feat then i'd probably skip the "Or spell" feat currently.

Which brings us back to the first power. Both feats under that power seem good. Which kind of brings me to the next point

You get 3 power feats before your role card. So right now you're choosing one, but OTOH you really only need to choose one you're NOT going to take. For Lem, I'm NOT taking armor proficiency. So now I know I am going to take Handsize[+1], 1d4 [+1][+2]. With that in mind, If you're going Elemental Annihilitor role, I'd most likely skip your second power's ([X] or spell) choice. If you're going Herald of Gom-Gom, then that's a harder choice. Your ([X] Or blessing) is probably the safer if choosing between that or the veteran-like feat

TLDR - I think Handsize+1 is the safest choice, and the [X] or blessing is the second safest choice. Just think about which feat you don't want to take, you'll be getting the other three before your role card.


deck handler

Hey, thanks for the inputs. Looking ahead, I'll likely go for Elemental Annihilator, primarily to keep up with combat checks in higher tiers. With relatively low arcane skill, she can't really depend on spells to get her through combat.

That aside, good suggestion to look at which power feat I least want. Which is difficult because all look useful. Think I'll got for handsize +1 for now. Realise that Yoon is highly specialised for combat but outside of that, she is quite limited. Will have to depend on blessings for other encounters so good to have more options at hand.


Deck

I'm actually going to take Weapon B for my upgrade, and replace the Hatchet with a Wendifisa Spear.

For my power feat:
On your Strength, Dexterity, or Constitution check, you may discard ([X] or recharge) a card that has the Animal trait to add your Survival skill.


Deck Handler

In that Case, Lem will use an organizer reward for a bonus deck upgrade. (Future reference, my boons and rewards for any specific character is listed under that alias with documentation).

He'll Take item 1, and weapon 1 as deck upgrades. (I'm assuming no one else has or wants to use an organizer reward here, but if i'm wrong, I'm happy to concede and let them take the weapon 1)

This way if someone else wants a weapon 1 later, then he has his most wanted upgrades. Lower priority upgrades will eventually be Blessing1 and ally1, but I don't necessarily need those within this adventure.


Female Naga Sorcerer Deck Handler

Going for Augury, replacing Detect Magic.


Also, every 2 scenarios you get a reward d20 roll! 1 or 20 wins.
5-1A/5-1B reward: 1d20 ⇒ 4
Nope


Deck Handler

boon? 5-1a/B: 1d20 ⇒ 13 negative


Deck

Reward maybe: 1d20 ⇒ 12 Nah


deck handler

boon?: 1d20 ⇒ 16 no boon...


deck handler can discard a card from his deck to add 1d6 to another’s check at his location

Boon1d20 ⇒ 5


Note that because of card movements, the ?s in the card counts represent both henchmen and unknown types.


Female Naga Sorcerer Deck Handler

5-1A/5-1B reward: 1d20 ⇒ 16


Deck

My upgrade preferences for scenario C:

Spell 1: 1d1000 ⇒ 887
Blessing 1: 1d1000 ⇒ 248
Item 1: 1d1000 ⇒ 376

I assume I'll be able to get one of those. It would also be nice to pick up a Blessing B so I can get a Blessing of Kelizandri. I do have a Treasure Hunter boon so I might take a second upgrade, once I see what everyone else wants or needs.


deck handler can discard a card from his deck to add 1d6 to another’s check at his location

blessing 1: 1d1000 ⇒ 390

If that fails and there is still a spell 1 available I’ll take it for a fiery glare but as that’s a b don’t want to take for someone else’s spell 1 (weapon of awe and stone skin are good spell 1 choices but for my deck the extra explore seems a bigger hole)

Trying to save armour upgrades for armour 1 but if nothing else available may magic scale mailto help keep hand free of excess armours


deck handler

Yoon's preferences for deck upgrade are, in order:
blessing 1: 1d1000 ⇒ 634
spell 1: 1d1000 ⇒ 868

Want to get the blessings of cayden cailean to beef up Yoon's poor strength checks.

edit: But if Koren has an important Blessing 1 to get, Yoon can afford to wait and just pick up Spell 1 for now, since we seem to have quite a lot of them.


Female Naga Sorcerer Deck Handler

Deck upgrade:

1. Spell 1. Life Drain to replace another Attack Spell
2. Ally 0. To grab snick

At some point a Blessing 1 would be nice, to grab Blessing of the Starsong but that can wait. No use for any Item 1.


Deck Handler

Lem will take Blessing B. He also thinks a blessing 1 or Ally 1 would be nice at some point, but he's not in a rush for those. Blessing B will give him BoMilani

Yoon - ACG kuey wrote:


Want to get the blessings of cayden cailean to beef up Yoon's poor strength checks.

How does that work with Yoon? I know for your Mavaro that works because of he gets skills from the top card of his deck. But playing the card like normal BoCayden Cailean can only be used on non-combat checks for 2 dice.

Blessing of Cayden Cailean:

Blessing
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check. 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.

BoAngradd (blessing 2) would give 2 dice to any check with fire trait would work, otherwise I don't think there's any other blessings in that deck that can give you +2 dice.

If you have Ultimate Intrigue BoZon-Kuthon (blessing 2) and BotMidnightLord (blessing 3) add 2 dice to any constitution check that could work. Otherwise I'm not sure too many other blessings would be able to help consistently (Nothing comes to mind immediately, but maybe something in some of the other ultimate decks).


Deck

It looks like I'll get one of the Spell 1s, so I'll upgrade my Aspect of the Mouse to Aspect of the Frog. I am going to use my Treasure Hunter boon to get a Blessing B as well, and also swap out Blessing of the Elements for a Blessing of Kelizandri.

I also need to replace my Desna's Star that was banished, but I don't really have a better Basic item option, so I'll put it back in my deck.

1 to 50 of 278 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [Outpost II] Season of Tapestry's Tides - EmpTyger Discussion All Messageboards

Want to post a reply? Sign in.