[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


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deck handler
Lem by redeux wrote:
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.

Nah, nothing special there. If Yoon encoounters anything that needs a str check, it is only a d4, so even a normal blessing would only get that to 2d4. A blessing of cayden cailean would make that a 3d4. Not fantastic but much better. Of course, it also depends on having that card on hand so a lot of ifs. :) That's why I"m fine to let someone else have the blessing 1 if they can get more out of it than Yoon can.

Basically, since Yoon can get quite good combat checks, my deck building strategy now is to find ways to beef up her other checks using allies and blessings. Since she has 5 blessings in total but only 2 allies, seems easier to build up from there.


Deck Handler

Ah, i see. I was thinking of your combat checks but yeah BoCaydenCailean is really good because of the non-combat Str and cons checks. Particularly in this season I think we'll see a lot of Cons checks since there were a lot of SnS barriers/monsters that had some sort of Cons check.


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

koren thanks yoon for taking the grab a good weapon or armour blessing he was going to choose

Will take Item 1 as lem has Blessing B and everyone else has spell 1s

Weapon rack solves the problem of too many weapons in hand but then cant use it if my hand is clogged with weapons. Mock armour is useless until I have wolfhide or helm of the valytie. Will go portable altar instead

So I make that

Koren item 1
Celeste Spell 1
Yoon Blessing 1
Lem Blessing B
Zova Spell 1

Or have I missed something


Deck

Oh yeah, I forgot you couldn't stash blessings as plunder. It makes sense when you think about it - a god's favor is not exactly something you can put in the cargo hold. Ally would be best for me but I don't mind if we take armor for Koren.


5-1C/5-1D reward: 1d20 ⇒ 10
Nope.


Female Naga Sorcerer Deck Handler

5-1C/5-1D reward: 1d20 ⇒ 20 Someone got lucky :-)


Deck Handler

5-1C/5-1D reward: 1d20 ⇒ 13

deck upgrade: Lem would like what's left over. Specifically in this order: Ally 1, Spell B, Blessing B
card feat: Spell+1


deck handler

5-1C/5-1D reward: 1d20 ⇒ 4

Deck Upgrades: So we get two upgrades this time right? One the usual, and one from the bonus deck upgrade?
spell 1: 1d1000 ⇒ 821, blessing B

Card feat: Blessing +1


Deck

Convention reward: 1d20 ⇒ 12

I would like one of the Ally 1's. I think I'm going to take Spell as my card feat, but I need to check the cards. I'll finalize my pick when I get home in a few hours or so.


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

1d20 ⇒ 3

Spell b armour b

As there may be some competition for the spell b I'll offer a roll

spell b: 1d1000 ⇒ 529

If that fails I'll take a second armour if someone wants an armour I'll grab a weapon b earthbreaker

Card feat blessing

Portable altar works best with basic blessings so no rush for non basic blessings


Female Naga Sorcerer Deck Handler

Card Feat: Spell

Deck Upgrade:
1. Spell 1: 1d1000 ⇒ 947 Scorching Ray
2. Ally B (if any left): Snick
3. Blessing B (if any left): Blessing of Pharasma


Deck

Ok, I will take Spell for my card feat, and add the basic Aspect of the Mouse.

Taking an Ally 1, I replace Shock Lizard with a Raven. I'll pass on the bonus upgrade.


Deck Handler

Okay so looks like: (I resolved everyone's first deck upgrade first, then everyone's second upgrade. Feel free to look it over BR).
Lem- ally 1, blessing b. Card feat: spell
Zova- ally 1, n/a. Card feat: spell
Korem- spell b, armor b. Card feat: blessing
Celeste - spell 1, Ally b. Card feat: spell
Yoon - blessing b, n/a???. Card feat: blessing

Remaining deck upgrades:
Carver (Ally B) 

Chain Mail (Armor C) 
Buckler (Armor B)

Blessing of Erastil (Blessing C) 
Blessing of Gozreh (Blessing B)

Thieves' Tools (Item B) 
Sapphire of Intelligence (Item B)

Musket (Weapon B) 
Pistol +1 (Weapon B) 
Main-Gauche (Weapon B) 
Belaying Pin (Weapon B)


deck handler

Yeah, Yoon will just take Blessing B. Nothing else in the B deck is useful for her. She'll pick up a Blessing of Sarenrae.

I'm thinking the best strategy in this scenario is for us to go together to each Scar Bay location and clear each of them as quickly as possible? To reduce number of monsters being generated.


Female Naga Sorcerer Deck Handler

If we move to adventure 2, Celeste will go to tier 2.

For deck upgrade, I can use either Ally 1 or Blessing B.


Deck Handler

Looks like at least one person is i nterested in Ally1. Lem will pass on upgrades then.


Deck

Ally 1: 1d1000 ⇒ 14

Heh. I guess I'm last in line for the ally. Assuming someone can beat a 14, I'll pass on upgrades. Zova will also tier up to 2.


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

Koren will take weapon b as upgrade replacing the long spear with an earhbreaker


deck handler

Nah, thought about it and decided not to take that Ally 1. Banishing boons is a bad idea, I think. Will pass on upgrades.


Seems to be:
Zova: Ally 1
Koren: Weapon B
Celeste: Blessing B
Lem: none
Yoon: none

So I think we just need starting locations for Yoon and Celeste.
(And if you want to use it, Yoon did seize the Wormwood. Though that ship when wrecked is replaced by the Merchantman at the start of the first turn, before you’d have an opportunity to repair.)

Also, to make movement a little easier with play by post, would the following be acceptable to everyone?
Unless otherwise indicated, either by themself or the current captain, by default...
...Celeste does not move when the captain moves.
...Koren, Lem, Yoon, Zova do move when the captain moves.


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

This may be a more standard game where we try to keep spread out to try corner a villain sooner rather than later Koren will aim to stay at cannibal isle until it can be closed. In this instance we want to start with Lem and give us earliest opportunity to repair ship


Deck

Hah! Yeah, the Wormwood doesn't look like a good choice for a ship this scenario.

For Ally 1 I will replace my Frilled Lizard with a Fire Gecko.

In general if someone is at my location then I will move with them, unless it's to a location with a nasty start-of-turn effect. I do think like Koren we're more likely to be spread out for this scenario.


Deck Handler

I think it's fair to say Lem will always follow the captain unless it is explicitly written in his post (likely bolded). In general it makes the most sense for me to move around with the group off-turn so they can take advantage of my d4


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

Thinking my hand had a blessing of the samurai I rolled two dice on the close check. Otherwise I would probably just settled for asking for a d4 from Lem. However having made the roll discarding my freshly acquired blessing of the gods was the easiest fix. I then drew the BotGods that was in my deck anyway.


Rewards are up! Decide on upgrades, as well as feats and who wants the new loot. Also, everyone gets a d20 roll.
When you're ready, decide on your starting plunder, choose your new starting location, and draw opening hands.

5-1E/5-2A reward: 1d20 ⇒ 17
Nope


Deck Handler

Boon roll 5-1E/5-2A: 1d20 ⇒ 5 nope

5-2A
Skill feat: Cha+1
Deck Upgrades desired in this order: Ally1, Ally2, Ally B
I wont roll for any of those because if someone else wants them then they can have them.
Loot: Lem has no interest in the loot.


Deck

Convention reward?: 1d20 ⇒ 2 Nay

Deck upgrades I'm interested in
Ally 2: 1d1000 ⇒ 746
Ally 1: 1d1000 ⇒ 882
Armor 2: 1d1000 ⇒ 269

I might be interested in the Totem Necklace loot, only because I don't have many items I care about anyway and sometimes it's nice to get thematically-appropriate cards from the box. But if anybody else wants it, go ahead.

Skill feat: I'm torn but I guess I'll boost Wisdom again.


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

boon 1d20 ⇒ 16

skill cha +1 (gets divine 5 to auto acquire ie most blessings)

armour 1 1d1000 ⇒ 755 wolfhide armour
Weapon 1 1d1000 ⇒ 452 shieldsplitter lance


deck handler

Boon: 1d20 ⇒ 6 Nope

Ally 2: Cleric of Nethys: 1d1000 ⇒ 310

Skill feat: Con +1

Looks like Ally is popular so suggesting that for starting plunder.


Female Naga Sorcerer Deck Handler

Boon roll 5-1E/5-2A: 1d20 ⇒ 17

Celeste has nor armor nor weapon, has all the non basic B blessing from her deck so that leaves :
1. Ally 2: 1d1000 ⇒ 699 Grognur
2. Ally 1: 1d1000 ⇒ 741 Eando Kline
3. Item B: 1d1000 ⇒ 6 Spyglass

Skill feat: I’m hesitating between Charisma and Intelligence. I’ll go for Intelligence this time.

Loot: I can take Totem Necklace if nobody wants it.


Deck Handler

So looks like
Zova - Ally 2
Koren - Armor 1
Celeste - Ally 1
yoon - n/a
Lem - ally B


Deck

With Ally 2 I'll replace my (banished) dwarf caiman with a Thylacine. If we find more Ally 2s I'll cede them next time to other deserving heroes.

Celeste, I think you can go ahead and use the totem necklace.


Female Naga Sorcerer Deck Handler

Replace Amadi by Eando Kline.


I've posted Adventure 1 chronicle sheets on google drive. Let me know if I got anything incorrect.


deck handler

Upgrade preferences are:
Item 2: Shrunken Head: 1d1000 ⇒ 770
Spell 1: Detect Thoughts: 1d1000 ⇒ 968
Blessing 1: Sign of the Stranger: 1d1000 ⇒ 484
But I'm really quite flexible so long as I get one of these three.

Power Feat: "For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill..."


Deck Handler

5-2B
Deck upgrade: Lem would take blessing 1 (BoAchaekek) if no one else takes it. Otherwise not interested in anything.

powerfeat: recharge a card to add 1d4 ([X]+1)


Deck

Item 2: 1d1000 ⇒ 280 (Angelstep)
Blessing 1: 1d1000 ⇒ 181 (Blessing of Milani)

For my power feat, I'll take "You may discard a card to move after your exploration ([X] or to evade your encounter)."


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

Power feat hand size 6

Armour 1 Helm of the valyrie for magic scale mail


Female Naga Sorcerer Deck Handler

Power Feat: Hand Size 6 to 7.

Upgrades:
1. Item 2: 1d1000 ⇒ 141 Wand of Flame
2. Blessing 1: 1d1000 ⇒ 81 Blessing of the Starsong


Looks like:
Yoon: Spell 1
Lem: Blessing 1
Zova: Item 2
Koren: Armor 1
Celeste: Item 2

Pick starting locations, let me know any loot substitutions, and post opening hands! Koren would be going first.


deck handler

Yoon would like to replace her largely useless Chronicler with Rekkish to beef up her poorer skills, and also to help reducing her hand to better activate her power. I'm fine though if someone else wants it.


Clarification: when a Pirate Shade Haunt is flipped from the blessings deck, ignore its power and follow the scenario power instead.


Outpost II will officially end in 2 days. However, I am willing to continue running this table if there is interest, either to finish out Adventure 2 or further. (If necessary, we can try to recruit additional players to fill out a party.)
Let me know your thoughts on continuing playing after this scenario.


Deck Handler

Lem would have interest in continuing for as long as there is interest by the BR and group.

And regardless, thanks for running this during Outpost! It's been a blast!


deck handler

Yoon would be keen to take it all the way!


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

Also happy to keep going


Rewards are posted! And you all get a last d20 chance. I've added the new loot to the tracker.
Elinnea and 勝20100, let me know whether or not you are interested in continuing, for at least the next scenario.

5-2B/5-2C reward: 1d20 ⇒ 14
Nope


Deck Handler

boon roll: 1d20 ⇒ 16 nope

Lem is Interested Brines Sting loot if no one else does. Finesse works well for him and would be a solid upgrade to his rapier. If someone else (Koren?) Can make use of it that's fine too.

Lem isn't super interested in any upgrades. If the Ally1 is leftover he'd take it.


Female Naga Sorcerer Deck Handler

I’d be happy to go on.

Boon: 1d20 ⇒ 2

Not much in upgrades that Celeste need. I could grab an Ally B or 1 to replace the basic one I’ve left.


deck handler

boon?: 1d20 ⇒ 1 Nope.

Boons of interest: Yoon is really still looking for Ally 2 but that has not popped up yet.
Item 2: 1d1000 ⇒ 780 Shrunken Head would come in useful as we start encountering monsters with BYA which Yoon is likely not able to clear with her poor non-combat skills

Yoon might take the loot Farglass if no one is interested. Anything to boost her non-combat skills. :)

Oh yes, I recently bought Ultimate Magic and was wondering if I could insert that for next scenario? Only got the receipt for now. If so, that would open her options for upgrade.

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