[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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Female Naga Sorcerer Deck Handler

Celeste gets better at divination, selecting power feat, then the role Astrologer, then the feat (☐ or 2 cards).


Deck Handler

5-3C
Hero Point:Lem saves his hero point bringing his total to 4 saved. (everyone else should still have a feat option left, but since my season 4 capstone boon put me at my card feat limit i do not have any feat options left this tier)

Loot: Lem isn't particularly interested in the loot. I might take Jalhazar's Wheel if no one else plans on using it.

deck upgrade: Lem's preferences are as follows (whichever highest one is leftover:
Blessing 3 (BotMidnight Lord)
Spell 3 (Swipe)
Spell 2 (Mind over Gravity)

If spell deck upgrade is not taken, his banished frigid blast will be replaced with Detect Thoughts or Charm Person (haven't decided yet, both spell 1s). Otherwise, frigid blast gets replaced with swipe/mind over gravity.


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

Loot Continuing to replace an item in my deck with monkey from previous scenario reward

upgrade Item 31d1000 ⇒ 90 (grapplers mask)
or spell 2 if I fail dice off for both item 3s (cure yeah spell 2 paladin deck)

I have 3 power feats 3 skill feats and 3 card feats but i believe we are allowed and extra card feat so will add armour (would prefer power feat but not sure that is available)


Female Naga Sorcerer Deck Handler

Deck Upgrade:

1. Item 3: 1d1000 ⇒ 419 Wayfinder
2. Spell 3: 1d1000 ⇒ 948 Volcanic Storm
3. Blessing 3: 1d1000 ⇒ 529 Blessing of the Starsong

Hero points: 4th card feat, same type as deck upgrade.


deck handler

Deck Upgrade: Yoon will take Spell 3 (Kinetic Blast). Think everyone gets their first choice.

Hero Point: Spell Card Feat


Deck Handler

Awesome! Lem replaces BotSpy with BotMidnight Lord. This means I am no longer taking BoBesmara as loot (updated the tracking sheet).

Decided to replace banished frigid blast with Detect Thoughts because I didn't realize that Detect thoughts got buffed a bit (since we have our role cards already it lets me search for monsters plus allies).


Deck Handler

Lem picks Spell to add to the acquired cards from box.


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

Koren also adds spell


deck handler

I've been unexpectedly busier packing for my relocation and together with my upcoming flight, would need botting up til 4 Aug. Sorry I wasn't able to update earlier.


deck handler

Sorry for the silence over the weekend. Things have largely stabilised. However, I'm back in Singapore (GMT+8) but starting my new work which allows me only to post in the evening. Not sure if it is necessary to adjust turn order for next scenario.

Yoon will also choose spell. :)

Please correct me if I'm wrong, but we just finished the 4th scenario of this adventure? If so, if we have been getting feats for the last 3 scenarios, we would not be able to get one for this one right?


Correct. These hero points cannot be converted into feats.


Deck Handler

5-3D
Lem saves hero point. His total is now 5

Lem will take a spell 2 if it is leftover (Mind over Gravity), otherwise pass on upgrades. This isn't high priority so no problem if someone else needs the spell2's


Female Naga Sorcerer Deck Handler

Celeste will keep the hero point.

Deck upgrade:
1. ally 3: 1d1000 ⇒ 528 will be used for ally 2 so only if no one else wants it
2. spell 3: 1d1000 ⇒ 213


deck handler

Yoon will keep the hero point, for a total of 3.

Deck Upgrade:
1. Spell 2 (Object Reading): 1d1000 ⇒ 646
2. Spell 1 (Pyrotechnic Blast): 1d1000 ⇒ 735 To improve her ability to cope with barriers


Deck Handler

I guess Lem would take Spell3 (Swipe) or Spell2 (Mind over Gravity) if one is leftover, but in both cases its not high priority or even medium priority so no problem if it goes to someone else.


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

First upgrade choice would be the armour 3
Second will probably be stone skin to provide some help when Yoon has to nova a barrier with a friend present that’s spell 1


That would be:
Celeste: Ally 3, Spell 3
Koren: Armor 3, Spell 1*
Lem: none
Yoon: Spell 2, Spell 1*

[*: One of the Spell 1s is actually a Spell 2, in case that affects anything.]

Again no choice for starting location, so just need opening hands and starting plunder decision.


deck handler

Replace Prophesize with Pyrotechnic Blast (Spell 1 Upgrade), and Detect Thoughts with Object Reading (Spell 2 Upgrade).


Female Naga Sorcerer Deck Handler

3.5

Hero points: add it, going from 2 to 3.

Deck Upgrades:
1. Blessing 2: 1d1000 ⇒ 892 Blessing of Gozreh


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

Koren may take a spell 2 to add a cure to his deck but that is only real upgrade left at this tier. Hoping for better loot in the next scenario


Deck Handler

5-3E
Save hero point. Total 6 now.

Deck upgrade: Looks like no one wants weapon2 so i'll take that so there are no conflicts.


deck handler

Yoon now has 2 hero points (she spent one this scenario). Tier 3.5.

Yoon will take Item 3 since no one seems to have taken it.

Will replace Compass with Wayfinder. She'll no longer take the loot Farsight.


Once again, I’ll keep this game running, but the expected posting frequency will be relaxed. Please deprioritize this game as necessary if Gameday VIII tables need your attention. (I certainly will be!)


Deck Handler

My posting may be a bit more sporadic heading up the ACG special and also playing in the PF2 special. But should still more or less expect my posting rate to be the same. I'm in no rush if others need to prioritize other games


Deck Handler

5-P1
Taking two power feats for scenario reward/hero point earned:
"[X] Add 1d4 ([X] 2d4) ([] 3d4) to your non-combat check to defeat a bane ([] or ship)."

Saved hero points: 1 used during P1. Balance is now 5.

Deck upgrades:
Lem would take Blessing 2(BoAbadar) or ally4(Vizier) if no one else does. Neither are high priority so no big deal if someone wants them.


deck handler

Take two power feats :
For your combat check, reveal a spell (☑ or a blessing) to use your Fortitude skill + 1d8 (☑ 1d12)(☑ 2d8) and add Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 (☐ plus the discarded card's adventure deck number).

Would like to take Blessing 2 (Blessing of Nethys).


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

!st power feat is add 1d8 to checks vs banes with the undead trait

feats being mulled over:

So my second feat is a choice between When you play a blessing on an allys check against a bane you can recharge instead of discard

Or adding spell to cards that recharge when discarded to add 1d6 to a check at my location

If taking the blessing option on the other power feat would really like to grab the blessing of angradd.

Will be taking a blessing upgrade in any event. Also can someone confirm we can all swap in a blessing of besmara to our decks instead of an existing or is that for only one at a time. (now I'm no lomger toting a portable altar no need to stick to basic blessings. Indeed if taking the blessing option the more two dice checks the better


Deck Handler

Blessing of Besmara is treated as loot. So you pick any blessing to temporarily swap out for BoBesmara. Each character can have one copy.

Think both of those power feats you're deciding between sound like good options for koren.


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

Ok going with When you play a blessing on an allys check against a bane you can recharge instead of discard

As my second feat

blessing 2: 1d1000 ⇒ 881

Or blessing b as upgrades


Female Naga Sorcerer Deck Handler

Reward:

When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing to recharge the blessing instead of discarding it.

Deck upgrade choices:
1. Ally 4: 1d1000 ⇒ 590 Elyana instead of Eando Kline
2. Ally 3: 1d1000 ⇒ 217 Acadamae Scholar instead of Eando Kline (only if no one wants it, not that interested)

Hero Point: use it on power feat:

When you would discard a blessing for its power that does not allow an exploration, you may recharge a blessing or any boon to recharge the blessing instead of discarding it.


Either Yoon gets Blessing 2, Koren gets Blessing B. Or else Yoon needs to roll for the Blessing 2.
Either way, Celeste gets the Ally 4.


deck handler

Blessing 2: 1d1000 ⇒ 220

So Koren gets Blessing 2. Yoon will not take any deck upgrades then.


Deck Handler

5-4A
deck upgrades: Lem would take the blessing 4 or ally 4 if no one else does. Not high priority so no big deal if i don't get them.

hero point: spend hero point on dex skill feat. 0 hero points used. 5 remaining.


deck handler

Tier 4.1

Spend Hero Point on Spell Card Feat ==> Fly
(We can pick boons of up to level 2, right?)

Blessing 4 (Blessing of Norgorber): 1d1000 ⇒ 767


Female Naga Sorcerer Deck Handler

5-4A

Deck upgrade: none. I would use the blessing 4 for a blessing 3, that would be a shame.

Hero point: Spell Card Feat. I’m going to pick Detect Magic, with all the examining I do, that can do more extra turns now.


deck handler

I'm going to assume that I picked up the Blessing 4. Will replace Blessing of the Gods with Blessing of Norgorber.

Then, replace Blessing of the Spellbound with loot Blessing of Besmara.


Deck Handler

per hangouts no upgrades for koren

so lem ally 4
celeste n/a
yoon blessing 4
koroen n/a


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

hero point spent on strength skill feat
no upgrade as per chat


deck handler

I'll be going on a short vacation from tomorrow til Monday. Might be able to post occasionally, but please feel free to bot as needed.


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

At jencon this weekend so no rush


So this scenario has a weird rules issue which I just realized. (Sorry for not noticing until mid-scenario.)

Before a Parley, a random character encounters an Enemy Ship. However, according to the S&S ship rules, only the commander can encounter a ship. (If not the commander, the ship is supposed to be banished.)

Unless there's some official clarification (Redeux?), I'm inclined to ignore the "only the commander can encounter a ship" rule, and keep playing as we have been. In particular because another scenario in this adventure will not work at all as written, unless a non-commander can encounter a ship. But let me know if anyone has any insight or feels strongly?


Deck Handler

I left my thoughts in our hangouts thread. More concisely, I think we're playing as it was intended. But I think a thread post would be good for official clarification for any tables that lack inside knowledge


The next scenario has a rules grey area. A d6 is rolled when a monster is encountered; a result of 1-2 causes a new monster to be encountered.

The current unofficial consensus seems to be to roll another d6 when the original d6 causes an Animate Dream to be summoned, potentially repeating as long as 1-2s are rolled. Again, let me know if anyone has any insight or feels strongly. Otherwise that's how we'll play it.


Deck Handler
EmpTyger wrote:

The next scenario has a rules grey area. A d6 is rolled when a monster is encountered; a result of 1-2 causes a new monster to be encountered.

The current unofficial consensus seems to be to roll another d6 when the original d6 causes an Animate Dream to be summoned, potentially repeating as long as 1-2s are rolled. Again, let me know if anyone has any insight or feels strongly. Otherwise that's how we'll play it.

I don't have strong feelings one way or another, but I did add my thoughts to the thread. However you decide to do it is OK with me.


Deck Handler

4-4B
Deck upgrade: Lem would like a weapon4, there are two of these and only two of us can take weapon 4 so that should be no issue.

If the item 4 is leftover after everyone is done, lem will use his treasure hunter boon to take an additional upgrade (currently 2 uses left before this). If someone wants the item 4 then no big deal! Copy of my boon

hero point:ALly card feat. No hero points used this scenario. balance is 5.


deck handler

Tier 4.2

Spend Hero Point on Power Feat: Increase hand size to 7

Deck Upgrade:
Spell 4 (Pyrokinesis): 1d1000 ⇒ 385


Female Naga Sorcerer Deck Handler

Hero Point : spending it on a skill feat, Intelligence that goes from +1 to +2.

Deck Upgrades:

1. Spell 4: 1d1000 ⇒ 661 Ice Storm, probably replacing Detect Magic
2. Item 4: 1d1000 ⇒ 837 Crystal Ball probably replacing Bestiary of Garund

Seeing that Yoon is only interested in Spell 4, and Item 4 seems unclaimed, I’m OK to let Yoon grab the spell and get the item instead.


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

Koren grabs a weapon 4. Will take the pillager mace

Card feat ally warhorse (will be replaced by loot from previous adventure) Mase unless anyone else wants her


So:
Celeste: Item 4
Koren: Weapon 4
Lem: Weapon 4 (only)
Yoon: Spell 4


Acquired cards so far:
Acolyte (Ally B)
Blessing of Kelizandri (Blessing 3)
Sea Tyrant's Patch (Item 3)
Sniper Goggles (Item 4)
Potion of Healing (Item B)
Telekinesis (Spell 4)
Protect (Spell 2)
Safe Harbor (Spell 2)

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