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(Blatantly stolen from BR Skizzerz)
Hallo! Welcome to my Heroic Level table of City of Shrouds and Sails, the 1st Adventure within the Season of Rotting Ruins!
Gameday VIII runs from August 26 to November 3.
Please read below for some information on how I run my tables. By getting everyone on the same page, we can make the game run a lot more smoothly :)
Some ground expectations:
1. Try to post at least once a day in order to keep things moving. If you are going to be unavailable for an extended period of time, please ensure that your deck handler is linked and available for other players, and provide instructions so that other players can bot your turn. I recommend putting the link in your alias Profile, in the Class line. Wrap it in the url tags so it turns into a link -- see "How to format your text" below the reply box for details on how to do that if you aren't sure
2. Do not wait around for my scenario update posts, just base your turn around the most recent update plus what other players have done since then. I'll get a scenario update out once per day unless there is nothing to update. I'll have other (non-update) posts interspersed throughout the day as needs require.
3. There are no take-backs or retcons, with exception of invalid plays/turns. Use resources wisely, and keep in mind the other perks you get in Organised Play such as accessory re-rolls and hero points.
Things that make gameplay smoother:
1. If a location is shuffled, you can continue to examine or explore cards in it by rolling a die to see which card you examine/explore. No need to wait on me to post an update first with the shuffled deck.
2. When encountering a card, be very explicit in what card you are encountering. This helps other players at the same location know where you left off so they don't accidentally encounter the same cards that you just got through and have to re-do their turn.
3. Use your Notes section to describe any cards or powers that can be used to assist other players on their turns and that you are willing to use. If you post that certain cards are available for use, have the card text available somewhere for other players to reference.
4. When something impacts another player (a power that affects all characters at your location, or you're playing one of their cards), bold that thing so that it stands out.
Things that make deck upgrades smoother:
1. Write a list of your 2-5 most desired deck upgrades, in order, and roll 1d1000 for each of them. If you have any conditions on the upgrade, such as "I'll take this only if nobody else wants it or if my planned card X is better than anyone else's planned card" make a note of those as well.
2. That will let us look through those lists and see how we can get everyone their #1 preferred upgrade without lots of times lost in back-and-forth. If people are fighting over an upgrade, the d1000 roll is used to determine who gets it (highest roll wins).
3. You are free to disregard this and discuss upgrades normally; but try to keep discussions to 2 days at most so that we can move on to the next scenario in time.
Discord
There is a discord server set up for this campaign, click here to join it. I will need to manually add you to the private channel for the table, as discord's invite links don't let you directly join a private channel. Joining is entirely optional, but highly recommended; it typically speeds things up a lot when people can @mention each other and have an interface for chatting that is easier to use than this discussion thread.
Say Hi to each other here. Get amongst!

Yewstance |

Hey all! I'm looking forward to playing with you all! I can usually be contacted fastest and easiest via Discord, and have joined the appropriate server as linked.
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Regarding the Heroic difficulty; we will always be using 2 Wildcards, and the Card Guild Guide says the following...
The default challenge mode for PACS scenarios is Normal mode, but if all players agree, you may play in Heroic or Legendary mode as defined here:
Heroic: Add 2 wildcards.
Legendary: Add 3 wildcards, build the vault with banes 1 level higher than #, and treat # on banes as #+1.Choose the wildcards from the game boxes you are using. If your box does not contain wildcards, use the wildcards from the Core Set (reproduced in Appendix 2 on page 14 for convenience). All players must agree on the wildcards you choose.
So we technically choose our Wildcards. I personally am not a fan of this, because I think it undermines the difficulty increase if we can just pick the Wildcards that will cause minimum impact to us (and some Wildcards can, in some cases, even be slightly positive). I would personally prefer that we randomly select wildcards or we cycle through them or something like that.
But if the party decides otherwise, I'll go with the majority opinion, whatever it may be. There's a bunch of ways we could choose to handle this. (One interesting option is to have one Wildcard match the Harrow Suit, since each Harrow Suit has a corresponding Wildcard.)
(For reference, I'm currently playing in a Legendary Sanctioned Dragon's Demand game (Lem, Kyra, Seelah and Valeros as the party - all Core versions), and it's been pretty smooth sailing. There's certainly been some difficulty bumps, but we've never really been at risk of losing a scenario, even with random wildcards.)
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I'd also like to hear anyone's idea as to which character to play. If you want to see how some specific character functions, feel free to request one of me - I own most of the Character/Class decks, and there's a lot of characters I'd be interested in - as a result, it's usually hard for me to choose, but I always want to pick someone that the team wants to play alongside.
I'm happy to take suggestions, but I'm currently looking at playing the following characters...
(Note that these are tending highly towards Class Deck and Ultimate Decks that I haven't played with - or haven't played with much - in the past. I like to have different experiences between each character I play. Inside each spoiler is my description of how I could be using or playing the character, or why I want to play as them)
Both of her Role cards, however, are exceptional.
Zetha is phenomenal at noncombat checks, able to consistently substitute her excellent Stealth skill in for any of them - a skill that can be further greatly enhanced with Ultimate Intrigue - as well as carrying a load of unusual spells and non-traditional forms of combat. Early in the game, before we get some deck upgrades, she'll lag behind in the combat department, but she'll quickly become a self-sufficient, exploration heavy barrier killer and location closer over time.
She's also able to sometimes let other players evade monsters and she can take their place in combat - this can be especially helpful for Lem, whichever version Abraham is using, since Lem tends to be pretty weak in combat. It can also be helpful for Varril, depending on what's in his hand.
His Craft skill lets him use the Plant items in the deck quite well, but he can reload instead of recharge them, or discard them instead of banish/bury them, thanks to his character power; making him uniquely suited to keeping a hand full of plants for every opportunity. He also has a bunch of item slots, and his specialty with Ranged weapons makes him well-suited to the Ranged weapons of the deck, too.
As per the Conversion Guide, he's also now proficient with Alchemical, so he can actually use the post-Core Alchemical cards we pick up or get as loot, too.

Yewstance |

[Regarding Raz]
Whilst continuing the trend of "versatility in checks" (albeit far less so than my previous options), Raz fits a much more distinct role in the party than Zetha or Zvarbel, acting as a pure weapon-user who is uniquely well suited to backing up the caster-based party if they run out of attack spells or are up against something Attack-immune.
I'm also up for playing Core Seelah, incidentally. Not greatly dissimilar in role (obviously), but perhaps a bit more supportive options and 'modern' in design.
[Regarding Zova]
Her 'weirdness' makes her unique among the party, and will be using very different types of boons to them, though she shares the common trait of being flexible in completing various checks.
Plus, she can search through the discarded Hours to bring one to the top (thus making it the Hour). This power is far more interesting in an AP like Curse of the Crimson Throne, since the Hour powers of some of the blessings (particularly the Harrow blessings) can be incredibly impactful.
I confess I'm a little worried that might be too powerful at times, though. It can be used to completely ignore negative Hours just by discarding a card, but some of the better Hour effects it can repeatedly force include things like "Bless all non-combat checks against banes" (basically bless every check against barriers, every BA or AA check, and some checks to defeat), or "When you examine a card, encounter it" (god help you if you have a way to examine a whole location...) and things like that. I'm sure it's fun to mess with the Hour effects in a set with Harrow Blessings, but it might become oppressive.

Yewstance |

And still I come up with more ideas. I could also play Hakon, the Skald, since I have a build idea for him. He would provide some movement and Strength-oriented options to the party, and I can potentially theme him a little around the Harrow Suit mechanic.
But Skizza and Arueshalae suggestions noted; thanks for the help! I'd like to hear from the rest of the party before deciding on a character, of course.

eddiephlash |
1 person marked this as a favorite. |

Greetings! I play a Raz on another table and the support power is fun but only if the rest of the team make good use of it. I'd encourage it to be used whenever the cost of the combat for the other character would be greater than the cost of Raz charging in (a discard after a single power feat, then usually revealing a weapon and/or other cards for the combat itself).
Ult. Combat rounds out her deck with as many Mounts as she can handle, though they sadly lack replacements in Core/Curse.
I've seen the rest in action aside from Ramexes. It would be neat to see the Oracle join the team, but mostly out of curiosity.
I haven't seen Varril, and only played Lem in Rise, so am not familiar with what holes the team needs filled, but maybe Skizza/Zova/Arushalae would help balance things out the best.
I also haven't dug too much into Curse, so I can's speak to how some skills are preferred over others, say in deciding between Zova with her great Survival or Skizza with his Disable and Craft.

Yewstance |

So Gameday has been delayed by 2 weeks. I don't consider that a bad thing for us specifically, because it'll lessen the delay of us waiting for future adventures of Season 6 to come out (whether we do intend to stick together as a group for the AP, or whether we wish to continue individually).
Plus, it gives me more time to umm and err over my character, because choice paralysis. Don't worry, my actual turns will be far faster than this. XD
Consider my "default" pick to be Skizza, for now, but I'm still not really sold on him completely. I have narrowed down my choices a lot more - and refined them to better balance our team - but choices I still have.
He's a non-caster (mostly) with Ranged and Survival; a great way to round the team out.
However, his Dragonhunter 'favored enemies' are unlikely to come up much, and we don't have an examination-centric party to take the best advantage of his Warden role. Nor do I necessarily expect this to be a super Underground/Wild heavy adventure.
Koren with Paladin CD: I mentioned him in Discord; he's an alternative to Raz. With his ability to allay damage dealt to local characters and his emphasis on Armor, he fills a very different niche to the rest of the party whilst fully being able to support them. As I've mentioned before regarding Raz; I'm way more happy to play armor-oriented characters thanks to post-Core armor design.
Whilst I mentioned one of his Roles allows for incredibly powerful support, I think it likely I'd take his anti-Undead/Aberration/Outsider role in an AP such as this, set in a country that's been torn apart by a Lich. Plus, given the orcish presence in the area, he's actually probably my most thematic option by far.
Plus, he'd be the only character in the party with Armor proficiency. I could also play Raz or the gunslinger Angban for that, incidentally.
Zova: As mentioned before. Weird, using weird boons and weird options, and very much doesn't compete with the casters.
A Barbarian (Core Amiri?): Well, it covers the gambit of weapon-oriented and potentially armor-proficient, survival-using characters as well.
So basically I'm now down to 4 options, not counting that vague last one. Skizza, Harsk, Koren and Zova, unless something pushes me back to the other characters mentioned above. I have a preference for playing a character that as few of us as possible has seen played in PACS before, but I'm comfortable that any of the 4 round out the party quite nicely besides.
(There is some late-game CotCT stuff that's really Survival-themed, incidentally, tied into the 'Respect' mechanic, but I'm not sure we can expect to see it in this Season. Nor is a lot of it necessarily good with Zova.)

Lem Z. |

I agree that I would prefer to do random wildcards (I'm fine with the Harrow idea - don't really know what it means), preferably changing for each scenario, so that each scenario we have new challenges to deal with based on that particular configuration of wildcards.
I'll be playing Lem (Bard deck + Ult. Magic). I've already played him for one afternoon playing through Fangwood Thieves, so he's up to tier 2.0, but I'm still wrapping my head around how to best play him, so I will welcome suggestions.
I'm also not sure what's the best way to operationalize his support power ("You may recharge a card to add 1d4 to a check by another character at your location.") in PbP. Most likely I'll just give a list of my cards that are available for recharging, in order of preference. I expect there will be times when I have almost no cards left in my hand by the time my turn comes around and I'm fine with that.
This also means that if you have cards that aren't useful to you please give them to me for recharging. In particular, suboptimal spells are very helpful because I can use Lem's other power ("At the start of your turn, you may discard 1 spell then add 1 spell from your discard pile to your hand.") to discard the less useful spell and draw out something like Cure, allowing me to use it over and over (as long as I have a spell to discard to draw it).
Also, since Lem is not that strong in combat and his support power only works for PCs at the same location, he will prefer to have a travel partner if anyone else wants to stick together.
Lastly, if anyone is playing a PC that frequently examines locations at the end of their turn, I'd prefer to go just after them. Since Lem may often not have an attack spell in hand (of his 4 spells, only 2 are attack spells), it's very handy to know what cards may lie in wait.

Yewstance |

I'm also not sure what's the best way to operationalize his support power ("You may recharge a card to add 1d4 to a check by another character at your location.") in PbP. Most likely I'll just give a list of my cards that are available for recharging, in order of preference. I expect there will be times when I have almost no cards left in my hand by the time my turn comes around and I'm fine with that.
If it helps, I play a Lem (a different one, but with a similar power) in a Legendary Dragon's Demand table, and I just organize my hand in order of cards for the party to recharge to my power.
The biggest difference, by far, between Core Lem and Bard CD Lem, is that Bard CD Lem is an excellent spellcaster (1d12+2 by default, which is the same as most pure Wizards and Clerics), whilst Core CD Lem is... not. In fact, pre-Core, the Bard CD Lem is just kind of better in most ways, if I'm honest. XD

Lem Z. |

That's a good suggestion - I'll do that (have to remember not to click your handy reorder button!).
Yeah, I looked at the new Core Lem and it just didn't seem as good as the Bard deck one, so I figured that I'd just play that one.

Yewstance |

That's a good suggestion - I'll do that (have to remember not to click your handy reorder button!).
That's why I left an option to turn the re-order button off. Just turn the option off in Cell F35, "Sort Hand on Push". :)

Yewstance |

I have it down to 3 choices now, however.
Fumbus (Core)
There's some really fun card and power interactions I can see, but ultimately this is not the most 'powerful' Fumbus I can think to make (that would more likely involve the Alchemist CD and his Boomshaker role).
What he adds to the party: He'd be the only truly item-centric character (and elemental-themed character), but he also provides a bit of combat support to work well alongside Lem.
He'd be the only party member with Ranged, Craft and Disable - just like Skizza. Whilst he does have the Arcane skill, he's only barely a spellcaster, and shouldn't step on toes when it comes to looking for spell upgrades or loot - he's a lightweight with few spells, no ability to recharge them, and no ability to keep any that aren't Attack Arcane spells.
Thematic/Flavor: I won't be playing an overly silly Goblin; I'll be leveraging his backstory and tying his initial connection to this adventure path as seeking his half-orc mentor and/or proving his worth to the Pathfinder society.
Skizza (Gunslinger)
What he adds to the party: A weapon-centric, weapon (and technically Alchemical) proficient Dexterity/Ranged specialist, with Disable and Craft.
Thematic/Flavor: Honestly, besides playing as the explosion-eager, manic Ratfolk; I find it hard to pull much out here. He fits the team nicely, but he's hard to roleplay with much depth.
Koren (Paladin) // Oloch (Warpriest)
How I'll use them: Leverage their weapon/armor focus, support the team, give us a more martial character.
What they add to the party: Weapon and (heavy) Armor proficiencies, so any Armor loot won't necessarily go to waste. They're secondary spellcasters, but they'll mostly hit things and use the heaviest of melee weapons where possible. Both provide solid local support - one supports checks, the other can step in and take combat checks for other players (effectively), so both can help keep the team running.
The Melee and Strength/Constitution focus is the skillset they best help provide. I'm also open to playing any other Warpriest, Barbarian or Paladin.
Thematic/Flavor: Koren has some neat flavor here, as a Paladin of Sarenrae with a history regarding orc raiders - a thematic element of where the season is set. Oloch is a more brutish take on not dissimilar themes, however.

Skizza - Fungus Collector |

Then it's increasingly looking like all of my umm-ing and err-ing has come to an end (assuming our new player does pick a Barbarian). :)
"
Hand:
Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 0
Middle of Deck (Unknown Order): Thieves' Tools, Blessing of the Gods, Desna's Star, Blessing of the Gods (2), Wheellock Pistol, Porcupine (Core), Atlatl, Blessing of the Green Faith (2), Cloud Puff, Tower Shield (Core), Crowbar (Core), Blessing of the Green Faith, Vine Leshy, Matchlock Hackbut, Arquebus
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +2
Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Item
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([ ] If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 ([ ] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)

Brielle - 勝20100 |

I’ll be playing the angry halfling.
Concerning wildcards, I’m fine with random too. Picking them for flavor would be good too.

Lem Z. |

Lem will make use of a boon from another of my PCs (Radovan, 100198-1004) that allows any of my PCs to swap one card from his deck for a card from a set list of loot cards. Lem will trade Troubadour (Core) out in order to add Soothing Word (Loot) to his deck. (It's been clarified that the cards don't have to be the same card type).

Brielle - 勝20100 |

Barbarian: Brielle is 93504-1005.

Core Varian |

I'd like to use the adventure path 4 Reward to add Shining Wayfinder to Varian's class deck box. Is there anything special I need to do for that?

Skizza - Fungus Collector |
3 people marked this as a favorite. |

Hey all!
For those of you who may find it helpful, I've created a Party Tracker google sheet that collects (in real time) the notes, hands, deck sizes and displayed cards of each character and places them all in one handy sheet.
Some of the players on this table (at least Dinketry and Abraham) will have used such a tool before. If it's helpful, it can be placed in the scenario updates or the campaign header at the BR's discretion.
I can extend and modify the spreadsheet to track other details and information as requested by the party. For example, the Curse of the Crimson Throne table I BR has quite a lot of tabs of information in a spreadsheet linked in the scenario updates.

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1A - Things to Do:
1.) Tell me what you want to do with your Hero Point.
2.) Decide and roll for your selected deck upgrades.
Potential Upgrade List:
Standard Bearer (Ally 1)
Mouse (Ally 0)
Troubadour (Ally 0)
Teamster (Ally 0)
The Hidden Truth (Blessing 1)
Torag's Power (Blessing 1)
Pharasma's Knowing (Blessing 1)
The Inquisitor (Blessing 1)
The Real Rabbit Prince (Blessing 1)
Wand of Acid Burst (Item 1)
Mist Horn (Item 1)
War Drum (Item 0)
Sacred Candle (Item 1)
Good Omen (Spell 1)
Candlelight (Spell 0)
Acid Burst (Spell 0)
Bolas (Weapon 0)
Returning Throwing Axe (Weapon 1)
3.) Roll for convention boons! A d20 roll, please. Natural 20 wins.
Of note, the unlocked supporter now belongs to everyone for all future adventures. Only one can be used during an adventure, but we each of the capability of bringing our supporter to bear in future (if we are at a different game).

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1.) Varril will spend his Hero Point for the following: "When you attempt any check, you may discard (X or recharge) a card to use your Divine skill instead of any listed skill."
2.) Varril would like one of the following upgrades:
Spell 1: 1d1000 ⇒ 833 - Detect Thoughts
Ally 1: 1d1000 ⇒ 478 - Courtly Knight
Weapon 1: 1d1000 ⇒ 520 - Captain's Cutlass or Deathbane Crossbow +1 (haven't decided yet)
And if none of those, then he will have a Blessing 1 (there are enough of those) - Blessing of Achaekek
Additionally, Varril needs to replace his Clockwork Spy which was banished. He will replace it with the Quartermaster.
3.) Boon Me!: 1d20 ⇒ 14

Skizza - Fungus Collector |

6-1A: Powder Keg - Skizza Rewards
Tier Progression: (1.1) Skizza gains a Hero Point.
Skizza expends the Hero Point on a Power Feat, and checks off...
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
My Craft skill can be used to recharge them, and it's not bad; but it's certainly not going to automatically succeed at my checks. This way, even if I fail my recharge check the plant just ends up discarded, since they're Alchemical.
Skizza still has 0 remaining Hero Points.
6-1A Boon Roll: 1d20 ⇒ 14 -> No reward.
Scenario Reward: Pathfinder Chronicler rallied; good to help players against barriers, and particularly later in the AP.
To clarify your statements, however; our character rallies these supporters, not us as players (so we'd have to play this same character to use it in a different adventure path). Additionally, when you say "Only one can be used during an adventure" you mean that there won't ever be duplicates of the same Supporter in the Base.
If anyone hasn't played with Supporters before; I can paste the precise rulesets for them and the Base or deliver them to the BR to put somewhere. There's a few specifics that might catch people out, otherwise.
Skizza's Deck Upgrade preferences are as follows...
Laboratory Coat is a fine armor as-is (especially since I have a tendency to do self-damage)... but Skizza discards it to reduce all incoming damage to 0, because it has the Alchemical trait. Neat!

Skizza - Fungus Collector |

Just in case anyone wants the rules on Supporters; these are what is written in the Curse of the Crimson Throne storybook and Sanctioning Documents regarding their use...
You start the Adventure Path with no supporters. When a reward lets you rally a supporter, check it off on the Rallied Supporters card on the back of the Base. If you are required to uncheck a supporter, it no longer counts as rallied.
When a scenario lists the Base, set it out with the other locations as usual. When you build the locations, shuffle all of your rallied supporters into the Base; do not add story banes to it. The Base can never have cards other than supporters in it. Characters may start at the Base, and can move to and from it normally.
The Base cannot be closed while it has cards in it, and it does not count as a location when counting locations, shuffling cards into locations, or determining if villains can escape to it. If all other locations are closed, or the Base has neither cards in it nor characters at it, the Base closes automatically. (A simplified version of these rules appears on the Base as a reminder; these are the complete rules.)
You may play supporters from your hand only while you are at the Base. Once displayed next to your character, you may use their powers regardless of your location. If you move from the Base, shuffle any supporters in your hand into the Base. At the end of each scenario, return all supporters to the vault.
Each supporter has a feat similar to a character’s power feat. If a reward gives the party a supporter feat, check a box on a rallied supporter to gain access to that power. If the feat specifies a supporter, check it off on that supporter.
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
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Oh, and I may consider using my Treasure Hunter BR Boon to take an extra Deck Upgrade, but I'll wait until everyone has listed their preferences first to make sure I'm not stepping on anyone's toes.

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Oooh! Good call on the Treasure Hunter boon, Skizza! Lots of love leftover in this upgrade list.
I've got one of those boons lying about that I haven't applied to anyone yet. I think I might join you in the double-dip.
And yes, this CHARACTER (not PLAYER) has unlocked the supporter Pathfinder Chronicler.

Lem Z. |

Lem is now at tier 2, 1 xp.
1) Spend hero point on skill feat: +1 CHA (to d12+2).
2) Upgrade, in descending order of preference:
Spell 1: 1d1000 ⇒ 131
Blessing 1: 1d1000 ⇒ 511 trade Blessing of the Gods out for Blessing of Abadar (2).
3. boon?: 1d20 ⇒ 1
I don't really understand what the supporters are about, but I guess it'll make sense once I see it in action.

Skizza - Fungus Collector |

(It's sometimes easier for me to post on the forums than on Discord; this is one of those times.)
I think, on balance, I would advise the Hand Size boost over the +1 modifier, though.
However, I have a bias towards hand sizes - I value them more highly than the average player, so you may take my advice with a heavy lump of salt as a result.
Basically, the Base is a purely-beneficial location that doesn't ever need to be closed to win the game. It's a 'safe spot' to hide out in, and any exploration there serves 2 purposes:
1. You get to draw a Supporter (out of a choice of 3, or more in later tiers), which can be displayed.
2. You get one of a number of additional benefits, which can include better setting up your hand, drawing new cards (mostly helpful for chain-exploring through the Base), healing yourself or de-Scourging yourself.
Supporters themselves serve a variety of purposes... though we'll get more in time so you can see them for yourself. Sometimes they provide a passive benefit when displayed, but usually, after being displayed, they're buried for some once-per-scenario benefit.
If you explore the Base early, you get access to your Supporters which tend to benefit the entire party. If you save exploring the Base until later, however, you can save the 'beneficial' effects of the Base for when you really need them (like a de-scourge), and you make sure you don't waste any time early on. There's merits and consequences to both strategies, but I tend to like exploring the base early; especially if my hand feels otherwise mediocre (like I don't have the right combination of weapons/attack spells/anti-barriers/armor/etc).
Finally, the Supporters can be improved over time when we earn Supporter Feats from scenario/adventure rewards; we can each choose different Supporters to specialise in.

Brielle - 勝20100 |

Deck upgrade choices:
1. Item 1: 1d1000 ⇒ 621 to get Sacred Candle from UE (makes sense, I managed to grab exactly that) instead of …tough choice. Or maybe not… see hero point below
1. Weapon 1: 1d1000 ⇒ 267 Improvised Club instead of longsword
3. Blessing 1: 1d1000 ⇒ 485 for Blessing of Gorum instead of Blessing of the Gods 3
Hero point:
If I get item 1, then use it for a card feat, an item.
If not, use it for power feat, to add a d12 rather than a d8 when using an Object or Tool in a combat check.
Boon roll: 1d20 ⇒ 9

Core Varian |

Thanks for thoughts on my upgrade, those who've chimed in only confirmed the way I was leaning.
Varian will spend hero point on Power feat: Hand size increase to 7!
Upgrades:
Spell 1: 1d1000 ⇒ 510 Augury (Replace Detect Magic)
Spell 0: 1d1000 ⇒ 160 Good Omen (swap to core version, replace Unerring Weapon)
Item 1: 1d1000 ⇒ 285 Cockroach Coat (replace tools)
Ally 1: 1d1000 ⇒ 543 Eando Kline (replace Lookout)
Blessing 1: 1d1000 ⇒ 769 Bastet (replace BotAncients)
And I also just realized that Varian has an Owned card in Arnisant, so while I don't want to spend a deck upgrade on him, I'll be on the lookout for ways to banish one of my current allies to pick that up.

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6-1A Final Results:
Check to see that I have that correct.
That leaves the following deck upgrades behind:
Standard Bearer (Ally 1)
Mouse (Ally 0)
Troubadour (Ally 0)
Teamster (Ally 0)
The Hidden Truth (Blessing 1)
Torag's Power (Blessing 1)
The Real Rabbit Prince (Blessing 1)
Wand of Acid Burst (Item 1)
Mist Horn (Item 1)
War Drum (Item 0)
Acid Burst (Spell 0)
Bolas (Weapon 0)
Returning Throwing Axe (Weapon 1)
Varian, do you want to roll a d20 for a potential boon?

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Skizza, I'll use my Treasure Hunter boon to take either the Ally 1 or the Weapon 1 as a bonus upgrade. You let me know which one you prefer (if either of those two).

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FINAL1A Results:
Skizza: Power Feat; Deck Upgrade - Blessing 0; No boon; bonus Armor 1 deck upgrade
Varian: Power Feat; Deck Upgrade - Spell 0; No boon
Varril: Power Feat; Deck Upgrade - Spell 1; No boon; bonus Ally 1 deck upgrade
Lem: Skill Feat; Deck Upgrade - Blessing 1; No boon
Brielle: Card Feat; Deck Upgrade - Item 1; No boon

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1B Things to Do:
1.) Tell me what you want to do with your Hero Point.
2.) Roll for your deck upgrade.
Potential Deck Upgrades:
3.) Roll for your convention boon.

Lem Z. |

Lem uses his hero point for a Card Feat: Spell.
Spell 1: 1d1000 ⇒ 295 With 3 spell 1 upgrades to choose from, I assume Lem will get one, in which case he'll use it for his new empty Spell slot. Exact card TBD.
boon?: 1d20 ⇒ 10

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1.) Varril will use his Hero Point to get Skill Feat (Wisdom +1)
2.) Upgrade rolls (in order):
Weapon 1: 1d1000 ⇒ 829
Item 1: 1d1000 ⇒ 867
Ally 1: 1d1000 ⇒ 134
Spell 1: 1d1000 ⇒ 782
3.) Boon Town?: 1d20 ⇒ 4

Brielle - 勝20100 |

1. Hero Point:
2. Upgrade choices:
1. Item 1: 1d1000 ⇒ 370 Rage Totem instead of Firestick
2. Ally 1: 1d1000 ⇒ 708 Old Salt instead of Recruit
3. Weapon 1: 1d1000 ⇒ 25 Improvised Club instead of Longsword
I can look at the level 0 stuff if I don't get one of those.
3. Boon roll: 1d20 ⇒ 11

Lem Z. |

Assuming that Lem gets one of the three Spell 1 cards for an upgrade, he uses it for his new empty Spell slot to take Life Drain.

Core Varian |

Hero Point: Card: Spell
Upgrade
Spell 1: 1d1000 ⇒ 742 Augury (Filling Spell Hole)

Skizza - Fungus Collector |

Not exactly thrilled by a few outcomes of that scenario. I feel like I state something in my turn, in my notes and on Discord and I'm ignored in all three places quite a lot of the time. I'm always, always happy for alternative strategies and perspectives and for players to do what they think is best, but there simply doesn't appear to be explanations or alternative strategies given, or answers to my questions.
I can't make informed decisions without being informed by the party. How can I do better?
6-1B: Tangled Sails - Skizza Rewards
Tier Progression: (1.2) Skizza gains a Hero Point.
Skizza expends the Hero Point on a Card Feat, and checks off...
ALLY 2 [X] 3 [ ] 4
Skizza still has 0 remaining Hero Points.
6-1B Boon Roll: 1d20 ⇒ 6 -> No reward.
Scenario Reward: None.
Skizza's Deck Upgrade preferences are as follows (I'll pick a card so everyone else can get their first preference)...

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6-1B Results:
Let me know about Varian's convention boon roll and Brielle's Hero Point usage.

Brielle - 勝20100 |

I forgot to indicate how Brielle was going to use her point when I posted during a break at work.
She’s going for a power feat: For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill 1d12 plus the card's adventure deck number; you may additionally discard it to add another 1d8 and the card's traits.

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6-1B Results:
Skizza: Card Feat (Ally); Deck Upgrade - Ally 1; No boon
Varian: Card Feat (Spell); Deck Upgrade - Spell 1; ??? boon
Varril: Skill Feat (WIS); Deck Upgrade - Weapon 1; No boon
Lem: Card Feat (Spell); Deck Upgrade - Spell 1; No boon
Brielle: Power Feat; Deck Upgrade - Item 1; No boon
I won't await Varian's convention boon roll. You can take that soon, Varian.