[ACG] Season of the Righteous - EmpTyger (Inactive)

Game Master EmpTyger

Adventure Path Completed!

  • Mother Myrtle/Bigguyinblack
  • Erasmus/Abraham Z.
  • Merisiel/Nathan Davis
  • Crowe/MauveAvengr

Loot:
Scale of Disguise
Spoiler:
Loot Item 1

Traits:
Object
Magic
Terendelev

Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check.


Sacred Prism
Spoiler:
Loot Item B

Traits:
Object
Divine
Alchemical

Recharge this card to add the Magic trait to any check by a character at your location.
Bury or banish this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury or banish this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.


Banner of Valor
Spoiler:
Loot Item 2

Traits:
Object
Magic
Iomedae

Display this card next to a location. While displayed, add 1d8 to checks against banes that have the Demon trait by characters at that location. On closing that location, add this card to your hand.
Recharge this card to recharge a card that has the Iomedae trait from your discard pile.


Soulshear
Spoiler:
Loot Weapon 2

Traits:
Polearm
Melee
Slashing
2-Handed
Magic
Corrupted

For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result. If you reroll the dice and this card has the Corrupted trait, roll 1d12; on a 1, summon and defeat this adventure's servitor demon or shuffle Soulshear into your location deck.


Scale of Sacred Weaponry
Spoiler:
Loot Item 1
Traits:
Object
Magic
Terendelev

Recharge this card to add 1 to your combat check, or 2 if you played a weapon on this check.


Black Robe
Spoiler:
Loot Item 3

Traits:
Accessory
Magic
Corrupted

Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.


Fiendsplitter
Spoiler:
Loot Weapon 3

Traits:
Axe
Melee
Slashing
2-Handed
Magic
Torag

For your combat check, reveal this card to use your Strength or Melee skill + 1d12+1; you may additionally discard this card to add your Strength die. You may recharge a card that has the Torag trait to add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card to examine the top card of your location deck; if it does not have the Demon trait, shuffle your location deck.


Spherewalker Staff
Spoiler:
Loot Item 3

Traits:
Staff
Magic
Desna
Owner: Arueshalae

During your move step, reveal this card and discard a card that has the Desna trait or a spell to allow any number of characters at your location to move; ignore movement restrictions.
Reveal this card and recharge a card that has the Desna trait or a spell to ignore a location's trait until the end of the turn.


Starbow
Spoiler:
Loot Weapon 3

Traits:
Bow
Ranged
Piercing
2-Handed
Magic
Desna
Owner: Arueshalae

For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 3; you may additionally discard this card to add another 1d8 and ignore the bane's immunities for your check. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 plus the number of cards that have the Desna trait in your hand to any combat check at another location.


Swallowtail Bracers
Spoiler:
Loot Item 3

Traits:
Accessory
Magic
Desna
Owner: Arueshalae

Reveal this card to add 1 to your non-combat check.
When a character at your location plays a boon that has the Desna trait on a check, recharge this card to add 1 die to that check.


Transmogrify
Spoiler:
Loot Spell 4

Traits:
Magic
Arcane
Divine
Attack

When a character at your location encounters a monster, display this card next to that monster. While displayed, the difficulty of checks to defeat that monster is decreased by your Arcane or Divine skill + 1d6.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 16 check. If you succeed, recharge this card; if you fail, discard it.


Blessing of Abraxas
Spoiler:
Blessing B

Traits:
Divine
Abraxas
Corrupted

To Acquire:
Arcane 7
OR
Divine 5

Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check. Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.


Blessing of Baphomet
Spoiler:
Blessing B

Traits:
Divine
Baphomet
Corrupted

To Acquire:
Melee 7
OR
Divine 5

Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.


Blessing of Shax
Spoiler:
Blessing B

Traits:
Divine
Shax
Corrupted

To Acquire:
Combat 9
OR
Divine 5

Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.


Blessing of Deskari
Spoiler:
Blessing 1

Traits:
Divine
Deskari
Corrupted
Veteran

To Acquire:
Survival 7
OR
Divine 5

Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.


Blessing of Sifkesh
Spoiler:
Blessing 5

To Acquire:
Bury any card
OR
Divine 5

Traits:
Divine
Sifkesh
Corrupted

If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.

Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, a random character buries the top card of his deck.


Blessing of Xoveron
Spoiler:
Blessing 5

Traits:
Divine
Xoveron
Corrupted

When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.


Blancher
Spoiler:
Loot Weapon 4

Traits:
Pick
Melee
Piercing
2-Handed
Magic

For your combat check, reveal this card to use your Strength or Melee skill + 2d6+4; you may additionally discard this card to add another 2d6. If any d6 rolled on this check is a 6, count it as a 7. If a monster has an effect that increases the difficulty of this check, ignore that effect.


Blessing of Nocticula (x2)
Spoiler:
Loot Blessing 4

Traits:
Divine
Nocticula
Corrupted
Veteran

Discard this card to add 1 die to any check.
Discard this card to add 2 dice plus the scenario's adventure deck number to your check; if the top card of the blessings discard pile does not have the Corrupted trait, remove this card from the game instead of discarding it.
When this card would be banished, remove it from the game instead.


Firebow
Spoiler:
Loot Weapon 4

Traits:
Bow
Ranged
Piercing
2-Handed
Fire
Magic
Mythic

For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 4; you may additionally recharge this card to add another 2d6. You may expend a mythic charge to ignore a bane's immunity to the Fire trait on the check. If not proficient with weapons, the difficulty of the check is increased by 4.
If proficient with weapons, you may discard this card to add 1d6+2 and the Fire trait to a combat check by a character at another location.


Scale of Cloudwalking
Spoiler:
Loot Item 1

Traits:
Object
Magic
Terendelev

At the end of your turn, recharge this card to move.


Amulet of the Abyss
Spoiler:
Loot Item 5

Traits:
Accessory
Magic
Divine
Corrupted
Mythic

If this card has the Corrupted trait, bury a blessing or you may not play this card.
Reveal this card to reduce Electricity, Poison, Acid, Cold, or Fire damage dealt to you by 4.
Recharge this card to add 1d20 to your check to defeat a monster that has the Minotaur or Mythic trait.


Blessing of Pulura
Spoiler:
Blessing B

Traits:
Divine
Pulura

To Acquire:
Charisma 7
OR
Divine 5

Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
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.


Chalice of Ozem
Spoiler:
Loot Item 5

Traits:
Object
Magic
Divine
Iomedae

Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, recharge this card.
Bury this card to get 2 mythic charges.


Dawnflower's Kiss
Spoiler:
Loot Weapon 5

Traits:
Sword
Melee
Magic
Divine
Sarenrae

For your combat check, reveal this card to roll your Strength or Melee die + 1d8+4; you may recharge a blessing to add 1d8 and the Fire trait, or 2d6 and the Fire trait if the blessing has the Sarenrae trait. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card and expend a mythic charge to add 1d20 and the Fire trait to a combat check at another location.


Stole of the Inheritor
Spoiler:
Loot Armor 5

Traits:
Light Armor
Magic
Divine
Healing
Iomedae
Clothing

Reveal this card to reduce damage dealt to you by 2, or by 4 if dealt by a bane that has the Demon trait.
Reveal this card and bury a blessing that has the Iomedae trait to allow a character at your location to shuffle 1d4+4 random cards from his discard pile into his deck.
If proficient with light armors, you may recharge this card when you reset your hand.


Mournful Razor
Spoiler:
Loot Weapon 6

Traits:
Knife
Melee
Slashing
Finesse
Magic
Mythic

For your combat check, reveal this card and expend a mythic charge to use your Strength, Melee, or Dexterity skill + 2d20. If any d20 rolled on this check is a 20, you automatically succeed at the check.


Robe of the Rifts
Spoiler:
Loot Item 6

Traits:
Clothing
Attack
Magic
Corrupted
Mythic

For your combat check, recharge this card and expend a mythic charge to use your Arcane skill + 2d20. If this card has the Corrupted trait, banish all cards in your discard pile that have the Divine trait and do not have the Corrupted trait.


Deskari's Tooth
Spoiler:
Loot Weapon 6
Traits:
Knife
Ranged
Piercing
Magic
Mythic

For your combat check, reveal this card to use your Dexterity or Ranged skill + 3d4+6; you may additionally expend a mythic charge to add another 1d20 and the Acid or Poison trait.
When playing another weapon, you may discard this card to add 2d4+2 and the Acid or Poison trait to your combat check.
After you draw the last card of your deck, bury this card to shuffle 5 random cards from your discard pile into your deck.


Summoned Henchmen:
Ash Giant Thug
Spoiler:
Monster Henchman 4

Traits:
Giant
Barbarian

To Defeat:
Combat 27
OR
Arcane/Divine 18

The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.

No Ash Giant would willingly guard a portal to the Abyss. Thankfully, that's not a problem.


Blood Demon
Spoiler:
Monster Henchman 2

Traits:
Outsider
Demon
Servitor

To Defeat:
Combat 17

The Blood Demon is immune to the Electricity and Poison traits.
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.


Brimorak
Spoiler:
Monster Henchman B

Traits:
Outsider
Demon
Veteran

To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits.
The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number.
All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.


Corrupted Soldier
Spoiler:
Monster Henchman B

Traits:
Human
Soldier
Veteran

To Defeat:
Combat 9
OR
Charisma/Diplomacy 6

The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.


Cultist of Baphomet
Spoiler:
Monster Henchman B

Traits:
Human
Cleric
Cultist
Veteran

To Defeat:
Combat 10

The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Cultist of Deskari
Spoiler:
Monster Henchman 1

Traits:
Human
Cleric
Cultist
Veteran

To Defeat:
Combat 10

The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number.
If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.


The Defiled One
Spoiler:
Monster Villain 4

Traits:
Outsider
Undead
Angel
Mythic

To Defeat:
Combat 28
THEN
Combat 28

The Defiled One may not be evaded and is immune to the Acid, Mental, and Poison traits.
If your check against The Defiled One has the Divine or Melee trait, each character at your location is dealt 1 Fire damage.
The first time each turn The Defiled One is undefeated, a random character summons and encounters The Defiled One; after that encounter, the villain is undefeated.


Demonic Platoon
Spoiler:
Barrier Henchman 2

Traits:
Army
Skirmish
Demon

To Defeat:
Combat 19
OR
Arcane/Knowledge/Divine/Perception/Diplomacy 11

The Demonic Platoon is immune to the Electricity and Poison traits.
Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.
If undefeated, discard the top 4 cards of the Blessings deck, then search this henchman's location deck and banish all the boons. Shuffle this henchman into a random open location deck.
If defeated, you may immediately close the location this henchman came from.


Demonling
Spoiler:
Monster Henchman B

Traits:
Outsider
Demon
Servitor

To Defeat:
Combat 8

The Demonling is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom or Perception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

Serving as a familiar is humiliating. If a demonling outlives his master, he'll seek others to humiliate.


Derakni
Spoiler:
Monster Henchman B

Traits:
Outsider
Demon

To Defeat:
Combat 13

The Derakni is immune to the Electricity and Poison traits.
Add 5 to your checks against this henchman if you succeed at an Intelligence or Knowledge 9 check, or if the check has the Force trait.
Before you act, each character at your location attempts at a Wisdom 5 check. For each character that fails, a random character at her location is dealt 2 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.


Deskari
Spoiler:
Monster Villain 6

Traits:
Deity
Outsider
Demon
Vermin
Aristocrat
Mythic

To Defeat:
Combat 66
THEN
Combat 66
THEN
Combat 66

Deskari may not be evaded and is immune to the Electricity, Mental, and Poison traits.
Damage dealt by Deskari may not be reduced and is dealt to each character at the location.
If undefeated, you die.

"Mine are a billion buzzing wings. I am the Usher of the Apocalypse, which begins now." —Deskari


Devastator
Spoiler:
Monster Henchman 6

Traits:
Construct
Mythic

To Defeat:
Combat 40

The Devastator may not be evaded and is immune to the Acid, Cold, Electricity, Fire, Mental, and Poison traits.
While you act, characters may not expend mythic charges, and damage dealt by the Devastator is dealt to each character at your location. Armors may not be buried or banished to reduce this damage.


Favored of Deskari (SERVITOR)
Spoiler:
Monster Henchman 6
Traits:
Outsider
Vermin
Demon
Barbarian
Mythic

To Defeat:
Combat 35

The Favored of Deskari is immune to the Electricity and Poison traits.
If your check to defeat has the Attack trait, expend a mythic charge.
If you succeed at the check to defeat, reroll the dice; take the new result.
If defeated, you may immediately attempt to close the location this henchman came from.


Fiendish Minotaur
Spoiler:
Monster Henchman B

Traits:
Outsider
Demon
Minotaur
Veteran

To Defeat:
Combat 12

The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number.
Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.


Fiendish Tree
Spoiler:
Monster Henchman B

Traits:
Plant
Demon
Veteran

To Defeat:
Combat 13

The difficult to defeat is increased by twice the scenario's adventure deck number.
The Fiendish Tree is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.


Harvester
Spoiler:
Monster Henchman 4

Traits:
Outsider

To Defeat:
Combat 27

The Harvester is immune to the Poison trait. If the check to defeat has the Electricity trait, add 1d8.

Damage dealt by the Harvester is dealt to each character at your location.

Before you act, each character at another location must succeed at a Strength 12 check or move to your location.

When a demon lord needs to guard a defiled angel, he usually chooses something decidedly non-angelic.[/i]


Ivory Templar
Spoiler:
Monster Henchman 3

Traits:
Human
Paladin

To Defeat:
Combat 20

If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.
If undefeated, before taking damage, recharge your hand and reset it.
If defeated, you may immediately attempt to close the location this henchman came from.


Khorramzadeh
Spoiler:
Monster Villain B

Traits:
Outsider
Demon
Mythic

To Defeat:
Combat 50
THEN
Combat 50

Khorramzadeh may not be evaded and is immune to the Electricity, Fire, and Poison traits.
Before you act, each character at your location attempts a Constitution or Fortitude 12 check. Each character that fails is dealt 2d4 Fire damage and moves to a random location.
If you fail a check to defeat Khorramzadeh, you die.
If defeated, Khorramzadeh deals 2d4 Fire damage to each character at your location.


Labyrinth Minotaur
Spoiler:
Monster Henchman 5

Traits:
Outsider
Minotaur

To Defeat:
Combat 28

If this is the first exploration of your turn, before you act, each other character at your location attempts a Stealth or Survival 10 check. Characters that fail are dealt 1d4+1 Combat damage and move to a random location.
If undefeated, recharge your hand, then summon and build the location Middle of Nowhere and move to it.
If defeated, you may immediately attempt to close the location this henchman came from.


Lust Demon
Spoiler:
Monster Henchman 4

Traits:
Outsider
Demon

To Defeat:
Combat 20

The Lust Demon is immune to the Electricity, Fire, and Poison traits.
Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
If undefeated, the Lust Demon deals no damage; instead, bury an ally, or if you have no allies, bury your hand.


Mongrel Traitor
Spoiler:
Monster Henchman 1

Traits:
Mongrel
Soldier

To Defeat:
(See Below)

The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
If undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.


Ommors
Spoiler:
Monster Villain 3

Traits:
Fiend
Outsider

To Defeat:
Combat 28

Ommors is immune to the Acid and Poison traits.
You may banish an ally to evade Ommors.
Before you act, succeed at a Constitution or Fortitude 8 check or bury any cards you would discard during this encounter.
After you act, discard 2 cards from your hand or from your deck.


Ravener Terendelev
Spoiler:
Monster Henchman 6

Traits:
Undead
Dragon
Mythic

To Defeat:
Combat 30
THEN
Combat 35

Ravener Terendelev is immune to the Acid, Cold, Mental, and Poison traits. If your check has the Divine or Fire trait, add 1d12.
Before you act, each character at your location must expend a mythic charge then attempt a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Cold damage; characters who fail are dealt 1d4 Cold damage.
While you act, characters at other locations cannot play cards or use powers.


Rift Demon
Spoiler:
Monster Henchman 6

Traits:
Outsider
Demon
Mythic

To Defeat:
Combat 30

The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
Before you act, a random character summons and encounters this adventure's servitor demon.
If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card.


Shadow Demon
Spoiler:
Monster Henchman 3

Traits:
Outsider
Demon
Incorporeal
Servitor

To Defeat:
Combat 20

The Shadow Demon is immune to the Electricity and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
"Don't worry about the things that come out of the shadows. Worry about the shadows." —Spymaster Anevia


Shamira
Spoiler:
Monster Henchman 4
Traits:
Outsider
Demon
Fire
Mythic

To Defeat:
Combat 40
OR
Charisma/Diplomacy 16

Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.

"It's not my job to deal with intruders. It's my job to discourage the existence of intruders." —Shamira


Treachery Demon
Spoiler:
Monster Henchman 5

Traits:
Outsider
Demon
Servitor

To Defeat:
Combat 24

The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits.
Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.


Ulkreth
Spoiler:
Monster Henchman B

Traits:
Outsider
Demon

To Defeat:
Combat 16
OR
Acrobatics 12

The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits.
If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.


Vulture Demon
Spoiler:
Monster Henchman 4

Traits:
Outsider
Demon
Servitor

To Defeat:
Combat 19

The Vulture Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Constitution or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter.
If undefeated, each character at your location is dealt 1d4+1 Electricity damage.

If you still have entrails, it'll take care of that for you.


Wight
Spoiler:
Monster Henchman B

Traits:
Undead
Wight

To Defeat:
Combat 10
OR
Wisdom/Divine 8

The Wight is immune to the Mental and Poison traits.
Before you act, the Wight deals 1 Cold damage to a random character at your location; when that character is dealt damage, she buries those cards instead of discarding them.
If defeated, you may immediately attempt to close the location this henchman came from.


Summoned Locations:
Maze
Spoiler:
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0

Middle of Nowhere
Spoiler:
At This Location: You cannot play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do not discard that many cards from the blessings deck, you cannot move or be moved.
When Closing: This location is always closed; it cannot be opened.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0

Summoned Cohorts:
Aucinda Fermender
Spoiler:
Cohort 6

Traits:
Half-Orc
Rogue

When you encounter a bane, shuffle this card into an open location deck to evade that bane, then move to that location.
Put this card on top of your deck to move.
Put this card on top of your deck to examine the bottom card of any location deck.


Brutalized Flesh Golem
Spoiler:
Cohort 4

Traits:
Construct
Golem
Mythic

You may display this card.
While displayed, you may recharge this card to reduce damage other than Combat damage dealt to a character at your location to 0, or discard this card to explore your location; if you discard it, during this exploration, banish any boons you encounter and add 1d6 plus your number of mythic charges to your combat checks.
While displayed, at the end of your turn, if you have mythic charges, banish this card.

Party Tracker


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Deck Handler
Kess - Dinketry wrote:

Hey y'all, PaizoCon is this week, and I'm running a bunch of games starting this Friday. As of 24hrs after this post, I will ask to be made dormant until after the convention.

Thanks,
Dink

I'll also be playing a bunch of games during Paizocon so it would suit me well to just take a break over those 3 or 4 days.

I'll also be on vacation June 1-6. Shouldn't affect my posting too much except that I'll likely only be posting or checking discord at night after I get my kid to bed.


Deck Handler

Unrelatedly, and very unfortunately, it has come to my attention that I may not be able to use my plants the way that I thought I could. I've just started playing an Alchemist (Cogsnap) in another game and as part of reviewing the Conversion Guide I found the following:

Conversion Guide wrote:

"Some items need a bit more help with recovery than the Transition Guide offers.

If an item has a check to recharge, change its cost to “Banish” and change any recharge powers to “DURING RECOVERY (If proficient,) you may succeed at a (whatever check is required) to recharge this card.” If it was intended to be have another cost if not recharged, such as discard or bury, it should be “(Do whatever is intended to) this card; (if proficient,) you may succeed at (whatever check is required) to (do the other thing) instead.” There are some exceptions:..."

"All Wands should have the cost “Banish or bury,” and either bury immediately or get put into your recovery pile immediately. The Ultimate Wilderness Plants also function this way."...

"On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2."

Erasmus' Plant Items are all also alchemical and he does not have alchemical proficiency. Does this mean that he cannot attempt to recharge them after playing, even if they all list a Survival check (and at least when he has Veldira selected that check should be fairly easy to make)?

Ugh. I welcome any suggestions but I have a feeling that unless I'm misunderstanding this, my whole build concept for Erasmus doesn't really work anymore.


Since it's also a US holiday weekend, I think it makes sense to deprioritize this game until next week. Certainly feel free to play in the meantime, but we'll relax any posting expectations until 6/1.

As for Erasmus, I believe he still works as you originally thought. Plants do go to recovery, but they don't require proficiency to attempt to recharge. I think "If proficient," is in parentheses in the quoted conversion guide text because it isn't always required. Pre-Core, it was necessary for wands, but wasn't for plants. The same seems to be true post-Core.

For example, compare Plant Balmberry (Core) with Wand of Detect Magic (Core)

Balmberry wrote:

DURING RECOVERY

You may succeed at a Divine or Survival 8 check to recharge this card.
Wand of Force Missile wrote:

DURING RECOVERY

If proficient, discard this card; you may succeed at a Arcane 8 check to recharge it instead.


Deck Handler

Ah, ok - that's great. Many thanks!


Deck Handler

Fyi, I expect to be pretty busy with Paizocon this weekend and then will be on vacation June 1-6. I should still be able to post but may be slower than usual.


Deck Handler

Hey everyone, sorry to slow things down. Back from vacation and catching up. Will try to get a post in gameplay tonight.


deck handler

Spending my hero point to add "(☐ or deck, then shuffle your deck)." to
☐ When a character at your location defeats a monster, you may draw an ally (☐ or a spell or an item) from your discard pile (☐ or deck, then shuffle your deck).

8 HP remain.

spell 4: 1d1000 ⇒ 520
spell 2: 1d1000 ⇒ 530
armor 4: 1d1 ⇒ 1
armor 2 if applicable: 1d1 ⇒ 1

I'll consider the loot spell but only if no one else wants it.


Deck Handler

Spend hero point to gain:
Power Feat 4: You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).

Five hero points remaining.

The loot spell seems like a good one but I don't have room for it. Hope someone takes it though.

Will wait to post about upgrades until we clarify how the armor/blessings reward interacts with the normal upgrades.


Deck Handler

Erasmus will draw an Armor.


Deck Handler

Erasmus will replace the banished Wintervine (Item 1) with Harrow Deck.


deck handler

Choosing Armor. In order Alchemist, Alchemy, Nature, Divine

random armor: 1d21 ⇒ 14

Shield of Resistance. Pass.


Deck Handler

Drawing random armor:

Decks: OA2, then Ultimate Wilderness

Random armor: 1d13 ⇒ 8 Erutaki Coat, Armor 0 - pass


Deck Handler

Upgrade preferences:

Spell 4: 1d1000 ⇒ 516 Replace Spirit Surge with Aspect of the Bull
Item 3: 1d1000 ⇒ 471 Replace Draughtcap Fungus with Bloody Mandrake
Armor 3 (if one comes up in the random draws): 1d1000 ⇒ 122 Replace Stalking Armor with Reed Snake Armor
Armor 4 (using for Armor 3 upgrade): 1d1000 ⇒ 953


Deck Handler // Searching for: Blessing 5 > Blessing 4

Upgrade Preferences
Armor 4: 1d1000 ⇒ 157 will step aside for anyone going for an actual Armor 4 as I'm just looking for an Armor 3.

Reward
Draw Blessing:

Blessings in Class Decks:

Intrigue
1. Blessing of the Ancients
2. Blessing of Achaekek
3. Blessing of Bastet
4. Blessing of Maat
5. Blessing of Zon-Kuthon
6. Blessing of Rovagug
7. Blessing of the Midnight Lord
8. Blessing of Anubis
9. Blessing of the Vaultmaster

Finesse
10. Orison
11. Prayer
12. Sands of the Hour
13. Cayden Cailean's Revelry
14. Desna's Freedom
15. Irori's Mastery
16. Shelyn's Song
17. The Crows
18. The Demon's Lantern
19. The Joke
20. The Locksmith
21. Master of Masters
22. The Eternal Rose


Random Blessing: 1d22 ⇒ 7
Blessing of the Midnight Lord
I'll take it! It replaces Blessing 0 Blessing of Abadar.

Hero Point
Power Feat
☑ When a monster deals damage to you before (☐ or after) the encounter, reduce that damage to 0.


Deck Handler

I'll choose blessing for my scenario reward. Counted up all the unused blessings in Barbarian Class Deck and Ultimate Equipment - 23.

Which random blessing?: 1d23 ⇒ 1 Blessing of Quartermaster - pass.


Deck Handler

I'll choose blessing for my scenario reward. Counted up all the unused blessings in Barbarian Class Deck and Ultimate Equipment - 23.

Which random blessing?: 1d23 ⇒ 16 Blessing of Quartermaster - pass.

Hero Point: spend on Power Feat ("[X] When you bless a local ([X] or any) combat or Diplomacy check, add 1d12 instead of the normal die."

Upgrade preference (only one):
Armor 4: 1d1000 ⇒ 381

I'll continue using the Scale of Disguise if it's ok for the next scenario.


Deck Handler

Crowe will chose random Blessing.

Random Blessing?: 1d23 ⇒ 6 -> Blessing of the Gods -> pass!

Hero Point on a Card Feat: Spell (and fill with Lightning Touch)

Deck Upgrade Preferences:

Spell 4: 1d1000 ⇒ 1000 Whip of Centipedes
Spell 2: 1d1000 ⇒ 804 Aqueous Orb

Loot:
-Scale of Sacred Weaponry (in place of Compass)
-Soulshear (in place of Cat-o'-Nine-Tails)
-Fiendsplitter (in place of Shieldsplitter Lance)


Deck Handler

Replacing Wolfhide Armor with Decemvirate Helm.


deck handler

Spending a hero point on skill feat +1 Intelligence. 8 HP remaining.

armor 4: 1d1000 ⇒ 10
blessing 2: 1d1 ⇒ 1

I'm not taking the scale this time.


Rewards are up! Decide on your feats, discuss upgrades and loot. Then when you are ready, choose starting locations and draw opening hands.

Note that this scenario, the henchmen must be overkilled in order to close.


deck handler

ally 2: 1d1 ⇒ 1

Not taking any loot next scenario.


Deck Handler

Spend hero point on Card Feat (Spell). Fill new empty spell slot with Spell 2: Aspect of the Bat.

5 hero points remaining.

Upgrade:

Blessing 2: 1d1000 ⇒ 141 Replace Blessing of the Elements with Sign of the Rider

No interest in other upgrades or loot.


Deck Handler // Searching for: Blessing 5 > Blessing 4

Upgrades
Assuming Mother Myrtle is vying for an actual Armor 4, I'll step aside for it. I'm looking for an Armor 3 at some point.

Hero Point
Skill Feat
Intelligence d6 ☑ +1 ☐ +2

Bring back banished Keen Rapier and Smoke Bomb


Deck Handler

Hero Point?: Crowe will spend a Hero Point on a Skill Feat: STR +1

(Total HP: 7)

Deck Upgrade Preferences:

Armor 4: 1d1 ⇒ 1 Fortified Breastplate
Blessing 2: 1d1000 ⇒ 740 Blessing of Angradd

Loot:
-Soulshear (replacing Cat-o'-Nine-Tails)
-Fiendsplitter (replacing Shieldplitter Lance)
-Scale of Sacred Weaponry (replacing Compass)

Interest in both the loot Blessing of Abraxas and Blessing of Shax


deck handler

I keep forgetting to do this. The actual upgrades I'm rolling for.

Shoanti Barbarian Hide Armor 4
The Wanderer Blessing 1
Bodyguard Ally 1

The main upgrades I want are

Returning Totem Spear Weapon 4

Clockwork Owl Ally 4
Restoration (Core) x2 Spell 4
Lyrune-quah Truthspeaker Ally 4
Divine Blaze Spell 4
Crystalline Carniviore Ally 4

Oddly the only tier 5 boon I want is a low priority spell.


Deck Handler

Kess will pass on the upgrades.

Kess would like to temporarily use Blessing of Deskari in this upcoming scenario.

Kess will spend her Hero Point on a Skill Feat in Charisma.

Only loot is Scale of Disguise which she will retain.


Deck Handler

So what does this translate into in terms of who gets which upgrades?


I think it comes to
Crowe: Armor 4
Erasmus: Blessing 2
Mother Myrtle: Ally 2

We just need Crowe’s starting location/hand, but since up first, I’ve posted the setup.


deck handler

Choosing Spell. In order Alchemist, Alchemy, Nature, Divine.

random spell: 1d47 ⇒ 19

Dragon's Breath (Core). I can add a second copy and it is slightly better then Fire Bolt so sure.

Saving the hero point. 8 remain.

ally 4: 1d1000 ⇒ 688


Sorry again for the delay- still going to be slow for a few more days.

Rewards are up now. Re Blessing of Nocticula, note that "remove from the game" doesn't have any meaning in Organized Play. It's equivalent to banishing. (Also note that this blessing does *not* allow an exploration.)

Also, there is a choice to make pre-setup for the next scenario, so please choose that along with your feats/upgrades. (I have spoilered with the different game effects and rewards in case you want to base your decision on that.)


Deck Handler

Spend 1 hero point on Skill Feat +1 Cha (this is Skill Feat #5 and total bonus to Cha is now +3). Four hero points remain (I spent one during this scenario).

For scenario reward upgrade: choose Spell
random spell: 1d26 ⇒ 13 - Elder Sign, a Spell 4. I'll take it, swapping out Spirit Surge for it.

Normal upgrades:
Item 4: 1d1000 ⇒ 380
I've always been confused about how the upgrades rolls get parsed. Since we have two Item 4 upgrades, do I roll a second time? In case the answer is yes:
Item 4: 1d1000 ⇒ 658
If Item 4 received, add Balmberry Bush, replacing Bloody Mandrake

No interest in other upgrades

No interest in the loot.


Deck Handler // Searching for: Blessing 5 > Blessing 4

Upgrade from previous scenario
Replaced Armor 1 Armor of Insults with Armor 3 Sable Company Leathers

Reward
Drawing Random Weapon.

Spoiler:

Intrigue
1. Kama
2. Mancatcher
3. Punching Dagger
4. Rapier
5. Dragon Pistol
6. Sword Cane
7. Spring Blade +1
8. Wrist Launcher
9. Cornerstone Crossbow
10. Sentry Crossbow
11. Shadowless Sword
12. Sawtooth Sabre +2
13. Seeking Shortbow +2
Finesse
14. Dagger
15. Kukri
16. Rapier
17. Shortsword
18. Starknife
19. Elven Curve Blade
20. Snakebite Dagger
21. Humanbane Rapier
22. Keen Starknife
23. Shock Kukri
24. Venomous Dagger
25. Blackjack's Rapier
26. Limning Starknife

Pull a Weapon: 1d26 ⇒ 11
Draw Shadowless Sword. I'll keep it.

Hero Point
Card Feat
Weapon 3 ☑ 4 ☐ 5
Put Shadowless Sword in the open space

Upgrade Preferences
Item 4: 1d1000 ⇒ 914

May want a Blessing of Nocticula from time to time.

I'm mixed on which version of the next scenario to do.


Deck Handler

Hey y'all. I'm going to bow out of this campaign at this point. I'm needing to pare back some of my online gaming now that in person gaming is beginning to fire back up again in my region.

I wish you all the best and look forward to seeing you at a convention in the future.

BR, I'll pass on rewards for this last scenario. Kess will take a Skill Feat.

Thanks again, y'all.


Deck Handler

Good playing with you, dinketry! Be well.


Deck Handler

Crowe will spend a Hero Point on a Power Feat: +1 Hand Size

Reward: Draw weapon

Weapon: 1d41 ⇒ 32 Dwarven Earthbreaker +1

Will take it! Replace Dwarven Longhammer +1

No interest in Deck Upgrades.

Loot:
-Soulshear
-Fiendsplitter
-Transmorgify
-Scale of Sacred Weaponry
-Blessing of Shax

Will take Blancher if no one else wants it.


Deck Handler // Searching for: Blessing 5 > Blessing 4

Replacing Item 1 Harrow Deck with Item 4 Shadow Victim Ring
Come fight Monsters at my location when I have this card in hand!
When another character at your location defeats a monster on his turn, discard this card to allow him to explore his location. If you have the Arcane or Stealth skill, you may recharge it instead.

And yes, let's go after Shamira!


deck handler

Replacing Droogami with the oh so versatile Crystalline Carniviore. Ally 4


Sorry to see you go, dinketry. Thanks for playing! I’ll try to get you your chronicle sheet next week.

Erasmus Z. wrote:
I've always been confused about how the upgrades rolls get parsed. Since we have two Item 4 upgrades, do I roll a second time?

For this type of situation, just 1 roll is sufficient. The 2 highest rollers would get the upgrade, instead of just the high roller. (Where it can get confusing is when there are bonus upgrades.)

Looks like everyone is getting their top choice in this case.


Intro is up for Shamira! Finalize any loot substitutions, choose starting locations, and draw opening hands. (As usual, the summoned location has been prebuilt for convenience, and it has a proxy preshuffled in for the villain.) Note that the henchmen this scenario are non-closing, but have a condition to make them closing.


deck handler

weapon 4 if needed: 1d1000 ⇒ 609
spell 4: 1d1000 ⇒ 73

Spent 2 hero points on rerolls leaving me 6 +1. Will wait on upgrades to decide what to do with my latest hero point.


Deck Handler

Save hero point, leaving me with 5.

Upgrades:
Spell 4: 1d1000 ⇒ 29

Loot:
I'm actually a bit interested in taking Firebow but will defer to anyone else who wants it.


Deck Handler

Bank Hero Point. Total: 7

No interest in Deck Upgrades.

Not intersted in Firebow.


deck handler

As per chat MM is spending her hero point on card feat Weapon and taking the weapon 4 for Returning Totem Spear. 6hp remain.

Erasmus gets the spell 4.


Deck Handler // Searching for: Blessing 5 > Blessing 4

No upgrades for me!

Bank Hero Point: Back up to 7


Deck Handler

Erasmus uses the Spell 4 upgrade to replace Elder Sign with Aspect of the Bull (Elder Sign is also a Spell 4, but I didn't use an open upgrade to add it - it was one of those odd, I happened to draw that exact card, upgrades).

Loot: temporarily replacing Seaborne Trident +1 with Firebow.


deck handler

Saving the hero point. 7 left.
Tiering up if this is the last tier 4 scenario.

Picking ally.
Alchemist CD, Alchemy, Nature, Divine: 1d35 ⇒ 13 [b]Scribe. Pass.[/ooc]

spell 4: 1d1000 ⇒ 22


Rewards are up! You haven't picked up any additional redeemable loot (No Corrupted blessings are listed on the Redemption card), so everyone except Merisiel will have to forfeit that reward. Let me know if anyone has a PFS character they are applying the Fame reward to.

Choose your rewards, decide on upgrades, and make any loot substitutions. There are 2 new Corrupted Blessings 5 (Blessings of Sikfesh and Xoveron) which I've added as additional options for the 4B Corrupted Blessing Loot reward. Then when you are ready, choose starting locations and draw starting hands. It's Adv 5 now, so everyone will start with 5 mythic counters. Also, note that there is a scenario power to make the henchmen into closing henchmen.


deck handler

With 3 spell 4s and only 3 casters I'll assume I'm fine taking a spell 4 upgrade replacing Volcanic Storm (Core) with Divine Blaze (Core).

Minor interest in the Scale of Cloudwalking but only if no one else wants to use it.


Deck Handler

Saving hero point - now have 6 in the bank.

Tier up to 5.0

Ally from OA2 and Ult Wilderness: 1d32 ⇒ 10 Cleric of Nethys - pass

[ooc]Per discussion in Discord, if Pyrokinesis spell's 'add a die and the fire trait' power is optional, then I'll use one of the Spell 4 upgrades to add Pyrokinesis, replacing Aspect of the Bat.

No loot besides Firebow.


Deck Handler

Crowe will bank Hero Point. Total: 8

Choose Ally for reward. Ally (Magus & UC): 1d24 ⇒ 9 -> Qasin. Not interested

Deck Upgrade Preferences:

Blessing 1: 1d1000 ⇒ 865 Blessing of Shax

Loot:

-Soulshear
-Fiendsplitter
-Blancher
-Transmorgify
-Scale of Sacred Weaponry
-Blessing of Abraxas

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