BR eddiephlash |
This will be discussion tab for deciding in-between games things like deck upgrades, hero point allocation, etc.
Right now, all I need is your character's tier, current hero points, and whether you'll be playing for tier advancement or not. If not, you will not gain hero points for successful scenarios, but you will still gain scenario rewards and deck upgrades per usual.
Welcome, and I hope you enjoy the 2021 PACS Special, The Protean's Prank!
Merisiel - WilderRedbeard |
Merisiel checking in.
Tier 5.0
2 Hero Points remaining
Playing for tier advancement
Rivani by Greenclaw |
Hi all, checking in a bit late.
Tier: 6.0
Hero Points: 6
Playing for advancement
BR eddiephlash |
Scenario A wrap-up:
Please list the following:
Upgrade pool:
Weapon - 5
Spell - 6
Item - 4
Ally - 654
Blessing - 1
Please double check that I didn't miss anything!
skizzerz - CD Feiya |
No upgrades for me, and I'll use my reward bonus card to help someone else get an upgrade they want.
I'll be playing for advancement because why not (I'm already "retired" but I can play specials without issue, so more hero points is always fun). Was tier 6.12 at the beginning of this, now 6.13. Bank hero point, now at 12.
Boon: 1d20 ⇒ 3 since I'm pretty sure that boons are a thing in this con still.
Merisiel - WilderRedbeard |
Scenario 7-99A Rewards:
Choose Weapon for card type.
Spend hero point on Card Feat: Weapon [X] 4
[b]Deck Upgrades:
Weapon 5 (from selected card) - Vampiric Backsword +3
Ally 5: 1d1000 ⇒ 262 Fortune-Teller
Weapon 5: 1d1000 ⇒ 793 Keen Rapier +3
7-99A Boon: 1d20 ⇒ 18
Rivani by Greenclaw |
Choose Spell for card type.
Spend hero point on Card Feat: Spell [X]9
Deck Upgrades:
Spell 6 (selected card) - Domination
Spell 6: 1d1000 ⇒ 669 Icicle Swarm
Ally 6: 1d1000 ⇒ 587 Princeling
Boon?: 1d20 ⇒ 3
Nok-Nok - Shnik |
Tier 6.1, 1 Hero Point used, 7 remaining
Hero Point spent on Power Feat: When recharging cards for damage, (☐If you do, you may draw a card.)
Choosing Blessing as free Boon
Upgrade preferences:
I'd be happy to take skizzerz's free Boon for a Weapon 6, if no one else wants it; otherwise:
Ally 6: 1d1000 ⇒ 731
Ally 5: 1d1000 ⇒ 822
In case of con boon: 1d20 ⇒ 4
BR eddiephlash |
Scenario 7-99B wrap-up:
Please list the following:
Upgrade pool:
Weapon - 54
Spell - 665
Item - 654
Ally - 654
Blessing - 211111
Please double check that I didn't miss anything!
Merisiel - WilderRedbeard |
Scenario 7-99B Rewards:
Spend hero point on Power Feat: Hand Size 6. 1 hero point remaining.
My AD6 card choice can go to whoever wants an upgrade that's not currently available.
Tier 5 2xp
Deck Upgrades:
Ally 5: 1d1000 ⇒ 34 Heister
Weapon 5: 1d1000 ⇒ 908 Keen Rapier +3
BR eddiephlash |
Scenario 7-99C: Return to the Fangwood
The forest around you is the Fangwood, a dense and dangerous woodland in the nation of Nirmathas. You remember this forest from early in your adventuring career, when large band of kobolds menaced a forest town called Oakheart, and you put a stop to the little reptilian troublemakers. The town was saved. But... is that truly what happened? Two histories war in your mind. In one, you were the heroes of Oakheart. In the other, no one came to save the town. When kobolds seemed about to overwhelm Oakheart, a village witch attempted to summon extraplanar aid far beyond her ability. Something went very, very wrong. Oakheart and all the kobolds were obliterated, shunted into some unknown plane and never seen again.
Your recent experiences, and the fact that you’ve been brought back to this event, makes the mystery suddenly clear. The “extraplanar aid” must have been Rippling-Sapphire-Crown. The protean is trying to rewrite the reality of your existence, changing things at touchpoints in the past where your fate intersected with the fates of the invading proteans to guarantee their invasion. They tried to catch you in Kaer Maga, then Vellumis, and last—or perhaps first—here in the Fangwood.
You must find and stop this protean leader. You’ll have to look around Oakheart and its environs to find out more. But something is wrong with your eyesight. Your field of vision is too wide, and you see deeper into the shadows beneath the trees than you ever have before. Your claws are shorter than you remember—wait, you don’t have claws. Do you? Of course you do; you’re a kobold, and you’re part of the band attacking Oakheart. Your mind and your equipment remains your own, mostly, although you’ve got a lot more trapmaking gear than you remember.
First things first. You’ve got to convince the leader of the kobold band—your leader—to stop the pending attack. Terrible things come of it, and you know it from your crested head to the tips of your clawed feet.
SETUP:
LOCATIONS:
2 - Cave
2 - Farm
2 - Forest
2 - Glade
3 - Swamp
4 - River
Story Banes:
Dangers: Drake, Inferno Trap, Poison Dart Trap (Roll 1d3 to choose)
Villain: None
Closing Henchmen: Kobold Sorcerer, Kobold Champions - Proxy A
DURING THIS SCENARIO:
BR eddiephlash |
During This Adventure:
During This Scenario:
Additional Rules: Story Bane Details:
Story Bane
Type: Monster
Traits: Dragon Veteran
To Defeat: Combat 10+## THEN Combat 11+#
Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
Story Bane
Type: Barrier
Traits: Fire Trap Veteran
To Defeat: Dexterity Acrobatics Perception 8+# OR Craft Disable 6+#
Before acting, each local character suffers 1 Fire damage. If undefeated, each local character suffers 1d4 Fire damage.
Story Bane
Type: Barrier
Traits: Poison Trap
To Defeat: Dexterity Acrobatics 9 OR Disable 7
If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.
Story Bane
Type: Monster
Traits: Kobold Veteran
To Defeat: Combat 10+## OR Charisma Diplomacy 8+#
Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.
Story Bane
Type: Monster
Traits: Kobold Sorcerer Veteran
To Defeat: Combat 10+## OR Charisma Diplomacy 8+#
Before acting, suffer 1 Acid damage. If the check to defeat does not have the Attack trait, and you succeed, reroll. After acting, suffer 1 Acid damage.
Scenario Level (#): 6
Turn: 0, Feiya/skizzerz
Monsters
CotCT
Monster 6
Traits:
Devil
Outsider
To Defeat:
Combat 26
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.
CotCT
Monster 6
Traits:
Outsider
To Defeat:
Combat 21
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
After the encounter, a random local character summons and encounters this monster.
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Barriers
CotCT
Barrier 6
Traits:
Skirmish
To Defeat:
None 0
Roll 1d4. Each local character summons and encounters the corresponding story bane:
1. Bandit
2. Cultist
3. Rescue
4. Thug
For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Weapons
CotCT
Weapon 4
Traits:
Blackjack
Finesse
Loot
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
CotCT
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Charisma
Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 5
Traits:
Bludgeoning
Fire
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
CotCT
Spell 5
Traits:
Divine
Magic
Healing
To Acquire:
WisdomDivine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Spell 5
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
CotCT
Spell 6
Traits:
Arcane
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 15
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.
Armors
CotCT
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* On your combat or Diplomacy check, you may discard to add 1d10.
CotCT
Armor 6
Traits:
Loot
Magic
Offhand
Shield
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 5
Traits:
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Divine
Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 5
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
CotCT
Armor 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Items
CotCT
Item 5
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
CotCT
Item 5
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
CotCT
Item 6
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.
CotCT
Item 6
Traits:
Instrument
Magic
To Acquire:
Charisma
Divine 12
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.
Allies
CotCT
Ally 5
Traits:
Ghost
Harrow
Medium
Undead
To Acquire:
Wisdom
Divine 12
OR Bury A Harrow
Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Ally 5
Traits:
Banshee
Undead
To Acquire:
Charisma
Diplomacy 12
OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
CotCT
Ally 6
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 15
OR Arcane 13
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
Blessings
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
Veteran
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
Veteran
When this is the hour: On your check against an Outsider card, add 1d4.
To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Core
Blessing 1
Traits:
Deity: Irori
Divine
Veteran
When this is the hour: On your blessed check, you may reroll any dice showing 1.
To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
Veteran
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 0
[b]Hourglass
Location #1: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 55 ?: 0
Located/Displayed Here: Fate Stack
Location #2: Caves
Underground
Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: Farm
Urban
Wild
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: Forest
Wild
At This Location: When you defeat a monster, you may discard a card to explore.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: Glade
Sacred
Wild
At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
When Permanently Closed: You may heal up to 2 cards.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #6: River
Aquatic
Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Location #7: Swamp
Aquatic
Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Rivani by Greenclaw |
Scenario 7-99B Rewards:
Spend hero point on Power Feat: You may recharge a spell to...evade a barrier you encounter. 6 hero points remaining.
Tier 6 2xp
Choose to add a Blessing 6 to the deck upgrade pool.
Deck Upgrades:
Blessing 6: 1d1000 ⇒ 786 Blessing of the All-Seeing Eye
Ally 6: 1d1000 ⇒ 54 Princeling
Spell 6: 1d1000 ⇒ 841 Dream Voyage
Item 6: 1d1000 ⇒ 733 Pearl of Magic
skizzerz - CD Feiya |
Tier 6.14, Bank hero point (now 13), no upgrades
Like last time, I'll add an extra card to the pool for anyone that wants something that isn't available.
Boon: 1d20 ⇒ 13
Nok-Nok - Shnik |
Hero Point spent on Skill Feat: Constitution +1
Remaining Hero Points: 7 (0 spent)
Tier 6.2
Free upgrade: Item 6
Upgrade from pool: Ally 6
Con boon: 1d20 ⇒ 16
Nok-Nok - Shnik |
Of note that Merisiel hadn't actually reduced Darb Tuttle's DC by 6 in her check, so she actually acquired it, giving us a second Ally 6 in our rewards (not that it really mattered with two people giving up their free boon, but still).
BR eddiephlash |
Scenario 7-99 wrap-up:
Please list the following, assuming this is not a replay:
Boon roll: 1d20 ⇒ 7
Upgrade pool:
Spell - 50
Item - 55
Ally - 44
Blessing - 11
Please double check that I didn't miss anything!
I'm glad I got to run this for you! It was a good, fun special, and a great send off of PACG, especially the post-core PACS adventures. I'm sure we'll mostly cross paths again in the future, but if not, I wish you all happy gaming!
Rivani by Greenclaw |
Thanks for running! Lots of fun, indeed. Hope to see everyone on a virtual table at some point again.
Scenario Rewards:
Spend hero point on Skill Feat: CHA [X]+3
Tier: 6.3. Hero points: 7
Choose to add a Spell 6 to the deck upgrade pool.
Deck Upgrades:
Spell 6: 1d1000 ⇒ 633 Dream Voyage
Bim! Bam! Boon?: 1d20 ⇒ 7
Merisiel - WilderRedbeard |
Scenario 7-99C Rewards:
Spend Hero Point on Skill Feat: Charisma +1
Tier 5.3, Tier up to 6
1 Hero Point used this scenario, 0 remaining total
Add a Weapon 6 to the acquired cards
Deck Upgrades:
Weapon 6 - Corrosive Backsword +4
Item 5: 1d1000 ⇒ 644 Wyvern Poison
7-99C Boon: 1d20 ⇒ 2
Nok-Nok - Shnik |
Hero Point spent on Card Feat: Blessing
Tier 6.3, 7 Hero Points remaining
I'll take an Item 6, and that'll be all for upgrades.
Final Boon Attempt: 1d20 ⇒ 10
Thanks for playing everyone!
skizzerz - CD Feiya |
Oops, forgot I need to report here. No upgrades, bank Hero Point. Boon: 1d20 ⇒ 5 Nope
Was a fun game, thanks everyone!