eddiephlash's [PACS] Gameday Special - The Protean's Prank (Inactive)

Game Master 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!


Nok-Nok's Deck Handler

Nok-Nok here!

Tier: 6.0
Hero Points: 8

Playing for advancement.


Merisiel's Deck Handler

Merisiel checking in.
Tier 5.0
2 Hero Points remaining
Playing for tier advancement


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

Hi all, checking in a bit late.

Tier: 6.0
Hero Points: 6
Playing for advancement


Scenario A wrap-up:

Please list the following:

  • What to spend your new Hero Point on, and your current remaining Hero Points.
  • XP and Tier upon completion of the scenario.
  • Hero points used in this scenario and updated total
  • Choice of boon for reward
  • Upgrade preferences.

    Upgrade pool:
    Weapon - 5
    Spell - 6
    Item - 4
    Ally - 654
    Blessing - 1

    Please double check that I didn't miss anything!


  • Deck Handler // Tier 6.12 // 11 hero points

    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's Deck Handler

    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


    Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

    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's Deck Handler

    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


    Ah, right. Con Boons.
    1d20 ⇒ 9

    Feiya - Bank Hero Point. No upgrades.
    Merisiel - Card Feat. Weapon 5, Ally 5.
    Rivani - Card Feat. Spell 6, Spell 6.
    Nok-Nok - Power Feat. Blessing 6, Weapon 6.

    By my count, there is still an Ally 6 available if anybody wants to change their mind.


    Scenario 7-99B wrap-up:

    Please list the following:

  • What to spend your new Hero Point on, and your current remaining Hero Points.
  • XP and Tier upon completion of the scenario.
  • Hero points used in this scenario and updated total
  • Upgrade preferences.

    Upgrade pool:
    Weapon - 54
    Spell - 665
    Item - 654
    Ally - 654
    Blessing - 211111

    Please double check that I didn't miss anything!


  • Merisiel's Deck Handler

    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


    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:

  • Add The Onslaughts Wildcard Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.

    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:

  • Replace your Race trait (such as "Human" or "Halfling") with Kobold
  • Add "Or Charisma Diplomacy 8 + # to all checks to defeat Kobold banes.
  • When you defeat a barrier, you may mark your location; this marker is referred to as a "trap". While a character at a marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
  • When you defeat the Kobold Sorcerer, spoiler...


  • During This Adventure:

  • Regardless of the challenge mode, build Small locations.
  • The Harrow Suit is Crowns.
  • When a power on a Protean monster would cause you to reroll, you may ignore that effect.

    During This Scenario:

    Setup:
    Add The Onslaughts Wildcard Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.

  • Replace your Race trait (such as "Human" or "Halfling") with Kobold
  • Add "Or Charisma Diplomacy 8 + #" to all checks to defeat Kobold banes.
  • When you defeat a barrier, you may mark your location; this marker is referred to as a "trap". While a character at a marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
    When you defeat the Kobold Sorcerer:
    add the new location Thicket and shuffle the closing henchman Kobold Chieftain into it. All Proxy A cards are now the closing henchman Planar Rift.

    Spoiler:
    When you would defeat the Kobold Chieftain, Add the new location Ruin, and recharge the story bane Rippling-Sapphire-Crown into it.

    To win:
    Corner and defeat the villain Rippling-Sapphire-Crown

    Additional Rules: Story Bane Details:

    Drake (Danger option 1):

    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.
    Inferno Trap (Danger Option 2):

    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.
    Poison Dart Trap (Danger Option 3):

    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.
    Kobold Champion (Closing Henchman, Proxy A):

    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.
    Kobold Sorcerer (Closing Henchman):

    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

    Random Cards:

    Monsters
    Spoiler:
    Warlord Devil
    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.

    Spoiler:
    Infernal Warhounds
    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.

    Spoiler:
    Ash Giant
    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.

    Spoiler:
    Orc Rager
    CotCT
    Monster 2
    Traits:
    Barbarian
    Orc
    Veteran
    To Defeat:
    Combat 10+##
    Before acting, suffer 1d4 Combat damage.

    Spoiler:
    Ghost
    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
    Spoiler:
    False Heroes
    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.


    Spoiler:
    Poison Gas
    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.

    Spoiler:
    Evil Eye
    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.

    Spoiler:
    Warband
    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.

    Spoiler:
    Brain Mold
    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
    Spoiler:
    Blackjack's Rapier
    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.

    Spoiler:
    Commander's Falchion
    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.

    Spoiler:
    Banudor
    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.

    Spoiler:
    Verminbane Warhammer
    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.

    Spoiler:
    Vindicator
    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
    Spoiler:
    Breath of Life
    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.


    Spoiler:
    Divine Blaze
    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.


    Spoiler:
    Quickened Ray
    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.


    Spoiler:
    Death's Touch
    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.


    Spoiler:
    Sadomasochism
    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
    Spoiler:
    Hellknight Plate
    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.

    Spoiler:
    Kazavon's Shield
    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.

    Spoiler:
    Dread Helm
    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.

    Spoiler:
    Stone-shard Breastplate
    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.

    Spoiler:
    Moon Maiden Armor
    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
    Spoiler:
    Whisper of the First Lie
    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.

    Spoiler:
    Wyvern Poison
    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.

    Spoiler:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.

    Spoiler:
    Ring of Energy Resistance
    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.

    Spoiler:
    Lyre of Storms
    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
    Spoiler:
    Zellara
    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.

    Spoiler:
    Skoan-quah Boneslayer
    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.

    Spoiler:
    Salvator Scream
    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.

    Spoiler:
    Aerilaya
    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.

    Spoiler:
    Toff Ornelos
    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
    Spoiler:
    Norgorber's Shadow
    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.

    Spoiler:
    Lamashtu's Madness
    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.

    Spoiler:
    Iomedae's Justice
    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.

    Spoiler:
    Irori's Mastery
    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.

    Spoiler:
    Cayden Cailean's Revelry
    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:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    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


  • Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

    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


    Deck Handler // Tier 6.12 // 11 hero points

    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's Deck Handler

    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's Deck Handler

    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).


    Reward breakdown:

    Merisiel: Power Feat, Ally 5
    Rivani: Power Feat, Blessing 6, Ally 6
    Feiya: Bank Hero Point, No Upgrades
    Nok-Nok: Skill Feat, Item 6, Ally 6


    Merisiel's Deck Handler

    7-99B Boon roll: 1d20 ⇒ 15


    Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

    Forgot my Boon Roll: 1d20 ⇒ 14


    Scenario 7-99 wrap-up:

    Please list the following, assuming this is not a replay:

  • What to spend your new Hero Point on, and your current remaining Hero Points.
  • XP and Tier upon completion of the scenario.
  • Hero points used in this scenario and updated total
  • Upgrade preferences.
    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!


  • Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

    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's Deck Handler

    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's Deck Handler

    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!


    Deck Handler // Tier 6.12 // 11 hero points

    Oops, forgot I need to report here. No upgrades, bank Hero Point. Boon: 1d20 ⇒ 5 Nope

    Was a fun game, thanks everyone!


    Merisiel's Deck Handler

    This was a fun table to play at. Thanks, everyone!


    Reward breakdown:

    Merisiel: Skill Feat, Weapon 6, Item 5
    Rivani: Skill Feat, Spell 6
    Feiya: Bank Hero Point, No Upgrades
    Nok-Nok: Card Feat, Item 6

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