[ACG] Year of Reborn Strife - EmpTyger (Inactive)

Game Master EmpTyger

Adventure Path Completed!

  • Pizazz/Rhynn
  • Amiri/zadenar
  • Ezren/Nickademus
  • Uliah/Sam P 332

Reward powers:
After you rebuild your deck, you may banish a card from it to choose a card from your deck box whose level is #-2 (minimum 0).

When you avenge, all characters ignore effects on the bane that happen when it is undefeated.

When you rebuild your deck, keep an additional boon of the chosen type. Each scenario, before drawing your starting hand, search your deck and set aside 1 boon of that type until the end of the scenario.

At the start of each scenario, you may examine the top 5 cards of your deck, then recharge any number of those cards.


Loot:
Ring of Protection
Spoiler:
Item 2

Traits:
Accessory
Magic

To Acquire:
Constitution/Fortitude 9

When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.


Leech
Spoiler:
Ally 1

Traits:
Healing
Vermin

To Acquire:
Wisdom/Knowledge/Survival 6

Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.


Deathbane Light Crossbow
Spoiler:
Weapon 1

Traits:
Bow
Magic
Piercing
Ranged

To Acquire:
Dexterity/Ranged 8

For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.


Shield of Resistance
Spoiler:
Armor 2

Traits:
Offhand
Shield

To Acquire:
Constitution/Fortitude 8

When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.


Enervation
Spoiler:
Spell 2

Traits:
Arcane
Magic

To Acquire:
Intelligence/Arcane 6

On any combat check, freely banish to decrease the difficulty by 2d4.
DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.


The Lost
Spoiler:
Blessing 1

Traits:
Harrow
Suit: Stars
Veteran

When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.


Our Lord in Iron
Spoiler:
Blessing 3

Traits:
Deity: Gorum
Divine

To Acquire:
Divine/Melee/Ranged 8

When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.


The Prince of Pain
Spoiler:
Blessing 3

Traits:
Deity: Zon-Kuthon
Divine

To Acquire:
Constitution/Divine/Fortitude 8

When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.


The Avalanche
Spoiler:
Blessing 1

Traits:
Harrow
Suit: Keys
Veteran

To Acquire:
Dexterity/Survival 4+#

When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.


The Cricket
Spoiler:
Blessing 1

Traits:
Harrow
Suit: Keys
Veteran

To Acquire:
Dexterity/Ranged 4+#

When this is the hour: When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.


Duskwarden Ranger
Spoiler:
Ally 3

Traits:
Loot
Human
Ranger

To Acquire:
Charisma/Diplomacy 10
OR
Perception/Ranged 8

Reload to examine the top card of your location, then you may shuffle your location.
Discard to explore. This exploration, reduce all damage you suffer by 1d4, and you may evade banes.


Wand of Restorative Touch
Spoiler:
Item 4

Traits:
Divine
Healing
Magic
Wand

To Acquire:
Wisdom/Divine 10

Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.


Summoned Story Banes:
Ancient Skeleton
Spoiler:
Monster Story Bane 1

Traits:
Skeleton
Undead
Veteran

To Defeat:
Combat 11+##

Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.


Blood Veil
Spoiler:
Barrier Story Bane 2

Traits:
Disease
Obstacle

To Defeat:
Constitution/Divine/Fortitude/Knowledge 6

If defeated by less than 4, suffer the scourge Plagued.
If undefeated, each local character suffers the scourge Plagued.


Monstrous Spider
Spoiler:
Monster Story Bane 0

Traits:
Vermin
Veteran

To Defeat:
Combat 10+##

Cannot be evaded.
All damage is Poison.
Before acting, succeed at a Strength, Acrobatics, or Perception 3+# check or suffer the scourge Entangled.
If undefeated, suffer the scourge Poisoned.


Queen's Physician
Spoiler:
Monster Story Bane 2

Traits:
Human
Rogue

To Defeat:
Combat 11
OR
Fortitude/Stealth 7

Resistant to Attack and Poison.
If undefeated, suffer the scourge Plagued.


Red Mantis Assassin
Spoiler:
Monster Story Bane 3

Traits:
Assassin
Human
Red Mantis
Veteran

To Defeat:
Combat 10+##

Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.


Skeletal Steed
Spoiler:
Monster Story Bane 1

Traits:
Undead
Skeleton
Veteran

To Defeat:
Combat 11+##

Immune to Mental and Poison. Vulnerable to Bludgeoning.
Before acting, succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Combat damage.


Zombie Minions
Spoiler:
Monster Story Bane 1

Traits:
Undead
Zombie
Veteran

To Defeat:
Combat 9
THEN
Combat 11+#

Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.


Summoned Undead (1d6):
1) Ancient Skeleton
Spoiler:
Monster Story Bane 1

Traits:
Skeleton
Undead
Veteran

To Defeat:
Combat 11+##

Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.


2) Wight
Spoiler:
Monster Story Bane 1

Traits:
Undead
Wight
Veteran

To Defeat:
Knowledge 6+#
OR
Combat 10+##

Immune to Mental and Poison.
Before acting, suffer 1 Cold damage.
If undefeated, suffer the scourge Drained.


3) Zombie Minions
Spoiler:
Monster Story Bane 1

Traits:
Undead
Zombie
Veteran

To Defeat:
Combat 9
THEN
Combat 11+#

Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.


4) Mummy
Spoiler:
Monster Story Bane 2

Traits:
Undead
Mummy
Veteran

To Defeat:
Combat 14+##

Immune to Cold, Mental, and Poison. Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.


5) Vampire
Spoiler:
Monster Story Bane 2

Traits:
Undead
Vampire
Veteran

To Defeat:
Combat 10+##
THEN
Combat 10+##
OR
Divine 7+#

Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.


6) Wraith
Spoiler:
Monster Story Bane 2

Traits:
Undead
Wraith
Incorporeal
Veteran

To Defeat:
Combat 13+##
OR
Divine 8+#

Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.


Scourges:
Dazed
Spoiler:
You may not examine locations.
If you explored this turn, you may not explore again.
If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.

Drained
Spoiler:
On your checks, subtract 1 from each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge.

Entangled
Spoiler:
You cannot evade or move.
When your location is closed, remove this scourge.

Exhausted
Spoiler:
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this scourge.

Frightened
Spoiler:
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge.

Honor-Tested
Spoiler:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.

Plagued
Spoiler:
At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.

Poisoned
Spoiler:
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.

Wounded
Spoiler:
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead.

Party Tracker


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Grand Lodge

deck handler

Yes for continuing will probably take a blessing

And a card feat blessing

Yeah favouring trumpet over Rovagugs destruction so only a blessing 1

Item 2 weapon 2 are on my wish list still


Deck Hander

Scenario 7-2B: A Day at the Races Rewards
{ First-Time Victory }

Hero Point: saved

[u]Deck Upgrades:[/u]
Item 2
Bracers of Protection -> Ring of Protection

Loot Cards for Next Scenario:
Leech
Enervation


Pizazz Deckhandler

7-2C: Unconventional Allies

HP: Skill Feat - Cha+1

Upgrade: Item 2 / Spell 1 (looking at another instrument and Fool's Gold for Diplomacy checks.)


Deckhandler

7-2C: Unconventional Allies

Uliah has no interest in the loot ally.

Hero point goes into Strength

Unless both Ezren and Amiri want an Ally 2, I'll take an Ally 2. If that's the case, I'll take the Weapon 1. I'm not all that jazzed about my ally 2 and I can get the weapon 1 for free next adventure, so you two can have first dibs this scenario.


Deck Hander

Scenario 7-2C: Unconventional Allies Rewards
{ First-Time Victory }

Hero Point: Skill Feat

[u]Deck Upgrades:[/u]
Ally 2
Harrower -> Noble

Loot Cards for Next Scenario:
Enervation

Grand Lodge

deck handler

My first choice of upgrade is item 2 I believe we get two upgrades so an Ally for second is good

Could be talked out of taking wisdom as skill feat as str seems more win and con very similar

Grand Lodge

deck handler

went item 2 and ally 2 with skill feat wisdom


Deck Hander

.
.
.
.

-- Ezren's Turn --
Hour: Abadar's Law - On your check to close or to guard, add 1d4.
Location: Caves - When you fail a check to defeat a bane, suffer the scourge Dazed.

Start of Turn:
Examine top of deck (Gem of Mental Acuity).

On-Turn Actions
Banish Locate Object to examine Caves (Circlet of Mental Acuity).
Banish Good Omen to add 1d6+2.
Intelligence 11: 1d12 + 1d6 + 4 ⇒ (1) + (5) + 4 = 10
Failure
Circlet of Mental Acuity is banished.

Free Exploration: 1d9 ⇒ 2 Tangle of Debris
Ask Uliah to cast Find Traps.
Dexterity 5: 3d6 ⇒ (6, 1, 6) = 13
Success
Tangle of Debris is banished.

Recharge Fiery Glare to examine Caves 1d8 ⇒ 7 (Metal Cobra).

Recharge Leech to Explore: Metal Cobra
Banish Lightning Bolt to use Arcane +3d6.
Combat 12: 1d12 + 3d6 + 4 ⇒ (11) + (3, 6, 1) + 4 = 25
Success
Metal Cobra is banished.

Ending Turn
Recovery:
Locate Object
Arcane 8: 1d12 + 3 ⇒ (5) + 3 = 8
Success
Good Omen
Arcane 8: 1d12 + 3 ⇒ (6) + 3 = 9
Success
Lightning Bolt
Arcane 10: 1d12 + 3 ⇒ (4) + 3 = 7
Failure
Reset: Drawing five cards (Gem of Mental Acuity, Codex, Spellbook, Ring of Protection, Quarterstaff of Vaulting).

Party Resources Expended: Find Traps from Uliah banished

Ezren wrote:

Hand: Noble, Gem of Mental Acuity (Core), Codex (Core), Spellbook (Core), Ring of Protection (Core), Quarterstaff of Vaulting (Core),

Displayed:
Deck: 10 Discard: 1 Buried: 0
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magic Eye, False Life, Force Missile, Enervation, Acadamae Student (Core), Bound Imp
Recharged: Fiery Glare, Leech, Locate Object, Good Omen,
Discard Pile: Lightning Bolt,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2

Adventure Packs: Arcane, Occult, Support
Favored Card: favored
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard (☑ or recharge) a card to explore.
On a local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).

Grand Lodge

deck handler

Weapon 2 as upgrade

And ally for reward save hero point


Deck Hander

Scenario 2D: What Lies Beneath the City Rewards
{ First-Time Victory }
Advance to Tier 3.
Hero Point: Power Feat

[u]Deck Upgrades:[/u]
Item 2
Spellbook -> Zellara's Harrow Deck

Loot Cards for Next Scenario:
Enervation


Deckhandler

Scenario 2D: What Lies Beneath the City

Uliah gets a hero point.

Deck Upgrade: Armor 2 - Magic Full Plate (Core) replaces (nonmagic) Full Plate.

For my adventure reward, I choose to keep an extra spell in my deck. For now I'll choose Divine Insight (Spell 0).


Pizazz Deckhandler

Scenario 2D: What Lies Beneath the City

Pizazz banks the hero point.

Deck Upgrade: nothing

For adventure reward, going to go with spell.

Grand Lodge

deck handler
Amiri zadenar wrote:

Weapon 2 as upgrade

And ally for reward save hero point

This was for scenario 2D

Also continuing to add in the lost and the cricket blessings to my hand

Blessings are available especially for tier 3 loot


Deckhandler

Scenario 3A

Uliah will take a power feat, going into the Covert Channeler role. Now I can reveal a card with the Mount trait to add 1d4+1 to another character's combat check (not just my own).

Uliah will add an additional Spell 3 from the vault to the deck upgrades, then claim that spell to swap out Divine Insight for Divine Fortune. As an additional deck upgrade, Uliah will take a Blessing 2 to upgrade his Blessing of Sarenrae to a Blessing of Abadar.


Deck Hander

Scenario 3A: The Eyes Below Rewards
{ First-Time Victory }
Role: Mystic Diviner
Hero Point: Power Feat

[u]Deck Upgrades:[/u]
Spell 3
Force Missile -> Clairvoyance

Item 3
Codex -> Fate-reader Lenses

Loot Cards for Next Scenario:
Enervation

Grand Lodge

deck handler

3A the eyes below rewards

Will add and take weapon 3 to add Wounding Spear axe over coldiron greatsword
Will also take item 3 to upgrade war drum to drums of panic

spend hero point on power bury a card to add fortitude to my check vs a barrier

loot cards Cricket and Lost

Grand Lodge

deck handler
Amiri zadenar wrote:

3A the eyes below rewards

Will add and take weapon 3 to add Wounding Spear axe over coldiron greatsword
Will also take item 3 to upgrade war drum to drums of panic

spend hero point on power bury a card to add fortitude to my check vs a barrier

loot cards Cricket and Lost

Actually change my second loot selection to armour 3


Pizazz Deckhandler

3A The Eyes Below

HP - Power Feat: ...if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier.

Card Upgrades:
Spell 3 - Soothing Word > Restorative Touch
Ally 3 - Archer > Djinn

Rebuilding Deck (reward):
Banish Prayer (blessing 0) rebuild The Eclipse (Blessing 1)


Pizazz Deckhandler

3B-Puzzle Pieces

HP:
Card Feat - Ally [x]5

Card Upgrade:
Think I'll take an Ally 3 for the new slot.

Grand Lodge

deck handler

3B Puzzle pieces

HP Skill feat constitution (if Im going to use my fort vs barriers I should buff it somewhat

Upgrade ally 3

or ally 2 if everyone wants an ally 3


Deckhandler

3B Puzzle Pieces

Hero Point goes into Wisdom

Upgrade Blessing of Gorum to The Healing Light


Deck Hander

Scenario 3B: Puzzle Pieces Rewards
{ First-Time Victory }

Hero Point: Card Feat (Spell)

[u]Deck Upgrades:[/u]
Spell 3
+ Chain Lightning

Loot Cards for Next Scenario:
Enervation


Pizazz Deckhandler

7-3C: Unearthing the Truth Reward

HP: Spend for skill feat - Cha [x]3

Deck Upgrades:
Blessing 2 - Orison > Norgorber's Shadow

Pass on the Wand of Restorative Touch.


Deckhandler

7-3C: Unearthing the Truth

My Hero Point goes into a Card Feat for a Spell. I'll fill the spot with Divine Insight.

I'll take the Wand of Restorative Touch instead of my Sacred Candle in the next scenario.

If Amiri does not take the Weapon 3 for a deck upgrade, I have one I might take. But I can go either way on it. Amiri gets first dibs on it.

Grand Lodge

deck handler

7-3C: Unearthing the Truth

Upgrade weapon 3 Dragonbane Greatsword (should scare off all the dragons)

Card feat is blessing (filling calistra Sting)


Deckhandler

For a deck upgrade, Uliah will take a Cleaving Battleaxe (Weapon 2) in place of his Bastard Sword.


Deck Hander

Scenario 7-3C: Unearthing the Truth Rewards
{ First-Time Victory }

Hero Point: Skill Feat

[u]Deck Upgrades:[/u]
Ally 3
Leech -> Acadamae Scholar

Loot Cards for Next Scenario:
Enervation


The adventure path is over. Congratulations!


Chronicle sheets are posted to google drive, sorry for the delay. Let me know if anything is wrong.

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