[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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Deck Hander

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.
.
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Before Turn Recovery:
Bound Imp
Arcane 8: 1d12 + 5 ⇒ (9) + 5 = 14
Success
Clairvoyance
Arcane 11: 1d12 + 5 ⇒ (10) + 5 = 15
Success

-- Ezren's Turn --
Hour: The Mountain Man - On your Strength or Constitution check, you may recharge a card to reroll.
Location: Ossuary - On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.

Start of Turn:
Examine top two cards of deck (Locate Object, Magic Eye).
Draw Locate Object, Magic Eye.

On-Turn Actions
Banish Locate Object to examine Ossuary (The Bear).
Reveal and discard Quarterstaff of Vaulting to use Strength + 2d6+1.
Acrobatics 7: 3d6 + 1 ⇒ (4, 3, 1) + 1 = 9
Success
The Bear is acquired.
Ossuary is shuffled.

Banish Magic Eye to examine Ossuary (1d3 ⇒ 1 Mist Horror, 1d2 ⇒ 2 Corrupted Priestess, Wight).

Free Exploration: Mist Horror
Banish Fiery Glare to use Arcane + 2d4. Reveal Acadamae Scholar to add 1. Recharge Sable Company Marine to add 1d8.
Combat 14: 1d12 + 1d8 + 2d4 + 6 ⇒ (7) + (7) + (4, 4) + 6 = 28
Success
Mist Horror is shuffled into 1d2 ⇒ 1 Ossuary.

Recharge Embiggen to examine Ossuary (1d3 ⇒ 1 Mist Horror, 1d2 ⇒ 1 Wight).

Ending Turn
Recovery:
Locate Object
Reveal Acadame Scholar to add 1.
Arcane 8: 1d12 + 6 ⇒ (11) + 6 = 17
Success
Magic Eye
Reveal Acadame Scholar to add 1.
Arcane 9: 1d12 + 6 ⇒ (5) + 6 = 11
Success
Fiery Glare
Reveal Acadame Scholar to add 1.
Arcane 7: 1d12 + 6 ⇒ (12) + 6 = 18
Success
Reset: Drawing one card (Zellara's Harrow Deck).

On Uliah's Turn:
After Uliah's turn starts banish Zellara's Harrow Deck to examine Ossuary (Mist Horror, Wight, Corrupted Priestess).
Replace in this order: Corrupted Priestess, Wight, Mist Horror.

Ezren wrote:

Hand: Ring of Protection (Core), Gem of Mental Acuity (Core), Embiggen, Acadamae Scholar, Noble, The Bear,

Displayed: False Life,
Deck: 12 Discard: 1 Buried: 1
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fate-reader Lenses
Recharged: Lightning Bolt, Good Omen, Enervation, Chain Lightning, Acadamae Student (Core), Bound Imp, Clairvoyance, Sable Company Marine, Locate Object, Magic Eye, Fiery Glare,
Discard Pile: Quarterstaff of Vaulting (Core),
Buried Pile: The Healing Light,

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

Role: Mystic Diviner
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 (☐ or a card of a type you choose before examining), you may draw it. (☐ Then you may recharge the top card of your deck.)
On your (☐ or any) turn, you may recharge a spell to examine the top card of your (☐ or any) location. If you do, you may discard (☑ or recharge) a card to explore.
On a local check against a Magic (☐ or Trigger) card, you may recharge a card to add 1d4 (☐ 1d6).
☑ When you examine the top card of a location or deck, you may examine the top 2 cards instead.
☐ Gain the skill Perception: Wisdom +2. (☐ On your non-combat check, you may discard a card to reroll a die.)

Grand Lodge

deck handler

Assuming a blessing on the wisdom check to be able to guard

wisdom 6: 2d6 + 1 ⇒ (6, 2) + 1 = 9

Discards humanbane rapier (weapon) to guard trail


Deckhandler

Uliah's turn. The hour is The Marriage. When this is the hour: At the start of your turn, summon and encounter an ally.

Uliah summons and encounters a Naval Hero. Uliah will let Pizazz make friends with this sailor.

Ezren performs a Harrowing and warns Uliah about the Corrupted Priestess. Uliah encounters her. Wisdom 6: 1d10 + 2 ⇒ (4) + 2 = 6 Success. Discard my Blessing of Abadar to bless Amiri's Wisdom check. Recharge the Cleaving battleaxe to the scenario power. A random local character encounters a Skeeltal Steed. 1 is me, 2 is Pizazz, 3 is Ezren 1d3 ⇒ 1

Dexterity 7: 1d6 + 1d8 ⇒ (6) + (3) = 9 Success.
Combat 17: 1d6 + 1 + 1d10 + 1 + 1d8 + 1d4 + 1 + 4 ⇒ (5) + 1 + (1) + 1 + (6) + (2) + 1 + 4 = 21 Success.

Uliah takes on the Priestess. Wisdom 6: 1d10 + 2 ⇒ (5) + 2 = 7 Success.
Uliah will take a god whistle from Pizazz, since the Priestess herself isn't Undead. Combat 19: 1d6 + 1 + 1d10 + 1 + 1d4 + 1 + 1d6 + 5 ⇒ (5) + 1 + (9) + 1 + (1) + 1 + (4) + 5 = 27 Success.

The Corrupted Priestess is defeated, and Amiri blocks her escape. We win!


(The hour for Uliah's turn was the Real Rabbit Prince, not the Marriage. So Uliah draws the hour instead of summoning an ally.)

The corrupted priestess is not easy to defeat, but when she falls, her body crumples to dust. Gingerly, with gloved hands, you seize the artifact and secure it in its new prison. You return to the Godsmouth Cathedral to give it to Ennis, but he wants nothing to do with it, fearing the temptation it represents; he says he trusts the Pathfinder Society to ensure the artifact is looked after properly.

At the Grand Lodge, you present the contained artifact to a specialist, Eando Kline, who knows how to suppress and mitigate the risks posed by dangerous relics such as this.

“Quite the dangerous device,” he says. “Let’s make sure it stays with us.”

Eando congratulates you on a job well done and promises to ensure that the statuette never causes trouble again.

REWARD
Each player chooses a character. That character may add the ally Priest of Pharasma, the blessing Lady of Mysteries, and up to two of the blessings Pharasma's Knowing to their deck box.

Priest of Pharasma:
Ally 1

Traits:
Cleric
Human

To Acquire:
Charisma/Diplomacy 7
OR
Divine 5

Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.


The Lady of Mysteries:
Blessing 3

Traits:
Deity: Pharasma
Divine

To Acquire:
Wisdom/Divine 8

When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.


Pharasma's Knowing:
Blessing 1

Traits:
Deity: Pharasma
Divine
Veteran

To Acquire:
Wisdom/Divine 4+#

When this is the hour: On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

ADVENTURE REWARD
Each player chooses a character that does not yet have a role card. When that character earns a role card, they may choose Blackjack, Hero of Korvosa from The Curse of the Crimson Throne. Add the boons Blackjack's Daggers, Blackjack's Rapier, and Blackjack's Gear to the character's deck box.

Blackjack's Daggers:
Weapon 4

Traits:
Blackjack
Finesse
Knife
Loot
Magic
Melee
Piercing
Ranged

To Acquire:
Strength/Dexterity/Melee/Ranged/Stealth 11

For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.


Blackjack's Rapier:
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.


Blackjack's Gear:
Item 4

Traits:
Blackjack
Clothing
Loot
Magic

To Acquire:
Dexterity/Disable 10
OR
Wisdom/Perception 13

Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.

HERO POINT
All characters earn 1 Hero Point.

ACQUIRED CARDS

  • Lady of Valor (Blessing 3)
  • The Healing Light (Blessing 3)
  • The Big Sky (Blessing 2)
  • The Bear (Blessing 2)
  • The Joke (Blessing 2)
  • The Tyrant (Blessing 2)
  • The Peacock (Blessing 2)
  • The Real Rabbit Prince (Blessing 2)
  • Lamashtu's Madness (Blessing 2)
  • The Winged Serpent (Blessing 2)
  • Desna's Freedom (Blessing 1)
  • Gorum's Iron (Blessing 1)
  • Pharasma's Knowing (Blessing 1)
  • Cayden Cailean's Revelry (Blessing 1)
  • Sarenrae's Light (Blessing 1)

  • White War Paint (Item 2)

  • Divine Fortune (Spell 3)
  • Embiggen (Spell 2)
  • Fool's Gold (Spell 1)

  • Humanbane Rapier (Weapon 2)

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