[PACS] Season of Tapestry's Tides by Nathan

Game Master Nathan Davis

Turn Order
1. Maznar/Bigguyinblack
2. Augustille/AbrahamZ.
3. Damiel/Iceman91
4. Jirelle/eddiephlash
5. Ak/NathanDavis
6. Seltyiel/MauveAvenger

Shared Tracker (Hands/Loot/Ships/Summons)

Currently playing 5-5D: A ROYAL REQUEST on Man's Promise

RULES: SHIPS:

A ship is a support card. It is neither a bane nor a boon.
In some scenarios, a ship may be anchored at a specific location.

Commanding
If the ship is not anchored: you are commanding the ship on your turn.
If the ship is anchored: you also have to be at the ship’s location.
Any characters at the commander’s location are also on the ship.
If the commander moves or is moved, and the ship is not anchored or wrecked, any characters at the old location may also move to the new location.

Encountering
Only the commander can encounter another ship. (If a ship would be encountered by someone else, banish it instead.)
If the encountered ship is undefeated, it deals Structural damage instead of Combat damage.

Structural Damage
Structural damage is dealt to the ship, rather than to a character.
Any characters may discard any number of cards to prevent that much Structural damage.
If an intact ship takes any Structural damage, it becomes wrecked.
If a wrecked ship takes Structural damage, discard that many cards from the Blessing deck.

Repairing
At the start of the move step, the commander may attempt to repair a wrecked ship.
If successful, the ship is no longer wrecked.

Seizing
When you seize a ship, record the seized ship on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead. (This is different in SoTT than in S&S)
A seized ship replaces your current ship, which is banished. (The new ship keeps any plunder and anchoring of the old ship.)

Plunder
At the start of the scenario, stash a plunder.
If you defeat another ship, stash a plunder.
Wrecked ships cannot gain plunder.
At the end of the turn, banish 1 random plunder from a wrecked ship.
If you win the scenario, add the plunder to the acquired cards.

Plunder:
    1) Weapon
    2) Spell
    3) Armor
    4) Item
    5) Ally
    6) Player's choice

Ships:
    1) Merchantman
    Spoiler:
    Ship B
    Class 0

    When Encountering
    To Defeat:
    Wisdom/Survival 5
    OR
    Perception 7
    If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

    When Commanding
    When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    If you fail to defeat a bane that has the Pirate trait, bury a card.


    2) Shackles Pirate Ship
    Spoiler:
    Ship B
    Class 0

    When Encountering
    To Defeat:
    Dexterity/Disable 8
    OR
    Wisdom/Survival 6
    If your check to defeat has the Swashbuckling trait, add 1 to it.

    When Commanding
    If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.

    When Commanding (Wrecked)
    To Repair:
    Craft 5
    When your ship is dealt damage, add 1 to the amount of damage dealt.


    3) Feathered Devil
    Spoiler:
    Ship 1
    Class 1

    When Encountering
    To Defeat:
    Charisma/Diplomacy 5
    OR
    Wisdom/Survival 7
    You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.

    When Commanding
    When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.

    When Commanding (Wrecked)
    To Repair:
    Craft 4
    When you would discard an ally for its power, bury it instead.


    4) Man's Promise
    Spoiler:
    Ship 1
    Class 1

    When Encountering
    To Defeat:
    Wisdom/Survival 6
    OR
    Charisma/Diplomacy 8
    If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.

    When Commanding
    You may discard a card from the blessings deck to explore your location.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    Other characters may not move with this ship.


    5) Truewind
    Spoiler:
    Ship B
    Class 1

    When Encountering
    To Defeat:
    Intelligence/Knowledge 8
    OR
    Wisdom/Survival 6
    You may discard an ally that has the Pirate trait to add 2 to your check to defeat.

    When Commanding
    You may discard a card from the blessings deck to recharge a random card from your discard pile.

    When Commanding (Wrecked)
    To Repair:
    Craft 7
    The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.


    6) Sea Chanty
    Spoiler:
    Ship B
    Class 3

    When Encountering
    To Defeat:
    Wisdom/Survival 6
    OR
    Charisma/Diplomacy 8
    You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.

    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.

    When Commanding (Wrecked)
    To Repair:
    Craft 5
    The difficulty of your check to acquire a boon is increased by 1.


    7) Wormwood
    Spoiler:
    Ship B
    Class 5

    When Encountered
    To Defeat:
    Dexterity/Acrobatics 9
    OR
    Wisdom/Survival 7
    The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.

    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.

    When Commanding (Wrecked)
    To Repair:
    Craft 8
    At the start of your turn, banish this card and exchange it for the ship Merchantman.


    8) Dominator
    Spoiler:
    Ship B
    Class 6

    When Encountering
    To Defeat:
    Wisdom/Survival 8
    OR
    Dexterity/Ranged 11
    If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2.
    This ship cannot be seized.

    When Commanding
    You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.

    When Commanding (Wrecked)
    To Repair:
    Craft 7
    Remove the Swashbuckling trait from all of your checks.


    9) Goblin Weilding
    Spoiler:
    Goblin Weilding
    Ship P
    Class 0

    Check to Defeat
    Dexterity
    Stealth
    5
    OR
    Wisdom
    Survival
    4

    When Encountered
    Before you act, summon and encounter the henchman Riptide Grindylow.
    When Commanding
    Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.

    Check to Repair
    Strength
    4

    When Commanding (Wrecked)
    When you encounter a card, all other characters at this same location move to a random closed location.


    10) Mistmourn
    Spoiler:
    Mistmourn
    Ship P
    Class 5

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Dexterity
    Acrobatics
    11

    When Encountered
    If any character would discard any cards during the check to defeat the Mistmourn, bury those cards instead.
    When Commanding
    Reduce Structual damage dealt to this ship by 2.
    You may discard a card from the blessings deck to evade a bane.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    Whenever you banish cards, banish 1 additional card from your hand.


    11) Magpie Princess
    Spoiler:
    Magpie Princess
    Ship P
    Class 6

    Check to Defeat/i]
    Dexterity/Acrobatics 10
    OR
    Wisdom Survival 8

    [i]When Encountered
    Before you act, each character at this location must bury a card.

    When Commanding
    Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
    If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.

    Check to Repair
    Craft 6

    When Commanding Wrecked
    At the start of your turn, roll 1d4; on a 1, bury a card.


    12) Devil's Pallor
    Spoiler:
    Devil's Pallor
    Ship 2
    Class 2

    Check to Defeat
    Wisdom
    Survival
    7
    OR
    Constitution
    Fortitude
    9

    When Encountered
    If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
    When Commanding
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.


    13) Thresher
    Spoiler:
    Thresher
    Ship 2
    Class 2

    Check to Defeat
    Intelligence
    Knowledge
    9
    OR
    Wisdom
    Survival
    7

    When Encountered
    Before you act, bury a random card from your discard pile.
    When Commanding
    Reduce Structural damage to this ship by 1.
    At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, summon and encounter the henchman Hammerhead Shark.


    14) Deathknell
    Spoiler:
    Deathknell
    Ship 2
    Class 7

    Check to Defeat
    Divine
    7
    OR
    Wisdom
    Survival
    9

    When Encountered
    You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check against a monster.
    If your character would die, draw a number of cards from your discard pile equal to your hand size and bury all your other cards.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Wisdom or Divine 7 check or bury 1 card.


    15) Dowager Queen
    Spoiler:
    Dowager Queen
    Ship 3
    Class 3

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    When Encountered
    You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    The difficulty of your check to acquire an ally is increased by 2.


    16) Kraken
    Spoiler:
    Kraken
    Ship 3
    Class 3

    Check to Defeat
    Strength
    Melee
    10
    OR
    Wisdom
    Survival
    8

    When Encountered
    On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
    When Commanding
    Reduce Structural damage to this ship by 2.
    You may discard a card from the blessings deck to add 1d12 to your Strength check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.


    17) Sanbalot
    Spoiler:
    Sanbalot
    Ship 3
    Class 3

    Check to Defeat
    Dexterity
    Stealth
    9
    OR
    Wisdom
    Survival
    7

    When Encountered
    Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
    When Commanding
    This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
    At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.


    18) Blood Moon
    Spoiler:
    Blood Moon
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Arcane
    Divine
    11

    When Encountered
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.
    When Commanding
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    When you encounter a bane, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat that bane is increased by 3.


    19) Come What May
    Spoiler:
    Come What May
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    11

    When Encountered
    You may recharge any number of cards that have the Aristocrat or Captain trait; for each such card recharged, add 3 to your check to defeat the Come What May.
    When Commanding
    Reduce Structural damage to this ship by 1.
    At the end of your turn, you may discard a card from the blessings deck to examine your plunder cards, banish 1 plunder card, and stash 1 plunder card of the same type.

    Check to Repair
    Craft
    8

    When Commanding (Wrecked)
    After you reset your hand, discard any cards that have the Aristocrat or Captain trait.


    20) Wavecrest
    Spoiler:
    Wavecrest
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Constitution
    Fortitude
    11

    When Encountered
    If your check to defeat the Wavecrest has the Swashbuckling trait, add 2 to it.
    When Commanding
    Reduce Structural damage to this ship by 1 for each character on the ship.
    If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 8 check or bury 1 card.


    21) Wanton Wastrel
    Spoiler:
    Wanton Wastrel
    Ship 5
    Class 5

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    12

    When Encountered
    Before you act, roll 1d4; you may bury that number of cards to automatically defeat the Wanton Wastrel.
    When Commanding
    You may discard any number of cars from the blessings deck to reduce Structural damage dealt to your ship by that number.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    When you bury any cards from your hand, bury 1 additional card.


    22) Apparatus of the Octopus
    Spoiler:
    Apparatus of the Octopus
    Ship 5
    Class 5

    Check to Defeat
    Intelligence
    Arcane
    Craft
    6
    OR
    Wisdom
    Survival
    12

    When Encountered
    Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
    When Commanding
    When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

    When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

    Check to Repair
    Arcane
    Craft
    6

    When Commanding (Wrecked)
    When you discard cards for structural damage, they must be either spells or discarded at random.


Summoned Henchmen:

The Ancient Mariner
Spoiler:

Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.

Buccaneer
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 8

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.


Enemy Ship
Spoiler:

Henchman Barrier B

Traits
Skirmish
Aquatic

Check
None

Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.


Hammerhead Shark
Spoiler:
Henchman Monster B

Traits
Animal
Aquatic
⭐Veteran⭐

Check
Combat 9

Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.


Hirgenzosk
Spoiler:

Henchman Monster B

Traits
Dragon
Aquatic

Check
Combat 30

Powers
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.


Pirate Shade Haunt
Spoiler:

Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.


Riptide Grindylow
Spoiler:

Henchman Monster B

Traits
Aberration
Goblin
Aquatic

Check
Combat 11

Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Ruffian
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 7

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.


Scurvy Zombie
Spoiler:

Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits. Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie. If defeated, you may immediately attempt to close the location this henchman came from.

Sea Devil
Spoiler:

Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.

Shipwreck
Spoiler:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.


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Deck Handler

Spending a hero point on card feat spell. Filling the empty slot with Frozen Touch. 1 HP remaining.

weapon 2 for Flaming Mace: 1d1000 ⇒ 278
armor 2 for Gray Maiden Plate: 1d1000 ⇒ 263
ally 2 for Riding Allosaurus: 1d1000 ⇒ 563

No interest in the loot.


Deck Handler

Spend hero point on Skill Feat (2): Wis +2
Hero Points in the bank: 1

Loot: no interest

Upgrades:
ally 2: 1d1000 ⇒ 529
item 2: 1d1000 ⇒ 839
spell 1: 1d1000 ⇒ 677


Deck Handler

First xp at tier 2. Spend hero point on power feat, taking a hand size increase.

I am interested in the Armor loot.

Upgrades:
Weapon 2: 1d1000 ⇒ 671: Menacing Backsword +1
Item 2: 1d1000 ⇒ 74: Candle of Comity
Ally 2: 1d1000 ⇒ 647: Sorrowsoul
Armor 2: 1d1000 ⇒ 142: Arrow Catching Studded Leather


Deck Handler

Spend Hero Point on Power Feat: Hand Size +1

Upgrade Preferences:

Weapon 2: 1d1000 ⇒ 232 Dwarven Longhammer +1
Spell 1: 1d1000 ⇒ 475 Pyrotechnic Blast

Loot: no interest


Deck Handler

Use Item 2 upgrade to replace Sacred Candle with Zellara's Harrow Deck


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

Upgrade
Replacing Armor 1 Gambeson with Armor 2 Four-Mirror Armor


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

Upgrade Preferences
Blessing 2: 1d1000 ⇒ 595
Blessing 1: 1d1000 ⇒ 439
Weapon 1: 1d1000 ⇒ 166

Hero Point
Skill Feat
Constitution d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4


5-2B: SECRETS IN DRIFTWOOD
Ally 221
Armor 211
Blessing 221
Item 22211
Spell 211111
Weapon 221


Deck Handler

2nd xp at tier 2. Taking skill feat +1 to Wisdom.

spell 2 for Renewal: 1d1000 ⇒ 231
armor 2 for Gray Maiden Plate: 1d1000 ⇒ 71
ally 2 for Riding Allosaurus: 1d1000 ⇒ 596
blessing 1 for TBD: 1d1000 ⇒ 270


Deck Handler

2nd xp at tier 2. Take Card feat, bumping blessings to 6.

Upgrades: (Note, none of these excite me too much, so I'm happy to negotiate)
Blessing 2: 1d1000 ⇒ 301: Maat
Ally 2: 1d1000 ⇒ 35: Sorrowsoul
Item 2: 1d1000 ⇒ 899: Candle of Comity
Armor 2: 1d1000 ⇒ 740: Arrow Catching Studded Leather

Will grab Blessing of Asmodeous if I don't get the B2 upgrade.

I'm happy taking either or both of the new loot allies, they are fun, but will again cede them to others who may be more interested.


Alchemist / Alchemy / Ranged | Deck Handler

Spend hero point on power feat: +1 hand size

Deck upgrade:
Item 2: 1d1000 ⇒ 671 Twitch Tonic
Blessing 1: 1d1000 ⇒ 695 The Carnival
Weapon 2: 1d1000 ⇒ 118 Frost Longbow

Only have two allies and they're both better than the Loot.


Deck Handler

Spend hero point on power feat:
Power Feat (2): When you encounter a monster, if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 to checks to defeat the card during the rest of the encounter.)

1 Hero point remaining in the bank.

Deck upgrade:
Spell 2: 1d1000 ⇒ 669 Replace Holy Light with Deathgrip
Ally 2: 1d1000 ⇒ 207
Blessing 1: 1d1000 ⇒ 15

No interest in either of the Loot allies.


Deck Handler

Hero Point - Spend on Skill Feat: STR+1
Remaining Hero Points: 2

Card Upgrade Preferences:

Ally 2: 1d1000 ⇒ 120 Cleric of Nethys
Spell 2: 1d1000 ⇒ 249 Dehydrating Touch

No interest in loot


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

Upgrade
Replacing Blessing 0 Blessing of the Gobs 2 with Blessing 2 Blessing of Lady Lastbreath


Deck Handler

Sounds like no competition for the Blessing, so I'll take that, filling my new deck slot.


5-2C: THE DEVILS’ SEA
Ally 211
Armor 211
Blessing -
Item 1
Spell 222
Weapon 21


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

On the supreme off-chance that no one wants these loot cards, I'm happy to take either, but I think they are likely better in the hands of others

Upgrade Preference
Weapon 1: 1d1000 ⇒ 166

Hero Point
Card Feat
Item 3 ☑4 ☐5

Fill empty Item space with Item 0 Caltrops


Deck Handler

3rd xp at tier 2. Taking power feat weapon proficiency. 1HP remaining.

spell 2 for Renewal: 1d1000 ⇒ 885
ally 2 for Riding Allosaurus: 1d1000 ⇒ 835

Brine's Sting may or may not be an upgrade for me but I would only consider it if no one wants it.


Deck Handler

3rd xp at tier 2. Take skill feat: Dex. I am probably the best candidate for Brine's Sting, as it stacks well with my Finesse and Swashbuckling powers. Happy to roll for it or switch off if somebody else is strongly interested in it.

Upgrade:

Weapon 2: 1d1000 ⇒ 239: Main-Gauche +1
Armor 2: 1d1000 ⇒ 677: Arrow Catching Studded Leather
Ally 1: 1d1000 ⇒ 104: Social Climber


Deck Handler

Spend hero point on Card Feat (2): Spell (7).
1 Hero point remaining in the bank.

Spell 2: 1d1000 ⇒ 325
With 3 Spell 2 upgrades to choose from, I'll presume that gets me one and will use it to fill the new empty Spell slot with: Aqueous Orb

No interest in the loot cards.


Alchemist / Alchemy / Ranged | Deck Handler

Spend hero point on skill feat: Intelligence

Deck Upgrade:
Weapon 2: 1d1000 ⇒ 403 Longbow -> Frost Longbow
Weapon 1: 1d1000 ⇒ 730 Longbow -> Deathbane Light Crossbow
Spell 2: 1d1000 ⇒ 716 Cure -> Unearthly Aim


Deck Handler

Will spend Hero Point on Card Feat: Spell 4 -> 5

Remaining HP: 2

Deck Upgrade Preferences:
Spell 2: 1d1000 ⇒ 197 Dehydrating Touch

The Brine's Sting may also work well for Seltyiel. But I'll let Jirelle have it!


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

Upgrade
Replace Weapon 0 Shortbow with Weapon 1 Katana +1


5-2D: IADUT
Ally 2
Armor -
Blessing 2
Item 22221
Spell -
Weapon 222


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

Will look at loot if it gets passed on by everyone.

Upgrade Preference
Blessing 2: 1d1000 ⇒ 397

Hero Point
Stored!


Alchemist / Alchemy / Ranged | Deck Handler

Save the hero point and got a bonus one from completing Season 6 with Nathan - now have three.

Deck Upgrade:
Item 2: 1d1000 ⇒ 623 Alchemist Fire -> Liquid Ice
Blessing 2: 1d1000 ⇒ 93 Prayer -> The Cyclone

Also happy to carry the armor - don't cycle my deck as fast as Ak, but do have a big handsize.


Deck Handler

4th xp at tier 2. Bank hero point, bringing total to 3.

Casually interested in Svengali's Eye, it's better than the worst item in my deck. Won't fight if somebody has stronger interest.

Upgrades:
Blessing 2: 1d1000 ⇒ 658: Zon Kuthon
Ally 2: 1d1000 ⇒ 910: Sorrowsoul
Weapon 2: 1d1000 ⇒ 698: Main-Gauche +1


Deck Handler

No interest in the loot.

Save the hero point, bringing my hp total to 1 (I spent one during this past scenario).

Ally 2: 1d1000 ⇒ 297 replace Card Caster with Fortune Teller


Deck Handler

4th xp at tier 2. Saving the HP. 2 remaining.

ally 2: 1d1000 ⇒ 919

I can take Svengali's Eye since I would be good at recharging it.


Deck Handler

Happy to cede the Blessing 2 to Nok. I'll take one of the readily available weapon 2 upgrades for Main-Gauche +1.


Deck Handler

Save Hero Point. Total: 3

Deck Upgrade Preferences:

Weapon 2: 1d1000 ⇒ 186 Longsword +2


Deck Handler

Upgrade cede rescinded. Jirelle will take the Bl 2


5-2E: ISLAND OF WHISPERS
Ally 11
Armor -
Blessing 22
Item 22
Spell 22211
Weapon -

Bonus Upgrade Available


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

Upgrade Preferences
Blessing 2: 1d1000 ⇒ 307
2nd Blessing 2: 1d1 ⇒ 1

Hero Point
Kept. Now at 4

Adventure Reward
Ally 1 ☑ 2 ☑ 3 ☐ 4 ☐ 5
Adding Ally 0 Camel


Deck Handler

Hero Point - saved. Now have 2 in the bank.

Adventure Reward:
Bonus Card Feat (3): Spell (8) - fill new Spell slot with Holy Light

Upgrade & Bonus Upgrade:
Spell 2: 1d1000 ⇒ 320
Spell 2: 1d1000 ⇒ 847
Ally 1: 1d1000 ⇒ 164
Spell 1: 1d1000 ⇒ 838


Alchemist / Alchemy / Ranged | Deck Handler

Save the hero point.
Have four now.

Card feat: Blessing
Grab Prayer for now.

Deck upgrades:
Blessing 2: 1d1000 ⇒ 731 Prayer -> The Cyclone
Blessing 2: 1d1000 ⇒ 358 Cure -> Unearthly Aim


Deck Handler

Save the HP 3 remain.
Card feat spell.

spell 2: 1d1000 ⇒ 92
spell 1: 1d1000 ⇒ 400


Alchemist / Alchemy / Ranged | Deck Handler
Damiel the Mad Bomber wrote:

Save the hero point.

Have four now.

Card feat: Blessing
Grab Prayer for now.

Deck upgrades:
[dice=Blessing 2]d1000 Prayer -> The Cyclone
[dice=Blessing 2]d1000 Cure -> Unearthly Aim

To be clear, that's Blessing 2, Spell 2


Deck Handler

Save Hero Point. Total: 4

Adventure Reward: Card Feat: Spell +1

Upgrade Preferences:
Spell 2: 1d1000 ⇒ 24 Fly
Blessing 2: 1d1000 ⇒ 274 Blessing of the Master of Masters
Spell 1: 1d1000 ⇒ 952 Pyrotechnic Blast


Deck Handler

5th xp at tier 2. Must tier up to 3. Bank hero point, bringing total to 4. Spend Adventure reward card feat on a Weapon slot, filling it with a Sword Cane.

Upgrades:
Blessing 2: 1d1000 ⇒ 306: Gozreh
Ally 1: 1d1000 ⇒ 600: Social Climber
Item 2: 1d1 ⇒ 1: Use for Item 1: Helpful Haversack


Deck Handler

Augustille also tiers up to 3.

Upgrades (per discord):
Spell 2 - replace Holy Light with Fly
Ally 1 - replace Card Caster with Leech


Deck Handler

May as well tier up if we are not getting xp from the next 2 missions.
I added Deathgrip (Core) and Sonic Blast.


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

Upgrade
Replacing Blessing 0 Blessing of the Gobs with Blessing 2 Blessing of Angradd


Deck Handler

Jirelle swaps in a Social Climber for her Dredge and Helpful Haversack for her Sage's Journal.


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Alchemist / Alchemy / Ranged | Deck Handler

Just finished Protean's Prank, so I'm going to give Damiel the "trap" ability from its rewards.


5-3A: THE JIGSAW SHIP
Ally 2
Armor 33331
Blessing -
Item 333211
Spell 21
Weapon 33332111


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

Upgrade Preferences
Item 3: 1d1000 ⇒ 13
Weapon 3: 1d1000 ⇒ 803

Hero Point
Power Feat
Both Survivor and Chief roles added now!
Survivor: ☑ Add 1d6 to your check to acquire an armor or an item.
Chief: ☑ When you play a blessing on your check, add d12 instead of the normal die.


Introducing Chief Ak


Alchemist / Alchemy / Ranged | Deck Handler

ALL HAIL CHIEF AK!!!

Power feat: Grenadier and "When you acquire an Alchemical or Liquid boon, you may explore again."

Four hero points cached.

Item 3: 1d1000 ⇒ 210 Embalming Fluid -> either Liquid Persuasion or Twitch Tonic (classic)
Armor 3: 1d1000 ⇒ 458 Lab Coat -> Steel Ibis Lamellar.


Deck Handler

Taking the Forest Friend role and spending my HP on the +1 part of the power feat "You may reveal an ally that has the Animal trait to add 1d4 (☐ +1) to any check by a character at your location."
3 HP remain.

weapon 3 for Seaborne Trident +1: 1d1000 ⇒ 780

Hoping to take Svingli's Eye loot again.

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