[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 5-6E: AKINARU’S LAST CHANCE on Kraken

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.


    23) Abrogail's Fury
    Spoiler:

    Ship 6
    Class 6

    Check to Defeat
    Dexterity
    Ranged
    13
    OR
    Wisdom
    Survival
    11

    When Encountered
    Before you act, recharge 1d4 random cards from your hand.
    When Commanding
    Reduce Structural damage to this ship by 3.
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship.

    Check to Repair
    Craft
    8

    When Commanding (Wrecked)
    Reduce structural damage to this ship by 1.
    Remove the Swashbuckling trait from all of your checks.


    24) Filthy Lucre
    Spoiler:
    Filthy Lucre
    Ship 6
    Class 7

    Check to Defeat
    Wisdom
    Perception
    Survival
    13
    THEN
    Survival
    Charisma
    Diplomacy
    13

    When Encountered
    If any check to defeat has the Swashbuckling trait, add 2 to it.
    When Commanding
    Reduce structural damage to this ship by 3.
    You may discard a card from the blessings deck to automatically succeed at your check to acquire a boon.

    Check to Repair
    Craft
    9

    When Commanding (Wrecked)
    At the start of your turn, summon and encounter the henchman Wereshark Pirate.
    Reduce Structural damage to this ship by 2.


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

Take Pirate Queen Role, and the power to get a free exploration when acquiring a Pirate/Swash boon. 4 Hero Points remain.

Weapon 3: 1d1000 ⇒ 548: Shadowless Sword
Armor 3: 1d1000 ⇒ 982: Diviner's Blight
Ally 2: 1d1000 ⇒ 895: Archer


Deck Handler

Card Feat (4): Item (3)

Upgrades:
Item 3: 1d1000 ⇒ 279
Fill new Item slot with Crystal Ball


Deck Handler

Will take the Spellblade Role. Spend Hero Point on a Power Feat: ☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.

Hero Points Remaining: 4

Deck Upgrade Preferences:

Item 3: 1d1000 ⇒ 906 Wand of Flying
Weapon 3: 1d1000 ⇒ 19 Golembane Hammer +2


Deck Handler // Searching for: Blessing 6

Upgrade
Replace Weapon 1 Katana +1 with Weapon 3 Humanbane Crossbow +2


5-3B: MEETING THE LOCALS
Ally 3311
Armor 31
Blessing -
Item 321
Spell 2
Weapon 33321


Deck Handler // Searching for: Blessing 6

Upgrade Preferences
Item 3: 1d1000 ⇒ 811
Ally 3: 1d1000 ⇒ 545
Armor 3: 1d1000 ⇒ 311

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


Deck Handler

Spending my HP on card feat ally. Putting Porcupine (Core) into the empty slot. 3 HP remaining.

No upgrades.

Interested in the Monkey.


Deck Handler

Add Cautious Surgeon role card and spend hero point on Power Feat #3 - When you are dealt Acid or Fire dmg, increase it by 1; [X] when you are dealt any other type of dmg, reduce it by 1.

Now have 2 hero points in the bank.

Upgrade:
Ally 3: 1d1000 ⇒ 47 But going to use for an Ally 2, so will defer to anyone who wants it for an Ally 3 (though with that roll it's likely moot anyway!).
Replace Acolyte with Fortune Teller

Spell 2: 1d1000 ⇒ 76 But will use for a Spell 1, so will defer to anyone who wants it for a Spell 2.


Alchemist / Alchemy / Ranged | Deck Handler

Spend hero point on card feat: +1 Item

Armor 3: 1d1000 ⇒ 146 Lab Coat -> Steel Ibis Lamellar
Item 3: 1d1000 ⇒ 499 Liquid Persuasion


Deck Handler

Second xp at tier 3. Spend hero point on card feat, taking a third item and filling the hole with Councilor's Ring (Season of Shackles reward). Leaving monkey to Maznar because obviously.

Upgrades:

Ally 3: 1d1000 ⇒ 608 Black Arrow Ranger
Armor 3: 1d1000 ⇒ 404 Diviner's Blight
Weapon 3: 1d1000 ⇒ 711 Disrupting Rapier +1
Item 3: 1d1000 ⇒ 498 Mask of Stolen Mien


Deck Handler

Spend Hero Point on Skill Feat: STR +1

Total HP: 4

Upgrade Preferences:
Weapon 3: 1d1000 ⇒ 334 Golembane Hammer +2


Deck Handler // Searching for: Blessing 6

Upgrade
Replace Item 0 Caltrops with Item 3 Grappler's Mask


5-3C: THE LURE OF ARTIFACTS
Ally 3321111
Armor 3321
Blessing 32
Item 3221
Spell 332222
Weapon 3332


Deck Handler // Searching for: Blessing 6

Upgrade Preferences
Item 3: 1d1000 ⇒ 184
Blessing 3: 1d1000 ⇒ 475
Ally 3: 1d1000 ⇒ 158
Armor 3: 1d1000 ⇒ 180


Deck Handler

Spend Hero Point on Card Feat: Spell +1

Remaining HP: 4

Upgrade Preferences:

Spell 3: 1d1000 ⇒ 704 Create Mindscape
Blessing 3: 1d1000 ⇒ 572 Blessing of Isis
Ally 3: 1d1000 ⇒ 586 Vampire Bat

Will likely take Monkey again in place of Longsword +2


Deck Handler

Spend Hero Point:
Skill Feat (3): Wis +3
Just one hero point in the bank (I spent one during this past scenario).

Upgrades:
Spell 3: 1d1000 ⇒ 240
Item 3: 1d1000 ⇒ 73
Spell 2: 1d1000 ⇒ 677
Ally 2: 1d1000 ⇒ 765
Blessing 2 (to use for Blessing 1): 1d1000 ⇒ 274


Deck Handler

Spending the HP on Skill Feat +1 to Wisdom. 2HP remaining.
Replace the banished blessing with Blessing of Milani.

spell 3: 1d1000 ⇒ 949
blessing 2: 1d1000 ⇒ 861


Alchemist / Alchemy / Ranged | Deck Handler

Spend hero point on skill feat: +1 Dex

Deck upgrade:
Blessing 3: 1d1000 ⇒ 825 Prayer -> The Prince of Pain
Spell 3: 1d1000 ⇒ 241 Cure -> Major Cure
Item 3: 1d1000 ⇒ 117 Embalming Fluid -> Liquid Persuasion


Deck Handler

3rd xp at tier 3. Spend hp on skill feat, taking 1st in Wis. Slight interest in Jalazar's Wheel loot. I used 1 hero point, bringing my total to 3.

Upgrades:
Blessing 3: 1d1000 ⇒ 481: Midnight Lord
Item 3: 1d1000 ⇒ 521: Mask of Stolen Mein
Armor 3: 1d1000 ⇒ 286: Diviner's Blight
Weapon 3: 1d1000 ⇒ 689: Disrupting Rapier +1


Deck Handler // Searching for: Blessing 6

Upgrade
Replace Ally 0 Camel with Ally 3 Hatchetbird

Hero Point
Card Feat
Item 3 ☑ 4 ☑ 5
Adding Item 1 Vicious Caltrops


Deck Handler

Doesn't look like anyone used the Blessing 2 for an upgrade so instead of Spell 2 I'll take Blessing 2 and use it for a Blessing 1 upgrade:

Nethys's Duality replaces Orison.


Deck Handler // Searching for: Blessing 6

Upgrade Preferences
Item 3: 1d1000 ⇒ 938
Blessing 3: 1d1000 ⇒ 900
Armor 3: 1d1000 ⇒ 601
Second Blessing 3: 1d1000 ⇒ 18 On the off chance, I don't get Item 3 and a second Blessing 3 is available
Second Item 3: 1d1000 ⇒ 589
Ally 3: 1d1000 ⇒ 998
Blessing 1: 1d1000 ⇒ 780


Deck Handler

Save Hero point: now have 2 in reserve.

Upgrades:
Spell 3: 1d1000 ⇒ 467
Blessing 1: 1d1000 ⇒ 96


Ally 31
Armor 3
Blessing 331
Item 332
Spell 33222
Weapon 332

Choose a bonus deck upgrade too!


Alchemist / Alchemy / Ranged | Deck Handler

Save the hero point. Now have 5.

Deck upgrades:
Spell 3: 1d1000 ⇒ 421 Cure -> Major Cure
Item 3: 1d1000 ⇒ 962 Embalming Fluid -> Liquid Persuasion
Weapon 3: 1d1 ⇒ 1 Frost Longbow -> Seeking Longbow
Blessing 1: 1d1 ⇒ 1 BotE -> The Winged Serpent


Deck Handler

Saving the HP. 3 remaining.

spell 3: 1d1000 ⇒ 529
blessing 1: 1d1000 ⇒ 298
item 3: 1d1 ⇒ 1


Deck Handler

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

Upgrades:
Blessing 3: 1d1000 ⇒ 259: Midnight Lord (Ult Int.)
Armor 3: 1d1000 ⇒ 296: Diviner's Blight (Ult Int.)
Ally 3: 1d1000 ⇒ 941: Monkey (Rogue.)
Blessing 1: 1d1000 ⇒ 401: Blessing of Achaekek (Ult Int.)


Deck Handler

Save Hero Point. Total 4

Upgrades:

Blessing 3: 1d1000 ⇒ 52 Blessing of Maat
Blessing 1: 1d1000 ⇒ 426 Blessing of Sivanah
Spell 3: 1d1000 ⇒ 330 Ice and Fire


Deck Handler // Searching for: Blessing 6

Upgrades
Replace Item 0 Potion of Healing with Item 3 Slaying Bolts
Replace Armor 0 Stalking Armor with Armor 3 Dwarven Plate

Hero Point
Stored! Now at 4


Deck Handler

Upgrade: use Spell 3 upgrade to replace Magic Eye with Clairvoyance.

Bonus Upgrade: nothing yet but might still take something depending on what is as yet unclaimed. Can anyone tell me if any of the upgrades have gone unclaimed so far?


Remaining:
Ally 1
Armor -
Blessing -
Item 2
Spell 222
Weapon 32


Deck Handler

Thanks, I'll pass.


Deck Handler

Midnight lord replaces Spy. Monkey replaces Social Climber


5-3E: OUTSMARTING THE FLORA
Ally 111
Armor 321
Blessing 32
Item 2
Spell 2
Weapon 3332221


Deck Handler // Searching for: Blessing 6

Upgrade Preferences
Blessing 3: 1d1000 ⇒ 873
Blessing 2: 1d1 ⇒ 1

Hero Point
Banked. Now at 5.


Deck Handler

Hero Point saved (now have 3 in the bank).

Upgrades:
None.


Alchemist / Alchemy / Ranged | Deck Handler

Save the hero point - have six.

Deck upgrades:
Blessing 2: 1d1000 ⇒ 104 BotE -> The Winged Serpent


Deck Handler

Saving the HP. 4 remain. No upgrades.


Deck Handler

Will bank Hero Point. Total: 5

Deck Upgrade Preferences:
Armor 3: 1d1000 ⇒ 38 Shroud Cloak


Deck Handler

5th xp at tier 3. Bank Hero point, 5 remain. Tier up to 4.

Upgrades:
Armor 3: 1d1000 ⇒ 226: Diviner's Blight
Pass otherwise.


Deck Handler // Searching for: Blessing 6

Upgrade
Replace Blessing 0 Blessing of Lamashtu with Blessing 3 Blessing of Shizuru


Deck Handler

Took care of my checks and updated my hand.

Fyi, I'll be offline until the 18th so please bot me as needed.


5-P1: TITAN’S RAMPAGE
Ally 44321
Armor 321
Blessing 4
Item 444332
Spell 4443
Weapon 444431


Deck Handler // Searching for: Blessing 6

Upgrade Preferences
Weapon 4: 1d1000 ⇒ 351
Blessing 4: 1d1000 ⇒ 882
Ally 4: 1d1000 ⇒ 174

Hero Point
Power Feat
Survivor: ☑ Add 1d6 to your check to acquire an armor or an item (☑ or a weapon or a blessing).
Chief: ☑ When you play (☑ or any character plays) a blessing on your check, add d12 instead of the normal die.

Reward
Bonus Power Feat
Survivor: ☑ Reduce damage dealt to you by a power that happens before or after you act by 1.
Chief: ☑ When you defeat a monster, you may draw a card


Deck Handler

Using my free Power Feat plus a hero point for a power feat to take both of these.

☐ At the start of your turn, each character may recharge (☐ or reveal) a card that has the Animal trait to draw a card.

3 HP remaining.

weapon 4 for Returning Totem Spear: 1d1000 ⇒ 348

spell 4 for Control Weather: 1d1000 ⇒ 390

ally 4 for Pteranodon: 1d1000 ⇒ 670


Deck Handler

Hero Point: Spend on a Power Feat:

☑ Discard a spell to put a weapon from your discard pile into your hand (☐ or discard a weapon to put a spell from your discard pile into your hand).

Free Power Feat: ☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).

Total HP: 5

Deck Upgrade Preferences:

Spell 4: 1d1000 ⇒ 536 Cloudburst
Blessing 5: 1d1000 ⇒ 986 Blessing of the Seventh Veil
Weapon 4: 1d1000 ⇒ 967 Spellsword +2[/i]


Alchemist / Alchemy / Ranged | Deck Handler

Spend hero point on Weapon card feat (Frost Longbow).

Use bonus power feat to gain, "When you succeed at a Craft check, you may examine the top card of your deck; if it is an item, you may draw it."

Deck upgrade:
Item 4 Blast Stone -> Belt of Physical Might


Deck Handler

1st xp at tier 4. Spend hero point on card feat, taking a Weapon slot.
Bonus Power Feat: ☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.

Upgrades:
Weapon 4: 1d1000 ⇒ 906: Invigorating Kukri +1
Weapon 4: 1d1000 ⇒ 425: Sawtooth Sabre +2
Blessing 4: 1d1000 ⇒ 664: Vaultmaster

First weapon will fill the hole in my deck, second replaces Sword Cane. If I get neither, I'll instead take an item card feat, pick up Rabbit's Foot (or Belt of Dex if all 4s are taken) and swap it out for the Jalhazar’s Wheel loot.


Deck Handler

Spend Hero point on Power Feat (#4) and then add Bonus Power Feat (#5):
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.).

Now have 3 hero points remaining in the bank.

Upgrades:
Item 4: Replace Flame Staff with Wand of Restorative Touch


Deck Handler // Searching for: Blessing 6

Upgrade
Replacing Blessing 0 Blessing of the Samurai with Blessing 4 (another) Blessing of Lady Lastbreath

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