PACS-Year of Reborn Strife (GM Rhynn Davrie) (Inactive)

Game Master Rhynn Davrie

Loot:

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.

Keen Orcish Axe
Spoiler:

Weapon 5
Traits:
Axe
Melee
Slashing
Magic
Loot
To Acquire:
Strength, Melee 14
Powers:
For your combat check, reveal to use Strength or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 4, count it as a 6.
On a check against a Lock or Obstacle barrier, reload to add 1d8.

Serithial
Spoiler:

Weapon 6
Loot
Traits: Sword, Melee, Slashing, 2-Handed, Finesse, Magic
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.

When rebuilding, you may treat this weapon as an ally.


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.

Scrying
Spoiler:

Spell
Traits: Arcane Divine Magic
To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12
Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Sadomasochism
Spoiler:

Spell 6
Traits: Arcane Divine Loot Magic
To Acquire: Intelligence Wisdom Arcane Divine 15
Display. While displayed: * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.

Boneshatter
Spoiler:

Spell 6
Traits: Magic Arcane Divine Attack
To Acquire: Intelligence Arcane Wisdom Divine 13
For your combat check against a monster that does not have the Incorporeal or Ooze trait, discard this card to use your Arcane or Divine skill + 2d12; if the check is against a non-villain monster, ignore its powers that happen after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

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.

Mantle of Faith
Spoiler:

Armor
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 15
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand.

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.

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.

Staff of Greater Necromancy
Spoiler:

Item 6
Traits: Arcane Attack Divine Loot Magic Staff
To Acquire: Arcane Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell. If proficient, at the end of your turn, bury to heal 1d4+1 allies.

Third Eye
Spoiler:

Item 6
Traits: Magic Object
To Acquire: Wisdom Arcane Divine Perception 13
Display. While displayed: * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it. * On your Perception check, you may freely draw this card to add 1d10. * You may freely reload to ignore a power that happens when you examine a card.

Golem Blight
Spoiler:

Item 6
Traits: Loot, Alchemical, Arcane
To acquire: Arcane/Craft 15
On a local combat check against a Golem monster, banish to reduce the difficulty by 2d4.
Banish to examine the top 3 cards of your location deck; set aside any Golem monsters. Then, shuffle the location and recharge or reload each examined Golem monster in any order.
Recovery
If proficient, bury; you may bury a spell or Alchemical item to instead recharge.

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.

Duskwarden Ranger
Spoiler:

Ally 2
Traits: Loot Human Ranger
To Acquire: CharismaDiplomacy 10 None PerceptionRanged 8
Reload to examine the top card of your location, then you may shuffle your location deck. Discard to explore. This exploration, reduce all damage you suffer by 1d4, and you may evade banes.

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 1
Traits: Deity: Gorum Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1. To Acquire: Divine Melee Ranged 8
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 1
Traits: Deity: Zon-kuthon Divine
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. To Acquire: Constitution Divine Fortitude 8
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
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. To Acquire: Dexterity Survival 4+#
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
When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+#
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.

Reward Powers:

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

For the rest of the Adventure Path, when you avenge, all characters ignore effects on the bane that happen when it is undefeated.

Choose a type of boon. For the rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that 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.

Each character, at the start of each scenario, may examine the top 5 cards of their deck, then recharge any number of those cards.

For the rest of the Adventure Path, recharge a card to add 1d6 to your non-combat check against a story bane.


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Kicking this off!


7-1A: Once Bitten, Twice-Born - acquired cards

Sling (Weapon 0)
Dagger (Weapon 0)

Cure (Spell 0)
Enchant Weapon (Spell 0)
Harrowstrike (Spell 1)

Heavy Shield (Armor 0)
Armor of Insults (Armor 1)

Compass (Item 0)
Bracers of Protection (Item 0)
Staff of Minor Healing (Item 1)

Acolyte (Ally 0)
Acadamae Student (Ally 0)
Pig (Ally 0)
Harrower (Ally 0)
Mouse (Ally 0)
Horse (Ally 0)
Bound Imp (Ally 1)

Incitation (Blessing 0)
Benefaction (Blessing 0)
The Locksmith (Blessing 1)

Bonus deck upgrade if you want it for the reward. Also Ring of Protection is available as a new loot item.

1 HP to spend.


7-1A: Once Bitten, Twice-Born - Rivani rewards

XP:
1.0 --> 1.1

HP:
Power Feat: "For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead."

Deck upgrade:
Spell is the most useful for me, obvs, but could also go for the Ring of Protection, depending on others' preferences.


Deckhandler - Kyra (Core)

7-1A: Once Bitten, Twice-Born

XP:
1.0 -> 1.1

HP:
Power Feat:
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

Deck Upgrade:
Armor 1: 1d1000 ⇒ 460 Chain Mail -> Magic Chain Mail
Blessing 1: 1d1000 ⇒ 16 Orison -> Gorum's Iron
Item 1: 1d1000 ⇒ 142 Horn for Battle Clarity -> Harrow Deck

Loot:
Don't think so.


7-1A: Once Bitten, Twice-Born - Arabundi rewards

XP:
1.0 -> 1.1

HP:
Power Feat: Dexterity [X]+1

Deck Upgrades:
Item 1: 1d1000 ⇒ 740 Masterwork Tools for Amulet of Life
Blessing 1: 1d1000 ⇒ 184 Blessing of Shax for Blessing of the Gods
Ally 1: 1d1000 ⇒ 370 Surgeon for Crow

I'm assuming we'd probably each get a level one and a level zero for upgrades? If that is the case, I'd take a Blessing 0 for my second upgrade (Blessing of Erastil)

Loot:
No interest.


Looks like none of the other casters are interested in the spell, so,

Rivani rewards, cont.

Deck Upgrades:
Spell 1: Acute Senses --> Burst of Adrenaline

Loot:
Going to assume the armored samurai is also disinterested in this, and likely take the Ring of Protection.


Hayato Deckhandler

7-1A: Once Bitten, Twice-Born - Hayato rewards

XP:
1.0 -> 1.1

HP:
Power Feat: Hand Size [X] 5

Deck Upgrades:
Think I'll grab the Ally 1 Emissary > Surgeon

Yeah, I'm good on Loot ring going to spell caster.


7-1B: Easy on the Merchandise - acquired cards

Sling (Weapon 0)
Kukri (Weapon 0)
Glorious Warhammer (Weapon 1)

Immolate (Spell 0)
Holy Light (Spell 1)
Harrowstrike (Spell 1)
Mirror Image (Spell 1)

Studded Leather Armor (Armor 0)
Chain Shirt (Armor 0)
Heavy Shield (Armor 0)
Leather Armor (Armor 0)

Noxious Bomb (Item 0)
Token of Remembrance (Item 0)
Elixir of Energy Resistance (Item 0)
Holy Symbol (Item 0)
Elixir of Healing (Item 0)
Harrow Deck (Item 1)

Card Caster (Ally 0)

New Loot - Leech is available.

Also two upgrades although our pickings are a little slim there.

HP to spend as well!


Deckhandler - Kyra (Core)

7-1B: Easy on the Merchandise

XP:
1.1 -> 1.2

HP:
Skill Feat: STR +1

Deck Upgrade:
Weapon 1: 1d1000 ⇒ 457 Warhammer -> Earthbreaker
Spell 1: 1d1000 ⇒ 579 Enchant Weapon -> Holy Strike

Loot:
None


Hayato Deckhandler

7-1B: Easy on the Merchandise - Hayato Rewards

XP:
1.1 > 1.2

HP:
Card Feat: Blessing [x]4

Deck Upgrade:
Weapon 1: 1d1000 ⇒ 200 Wakizashi > Shield Splitting Lance
Item 1: 1d1000 ⇒ 157 Belkzen Battle Standard > Staff of Minor Healing


7-1B: Easy on the Merchandise - Arabundi Rewards

XP:
1.1 > 1.2

HP:
Card Feat: Blessing [x]5

Deck Upgrade:
Spell 1: 1d1000 ⇒ 284
Item 0: 1d1000 ⇒ 952

Loot:
Would take the Loot Alley if absolutely no one else wants it, but don't feel strongly about it.


7-1B: Easy on the Merchandise - Rivani rewards

XP:
1.1 --> 1.2

HP:
Card Feat: Spell

Deck upgrade:
Spell 1: 1d1000 ⇒ 297
null --> Pyrotechnic Blast
No second upgrade

No interest in loot.


7-1C: A Brotherly Brawl-acquired cards

Starknife (Weapon 0)
Shortsword (Weapon 0)

Deflect (Spell 0)

Half-plate (Armor 0)
Full Plate (Armor 1)

Holy Symbol (Item 0)
War Drum (Item 0)
Spellbook (Item 0)
Compass (Item 0)
Staff of Minor Healing (Item 1)

Pig (Ally 0)
Bat (Ally 0)
Korvosan Dandy (Ally 1)
Gentleman Explorer (Ally 1)
Droogami (Ally 1)

The Rabbit Prince (Blessing 1)
The Wanderer (Blessing 1)
Gorum's Iron (Blessing 1)

1 HP for success.

Two new loot cards to consider.


7-1C: A Brotherly Brawl - Rivani rewards

XP:
1.2 --> 1.3

HP:
Skill Feat: Int +1

Deck upgrade:
Blessing 1: 1d1000 ⇒ 773
Blessing of the Spellbound 3 --> Blessing of Sivanah
Ally 1: 1d1000 ⇒ 781
Magical Child-->Vexing Daredevil

Loot:
Would pick up the crossbow if no one takes it, but I image it's more useful for the ranger.


Deckhandler - Kyra (Core)

7-1C: A Brotherly Brawl

XP:
1.2 -> 1.3

HP:
Saved 0->1

Deck Upgrade:
Item 1: 1d1000 ⇒ 385 Horn -> Harrow Deck
Ally 1: 1d1000 ⇒ 531 Cat -> Korvosan Dandy
Blessing 1: 1d1000 ⇒ 943 SandsofHour -> Desna's Freedom

Loot:
None


Hayato Deckhandler

7-1C: A Brotherly Brawl - Hayato rewards

XP:
1.2 > 1.3

HP:
Skill Feat: Str +1

Upgrade:
Armor 1: 1d1000 ⇒ 326 Gambeson > Magic Spiked Breastplate


7-1C: A Brotherly Brawl - Arabundi rewards

XP:
1.2 > 1.3

HP:
Power Feat: Add 2 ([X] 4) to your check to acquire a spell that has the Divine trait.

Upgrade:
If Arabundi takes the Ally, everyone gets first choice - works for me. (Surgeon for Crow).

Loot:
Definitely interested in the crossbow. Want to roll for it, Rivani?
Deathbane Light Crossbow: 1d1000 ⇒ 771


Nope, it's all yours!


Much appreciated!


7-1D: The Rotten Rodeo - acquired cards

Frostbite (Spell 0)
Frost Ray (Spell 1)

Light Shield (Armor 0)

Bastion Boots (Item 1)

Cat (Ally 0)

Sands of the Hour (Blessing 0)
Abadar's Law (Blessing 1)

Not a lot there, but actually better than I was thinking. In addition Enervation and The Lost (blessing) added as loot.

Lastly when we reset decks at the end of the scenario you can banish 1 and replace with a Adv #-2 card. Not all that great until we get to Adv 3, but does let you switch things up a bit if you want.


7-1D: The Rotten Rodeo - Arabundi rewards

XP:
1.2 > 1.3

Upgrade:
None of the three 1's are really a priority right now, so happy to cede upgrades to the other characters. Definitely don't want the Item, but if no one else is interested in either the Blessing or Spell, he'll take it for a slight deck improvement.

Loot:
No interest.


F Human Fighter | Friendly | Wants help curing alcoholism

[/b]

[b]XP:
1.3 -> 2.0
HP:
Saved 1->2

Deck Upgrade:
Blessing 1: 1d1000 ⇒ 567 Sands of the Hour -> TBD

Loot:
None


Hayato Deckhandler

Yeah, nothing overly exciting there for Hayato.

Level up to 2. Bank the HP, pass on the upgrade.

Also passing on the loot.


Oh, yeah, copied the HP from last rewards post but forgot to change the level detail - also levelling to 2.


7-1D: The Rotten Rodeo - Rivani rewards

XP:
1. --> 1.1

HP:
Banked; 0 --> 1

Deck upgrade:
My items are both loot right now, so not a good upgrade. I could marginally upgrade a spell or add a buffer spell (add my Arcane to a local attack) but I don't think we've really needed that?
Happy to let Arabundi get a new spell; I can take the loot spell since no one else can use it. Oh hey, that's a combat assist spell as well, ha.

Loot:
Definitely interested in Enervation; I don't think anyone else can use it?


(I also meant to say that I tier up to 2. XP should be 2.0)


7-2A: Mortuary Mischief-acquired cards

Warhammer (Weapon 0)
Returning Throwing Axe (Weapon 1)

Sonic Blast (Spell 1)
Good Omen (Spell 1)
Heat Metal (Spell 2)

Shield of Resistance (Armor 2)

Spellbook (Item 0)
Antiplague (Item 0)
White War Paint (Item 2)

The Real Rabbit Prince (Blessing 1)

HP for victory, and new loot blessings to check out!


Hayato Deckhandler

7-2A: Mortuary Mischief - Hayato rewards

XP:
2.0 > 2.1

HP:
Power Feat - On your non-combat check against a monster, you may recharge a card to add 1d6 (■ 1d10).

Upgrade:
Pretty good for either of these so if someone has a compelling Item 2 happy to take the weapon.

Item 2: 1d1000 ⇒ 906 White War Paint for undead smashing
Weapon 1: 1d1000 ⇒ 380 Magic weapon of some kind since we haven't been lucky with weapon upgrades.


7-2A: Mortuary Mischief - Arabundi rewards

XP:
2.0 > 2.1

HP:
Skill Feat: Dexterity [X]+2

Upgrade:
Happy to take the armor, if no one else wants it. I would have expected Hayato to be the main taker, but since that is not the case:
Armor 2: 1d1000 ⇒ 873


Deckhandler - Kyra (Core)

Kyra - 7-2A: Mortuary Mischief

XP:
2.0 ->2.1

HP:
Power Feat - On a local check against an Outsider or Undead bane, add 1d4 ([X] 1d6) and the Magic trait.

Deck Upgrade:
None

Loot:
Our lord in Iron: 1d1000 ⇒ 707


7-2A: Mortuary Mischief - Rivani rewards

XP:
2.0 --> 2.1

HP:
Skill Feat: Intelligence +2

Deck upgrade:
SPELL 2: 1d1000 ⇒ 151
Frigid Blast -->Ghost Whip

Loot:
None


If no one wants The Prince of Pain, Arabundi would take it.


7-2B: A Day at the Races - acquired cards

Battleaxe (Weapon 0)
Glorious Warhammer (Weapon 1)

Magic Spiked Breastplate (Armor 1)
Tower Shield (Armor 1)
Magic Klar (Armor 2)

Mist Horn (Item 1)

The Bear (Blessing 1)

HP to spend and new loot cards to consider!


7-2B: A Day at the Races - Arabundi rewards

XP:
2.1 > 2.2

HP:
Skill Feat: Blessing [X]6

Upgrade:
Blessing 1: 1d1000 ⇒ 149
Otherwise, nothing.

Would be lightly interested in The Avalanche, but only if no one else is.


Deckhandler - Kyra (Core)

Kyra - 7-2B: A Day at the Races

XP:
2.1 -> 2.2

HP:
Skill Feat: Wisdom

Deck Upgrade:
I don't really care if it is one or the other.
Weapon 1: 1d1000 ⇒ 944 Longspear -> Earth Breaker
Armor 2: 1d1000 ⇒ 329 Magic Chain Mail -> Grey Maiden Plate

Loot:
Nothing from the new stuff


7-2B: A Day at the Races - Rivani rewards

XP:
2.1 --> 2.2

HP:
Power Feat: "During your move step, instead of moving, you may examine the top card of your location deck, then you may shuffle the deck."

Deck upgrade:
Pass

Loot:
Nothing new


Hayato Deckhandler

7-2B: A Day at the Races - Hayato rewards

XP:
2.1 > 2.2

HP:
Card Feat - Ally

Deck Upgrade:
Weapon would be my preference if Kyra is cool with Armor.


Deckhandler - Kyra (Core)

armor is fine, its always easier to find another W1 instead of a A2 in a future scenario


7-2C: Unconventional Allies - acquired cards

Shock Glaive (Weapon 2)

Revitalize (Spell 0)
Frost Ray (Spell 1)
Charm Person (Spell 1)

Korvosan Guard (Ally 0)
Acadamae Student (Ally 0)
Noble (Ally 2)
Sergeant-at-arms (Ally 2)

Incitation (Blessing 0)
Nethys's Duality (Blessing 1)
Nethys's Duality (Blessing 1)

2 upgrades for reward...also a pretty good loot to consider.

1 HP to spend as well.


7-2C: Unconventional Allies - Rivani rewards

XP:
2.2 --> 2.3

HP:
Card Feat: Spell 8
null --> Charm Person

Deck upgrade:
Ally 2: 1d1000 ⇒ 238 Magical Child --> Mindblade
Blessing 1: 1d1000 ⇒ 219 Spellbound --> Sign of the Daughter
Spell 1: 1d1000 ⇒ 348 ? Maybe get Burst of Adrenaline back?

Loot:
Could take the Duskwarden Ranger if no one else particularly wants it.


7-2C: Unconventional Allies - Arabundi Rewards

XP:
2.2 --> 2.3

HP:
Power Feat: Hand Size [X]7

Deck Upgrade:
Weapon 2: 1d1000 ⇒ 275
Otherwise, will pass on upgrades.

Loot:
Pass.


Hayato Deckhandler

7-2C: Unconventional Allies - Hayato Rewards

XP:
2.2 > 2.3

HP:
Skill Feat - Str +1

Deck Upgrade:
Ally 2: 1d1000 ⇒ 813 Emissary > Warhorse
Blessing 1: 1d1000 ⇒ 763 BotSamurai > BoCayden Cailean


7-2C: Unconventional Allies

XP:
2.2 -> 2.3

HP:
Saved

Deck Upgrade:
Blessing 1: 1d1000 ⇒ 657 Orison -> Pharasmas Knowing
Blessing 1: 1d1000 ⇒ 28 Prayer (2) -> Abadar's Law

Loot:
Same opinion as Rivani, I could take it but I don't need it.


Alright first choices are easy enough.

Hayato - Ally 2
Rivani - Ally 2
Arabundi - Weapon 2
Kyra - Blessing 1

I'd be inclined towards Blessing 1 for Kyra since she is missing out on the Adv2 upgrade, which would give Rivani Spell 1 (3rd choice).


BR - Scenario Update wrote:

Alright first choices are easy enough.

Hayato - Ally 2
Rivani - Ally 2
Arabundi - Weapon 2
Kyra - Blessing 1

I'd be inclined towards Blessing 1 for Kyra since she is missing out on the Adv2 upgrade, which would give Rivani Spell 1 (3rd choice).

I'm fine with that. My blessing 1 is mostly an experiment to try out the weird cards in the Occult deck.

Spell 1: Charm Person --> Mind Probe

Also, I just got a new ally, so Kyra can have the loot Ally.


7-2D: What Lies Beneath the City - acquired cards

Sword Cane (Weapon 0)
Sling (Weapon 0)
Elven Curve Blade (Weapon 1)
Lucky Starknife (Weapon 2)

Fox (Ally 1)

Spiked Gauntlet (Item 0)
Magnifying Glass (Item 0)

The Winged Serpent (Blessing 1)

HP for victory, although likely just a save.

Let me know if that adventure path reward doesn't make sense, but basically think of it as a flex card that you can pull in when it feels appropriate based on the outlines of the scenario.


That flex card is still acquired by normal means, right, Meaning, unless it is of a level in 'acquired cards, we just draw a level 0 card for it? And, it can be upgraded as the adventure continues?

If it can continue to be upgraded as time passes, Arabundi will choose Beast Skin. If the card remains the same to the end of the adventure, he'll choose Cure.

7-2D: What Lies Beneath the City - Arabundi Rewards

XP:
2.3 -> 3.1

HP: Banked

Upgrade: Cede to to others who could use the upgrades more. If no one ends up wanting any 1 or 2, he'll not let it go to waste, though...


Arabundi - Chthonicthul wrote:

That flex card is still acquired by normal means, right, Meaning, unless it is of a level in 'acquired cards, we just draw a level 0 card for it? And, it can be upgraded as the adventure continues?

If it can continue to be upgraded as time passes, Arabundi will choose Beast Skin. If the card remains the same to the end of the adventure, he'll choose Cure.

Its a normal card of your deck so you can upgrade it normally. you can keep for instance 4 instead of 3 spells, but each scenario you need to choose whoch 3 to use.

Weapon2: 1d1000 ⇒ 415 Longspear -> Flaming Mace Or maybe Vicous Skythe still contemplating.


7-2D: What Lies Beneath the City - Rivani rewards

XP:
2.1 --> 2.2

HP:
Banked

Deck upgrade:
A weapon 2 upgrade would probably be good for emergencies (still wielding my one Weapon 0), but only if the fighty types are full up.
Blessing 1 would be interesting for trying new Occult things.
Ally 1 is good too.

All of these are sort of "if no one else is using them", so happy to let more urgent needs go first.

Adventure Reward:
SPELL! Will sideboard Charm Person for now.


Deckhandler - Kyra (Core)

Kyra

XP:
2.4 -> 3.0

HP:
Saved (2->3)

Deck Upgrade:
As said above I'd like the weapon 2

Reward:
Spell seems to be the most flexible. talking about flexibility lets choose Enchant Weapon for now.

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