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NEXUS CRYSTAL
Display this card. While displayed, reduce damage dealt to you by banes that have the Undead trait by 1.

While displayed, on your check against an Undead bane, after the roll, recharge this card to reroll 1 die; take the new result.

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MIND CRYSAL
Display this card. While displayed, if you would you fail an Intelligence, Wisdom, or Charisma noncombat check against a bane, you may reroll any number of dice; take the new result.


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We'll be back in action soon (hopefully).


Who has the Nexus Crystal? In turn order from turn 1: 1d5 ⇒ 2
Looks like Kyra does.


Recover on Enchant Weapon
Divine 6: 1d10 + 5 ⇒ (2) + 5 = 7
Success
Recharged

Kyra's turn
Turn 12
The hour is Blessing of Abadar

Free exploration: Tomb Raider
Basic. So banish that for...

Miau Pakhet:

MM Ally P
Traits: Catfolk Bard Gambling
To Acquire: Charisma Diplomacy 13
After a character at your location rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result. Discard this card to examine the top card of your location deck, then put it on the top or bottom of the deck. Then you may explore your location.

Not going to happen.
Banish

Ending turn.

Draw 1: 1d13 ⇒ 11 Wolf
Draw 2: 1d12 ⇒ 3 Chain Mail

Hand: Giantbane Greataxe, Holy Light, Sling (Core), Wolf, Chain Mail (Core)
Reloaded:
Middle of Deck (Unknown Order): Prayer, Acolyte (Core), Divine Insight, Cure (Core), Soothing Word, Staff of Minor Healing (Core), Iomedae's Justice, Abadar's Law, Holy Symbol, Sarenrae's Light, Desna's Freedom,
Recharged: Gorum's Iron, Enchant Weapon
Discard Pile: The Dance
Buried Pile:


Figuring Out Kyra's hand:

Hand: Desna's Freedom, The Dance, Gorum's Iron, Giantbane Greataxe, Sarenrae's Light,
Reloaded:
Middle of Deck (Unknown Order): Prayer, Enchant Weapon, Acolyte (Core), Chain Mail (Core), Divine Insight, Sling (Core), Cure (Core), Soothing Word, Staff of Minor Healing (Core), Iomedae's Justice, Abadar's Law, Holy Symbol
Recharged:
Discard Pile:
Buried Pile:

Healed a random card The Dance or Gorum's Iron
Random: 1d2 ⇒ 2

Hand: , Giantbane Greataxe, Holy Light
Reloaded:
Middle of Deck (Unknown Order): Prayer, Enchant Weapon, Acolyte (Core), Chain Mail (Core), Divine Insight, Sling (Core), Cure (Core), Soothing Word, Staff of Minor Healing (Core), Iomedae's Justice, Abadar's Law, Holy Symbol, Wolf, Sarenrae's Light, Desna's Freedom, Gorum's Iron
Recharged:
Discard Pile: The Dance
Buried Pile:

Then drawing...
Draw: 1d16 ⇒ 16 Gorum's Iron
Draw: 1d15 ⇒ 2 Enchant Weapon
Draw: 1d14 + 1 ⇒ (5) + 1 = 6 Sling

So...

Hand: Giantbane Greataxe, Holy Light, Enchant Weapon, Gorum's Iron, Sling (Core)
Reloaded:
Middle of Deck (Unknown Order): Prayer, Acolyte (Core), Chain Mail (Core), Divine Insight, Cure (Core), Soothing Word, Staff of Minor Healing (Core), Iomedae's Justice, Abadar's Law, Holy Symbol, Wolf, Sarenrae's Light, Desna's Freedom,
Recharged:
Discard Pile: The Dance
Buried Pile:


Kyra's turn (Turn 7)
The hour is Blessing of Horus
Kyra recharges Wolf to examine Theletos and remove Curse of Withering

Kyra moves to Sculptor's Lair

Free exploration: Canteen
Intelligence 6: 1d6 ⇒ 3
Failed
Banished

Discard Gorum's Iron to explore: Holy Light
Divine 8: 1d10 + 5 ⇒ (9) + 5 = 14
Success
Acquired

Recharge Sarenrae's Light to Heal Grenek 1 card.

End turn

Card notes since last update:
Discard Desna's Freedom
Accept Wolf from Adowyn
Recharge Wolf
Discard Gorum's Iron
Acquire Holy Light
Recharge Sarenrae's Light


Monstrous Wildcard locations
1d7 ⇒ 4
1d6 ⇒ 5
1d5 ⇒ 2
1d4 ⇒ 2
1d3 ⇒ 2
1d2 ⇒ 1


Locations:
1 Tavern
2 Plaza
3 Oubliette
4 Dungeons
5 Laboratory
6 Castle
7 Repository
8 Shop
9 Storehouse
10 Lair
11 Cathedral

First location: 1d11 ⇒ 5


When a character first begins their turn at the location Crypt, read the following:
This large crypt indicates someone of importance, or at least wealth, was interred here. The door’s rusted hinges were no match for whatever forced the door open from the inside.

When a character first begins their turn at the location Tower, read the following:
This gaudy memorial is incredibly tall. The stone is crumbling, providing easy foot- and handholds. It could easily be climbed to allow an excellent vantage of the cemetery.

When a character first begins their turn at the location Cathedral, read the following:
This small chapel is in surprisingly good condition compared to the rest of the cemetery. It’s almost as if divine influence has held decay at bay.

When a character first begins their turn at the location Ossuary, read the following:
This small, crumbling building holds the bones of what appear be several score unmarked dead. Wait! Are those bones stirring?

When a character first begins their turn at the location Abandoned Shacks, read the following:
The remains of what appears to have been a modest shack may have once been for a gravedigger or cemetery custodian.

When a character first begins their turn at the location Dungeons, read the following:
You spy a shambling shape carrying a glowing object down a short flight of steps dug into the ground. The figure passes through a broken door and enters what appears to be a subterranean crypt. It seems that you’ll have to enter to neutralize that part of the stone!

When a character first begins their turn at the location Shrine, read the following:
This crude shrine appears newer than the rest of the cemetery. It’s difficult to ascertain to what deity it is intended, but you can sense divine power here.

When a character first encounters the henchman Rescue, read the following:
You hear a sound coming from a small crypt, and approach ready for combat. However, it is a terrified human who has tried to barricade himself inside. Can you coax or force him out before an unliving assailant finds you?

When a character first encounters the henchman Evidence/Unearthly Stone, read the following:
This sickly green stone makes you ill at ease. Your impulse is to turn and run, but you know what must be done. With shaking hands, you draw some of the oil Bideer shared with you.

When a character first succeeds a check against the henchman Evidence/Unearthly Stone, read the following:
You rub your hands over the stone, coating it in the oil, while trying to keep your dinner down. Almost immediately, the stone begins to turn the color of ash. The light from it fades, and it now looks like a normal stone!


Gameday boon 4-5B: 1d20 ⇒ 17


Parade Armor goes to random other location: 1d4 ⇒ 1


Perils Wildcard: 1d6 ⇒ 2
Confusing
After you reset, shuffle a random card into your deck.

Onslaughts wildcard: 1d6 ⇒ 6
Withering
At the end of your turn, bury a random card from your discards.


Adventure Rules
While setting up, set aside all non-Harrow blessings from the vault; if you run out of Harrow blessings, shuffle them back into the vault.

Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.

The harrow suit is the hour’s suit.

When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.

When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.

When choosing deck upgrades, treat Harrow blessings as level #.


Welcome all. I"m getting things setup. Play starts on 9/2. I'll have some stuff posted later today so we can be ready to roll with the start.


This is the play by post thread for my Tyrant of the Harrow game.


Myrddin's Seltyiel wrote:
On the curses issue, though, did I see Lem pickup an item by more than 6? If so, does that mean my Fevered Dreams could have been removed?

Yes. Remove your Fevered Dreams. Lem should also draw an item from the box, then choose one card to discard. That way you get the extra acquired item and Lem doesn't have too many cards in hand.


Redgar's ACG Characters wrote:

I believe it is possible to pass on scenario rewards?

If so, Lem will pass on the Scenario Reward this time.

As I understand it, yes, but the only reason to not take the reward would be if you planned to replay this scenario later. You can only replay it while you are within 1 tier of the scenario, so once you tier up to tier 6, you wouldn't be able to play it again.

If you want to not take the reward, just let me know.


Grazzle chose ally for the Concordance's Favor in the chat.

Stained Glass Elemental:

MM Ally C
Traits: Elemental Electricity Veteran
To Acquire: Charisma Survival Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck. Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.


Boon: 1d20 ⇒ 2


Lem would have named "spell" at the end of his turn and drawn the last card,leaving the location empty for Radovan, who recharges 2 cards to close the last location.

YOU WIN!!!!


You do take the damage from the failed check before you attempt the recharge check.


Reiko needs to summon and encounter a Silver Chain Smuggler still.


I forgot the adventure reward, which I added to gameplay.

Adventure Reward
Choose 1 trader that you have been rewarded with and record it on your Chronicle Sheet. For the rest of the Adventure Path, your trade cost for that trader is reduced by 1 card (to a minimum of 1).

I've also setup the basic scenario intro and given Yewstance access to the game to run it as needed.


Random location: 1d17 ⇒ 3 Canny Jackal


Development and rewards posted. Sorry for so much delays. Work has just been unbelievably busy. I'm going to go ahead and give Yewsatance access to the game so he can manage it as needed. I should have the next scenario up this afternoon.


Iammars
1d20 ⇒ 9
1d20 ⇒ 8

Merisal the Risen
1d20 ⇒ 7
1d20 ⇒ 12


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Thanks Tyranius and MorkXII. And thanks to our RPG friends for pulling off this special at the request of the ACG side. We really appreciate it and our players had a lot of fun.


Rewards for Hawkmoon269
1d20 ⇒ 14
1d20 ⇒ 17


Hi all. Thanks for being patient with me. I just dropped an update. I'm more than happy to add 2 more.

I'm more than happy to continue to be the BR. What I can do though is if I have an absence give Yewstance access to the game as well so he can update it. Does that sound ok with everyone?


You can only defeat a card you encounter, so Staff of Heaven and Earth will only defeat a barrier you encounter.


Sorry all. I've gotten very busy with Cosmic Captive and other non-game stuff. I'm dropping an update now. Please forgive my absence.


The Zombie Horde on top is left over from the prior turn for the Zobmie Minion Celestial Seoni still needs to encounter. If she defeats the Zombie Minion, the Zombie Horde is banished. If she doesn't defeat it, then explore the Canyon randomly with the Zombie Horde still part of the deck.

Zombie Minion:

Henchman 2
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up). If defeated, you may immediately attempt to close this location.


Seoni gets a random weapon closing the Watchtower. It is a Sling.


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The ACG tables are forced to do Earth as their first success. That's why the heavy amount of reporting of Earth.


Do whatever works for you. The important thing is that if there is an "unresolved" action for someone else that will affect what you are going to do, wait for everyone else to catch up. But if what they will do doesn't impact you, you don't need to wait.


1 Grazzle MorkXII
2 Zarlova GMAndrew
3 Seoni Merisal
4 Seoni Iammars


I don't see any other trade requests. Here is what I have right now:

Qualzar Crowbar
Estra Spear of the Watchful Guardian
Estra Akhentepi's Armor
Estra Mask of the Forgotten Pharaoh
Estra Neferekhu
Estra Camel

If anyone else wants anything, put it on the Swaps page of the campaign sheet. I'll post the scenario in about 4 hours one way or another.


Yup.


I want to setup a Google Hangout to facilitate communication, as it really helps. Mostly just "My turn's done, Grazzle is up next." Or "Seoni encountered a weapon that she can't acquire without help. I wanted to make sure no one else wanted it before I just failed the check." So, please send me a PM with your email address so I can add you to the hangout.


Iammars, please let me know the character ID for your Seoni when you have a chance.

Also, since I think I've missed out on playing with you at the last 2 PAX Unplugged Conventions, really glad to have you at my table. I do have to say I'm a bit sad you aren't playing Yoon. :)


Yes, we'll need to pause this table during the special if you are planning to use this character in the special (which will be good for me anyway so I don't get overwhelmed with tables).


Any other traders besides Hadden?


These will be added to the update in the next post:

Thriae Dancer:

Henchman 3
Type: Monster
Traits: Thriae Bard
To Defeat: Charisma Diplomacy 10 OR Combat 16
The Thriae Dancer is immune to the Poison trait.
All damage dealt by the Thriae Dancer is Poison damage.
If each character at this location reveals the henchman Stolen Larvae, you may evade Thriae Dancer.
If defeated, you may examine the top card of any location deck.

Thriae Soldier:

Henchman 3
Type: Monster
Traits: Thriae Soldier
To Defeat: Combat 13 THEN Combat 13
The Thriae Soldier is immune to the Poison trait.
All damage dealt by the Thriae Soldier is Poison damage.
If your check to defeat exceeds 17, you are dealt 1 Poison damage.


1 = Alchemists
2= Thriae

Which way will you go?: 1d2 ⇒ 1
Alchemists it is.

I half expected you to go that way in character with Cogsnap and Skizza.


So, the next scenario involves a choice of how you play it. I've posted the details for it. Let me know if you want the info about the locations (I just listed their names) but the locations are the same in both versions.

Figure out which one you want to do. If you have to, take a vote. If that comes out tied, we'll roll 1d2 to see which one.


Sorry. Took some cough/cold medicine last night that knocked me out. When I get time during lunch this will be my first update.


Sorry. I've been fighting a bad cold the last few days. I'm catching up on everything today.


ACG Tier 5:Gameplay Thread


We'll also assume you didn't guess Blessing of the Ancients, and put that on the bottom of your location deck.


  For weeks the astronomers of the Inner Sea region have been abuzz. Millennia ago, the twin planets Damiar and Iovo exploded, creating an asteroid belt known as the Diaspora. A few of those asteroids orbit the sun more erratically, and one of the more famous of these is called Aucturn’s Tear, which flies through the solar system every 56 years like clockwork. For some reason, the asteroid has flared to life in the night sky, as though releasing vast quantities of gas.
  Most would be content to just watch the asteroid and wonder—but not the Pathfinder Society. Agents have been furiously preparing for some kind of expedition that involves portals. Could it be that as Aucturn’s Tear travels overhead tonight, a mystic doorway to a hidden treasure might open? Perhaps that’s why so many agents have gathered around the Spire of Nex, a towering siege fortress rumored to contain untold magical power. Perhaps the Master of Spells Sorrina Westyr will make an announcement soon.

DURING THIS ADVENTURE
DURING THIS ADVENTURE
•At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
•Do not read any scenario’s villains or henchmen before playing it.
•If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
•If you fail a scenario, immediately replay it.

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