Recover on Enchant Weapon
Kyra's turn
Free exploration: Tomb Raider
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
Hand: Giantbane Greataxe, Holy Light, Sling (Core), Wolf, Chain Mail (Core)
Figuring Out Kyra's hand: Hand: Desna's Freedom, The Dance, Gorum's Iron, Giantbane Greataxe, Sarenrae's Light,
Healed a random card The Dance or Gorum's Iron
Hand: , Giantbane Greataxe, Holy Light
Then drawing...
So... Hand: Giantbane Greataxe, Holy Light, Enchant Weapon, Gorum's Iron, Sling (Core)
Kyra's turn (Turn 7)
Kyra moves to Sculptor's Lair Free exploration: Canteen
Discard Gorum's Iron to explore: Holy Light
Recharge Sarenrae's Light to Heal Grenek 1 card. End turn Card notes since last update:
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!
Adventure Rules
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 #.
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:
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.
I forgot the adventure reward, which I added to gameplay. Adventure Reward
I've also setup the basic scenario intro and given Yewstance access to the game to run it as needed.
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.
I don't see any other trade requests. Here is what I have right now: Qualzar Crowbar
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.
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.
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.
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.
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.
DURING THIS ADVENTURE
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