Tiger

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Pathfinder Card Game Subscriber. Organized Play Member. 1,001 posts (3,164 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters. 10 aliases.



10-00D replay reward: 1d20 ⇒ 20
Jackpot!


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Pathfinder Card Game Subscriber

Resurrecting this thread again because the new Core rules have introduced an additional awkwardness for Tier 3 characters in specials.

PACS Guide wrote:

If you gain your third power feat, first, you are rewarded with a role. (see Roles on page 20 of the Core Set rulebook).

Use your role only when playing scenarios that have a # of 3 or higher.

Previously, roles could only be used when playing scenarios of 4 or higher. Characters couldn't gain a role until the start of Tier 4.

Now, characters gain a role during Tier 3, potentially as soon as after their first scenario. Yet during a special, a Tier 3 character must play at a Tier 2 table, which disallows roles.


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Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Nyctessa's turn)
Actually discarding Dominate for 1 Mental damage
Tempclosing Abattoir: Summoning Brimorak

Brimorak:
Henchman Monster B

Traits:
Outsider
Demon
Veteran

Combat
12

Powers
The Brimorak is immune to the Electricity and Fire traits. The difficult to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.


Using Deal with a Demon
Deal with a Demon: 1d12 ⇒ 11
Displaying Frostbite, using 4 mythic counters. Ramexes discards Blessing of Pharasma
Combat 12+12+4+11=39: 3d20 + 11 + 1d20 ⇒ (7, 8, 3) + 11 + (13) = 42
Brimorak is banished. Abattoir is tempclosed
Arcane 7: 1d12 + 7 ⇒ (4) + 7 = 11
Frostbite is recharged
The largest brimorak Amaryllis had ever seen approached with an offer. "Why don't you go help your friends? I will watch the abattoir for you. In exchange, when the witch is defeated, support my claim to rule. What do you say, halfling?"
Amaryllis icily rejected the demon's offer. "You're all evil! I think you're trying to trick me. I will stay here to guard against the witch *and* you!" The sorcerer unleashed a powerful frost spell, freezing the brimorak completely.

Amaryllis wrote:

Hand: Swallowtail Bracers, Wall of Fire, Animal Tamer, Blessing of Iomedae, Dimension Leap, Amulet of the Abyss,

Displayed: Winds of Vengeance, Banner of Valor,
Deck: 14 Discard: 4 Buried: 0
Notes: Banner of Valor adds +1d8 vs Demon banes at Locust Shrine until closed
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/closing; Dimension Leap (discard at start of encounter to move me to/from encounter location)
Mythic Charges: 1

Skills and Powers:

Skills:
Strength d6 [X] +1 [] +2
-- [X] Mythic Medal of Valor: Melee: Strength +5
-- +1 mythic counter
Dexterity d8 [X] +1 [X] +2 [X] +3
-- Acrobatics: Dexterity +2
-- [X] Mythic Medal of Agility: Ranged: Dexterity +5
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
-- [X] Mythic Medal of Spirit: Divine: Wisdom +5
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
-- +1 mythic counter

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.

Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5


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Pathfinder Card Game Subscriber

Resurrecting this thread now that some of the post-Core changes have been announced, as it doesn’t seem to be on anyone’s radar. Although I do realize there’s currently already a lot up in the air.

As referenced above, Tiers 3/6 are awkward for upgrades during multitable specials. Now there’s an [at least currently] unresolved issue with feat rewards from specials conflicting with a new feat cap. And with the 3rd online multitable special Hao Jin Cataclysm for Gameday VIII is about to go into signups- I’m probably not the only one with a Tier 3 character. And while I don’t know what the rewards are for HJC, it would seem that my “reward” for continuing a character from AoA and CC is temporarily losing a feat with no tier-level upgrades.

I feel like these specials don’t really work with the Tier system?


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Ramexes 9251-4 wrote:

Remind me again how find traps works with armies

Exactly the way you want it to :)


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Female Human Sorcerer Deck Handler

Trading Ally 1 Incanter and burying Blessing 1 of Pharasma for Item 2 Magic Carpet
A gnome paladin was trying to get Falsin's attention, and Seoni saw her opening. "Pharasma beckons me, and you have other customers." Seoni signaled to Honeysuckle. "My friend here will handle the remaining details of repayment." Falsin wasn't completely happy, but the incanter held Seoni's purse, and that gnome was waiting... "Very well," he assented, letting her leave with a wrapped cylinder.
Seoni withdrew from the trader to converse with Ezren. "No more sewer dredging for me," she said smugly, tapping her foot against her newly acquired package.

Seoni wrote:

Hand: Blessing of the Gods 1, Life Drain, Frostbite, Apprentice, Blessing of the Gods 3, Blessing of Pharasma B,

Displayed:
Deck: 9 Discard: 0 Buried: 1
Notes:
Ask before using: 2 Blessings of the Gods; Blessing of Pharasma (+1 die/+2 dice if spell is cast)
Can use without asking: Blessing if would recharge; Blessing for villain; Blessing for closing

Skills and Powers:

Skills:
Strength d4 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [] +1 [] +2 [] +3
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.


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Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(Resuming turn)
Discarding Blessing of Shax, using 4 mythic counters.

Combat 32: 3d20 + 9 + 1d20 ⇒ (7, 5, 13) + 9 + (12) = 46
Zelmisdria and Azrivauxus are banished
Amaryllis leapt off the dragon just before Nyctessa’s spell made Azrivauxus’s body implode, landing on the ground next to Zelmisdria. Only the head and micron-sized dust particles remained of the dragon. The halfling felt a godlike power arise in her, and she lifted Azrivauxus’s head with her bare hands. Zelmisdria hadn’t arisen, stunned by the fall, and further stunned by the sight of this little halfling using the dragon’s head as an improvised weapon. “You hurt my friends!” Amaryllis brought the dragon’s head down on the demon with a sickening crunch.

We win!


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Pathfinder Card Game Subscriber

When I learned that specials only ran at Tier 2 (1-3) and Tier 5 (4-6), I had assumed (without any supporting data whatsoever, I should say) that it was because there wasn't enough demand for higher-level tiers, and most play was at Tier 1. Rather than running, say, games at Tier 2 (1-2), Tier 4 (3-4), and Tier 6 (5-6), which would dilute the higher-level tiers' supply even further.

Although, I'm curious what happens if a Tier 3 character is forced to tier up mid-special into Tier 4. Do they have to move tables? Are they no longer able to play?

(I should admit that I find the tier system a bit awkward in general.)


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Female Human Sorcerer Deck Handler

(During Reiko's turn)
Discarding Blessing of Pharasma from top of deck.

Mavaro was acting incredibly suspiciously, observed Seoni. Might the occultist be in league with the murderer? The sorcerer hesitated for a moment. But only a moment; for a sudden insight from Pharasma showed the sorcerer the exact tactic to take. With only her typical confidence, she supported Mavaro.

Seoni wrote:

Hand: Incanter, Blessing of the Gods 3, Compass,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: At The Shiny Bauble.
Ask before using: Blessing of the Gods
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 2 if no discard penalty

Skills and Powers:

Skills:
Strength d4 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [] +1 [] +2 [] +3
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([] +1) ([] +2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.


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Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Nyctessa's turn)
Summoning Vulture Demon

Vulture Demon:
Henchman Monster 4

Traits
Outsider
Demon
Servitor

Check
Combat
19

Powers
The Vulture Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter.
If undefeated, each character at your location is dealt 1d4+1 Electricity damage.


Using 2 mythic counters. Ramexes discards Blessing of Abadar
Combat 19: 2d20 + 4 ⇒ (18, 1) + 4 = 23
Vulture Demon is banished. Uliah receives 1 mythic counter.
The incubus was back with another vulture demon! "Uliah, don't feel bad about last time. We'll get him now!" With Ramexes's help, Amaryllis pummeled the vulture.

(Amaryllis's turn)
Cards drawn: 1d4 ⇒ 1
Drawing Spherewalker Staff
Exploring Locust Shrine 5: Shamira

Shamira:
Henchman Monster 4

Traits
Outsider
Demon
Fire
Mythic

Check
Combat
40
OR
Charisma
Diplomacy
16

Powers
Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.


Using 1 mythic counter. Ramexes displays Eloquence
CHA 16: 1d20 + 6 + 3 ⇒ (8) + 6 + 3 = 17
Shamira is banished
Shamira towered over her, but Ramexes cast a spell to loosen Amaryllis's tongue. "Hiya Mistress Shamira! I'm real sorry about what happened before with Nyctessa and the magic and the attacking. It's just, well, we've had a long day, and, like, there are all these demons here. I mean, I've lost count of how many vultures and locusts I've had to squish! But Nyctessa only looks scary. She's actually really nice. She's a hero like me, and Ramexes, and Uliah." The sorcerer beamed. "C'mon, let's all be friends!"
The succubus demon lord had been propositioned countless times by innumerable souls. Yet this was definitely a first.

We win!


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Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(Resuming turn)
Actually discarding Blessing of the Starsong to explore Abyssal Rift 1: Dire Rat

Dire Rat:
Monster B

Traits
Animal
Basic

Check
Combat
8
OR
Dexterity
Stealth
6

Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.


Ultimate Marshal! Giving 5 mythic counters to Ramexes
Discarding Frost Ray

Combat 8: 1d12 + 6 + 2d6 ⇒ (11) + 6 + (6, 1) = 24
Giant Rat is banished
Arcane 8: 1d12 + 6 ⇒ (11) + 6 = 17
Frost Ray is recharged
...but before Captain Oparal could demonstrate, a giant rat sprang out!
Like a general seasoned beyond her years, Amaryllis quickly drew up battle plans. She delegated Ramexes with command, ensuring the mission's success. "Ramexes, take our forces and either go back up Uliah at the Dark Forest or work with Nyctessa to secure the rift here."
Then the sorcerer engaged her new foe, forcing her cold energy into a piercing ray.

Ending turn. Abyssal Rift is flipped to open. Resetting hand
The rift flared open once more. Amaryllis shouted to Ramexes and Nyctessa. "I'll handle the rift. You go find that demon!"

Amaryllis wrote:

Hand: Captain Oparal, Mirror Image, Blessing of the Gods, Swipe, Good Omen, Surgeon, Apprentice,

Displayed:
Deck: 8 Discard: 5 Buried: 1
Notes: Trying to save blessing to close Abyssal Rift if necessary
Ask before using: Blessing of the Gods; Swipe (-3 to Combat difficulty); Captain Oparal (cure an ally or cohort)
Can use without asking: Captain Oparal (+1d6 to Melee or Divine at my location)
Mythic Charges: 0

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +0
Dexterity d8 [X] +1 [X] +2 [] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +0
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: [] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 2
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


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Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Examining Abattoir 1: Wreacker Demon. Moving Wreacker Demon on top of Cathedral of Chaos
Nyctessa displays Glibness
They just had to get past the abattoir. While waiting for a demon to leave for the cathedral, Amaryllis tried to find inspiration in some of Nyctessa's epic final takedowns.

Exploring Abbatoir 2: Undarin Patrol

Undarin Patrol:
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.


Recharging Boots of Elvenkind. Undarin Patrol is banished. Examining top 3 cards of Abattoir. Not discarding to close
With her elven boots, the halfling had no problem sneaking past the entire guard into the abattoir.

Closing empty Abattoir: Summoning Brimorak

Brimorak:
Henchman Monster C

Traits
Outsider
Demon
Veteran

Check
Combat
12

Powers
The Brimorak is immune to the Electricity and Fire traits. The difficult to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.


Displaying Frostbite, discarding Blessing of Iomedae, using 3 mythic charges. Nyctessa discards Black Spot
Combat 12+6+4+2-4=20: 2d20 + 9 + 1d20 + 3 ⇒ (19, 17) + 9 + (10) + 3 = 58
Brimorak is banished. Abattoir is banished.
A brimorak, the personal bodyguard of Kasiya, brandished a fiery sword within. Nyctessa had cast a hex to prevent anyone else from interfering. The sorcerer let fly a wave of cold energy. "I am a hero of Iomedae! And you are an evil villain. You cannot hurt me! You cannot hurt my friends!" The cold wind picked up, and even as the brimorak swung his sword, the flames flickered out. The fire demon's howls of anger were lost in the wind as frost crept up its body. "You can't hurt anybody ever again!"
Radovan couldn't help but shiver. Amaryllis might seem a little out of place in these hellish lands, but the halfling had undeniable power.

We win!


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Yoon - Dinketry wrote:
Of note, we can do the scenarios for this next adventure in any order. The Wand of Enervation is the loot reward for the 4th scenario, if we'd like to grab that first. Just an idea.

I think that's just how all Organized Play adventures are set up, in order to accommodate players who might miss a session? I'm planning on just running the scenarios in order.


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Male Elf Sorcerer Deck Handler

Upgrading Blessing B of the Gods to Blessing B of Pharasma
Valendron stood at the ship's brow. fingering Jemma's magic harpoon now at his side, a thunderbolt with a devastating return strike. "Vindictive Valendron," mused the sorcerer. Serving Jemma Redclaw might have been one chapter of his life, but it seemed Pharasma had something grander in store for the elf.


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I'm looking for 1-3 players to fill out my Season of the Runelords table for GameDay VII. This is currently a Cards Against Gnomanity table, with our last CAG scenario likely to finish during the upcoming week. The party (Balazar, Salim, Ezren) is currently halfway through Adventure 2.

Note that this is a fairly active table, with each player usually posting at least 2-3 times/day, including over weekends. The players would like to maintain this pace, so please check the gameplay thread for their typical posting rates, in order to ensure that it would be a good fit.

If interested, indicate either in the recruitment thread or by sending me a Private Message.


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Male Elf Sorcerer Deck Handler

Exploring Festhall 1: Falcata +1

Falcata +1:

Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
If any d4 rolled on this check is a 4, count it as a 5_

Valendron cannot make a STR/Melee 10 check. Falcata +1 is banished
The seadog continued bragging, showing off another magic sword. Valendron continued to ignore him.

Discarding Sage to explore Festhall 2: Cecaelia

Cecaelia:
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2_
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck_

Wisdom 8: 1d8 ⇒ 8
No difficulty increase. Discarding Black Spot, recharging Dagger, discarding Blessing of the Gods
Combat 13-2=11: 2d8 + 1d4 + 1d4 ⇒ (6, 8) + (4) + (1) = 19
Cecaelia is banished
Arcane 6: 1d10 + 3 ⇒ (7) + 3 = 10
Black Spot is recharged
The elf noticed that the merfolk chatting with the ship's historian was seething. Valendron was ready when she finally erupted. "You filthy elf! My grandma was a shark!" Valendron menaced her with a dagger and cast a curse on her, causing her to slump to the floor unconscious.
The hostess rolled her eyes. "Go home Cecaelia, you're drunk."

Ending turn. Recharging hand

Valendron wrote:

Hand: Allying Dart +1, Codex, Crown of Charisma, Blessing of Iomedae, Frostbite, Mirror Image,

Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes:
Ask before using: Blessing of Iomedae (+1 die/+2 dice if noncombat CHA)
Can use without asking: Blessing if would recharge; Allying Dart +1 (+1d4+1 to combat at my location)

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 5 [X] 6
Proficient with: [] Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) and add the Attack, Electricity, and Magic traits. This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2).


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Could we get the text for the Shackles Pirate Ship that Jemma Redclaw will summon?
And maybe a spoilered Random ship as well, just in case?


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Hawkmoon269 wrote:
I've removed the C deck and the promo cards.

Pour one out for John Q. Bunyip.


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Male Gnome Sorcerer/Impeller Deck Handler

(Resuming Qualzar's turn)
Summoning Natron Zombie

Natron Zombie:
Henchman Monster B

Traits
Undead
Mummy
Veteran

Check
Combat
12

Powers
The Natron Zombie is immune to the Mental and Poison traits.
The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number.
After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile.


Discarding Unshakable Chill. Using Cogsnap's Blessing of the Elements, which recharges
Combat 12: 2d10 + 3 + 1d6 ⇒ (5, 1) + 3 + (3) = 12 Forgot the +1 die for cold and the +2 difficulty for scenario. Actual roll at bottom of post
Natron Zombie is banished
Arcane 8: 1d10 + 3 ⇒ (1) + 3 = 4
Unshakable Chill is discarded
Nebta-Khufre tried to animate a zombie from the bits and pieces of corpses left in the catacombs. Qualzar was more than ready this time, though, and froze the creation with a cold wind.

Discarding Frost Ray. Using Cogsnap's Blessing of the Elements, which recharges
Combat 15: 2d10 + 3 + 2d6 ⇒ (7, 4) + 3 + (3, 4) = 21 Forgot the +1 die for cold. Actual roll at bottom of post
Arcane 8: 1d10 + 3 ⇒ (4) + 3 = 7
Frost Ray is discarded
Discarding Force Missile, Blessing of Pharasma
Combat 16: 3d10 + 3 + 2d4 ⇒ (2, 8, 4) + 3 + (1, 2) = 20
Nebta-Khufre is banished
Before the necromancer could animate another creature, Qualzar focused his cold energy into a powerful beam that swept across the undead villain. Three rounds of magic missiles later, Nebta-Khufre was once again an inanimate corpse. And without his magicks, the hordes of undead throughout the tomb collapsed harmlessly to the ground.

Revised Cold rolls:
For accuracy and overkill:
Combat 12+2=14: 3d10 + 3 + 1d6 ⇒ (3, 8, 7) + 3 + (6) = 27
Combat 15: 3d10 + 3 + 2d6 ⇒ (7, 8, 7) + 3 + (6, 4) = 35

We win!


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ighting your way out of Junk Beach was a harrowing experience.
Eventually, though you beat back the Mosswoods, you barely made it to the edge of the thicket.

That’s when the second trap falls. Beaten and bloodied, you are unprepared for the sticky spider-nets. Caught amid the webbing, you are carted off by the bubble-faced goblins.

“Goblins sneaky, goblins shady! Take the bigs to demon lady!”

Now that doesn’t sound good.

REWARD
Each character chooses weapon, spell, or item and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.

ACQUIRED CARDS

  • Guard (Ally B)
  • Standard Bearer (Ally B)
  • Mayor Kendra Deverin (Ally B)

  • Chain Mail (Armor B)

  • Staff of Minor Healing (Item 1)
  • Spyglass (Item B)
  • Amulet of Life (Item B)
  • Crowbar (Item B)
  • Potion of Ghostly Form (Item B)

  • Sling (Weapon B)


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Happy Birthday, Agent Eclipse! The game can wait, enjoy the weekend!

Yewstance:

Estra wrote:
Something Estra has learned from Qualzar and Skizza; destructive tendencies among her colleagues are far more likely to pose a threat to their enemies than to Estra herself, and in doing so their companionship proves to provide a great deal of security.

Aw, that certainly would warm Qualzar's heart. And "Security through Destructive Tendencies" makes for a great slogan. Although "Security through Destructive Tendencies More Likely to Pose a Threat to Enemies" probably has a better ring to it in Gnomish.


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Male Elf Sorcerer Deck Handler

Gain Skill Feat: CHA+1
Upgrade Spell B Confusion into Spell B Mirror Image
Upgrade Spell B Black Spot into Spell 1 Illuminate
Starting at the Lonely Island

Valendron drew the power of the ruby into himself, feeling his energies swell like the storm arriving. His illusions weren't rumbles on the horizon, but the swirling winds here and now. His curses weren't darkening clouds, but bright flashes of lightning.
The elf stood with the rest of the party on the shore of the Lonely Island. Schools of sharks might be circling, but he felt that his party was just as hungry.

Valendron wrote:

Hand: Illuminate, Force Missile, Bracers of Protection, Sling, Crow,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Ask before using:
Can use without asking:

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 5 [] 6
Proficient with: [] Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) and add the Attack, Electricity, and Magic traits. This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2).


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Thanks again for your patience. Since we now only have 3 players, I've dropped down to 5 locations.
Note that while the turn counter is going to be off, you will still get 30 turns.

Schelter:
Sorry it didn't work out, but I hope you understand? Please do reach out if you find that you do have the time, and we can get you back in another scenario.


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Good Omen wrote:

Discard this card to add 1 plus the adventure deck number of the current scenario, if any, to any check to acquire or any check to close a location.

After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.


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We're already several turns into Season of the Runelords, but my players khazkhaz, Hawkmoon269, Nathan Davis, and Schelter should feel just as heralded!


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Male Elf Sorcerer Deck Handler

(Resuming turn)
Recharging Black Spot
Arcane 6: 1d10 + 3 ⇒ (6) + 3 = 9
Black Spot is recharged
From atop the cliff Valendron could see that the goblin was close to overcoming Celeste. The elf cast a hex on the grindylow before turning his attention back to the ghast.

Valendron cannot make a CON/Fort 8 check, so difficulty vs Arron Ivy is +3
Discarding Sling and Blessing of the Gods, and using Celeste's Blessing of the Ancients (which recharges)
Combat 11+3=14: 3d8 + 1d6 + 1d4 ⇒ (6, 7, 2) + (6) + (3) = 24
Discarding Sage as an Electricity attack spell, discarding Blessing of the Gods, and using Celeste's Blessing of the Elements (which recharges)
Combat 13+3=16: 3d10 + 2 + 1d6 ⇒ (2, 4, 6) + 2 + (6) = 20
Arron Ivy is banished
The elf started swinging his sling faster and faster. "Begone, spirit of an elder age. You have no command here." The sorcerer released the stone, striking a solid blow. Then a brilliant flare of lightning shot out, and the ghast crumbled into dust. Satisfied, Valendron watched the ash blow off the cliff, scattering down harmlessly on the deck of the Merchantman, free of any hold its slain former captain might have held over the mutinied crew.

We win!


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Yeah, weird. I just looked, and while there is errata listing the revised wording, the explanation only explicitly mentions affecting the "1 card per type per check" rule. Though I definitely had a moment of panic before I checked, that I had been playing it wrong this whole time!
I'd put the probability of finding unfavorable unlisted errata at much lower than 25%, but glad I dodged that too.


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I've e-mailed Schelter to see if I can provide any help in getting things set up, as it's their first game. Hopefully they'll be ready to post soon! Thanks for your patience in the meantime.


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EmpTyger's table for Season of the Runelords!
This is part of the Cards Against Gnomanity event, to begin Monday, July 7.


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Thanks for the adventuring, Wei Ji! It was fun!


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Yewstance:
Clearly Qualzar was deliberately leaving the location open so that we could go for the 2-3 blessings located there :)


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Is there some rule for what order how damage effects are applied? I was wondering about how the scenario rule (increase elemental damage by 1), Elemental Treaty, and Hall of Blessed Rebirth would interact with each other. And then I was trying to figure out how the adventure rule (become cursed from unreduced acid damage), and the Curse of Vulnerability itself might factor in.

Like, hypothetically, what would happen if an Elemental Treaty gets moved to the Hall of Blessed Rebirth, and then Estra goes there and fails a check against that Toxic Geyser barrier?


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Thanks (this time Estra) for another blessing. Again, it turned out to be unnecessary, but I didn't want to chance an Acid Pool with < 50% odds. Not that I expect you to begrudge me at all with another location closed!


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Male Gnome Sorcerer/Impeller Deck Handler

(During Estra’s turn)
Curing Turtle, Blessing of the Gods, Blessing of the Gods, Dhabba
Estra’s arrival shook Qualzar from his lounging. “Oh, right. Mission. Yeah.” She cured him as he continued on.

(Qualzar’s turn)
Moving to Golden Lake
Exploring Golden Lake 1: Twitch Tonic
Recharging Crow
Intelligence 6: 1d10 + 1d6 ⇒ (7) + (3) = 10
Twitch Tonic is acquired
The water in the lake was a richer color than at the hot springs. Qualzar tested it on a crow, and discovered that the water had a invigorating effect. He collected the liquid in an ampule.

Discarding Twitch Tonic to examine and explore Golden Lake 2: Acid Pool
Using Estra’s Blessing of the Gods, and recharging Sage
Intelligence 10: 2d10 + 1d6 ⇒ (7, 2) + (3) = 12
Acid Pool is banished.
Qualzar tried the liquid himself. “Ooh, tangy!” A bit acidic, he realized. There was certainly another acid pool here too. “A perfect time to apply the Principle of Pippleknock the Pharasman! The basic elements of a water body counteract the water elements of an acid body!” Following the sage’s principle, he produced some reagents that neutralized this acid also.

Closing Golden Lake: Graven Guardian of Nethys
Arcane 10: 2d10 + 3 ⇒ (7, 4) + 3 = 14
Graven Guardian of Nethys is banished. Golden Lake is closed.
“YOU HAVE DISTURBED THE SACRED WATERS OF NETHYS.”
Qualzar sighed. “Another rusty construct.” This wasn’t one of the Aspis’s, though. It was much older, and the sorcerer knew the deactivation code. “Let’s give you a new mission...”
(a few minutes later)
“YOU HAVE DISTURBED THE SACRED WATERS OF QUALZAR THE IMPRESSIVE.”

Ending turn.

At the start of Skizza’s turn, Qualzar will recharge Surgeon to cure his Twitch Tonic.
As Qualzar prepared to continue the mission, the surgeon handed him a vial. “Without the acid source, this lake won’t be as potent, but I think I can synthesize a little more of this liquid.”

Qualzar wrote:

Hand: Codex, Crown of Charisma, Force Missile, Dhabba, Surgeon, Mirror Image, Leather Armor,

Displayed:
Deck: 8 10 Discard: 2 1 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d4 [] +1
Intelligence d10 [] +1 [] +2 [] +3
Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2 [] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [] +2 [] +3 [] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) ([] +2) and add the Attack, Magic, and Mental traits.  This counts as playing a spell.
When you encounter a monster, you may evade it ([] and put it on the top of the location deck it came from).  This counts as playing a spell that has the Arcane and Mental traits.

Estra needs to discard Blessing of the Gods.
Estra needs to attempt a recharge check on Sands of Time and either recharge or discard it, accordingly.


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Wei Ji:
As I mentioned earlier, I think that a party is strongest when we have different playstyles. And I think that the most important thing when playing a game is to have *fun*. So if you play best when you can ignore the pressure, and if it's more fun for you to not consider the math- please do that!

And I don't think anyone here will fault you if things do go awry- just as no one blames Agent Eclipse or me for failing to close our locations, nor does anyone blame Yewstance for [take your pick among any of his untimely rolls].

(Maybe we could even say that your distaste for conjecturing is your roleplaying Gronk's d4 Intelligence! :)


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You can use Dexterity, Stealth, Charisma, or Diplomacy to evade that henchman per the scenario rules.


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Uh, I mean, I vote to keep it open. All of the boons are still in there, you know. :)