Moon Pendant

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528 posts. Alias of Hawkmoon269.


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REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in his deck with the loot Game of Afterlife and 1 character may temporarily replace 1 armor in her deck with the loot Akhentepi’s Armor. At the end of each scenario, return the cards to the game box.

ADVENTURE REWARD
Each player unlocks the ability to play Zadim from the Mummy’s Mask Base Set using the Inquisitor Class Deck.

Development:
After defeating the usij cultist a second—and hopefully final—time and swimming back to shore far away from the Aspis camp, you stop to catch your breath. It’s been a long day since you fought those gnolls, and your resources are spent. Thus, it’s quite unwelcome when you hear a woman clear her throat, and the alchemist Ridaiya Merai emerges from behind a rocky outcropping, along with numerous Aspis guards.

You can’t stop her from capturing you and confiscating the tablets, though you’re sure you remember them well enough to reproduce the map. Thinking fast, you claim to have been chasing the usij cultist who sabotaged Merai’s camp all the way from Sothis. You explain that the tablets weren’t from the Aspis’s dig site. She taps her lip, “In that case, Pathfinders, perhaps we can come to an arrangement…”

ACQUIRED CARDS
Find Traps (Spell B)
Crocodile Skin Lamellar (Armor B)
Tussah Silk Coat (Armor B)
Bladeguard (Item C)
Flame Staff (Item C)
Smoke Stick (Item 1)
Aunty (Ally C)
Dredge (Ally B)
Embalmer (Ally B)
Blessing of Bastet (Blessing C)
Blessing of Bastet (Blessing B)
Blessing of Ra (Blessing B)
Blessing of the Ancients (Blessing B)
Blessing of Thoth (Blessing 1)


Sandstorm...

Skizza: 1d6 ⇒ 6
Precinct of the Left Eyes. No cards in location deck.

Estra: 1d6 ⇒ 2
Peasant Tombs. No cards in location deck.

Gronk: 1d6 ⇒ 5
Embalming Parlor. No cards in location deck.

Qualzar: 1d6 ⇒ 2
Peasant Tombs. No cards in location deck.


Lightning Storm needs to move.
Random Location: 1d6 ⇒ 1

Conveniently to the closed Crypt.

Estra also needs to do the BYA from the Fire Hydra.


Looks good. I'll roll for the rest. I would have done that right away if I'd noticed the Sandstorm.

Estra: 1d6 ⇒ 6
Skizza: 1d6 ⇒ 6

They both move to Precinct of the Left Eyes and see a Lightning Storm.

Qualzar said you are good to use his blessing, so Aghash defeated, location closed.


Qualzar rolled his scourge. I'll roll for Gronk and Skizza. Estra can roll for her own.

Gronk scourge: 1d4 + 1 ⇒ (1) + 1 = 2

Curse of Poisoning:
Curse of Poisoning
Scourge B

Traits
Curse
Poison

Check
None

Powers
While displayed, after you reset your hand, recharge a random card.

Skizza Scourge: 1d4 + 1 ⇒ (3) + 1 = 4

Curse of Daybane:
Curse of Daybane
Scourge B

Traits
Curse
Undead

Check
None

Powers
At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

You may only have 1 copy of this card displayed.

So Qualzar doesn't have to potentially waste any spoilered blessings looking for a non-basic one.

Blessing of Ra:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Hadden Hoppert offers 2 cards:

Acid Jet:
Acid Jet
Spell C

Traits
Magic
Arcane
Divine
Attack
Acid
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Commune:
Commune
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
12

Powers
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.


3-1E: TRAILS TO THE SKY
Now that you aren’t in a rush to catch up to the Taldan wizard, you realize this place is bigger on the inside than the outside warranted. You’re so excited about your new tablets that you can’t help but begin to decipher them as you walk back out of the ancient compound. Ever since fellow agents cleared dark elves out of a strange pyramid in the Darklands, the Society has been aware of pyramids that could soar through the sky. But if the information on these tablets is still accurate, you’re holding the map to a functional sky pyramid somewhere on the Scorpion Coast. Forget vague elemental lore, this discovery could easily make your career! Imagine becoming the venture-captain of the “Flying Sky Pyramid Lodge” and what sorts of advantages that could bring; if these tablets were halfway accurate, the thing even has a significant magical arsenal at its disposal.

Lost in thought, you reach the doors to leave the building, only for them to slam shut and glow with a baleful dark flame, a magic lock of some sort. “Curse you, Pathfinders!” a voice rasps, sounding like the wizard, but somehow wrong. You turn to see the woman’s shambling corpse behind you, as rag-shrouded creatures approach from all sides, their faces nothing more than an enormous eye ringed with fangs. These are aghash divs, the embodiment of the curse of the evil eye! You feel yourself falling under their curse as the wizard continues. “I admit, this body didn’t hold up as well as I would have hoped, but by the grace of Lord Ahriman, it serves me alive or dead. Perhaps yours will work better?” You realize then that she must be a spirit of an ancient member of the usij, a cult of div-worshipers the Society foiled in Rahadoum several years ago.

And with that, she attacks!

DURING THIS SCENARIO
At the start of the scenario, each character suffers a scourge.
At the end of your turn, you may examine the top card of your location deck.

VILLAIN:

Velriana Hypaxes Unborn:
Velriana Hypaxes Unborn
Villain Monster 1

Traits
Undead
Wizard
Aristocrat

Check
Combat
14

Powers
Velriana Unborn is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.

HENCHMEN:

Aghash:
Aghash
Henchman Monster B

Traits
Outsider
Curse
Electricity
Trigger
Veteran

Check
Combat
11
OR
Divine
8

Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.


REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Elemental Treaty and 1 character may temporarily replace 1 item in his deck with the loot Tablet of Languages Lost. At the end of each scenario, return the cards to the game box.

This is your 4th completed scenario at this tier, so you gain a card feat.

Development:
The Taldan proved to be a talented wizard, employing a variety of ancient spells. Though you would have liked to take her captive, in the end you had no choice but to kill her.

With the distractions out of the way, you turn to the altar and examine it, touching a specific hieroglyph to open a compartment below. Inside are several stone tablets and the decayed remnants of ancient papyrus. You dutifully collect the decayed papyrus in case it can be magically restored, but the tablets draw your attention immediately. Your eyes go wide. You’re holding a map to a pyramid—and the tablets seem to indicate that it can fly.

Acquired
Cure (Spell B)
Azaz Arafe and Zazu (Ally 1)
Tomb Raider (Ally B)
Blessing of the Ancients (Blessing B)
Blessing of the Ancients (Blessing B)
Blessing of Thoth (Blessing 1)

Choose your deck upgrades. Then let's see in the discussion thread who wants to continue on.


Small answer:
I've always played those kinds of weapons that you had to have only revealed it to use the reroll power.


We need to move the Elemental Treaty.
Random Other Location: 1d5 ⇒ 3


Elemental Treaty moves from Towering Obelisk too..: 1d5 ⇒ 5 Catacombs.


It was my fault, not yours.


My bad. The one in the location is correct. The one in the scenario details above was wrong. Skizza's turn is good. Processing the escape now.


Traders, starting locations, then starting hands please.


Elemental Treaty:
Elemental Treaty
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

Random Location 1: 1d6 ⇒ 2 Mausoleum
Random Location 2: 1d5 ⇒ 5 Catacombs


3-1D: UNDER PRESSURE
As you follow the Taldan infiltrator deeper into the ruins of Shotep-Kara, you don’t allow yourself the luxury of examining the archaeological marvels around you. You must stay focused lest she try another trick to shake you off her tail. She enters a strange domed edifice of opaque glass, relatively intact compared to its neighbors. You open the door to follow her inside, shocked to find that the building’s entrance repels the water around it. Why would that…

In a flash, you remember Norden Balentiir’s briefing: Shotep- Kara had strange extradimensional portals, altered spaces, and connections to the Elemental Planes themselves. The inside of this building might not even be in the same dimension as the city around it! It might have been ensorcelled to prevent the elements from reaching the inside—inadvertently handy if the city were to, say, be swallowed by the ocean after a series of earthquakes and tsunamis. The inside of the building is full of Ancient Osirian hieroglyphics. Fortunately, you learned to read them during training, part of the reason the venture-captain chose you for this mission. The text dates this building to the early Age of the Black Sphinx, over 6,000 years ago, coinciding with the reign of the Four Pharaohs. Skimming the hieroglyphics as you glance around for the woman in the foppish hat, you note that this place was a repository for reports by scholars and archaeologists loyal to the Four Pharaohs. The walls honor the sacrifices of their fallen on behalf of the gods Nethys and Thoth. You follow the woman’s trail to a strange altar, though she is nowhere in sight.

“Impressive, following me here,” she calls out from somewhere nearby, in Ancient Osiriani of all languages, “but it ends here. Guardians, destroy the intruders!”

DURING THIS SCENARIO
Before building the location decks, display the spell Elemental Treaty at 2 different random locations. Ignore the sentence that begins “When this location is closed” on these 2 spells.

When a character starts her turn at a location that has an Elemental Treaty displayed, or when you close a location that has an Elemental Treaty displayed, display each Elemental Treaty at that location at a random other location.

Acid, Cold, Electricity, Fire, and Poison damage dealt to you is increased by 1.

Villain

Velriana Hypaxes Unborn:
Velriana Hypaxes Unborn
Villain Monster 1

Traits
Undead
Wizard
Aristocrat

Check
Combat
14

Powers
Velriana Unborn is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.

Henchmen

Graven Guardian of Nethys:
Graven Guardian of Nethys
Henchman Monster 1

Traits
Construct
Nethys
Inquisitor
Veteran

Check
Arcane
Divine
9
OR
Combat
12

Powers
The Graven Guardian of Nethys is immune to the Mental and Poison traits.
The difficulty to defeat the Graven Guardian of Nethys is increased by the current scenario's adventure deck number.
You may discard a card that has the Nethys trait to defeat the Graven Guardian of Nethys.
If defeated, you may immediately attempt to close the location this henchman came from.

Alchemical Golem:
Alchemical Golem
Henchman Monster B

Traits
Construct
Alchemical

Check
Combat
10

Powers
The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.

Warrior Dolls:
Warrior Dolls
Henchman Monster 1

Traits
Construct
Swarm
Veteran

Check
Combat
10

Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.


REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with the weapon Scorpion Whip and 1 character may temporarily replace 1 armor in his deck with the loot Akhentepi’s Armor. At the end of each scenario, return the cards to the game box.

ADVENTURE REWARD
Each player unlocks the ability to play Crowe from the Wrath of the Righteous Character Add-On Deck using the Magus Class Deck.

Development:
Escape! Though you can hear more footsteps cracking through the underbrush, the enemies nearby have all been dispatched. You sprint across the sand and leap into Pegsworthy’s rowboat. Once safe aboard the Bonaventure, Siddique claps you on the backs and gives you his genuine thanks for saving his life. As per your agreement, he tells you all he knows about the traitor Pasha Muhlia al-Jakri, though what he says does anything but calm your nerves.

Al-Jakri has been busy making powerful friends since her escape from Absalom. According to Siddique, she has the ear of High Strategos Maxillar Pythareous, fueling his dreams of bringing glory to Taldor through conquest of its southern neighbor, Qadira. Not satisfied with instability in eastern Avistan, she’s been working with a Gebbite Blood Lord who provides her with thralls to do her bidding in Thuvia and Nex. Though Siddique confesses he does not know the ends to which these thralls are put, he believes that many are unwilling participants who would, should their mind control be disrupted, cease their actions and potentially help the Pathfinder Society.

This, it seems, is what hope feels like.

Here is what I have you acquiring:
Kopis (Weapon B)
Augury (Spell B)
Lightning Touch (Spell C)
Crocodile Skin Armor (Armor B)
Crocodile Skin Armor (Armor C)
Crocodile Skin Madu (Armor B)
Lottery Urn (Item 1)
Embalmer (Ally C)
Mahga Threefingers (Ally B)
Sebti the Crocodile (Ally 1)
Shock Lizard (Ally B)
Blessing of Nethys (Blessing B)
Blessing of the Ancients (Blessing B)
Blessing of Wadjet (Blessing B)


REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in his deck with the loot Spear of the Watchful Guardian and 1 character may temporarily replace 1 armor in her deck with the loot Scarab Buckler. At the end of each scenario, return the cards to the game box.

Development:
After defeating the doru and dismantling the constructs, you see the Taldan with the foppish hat in the distance. Could she have used the div as a delaying tactic? Fortunately, whatever spell granted her such speed on land isn’t helping her swim, so you’re able to start slowly closing the distance to her.

As she reaches the far edge of the Aspis dig site, you feel a knot in the pit of your stomach. When Norden Balentiir told you not to head past the boundaries of the dig site, you somehow knew that you were going to wind up going past them anyway. But this seems crucial, so you sigh inwardly and press on.

Here is what I have you acquiring:
Sands of Time (Spell 1)
Crocodile Skin Helmet (Armor B)
Antitoxin (Item B)
Compass (Item C)
Crowbar (Item C)
Djinn Favor Amulet (Item 1)
Lottery Urn (Item 1)
Twitch Tonic (Item B)
Aunty (Ally C)
Dhabba (Ally B)
Dhabba (Ally C)
Blessing of the Ancients (Blessing B)
Blessing of the Elements (Blessing B)

There is no tier reward for the third scenario.


Random item is Lottery Urn (Item 1).

And that is a win.


Radovan is defeats Herran Halfwhip. Earthworks is the only open location, so he will be shuffled into there.


Yes this was game 5 for most of you, so no feat. Except Tup missed a game, so this was game 4 for him, so he gets his card feat.


REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with the weapon Scorpion Whip and 1 character may temporarily replace 1 armor in his deck with the loot Akhentepi’s Armor. At the end of each scenario, return the cards to the game box.

ADVENTURE REWARD
Each player unlocks the ability to play Crowe from the Wrath of the Righteous Character Add-On Deck using the Magus Class Deck.

Development:
Escape! Though you can hear more footsteps cracking through the underbrush, the enemies nearby have all been dispatched. You sprint across the sand and leap into Pegsworthy’s rowboat. Once safe aboard the Bonaventure, Siddique claps you on the backs and gives you his genuine thanks for saving his life. As per your agreement, he tells you all he knows about the traitor Pasha Muhlia al-Jakri, though what he says does anything but calm your nerves.

Al-Jakri has been busy making powerful friends since her escape from Absalom. According to Siddique, she has the ear of High Strategos Maxillar Pythareous, fueling his dreams of bringing glory to Taldor through conquest of its southern neighbor, Qadira. Not satisfied with instability in eastern Avistan, she’s been working with a Gebbite Blood Lord who provides her with thralls to do her bidding in Thuvia and Nex. Though Siddique confesses he does not know the ends to which these thralls are put, he believes that many are unwilling participants who would, should their mind control be disrupted, cease their actions and potentially help the Pathfinder Society.

This, it seems, is what hope feels like.

Here is what I have you acquiring:
Blowgun (Weapon B)
Hunga Munga (Weapon B)
Spelldagger (Weapon C)
Fireblade (Spell B)
Elemental Treaty (Spell C)
Armor of the Sands (Armor B)
Crocodile Skin Armor (Armor B)
Crocodile Skin Madu (Armor B)
Camel (Ally B)
Pahmet Clansman (Ally B)
Porcupine (Ally C)
Stone Weasel (Ally C)
Blessing of Bastet (Blessing B)
Blessing of the Elements (Blessing B)
Blessing of the Elements (Blessing B)
Blessing of Wadjet (Blessing C)


Adowyn - Chthonicthul wrote:
So, the location is closed, right? Which means that the random monster that gets shuffled into the deck for beating the DC by more than 7 is pointless, I believe. Reset hand and end turn.

Because he is evaded, the location doesn't close. He just gets shuffled back in at that point. But the monster being shuffled in only happens based on your first check to defeat. And you defeated an Emperor Cobra by less than 7 earlier in the turn, so no monster.


As mentioned in chat, Heran had slightly incorrect text. This is the correct text:

Heran Halfwhip:
Heran Halfwhip
Villain Monster 1

Traits
Trigger
Halfling
Rogue

Check
Combat
12

Powers
When you examine this card discard a random card.
Before you act, discard a random card.
If the difficulty of the check to defeat is exceeded by 7 or more, Heran Halfwhip is evaded.


I just noticed Heran Halfwhip's powers are slightly incorrect. The power that makes you discard a card should NOT have a condition of failing a check. It just happens "when examined" and "before you act." Here is the correct text:

Heran Halfwhip:
Heran Halfwhip
Villain Monster 1

Traits
Trigger
Halfling
Rogue

Check
Combat
12

Powers
When you examine this card discard a random card.
Before you act, discard a random card.
If the difficulty of the check to defeat is exceeded by 7 or more, Heran Halfwhip is evaded.

I don't think that has made a difference in anything you've done so far, but if it has let me know and we'll figure out what to do.


Technically everyone should choose their starting location, then everyone should draw their starting hand. A concession we are making to speed up games in play by post is to choose and draw at the same time. We just ask that no one makes a decision on starting location based on a previous character's hand draw. If you want, you can put your hand in a spoiler box.


Traders, locations, and let me know if you are using any replacement cards.


4-1E: SEAWARD!
The last rays of sunshine fade to blue dusk as you head down the slope toward the beach. The ship dubbed the Bonaventure is anchored in deep water, where crew members hoist black sails in preparation for a stealthy getaway under cover of night.

You see the contact that your Eagle Knight ally Aviera Sacero described rowing toward the shore in a small dinghy. Even at this distance, the thick scar across the bridge of his nose is unmistakable, and though you can’t see it from where you stand, you mentally picture the man’s famous wooden leg propping him up in the rowboat as his arms propel him toward the shore. You give a wave to Merrill Pegsworthy as he draws near. He gives a curt nod in acknowledgement, then his eyes widen as he shouts something. You can’t make out what he’s saying, but when he starts waving his arms and gesturing to the air behind you, his intent is clear enough.

Whirling around to face the slope, you see the slaver Heran Halfwhip’s cronies bursting forth with weapons drawn. You did not escape as undetected as you thought! Your prisoner Satyar Siddique moans as he considers the likelihood of returning to Halfwhip’s slave pens. Pushing concerns for Sacero and her followers to the back of your mind, you prepare for one last battle to escape this wretched island of slavery.

DURING THIS SCENARIO
Treat the villain Thuvian Alchemist as a henchman.
Before you attempt to temporarily or permanently close a location, discard a random card.

Villain

Heran Halfwhip:
Heran Halfwhip
Villain Monster 1

Traits
Trigger
Halfling
Rogue

Check
Combat
12

Powers
When you examine this card and before you act, succeed at a Dexterity or Acrobatics 9 check or discard a random card.

If defeated by 7 or more, Heran Halfwhip evades instead.

Henchmen

Gnoll Slaver:
Gnoll Slaver
Henchman Monster 1

Traits
Trigger
Gnoll

Check
Combat
10

Powers
When you examine this card, encounter it and increase its difficulty by 3.

Before you act, recharge an ally.

If undefeated, search your hand, deck, and discard pile for an ally, then bury it.

If defeated, you may immediately attempt to close the location this henchman came from.

Thuvian Alchemist:
Thuvian Alchemist
Villain Monster B

Traits
Human
Alchemist
Poison

Check
Combat
12
OR
Intelligence
Craft
7

Powers
All damage dealt by the Thuvian Alchemist is Poison damage. If this damage is not reduced to 0, suffer the scourge Curse of Poisoning .
Before you act, a random character at your location is dealt 1 damage.
For each card that has the Poison trait you have in hand or displayed next to your deck, add 1d4 to your checks against the Thuvian Alchemist.

Alchemical Golem:
Alchemical Golem
Henchman Monster B

Traits
Construct
Alchemical

Check
Combat
10

Powers
The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.

Scorched Hand:
Scorched Hand
Henchman Monster 1

Traits
Human
Wizard
Nethys

Check
Combat
13

Powers
Each character may reveal a blessing that has the Nethys trait; for each blessing revealed, add a die to your check to defeat.
If defeated by less than 5, search the location deck this henchman came from; you may draw any number of its boons

Bonecrusher Ambusher:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.


Looks like there won't be any conflicts. Finalize your upgrades. I'll start setting up the next scenario.


You defeated the Blasphemous Priest by 4 or more, so the location zaps you for 1d4 Electricity damage.


Here is what I have you acquiring. Let me know if I missed something:

Galvanic Chakram +1 (Weapon 1)
Khopesh (Weapon B)
Acute Senses (Spell B)
Clinging Venom (Spell B)
Cure (Spell C)
Holy Light (Spell B)
Unshakable Chill (Spell C)
Burglar's Buckler (Armor 1)
Crocodile Skin Shield (Armor B)
Crocodile Skin Lamellar (Armor B)
Djinn Favor Amulet (Item 1)
Embalming Fluid (Item 1)
Potion of Energy Resistance (Item B)
Wing of Horus (Item B)
Camel (Ally C)
Porcupine (Ally B)
Tomb Raider (Ally B)
Tomb Raider (Ally B)
Blessing of Abadar (Blessing B)
Blessing of Bastet (Blessing B)
Blessing of the Ancients (Blessing B)
Blessing of the Ancients (Blessing B)
Blessing of the Elements (Blessing C)


Random blessing is Blessing of Abadar.

If this was your 4th scenario, you get a card feat.

REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the item Compass and 1 character may temporarily replace 1 ally in his deck with the ally Camel. At the end of each scenario, return the cards to the game box.

Development:
Despite tangling with hostile creatures and equally hostile landforms, you’ve made it back to the streambed.

Your unlikely ally Siddique has had the worst of it, though. The ministrations of the slavers have rendered him unfit for the harsh environs. If you don’t reach safety soon, he’ll die without divulging the whereabouts of the traitor Pasha Muhlia al-Jakri.

There’s no more room for mistakes, so you backtrack to the most recent landmark and are careful to follow the course without further detours. The correct path eventually leaves you standing at the edge of the promised cove. You must find a ship to get passage from this benighted land, or all your efforts will be to no avail.


3-1C: UP FOR A SWIM?

As you chase the Taldan infiltrator in the foppish hat, it quickly becomes clear why she stole one of Merai’s water breathing potions: she’s headed for the dig site! That knowledge is a poor consolation for the fact that the Taldan managed to significantly outpace you, likely by using a spell to increase her speed.

As you swim into the shallows, you see in the distance the beginnings of the Aspis dig site and the ruins of Shotep-Kara. You begin to imagine what this place must have looked like at the height of Tumen, during the time of the Four Pharaohs of Ascension. The crumbling, waterlogged monuments, temples, and docks suggest a time when this place was a commercial and military powerhouse, the gateway to the wonders of Ancient Osirion.

However, you don’t have long to ponder before you hear a strange crashing sound. You look behind you to see a floating, horned beast head followed by the Aspis’s contingent of mining constructs! You take a moment to ponder the strange sight before you remember that the creature is a doru, the least of the divs. Divs arise from corrupted genies exiled to the depths of Abaddon, and their ancient hatred of mortalkind leads them to despoil all that which mortals create. But doru in particular are obsessive gatherers of secrets and able to become invisible whenever it suits them; it would have been a simple matter for the creature to learn the constructs’ secret commands. But that still doesn’t completely explain its actions. You don’t have more time to consider the implications—now is the time to fight!

DURING THIS SCENARIO
DURING THIS SCENARIO
If your combat check has the Bludgeoning, Fire, or Slashing trait, subtract 1 from each die you roll.
If you move in a step other than your move step, recharge a card.

Villain

Imanish:
Imanish
Villain Monster 1

Traits
Outsider

Check
Combat
9

Powers
Imanish is immune to the Fire and Poison traits. Subtract 1 from each die rolled if your check has the Acid or Electricity trait.
Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the Henchman Blightwing.

Henchmen

Acid Pool:
Acid Pool
Henchman Barrier B

Traits
Obstacle
Acid
Veteran

Check
Intelligence
Craft
Wisdom
Survival
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.


Mining Construct:
Mining Construct
Henchman Monster B

Traits
Construct

Check
Combat
10

Powers
The Mining Construct is immune to the Mental and Poison traits.
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box.


You also each gain a power feat for completing your second scenario in this tier.


REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Remove Curse. At the end of each scenario, return the spell to the game box. Each character draws an item from the game box. Adventure Card Guild characters may choose a bonus deck upgrade.

Development:
There have been some close calls, but your reconnaissance has been productive so far. You have a map of the dig site, and you’ve learned that the Aspis are employing modified mining constructs to assist with heavy labor underwater. The damage they might cause in the process of excavating treasures could be irreparable.

As you are getting ready to leave Merai’s thankfully vacant tent, a Taldan woman in a foppish hat suddenly appears, grabbing one of the water breathing potions Merai was brewing. You and the new intruder stop and stare at each other, each realizing you can’t make a commotion or you’ll both be caught. She turns and runs, and you grab potions of your own and pursue.

These are the cards I have recorded as you acquiring, with the items from the reward already added, let me know if I'm missing something:

Explorer's Staff (Weapon C)
Acid Jet (Spell C)
Acid Jet (Spell C)
Augury (Spell B)
Fireblade (Spell B)
Speak with Dead (Spell 1)
Unshakable Chill (Spell B)
Viper Strike (Spell C)
Catching Cape (Armor B)
Crocodile Skin Madu (Armor B)
Filter Hood (Armor B)
Anubis Staff (Item 1)
Compass (Item B)
Crowbar (Item C)
Crowbar (Item C)
Lottery Urn (Item 1)
Osirion History Guide (Item B)
Scroll of Thoth (Item 1)
Smoked Glass Goggles (Item B)
Staff of Minor Healing (Item 1)
Twitch Tonic (Item B)
Falto (Ally C)
Shock Lizard (Ally B)
Blessing of Horus (Blessing B)
Blessing of Nethys (Blessing B)


1 person marked this as a favorite.

You are correct about attempting the recharge check being optional.


The last rays of sunshine fade to blue dusk as you head down the slope toward the beach. The ship dubbed the Bonaventure is anchored in deep water, where crew members hoist black sails in preparation for a stealthy getaway under cover of night.

You see the contact that your Eagle Knight ally Aviera Sacero described rowing toward the shore in a small dinghy. Even at this distance, the thick scar across the bridge of his nose is unmistakable, and though you can’t see it from where you stand, you mentally picture the man’s famous wooden leg propping him up in the rowboat as his arms propel him toward the shore. You give a wave to Merrill Pegsworthy as he draws near. He gives a curt nod in acknowledgement, then his eyes widen as he shouts something. You can’t make out what he’s saying, but when he starts waving his arms and gesturing to the air behind you, his intent is clear enough.

Whirling around to face the slope, you see the slaver Heran Halfwhip’s cronies bursting forth with weapons drawn. You did not escape as undetected as you thought! Your prisoner Satyar Siddique moans as he considers the likelihood of returning to Halfwhip’s slave pens. Pushing concerns for Sacero and her followers to the back of your mind, you prepare for one last battle to escape this wretched island of slavery.

DURING THIS SCENARIO
Treat the villain Thuvian Alchemist as a henchman.
Before you attempt to temporarily or permanently close a location, discard a random card.

VILLAIN

Heran Halfwhip:
Heran Halfwhip
Villain Monster 1

Traits
Trigger
Halfling
Rogue

Check
Combat
12

Powers
When you examine this card and before you act, succeed at a Dexterity or Acrobatics 9 check or discard a random card.

If defeated by 7 or more, Heran Halfwhip evades instead.

HENCHMEN

Gnoll Slaver:
Gnoll Slaver
Henchman Monster 1

Traits
Trigger
Gnoll

Check
Combat
10

Powers
When you examine this card, encounter it and increase its difficulty by 3.

Before you act, recharge an ally.

If undefeated, search your hand, deck, and discard pile for an ally, then bury it.

If defeated, you may immediately attempt to close the location this henchman came from.

Thuvian Alchemist:
Thuvian Alchemist
Villain Monster B

Traits
Human
Alchemist
Poison

Check
Combat
12
OR
Intelligence
Craft
7

Powers
All damage dealt by the Thuvian Alchemist is Poison damage. If this damage is not reduced to 0, suffer the scourge Curse of Poisoning .
Before you act, a random character at your location is dealt 1 damage.
For each card that has the Poison trait you have in hand or displayed next to your deck, add 1d4 to your checks against the Thuvian Alchemist.

Alchemical Golem:
Alchemical Golem
Henchman Monster B

Traits
Construct
Alchemical

Check
Combat
10

Powers
The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.

Scorched Hand:
Scorched Hand
Henchman Monster 1

Traits
Human
Wizard
Nethys

Check
Combat
13

Powers
Each character may reveal a blessing that has the Nethys trait; for each blessing revealed, add a die to your check to defeat.
If defeated by less than 5, search the location deck this henchman came from; you may draw any number of its boons

Bonecrusher Ambusher:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.


4 of you visiting Falsin Deek.

Compass:
Compass
Item B

Traits
Object
Basic

Check
Wisdom
Survival
4

Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.

Healer's Kit:
Healer's Kit
Item B

Traits
Tool
Healing

Check
Wisdom
Survival
Divine
6

Powers
Bury this card to draw all cards in your discard pile that have the Healing trait. Then you may shuffle any number of cards that have the Healing trait into your deck.

Scroll of Thoth:
Scroll of Thoth
Item 1

Traits
Object
Magic
Thoth
Trigger

Check
Knowledge
Wisdom
Divine
7

Powers
When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.

Noxious Bomb:
Noxious Bomb
Item B

Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Flash Freeze:
Flash Freeze
Item B

Traits
Liquid
Cold
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.


If this was your 4th scenario in tier, you get a Card feat.

Here is my list of what you acquired. Let me know if anything is missing:

Acute Senses (Spell B)
Augury (Spell B)
Cure (Spell C)
Crocodile Skin Lamellar (Armor B)
Filter Hood (Armor B)
Helpful Haversack (Item 1)
Scroll of Thoth (Item 1)
Acid Flask (Item B)
Acid Flask (Item B)
Feather of Maat (Item B)
Potion of Healing (Item B)
Smoked Glass Goggles (Item B)
Embalmer (Ally B)
Pahmet Clansman (Ally B)
Tarworks Master (Ally B)
Tomb Raider (Ally B)
Embalmer (Ally C)
Shock Lizard (Ally C)
Blessing of Thoth (Blessing 1)
Blessing of Bastet (Blessing B)
Blessing of Horus (Blessing B)
Blessing of Nethys (Blessing B)
Blessing of Nethys (Blessing B)
Blessing of Pharasma (Blessing B)
Blessing of the Ancients (Blessing B)
Blessing of the Elements (Blessing B)
Blessing of Abadar (Blessing C)


REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the item Compass and 1 character may temporarily replace 1 ally in his deck with the ally Camel. At the end of each scenario, return the cards to the game box.

Development:
Despite tangling with hostile creatures and equally hostile landforms, you’ve made it back to the streambed.

Your unlikely ally Siddique has had the worst of it, though. The ministrations of the slavers have rendered him unfit for the harsh environs. If you don’t reach safety soon, he’ll die without divulging the whereabouts of the traitor Pasha Muhlia al-Jakri.

There’s no more room for mistakes, so you backtrack to the most recent landmark and are careful to follow the course without further detours. The correct path eventually leaves you standing at the edge of the promised cove. You must find a ship to get passage from this benighted land, or all your efforts will be to no avail.


Skizza should have triggered the Third Law. He had Acid Flask, which he could banish. It is basic, so he can put it back in his character deck when rebuilding.


Tup could have chosen to encounter Tarworks Master instead of the Caryatid Column. Let's retcon that. (Put back your Doghide Armor and roll the check to acquire to see if you got it.)

And Adowyn needs someone to volunteer a blessing for her check to defeat the Sand Creeper.


Tup get Scroll of Thoth

Scroll of Thoth:
Scroll of Thoth
Item 1

Traits
Object
Magic
Thoth
Trigger

Check
Knowledge
Wisdom
Divine
7

Powers
When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.

Arueshalae gets Helpful Haversack.

Helpful Haversack:
Helpful Haversack
Item 1

Traits
Accessory
Magic

Check
Dexterity
Intelligence
6

Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.

Grazzle gets Potion of Healing.

Potion of Healing:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Athnul gets Feather of Maat.

Feather of Maat:
Feather of Maat
Item B

Traits
Object
Magic
Maat

Check
Constitution
Knowledge
Divine
5

Powers
Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.


Hold up. We need to shuffle Tup into the Sulfur Pits.


I am going to go ahead and build the Alchemical Laboratory and post it. But, you can not move or explore there until you've closed the Dilapidated Plaza.


I think Adowyn gets Curse of Vulnerability from that Death Hound.

And I don't think Grazzle examined the Ubashki Swarm, you just explored. So no need for that Stealth check or for anyone else to encounter the swarm.

Ubashki Swarm wrote:

When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.

The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

But, you didn't defeat it by at least 2 on that first check, so you will need to do the Constitution or Fortitude 7 check.


Looks like we are ready to begin. Don't forget to discard the top or bottom card of your deck at the start of your turn if you are at an open location. And closing a location heals you. Here we go...


3 at Falsin Deek, so 4 cards on offer:

Key of the Second Vault:
Key of the Second Vault
Item C

Traits
Object
Magic
Abadar

Check
Disable
Perception
Arcane
Divine
10

Powers
Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

Kohl of Uncanny Discernment:
Kohl of Uncanny Discernment
Item B

Traits
Accessory
Alchemical

Check
Intelligence
Perception
6

Powers
Reveal this card to add 1d4 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Magnifying Glass:
Magnifying Glass
Item B

Traits
Tool
Basic

Check
Intelligence
Perception
4

Powers
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

Anubis Staff:
Anubis Staff
Item 1

Traits
Staff
Attack
Magic
Arcane
Divine
Anubis

Check
Arcane
Divine
6

Powers
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.

Let me know if you want to take anything. Continuing with the next turn from where the previous scenario ended means Skizza is up first.


Don't miss the fact that you can't temporarily close locations. So if you are spreading out just for the villain, there is no need.


Next scenario details are posted in advance. Work out your upgrades, traders and starting locations.

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