AAUGHWHY's page

* Pathfinder Society GM. 34 posts (3,866 including aliases). No reviews. No lists. No wishlists. 23 Organized Play characters. 10 aliases.



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Estra discards:

The Tyrant:

CotCT Blessing 1
Traits: Harrow Suit: Crowns Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.

Sajan discards:

The Betrayal:

CotCT Blessing 1
Traits: Harrow Suit: Crowns Veteran
When this is the hour: When you acquire a boon, bury it. To Acquire: Charisma Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead. Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

(I think those were the two that had that reward? Let me know if I missed someone)


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Scenario 7-3B: Puzzle Pieces

After defeating the stone guardians, you initially find yourself in a maze, but eventually you find your way into a cavernous room. Pillars rise from floor to ceiling like stalagmites. Three doors provide egress from the chamber.

The floor is scattered with ancient skeletons, which do not rise and attack no matter how many times you poke at them. They are, perhaps, in too poor condition to be worth animating. Niches carved into the walls clearly once provided a resting place for these corpses, but now contain only fragments of shroud and bone. Your torchlight flickers eerily over the remains. A word carved above the shelves names the burial chamber, its letters partially obscured by dust and time.

Two of the three doors are closed. The third, to the west, stands ajar; it opens into a single burial vault. The stone coffin within yawns open, but oddly a flower blooms within, somehow preserved in this place of death and dust. The name “Celrin” is carved upon the tomb.

The eastern door was once secured by a lock that rusted through long ago. Behind it is a vault much like the first, prepared for a burial which appears to have never taken place. Dim light peeks through a hole in the ceiling to illuminate an unmarked, empty coffin.

The lock on the central door is new and free of rust. You struggle for a bit but finally get it open, finding another maze of passageways beyond. This time, though, a soft, blue glow leads the way through the warren of pathways. You eventually encounter the light’s source: a tiny box radiating magic. You recognize it as a puzzle box—the kind you have to figure how to open before you can free an object within. Opening it is going to require passing several tests of intelligence, and distant movements within the dungeon indicate that you may not have much time…

During this Scenario:
At the start of your turn, you may bury a card; of you do examine each location. While doing so, if any examined card does not have the same level as the previously examined cards in that location, stop examining, shuffle all examined cards together, then recharge them as evenly as possible between all locations you examined. If you examine all cards in all locations in doing so, you win.

After you examine any number of boons from a location, recharge one of the examined boons into any location

At the end of your turn, examine the top card of your location

Setup:
Before Building locations, set aside all Trigger Barrier. When building locations use these cards first, then return any remaining to the vault

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

---------------------------------
Story Banes:

Danger: Each time you encounter the danger, randomly choose a new level 2 or 3 barrier.

Villain: None

Henchmen: None


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Darago's Deck // Searching For: Item 5>Weapon 5>>Spell 5>>>Weapon 4

Hour is Blessing of Horus

An imposing and decidedly not-symmetric Card 1: Void Glyph appears before Darago in the garden. Requesting Lini's Blessing of Sivanah to add 2 dice. Revealing Mask of the Forgotten Pharaoh and Headband of Epic Intelligence to add 4 total. Qualzar Dimension Leaps at the start of the encounter

Arcane 18: 3d10 + 10 ⇒ (3, 1, 4) + 10 = 18 Oh wow... Location Makes me recharge 2 cards.

Darago struggles to erase the glyph when something starts emerging from it. "Be careful using all those items; you might void the warranty!"

Oh. It's just Qualzar.

End turn

"

Darago wrote:

Hand: Ice and Fire, Phoenix Cloak, Bound Lantern Archon, Headband of Epic Intelligence, Death's Touch, Mask of the Forgotten Pharaoh, Cloudburst,

Displayed: Ride the Lightning,
Deck: 14 Discard: 3 Buried: 0
Hero Points: 5
NOTES:
Available Support: Phoenix Cloak: Display to add 3d4 and Fire to local combat

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Isis, Scrying, Fire Barrage, Magnetic Grimoire, Blessing of Master of Masters, Mythopoeic Sphinx, Disintegrate, Blessing of the Seventh Veil, Volcanic Storm
Recharged: Fire Snake, Eruption, Acid Splash, Helm of Electric Radiance, Cauterizing Blade,
Discard Pile: Blessing of Ra, Blessing of Pharasma, Fox (Core),
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☑ +2 ☐ +3
Fortitude: Constitiution +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3

Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
None
POWERS:
When you acquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([X] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[X] When you defeat a monster that has the Undead trait ([X] or any monster) and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 ([X]+1) ([ ]+2) to your check([X] or a check by any character at the location).
[X] Add 1([ ] 2) ([ ] 3) to your check to recharge a card.

[/spoiler]"


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Completed Scenario 5-1E: To Seal the Dead

Reward:
For the rest of the Adventure Path, you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.

Development:
The rift closes as more undead hands attempt to reach through. With a loud crunch, the rift’s edge severs the reaching hands, and they fall to the ground with a wet thud. Your plan worked!

You have a moment to catch your breath and look around. There are a few signs that other people may have been here, but the tear has destroyed any other clues. You decide to return to the Feathered Devil and sail around the island to see what else you might find.

Returning to the ship, you notice something off. The waters are receding again. You attempt to set out before it’s too late, but the ship gets caught in a draining sea. A massive whirlpool forms around you and the island, and you watch as the remaining undead are pulled down into the vortex, unable to combat its currents. The island begins to break apart, and large pieces of land are pulled down as well. You do your best to ride the whirling maelstrom and avoid the detritus of the crumbling isle. As the ship reaches the center, you fall into a dark void.

You awake some time later in a daze. The sea is dark and the sky even darker. You’ve survived, but you’re now more lost than ever. If you’re going to get home, you think, you’re going to have to go much deeper into the tapestry.

Personalized Development:

As Uliah and Ukuja attempt to chart away out of the storm, Erasmus and Enora stay back and begin a ritual to permanently close the tear. The rift closes as more undead hands attempt to reach through. With a loud crunch, the rift’s edge severs the reaching hands, and they fall to the ground with a wet thud. Your plan worked!

You have a moment to catch your breath and look around. There are a few signs that other people may have been here, but the tear has destroyed any other clues. You decide to return to the Feathered Devil and sail around the island to see what else you might find.

Returning to the ship, Ukuja notices that, though the storm still rages, the ocean remains relatively calm. In fact, the currents are all travelling in the same direction... The wrong direction... The waters are receding again! You attempt to set out before it’s too late, but the ship gets caught in a draining sea. A massive whirlpool forms around you and the island, and you watch as the remaining undead are pulled down into the vortex, unable to combat its currents. "It's sad, all their efforts down the drain..." Uliah mutters as the rest of the party groans and rolls their eyes. The island begins to break apart, and large pieces of land are pulled down as well. You do your best to ride the whirling maelstrom and avoid the detritus of the crumbling isle. As the ship reaches the center, you fall into a dark void.

You awake some time later in a daze. The sea is dark and the sky even darker. You’ve survived, but you’re now more lost than ever. If you’re going to get home, you think, you’re going to have to go much deeper into the tapestry.

Tier Upgrades:
1st scenario in tier - Skill feat
2nd scenario in tier - Power feat
4th scenario in tier - Card feat

Acquired Cards:
Parrot (Ally C)
Sailor (Ally C)
Turtle (Ally C)
Turtle (Ally C)

Chain Mail (Armor C)

Rum Bottle (Item B)
Emerald of Dexterity (Item B)
Eye Patch (Item C)
Topaz of Strength (Item B)
Eye Patch (Item B)
Alchemical Glue (Item 1)

With the Structural Damage retcon, we got our plunder Armor and Ally back; unfortunately, both B/C. As always, let me know if I missed something


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Bigguyinblack, Tcolmaster, Ira Kroll, Akaitora, and PinesAwait: Please report for your assignment.

Bring your swimsuits and knitting needles! It's Season of Tapestry's Tides! I've gotten a couple requests for this season, I hope that's ok with everyone! :)


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Hi Everyone!

Please dot into the gameplay thread and also provide the following information:

Character/Deck
Character PFS #

I need to send these to the database admins so they can add you to the backend thing we use to run the game

Timezone

We'll can potentially use this to determine the initial turn order, if there isn't a specific reason to use a certain one

Wanted to share some helpful notes/guidelines that I totally didn't mostly steal from a table I was just at...

BR redeux wrote:


BR Skizzerz wrote:

Some ground expectations:
1. Try to post at least once a day in order to keep things moving. If you are going to be unavailable for an extended period of time, please ensure that your deck handler is linked and available for other players, and provide instructions so that other players can bot your turn. I recommend putting the link in your alias Profile (put it in the Class line, and wrap it in the url tags so it turns into a link -- see "How to format your text" below the reply box for details on how to do that if you aren't sure)
2. Do not wait around for my scenario update posts, just base your turn around the most recent update plus what other players have done since then. I'll get a scenario update out once per day unless there is nothing to update. I'll have other (non-update) posts interspersed throughout the day as needs require.
3. There are no take-backs or retcons, with exception of invalid plays/turns. Use resources wisely, and keep in mind the other perks you get in Organized Play such as accessory re-rolls and die bumps.

Things that make gameplay smoother:
1. If a location is shuffled, you can continue to examine or explore cards in it by rolling a die to see which card you examine/explore. No need to wait on me to post an update first with the shuffled deck.
2. When encountering a card, be very explicit in what card you are encountering. This helps other players at the same location know where you left off so they don't accidentally encounter the same cards that you just got through and have to re-do their turn.
3. Use your Notes section to describe any cards or powers that can be used to assist other players on their turns and that you are willing to use. If you post that certain cards are available for use, state what the card does as well.
4. When something impacts another player (a power that affects all characters at your location, or you're playing one of their cards), bold that thing so that it stands out.

Things that make deck upgrades smoother:
1. Write a list of your 2-5 most desired deck upgrades, in order, and roll 1d1000 for each of them.
2. That will let us look through those lists and see how we can get everyone their #1 preferred upgrade without lots of times lost in back-and-forth. If people are fighting over an upgrade, the d1000 roll is used to determine who gets it (highest roll wins).

I'd also like to set up a Google Hangout. We've had one at every table I've played in and we've used it every single day: very useful! If anyone if vehemently against that, let me know and we'll try to figure out some alternative.

Hopefully, we'll be able to start this weekend. If we can't do that, we'll just start whenever people are ready.

Scarab Sages

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I'm actually going through all the stuff to start BR-ing. With you 4 and a friend of mine that was looking at getting into PBP (and maybe me, IDK), that's already a pretty good/full table.


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Darago's Deck // Searching For: Item 5>Weapon 5>>Spell 5>>>Weapon 4
Valeros Z. wrote:
RotRL Lini wrote:
So to be clear, You are continuing the adventures with us but are switching to Darago instead of Valeros?
No, not at all! Sorry, I wasn't clear at all. No I'd like to play Valeros all the way through this AP (assuming everyone else is down to go the whole way).

Everyone should change their character to Darago and then only refer to each other as Darago. XD

Anyway, here's my planned upgrades for now:
Spell 1: Sphere of Fire (display for Arcane+1d6 - Lasts for the entire turn), Frost Ray (straight upgrade from Arcane+2d4 to Arcane+2d6)
Item 1: Sapphire of Intelligence (Recharge to use INT instead of normal skill on non-combat check)
Weapon: Something to replace Rapier (I didn't notice the non-proficiency penalty. Not a big deal because I can always trade it out at Sunburst Market, but still.)