Lizardfolk Sorcerer

Kiya-Grazzle's page

166 posts. Alias of Kiya Toren.




Welcome to Osirion, wkover, Myrddin1209, Wikwocket, Jeff Cook, & Mike O'Donnell!

Cards Against Gnomanity doesn't start until July 9, but there are a few things to set up in advance so that we're able to start gameplay right away on the 9th.

This thread can be used for any discussion about the game or anything else you want, while the Gameplay tab is generally reserved for in-character/gameplay posts. If you choose to post in-character in the gameplay thread, please use [ooc] tags to specify the cards & powers you're using.


Season of Plundered Tombs

Catastrophe struck the world 10,000 years ago, and mighty Osirion was one of the first great nations to rise from the ashes. For centuries its pharaohs oversaw a golden age of expansion and innovation while crushing rivals such as the Tekritanin League and the golem armies of the Jistka Imperium. Eventually, though, the kingdom began to stagnate, its leaders unable to match the splendid accomplishments of their forebears. Following millennia of decline and foreign occupation, Osirion is once again autonomous and prospers under the Ruby Prince Khemet III.

Hoping to uncover forgotten secrets that his kingdom might employ while encouraging foreign traffic into the increasingly prosperous land, the Ruby Prince opened Osirion to foreign explorers approximately a decade ago. Those hoping to plunder tombs and make their fortune are subject to Osirian customs agents who reclaim the most historically sensitive finds and collect a modest tax on other goods. Yet even this is hardly enough to discourage treasure-hunters—not when one could uncover gold, lost magic, or even a piece of one of the legendary Shory flying cities from a lost age.

Among the region’s most influential archaeological operations is the Pathfinder Society, an international league of explorers and adventurers dedicated to discovering and chronicling the world’s mysteries. You recently completed your training as a Pathfinder agent in Absalom and set out for Osirion, dreaming of the ancient secrets buried beneath the sands and stone. Before you embark overland, though, it’s critical that you meet with Venture-Captain Norden Balentiir, who coordinates Pathfinder activity throughout Osirion and is an invaluable sage of which sites remain unexplored and unspoiled by common looters.

As your ship approaches Sothis, you can take in its beauty firsthand. Smooth-sided structures of tawny stone stand tall and proud, many capped with sparkling domes and adorned with spectacular columns. Famous temples tower over the skyline, including the Necropolis of the Faithful, overseen by Pharasma’s priests. It’s a stark reminder that even though Osirion condones treasure-hunting, the Lady of Graves demands that all respect the dead. Perhaps greatest of all Sothis’s monuments is the Black Dome, a colossal, translucent scarab beetle that stands at the city’s center.

History says that this was once Ulunat, a destructive behemoth laid low by the city’s founder and now inhabited by its elite. There’s little time for sightseeing here, though—once you meet with Norden Balentiir, the archaeological wealth of all Osirion will be yours to explore. What you uncover might not just change your fortunes; it could change the world!

Adventure 1: Serpents in the Deep

Venture-Captain Norden Balentiir smiles as you take a seat in the gardens of the Sandswept Halls. This is the Pathfinder lodge in Sothis, capital of the desert nation of Osirion. Sycamores and tamarisks provide shade, and a lattice of grapevines and hanging plants grow on surrounding trellises. The venture-captain invited you to take part in a secret mission, and you are aware that the deceptively casual open-air meeting is just one of the skilled alchemist’s precautions against discovery. The Pathfinders are not free of troubles: death cultists successfully assaulted the lodge nearly a decade ago, and rogue Pathfinder agents stole from its vaults the following year. The venture-captain focuses his cunning mind and engineering expertise on enhancing the lodge’s protections. Back when the Sandswept Halls was a Keleshite prison, the old wards held. They will hold again.

“My friends,” he says, “thank you for joining me today. As you know, Osirion has been granting access to new archaeological sites by auction and lottery; it’s the Ruby Prince’s new plan to stimulate the economy. There’s a ruined city called Shotep-Kara, taken by the Obari Ocean 3,000 years ago. Most people have forgotten that it even existed. Long story short, the Aspis Consortium managed to gain official permission to excavate a small portion of the ruins in the shallows, the section of the city that was once closest to the shore. I have reason to believe that these ruins might hold secrets connected to the elemental planes; in fact, the city once held powerful portals that acted as secret sea lanes for the Four Pharaohs of Ascension. Thus, the ruins might prove useful in our study of our notable recent acquisition: a gem called the Untouchable Opal, and the elemental lord of air trapped within.

“This represents an opportunity we cannot ignore, and I believe you are best equipped to handle it. I ask that you head east to the Burning Cape, locate the Aspis camp, and infiltrate it without being spotted. A rabidly anti-Pathfinder faction within the Aspis Consortium recently collapsed, and we’ve brokered an uneasy peace with the Aspis. They’re nonetheless our main rivals, so don’t take anything for granted. Figure out what the Aspis know so far, and, if possible, explore the Aspis site yourselves in search of useful lore. A word of warning: Don’t stray past the dig site in the shallows marked by the Aspis, as the deeper city could prove too dangerous even for agents of your skills. Return here with whatever information you can gather; if you find any actionable intelligence, I’ll see to it that you’ll have the first crack at using it. Good luck, Pathfinders.”

This is the gameplay thread for my table of Season of Plundered Tombs Adventure 1, part of the Cards Against Gnomanity PbP convention.
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At Hawkmoon's suggestion, here's a thread for spoilers about Mummy's Mask...I'm going to coalesce & copy over some of the info from the previous thread into sections to get us started :)

The info below was previously posted by Malcolm_Reynolds, Theryon Stormrune, or me in the other thread. I'm leaving the comments mostly as we wrote them, with a few changes for context.

Traders:
-Traders give you an option of X+1 boons of their type to choose from, where X is the number of characters visiting that trader. And they have to be from the completed adventure deck number or 1 less than that. But you have to trade them boons with the same deck number restriction. So you can get upgrades, but they won't take just any old pieces of junk.

Blessings:
-Blessing of the Elements & Blessing of the Ancients are basic blessings.
-There are 16 non-divine blessings in the base set, all Blessing of the Elements. There are 45 divine blessings (16 Blessing of the Ancients and 4 each of Abadar, Bastet, Horus, Nethys, Pharasma, Ra, & Wadjet). The add on deck has 1 of each blessing.
-Blessing of the Ancients: It has the standard add a die, can be discarded to examine the top card and then you may explore, and recharges with a Basic blessing on the discards
-Ezren can carry non-divine blessings as Items.

Mavaro:
-Starting Powers: You may discard a card to add 1 die to your check ([feat] or a check by another character at your location) to acquire a weapon, an armor, or an item.
You may display a card to gain all skills listed on the check to acquire for that card equal to your Intelligence until the end of the turn. ([feat] You may also add any of that card's traits to your checks during this turn.) At the end of the turn, recharge the displayed cards.
-Mavaro can end up with 13 items, but he gets to treat weapons, spells, & armor as items when building his deck.

Estra:
-starts with a Loot Ally Honaire(she's the owner) who is an Undead Phantom and her Favored Card. You can put it on top of your deck to draw a spell from your discard pile or to add 1d10 + Undead to your Str, Con, or Percep check. And when you would discard him as damage, recharge him instead.
-Honaire:

  • has no banish-related power, so I assume it goes back to the box and may be regained if there aren't enough allies at the end of the scenario (Estra always, anyone else after starting deck 3
  • On banishing him: They did print the cohort rules about encountering & banishing in the rule book (specifically calling out that there are no cohorts included in MM, but they can be found in WotR & class decks), and they avoided making Honaire a cohort. So my intuition would be that he can still be subbed in as a basic ally for Estra, because she can't build a valid deck without him.
  • Estra has a sentence below her deck list telling you to add the loot ally Honaire when building your deck.
  • the "e" on the end is not silent. Long E. That was official at PaizoCon.

Other Stuff:
-They didn't pack the cards as usual. One pack is pretty much all you need to demo the game. They put four 13-card character decks, four locations, a 12-card blessing deck, and some banes and boons to quickly set-up and run a demo-sized version of the first scenario.
-The B Adventure is officially part of the Adventure Path.
-Characters' magic affinities: Arcane: Wizard, Magus, Tup (though I suppose he's technically the RotR Goblin, so where' the MM Goblin?). Divine: Cleric, Druid, Spiritualist, Oracle. Role: One Occultist role may gain Arcane then Divine. One Rogue role may gain Arcane.
-Quicksand Bunyip! With a trigger - discard bludgeoning/liquid or take 1d4 electricity damage, then shuffle into deck (may not be reduced). But no mental damage or wisdom check
-Sandstorm Villain: There are 6, which implies A Sandstorm of Malevolent Will replaces each of the four blessings with a villain.
-Miau Pakhet is a Catfolk Bard Gambling Ally, one of whose powers is like the Blessing of Bastet (recharge to allow a character at your location to reroll one die, or discard to reroll all).
-If the Toxic Geyser barrier is undefeated, you roll AD#+1 d6s, and for each die you take at least 2 damage (the type of damage varies based on the value of the corresponding die).
-One of the loot cards is called Game of Afterlife.
-Several characters have favored cards that aren't actually card types. Ahmotep's is any card with the staff trait. Ezren's is any with the attack trait. Estra's is the loot ally Honaire.