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Organized Play Member. 58 posts (1,223 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 8 aliases.


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It might be purely for Blackjack purposes (see his Rapier)


I didn't know that adding Curse was an option, but I'm fine for either way.

For characters, I'm pretty flexible. I agree with Yew, that we definitely need to get a well balanced party, and I'm happy to pick whatever character will help support that. Lem (or any bard) well-played can be extremely strong, and I think they're generally under-rated by people that don't play them proper, so I'm happy to see somebody has already volunteered to take that.

In my experience with DD (finished first play-through about a week ago), Kyra (Core) is another one that's really useful. Because we ran into a LOT of undead on some of the scenarios, and the fact that her "Turn Undead" power gives a die (1d4/1d6) to any local character fighting an undead, entirely for free, is a great little bonus. Especially if we're playing a party that will stick together (which definitely seems a much stronger strategy now than it ever was before, because so many more characters now give local boosts, plus the Avenger mechanic). My only reservation with Kyra is that with Seelah and Lem already in the party, that's a lot of overlap in Divine which could leave us a lot of gaps in other places (especially Kyra and Seelah have a lot of overlap in skills between them). But in Legendary mode, I'm assuming that if we're going to have overlap anywhere, lots of Cure spells is probably a good place to have it. ;-)


Full Plate and Half Plate armors appear to be word-for-word almost identical. The only difference I could find was one used a semicolon where the other used a period... but not in a way that appears to change any of the functionality of the card.

Did I miss something, or is one of these cards this a misprint that should have a different number on it somewhere?


Seelah's Honor Shield role has a power feat: "When you encounter a boon, you may reveal a Shield armor to evade it (and you may reload it instead of shuffling it into its location)"

The first part is simple enough, if I don't think I can acquire it, I can put it back to let somebody else try. But if I take the upgrade, it gets fuzzier. My assumption, based on the wording, is that instead of shuffling it in I get to put it back on top, so that the next person knows exactly when to expect to encounter it. The problem is, that's not what it actually says. The rulebook very clearly defines "Reload: Put it on top of your deck." Which means by applying that definition here, I'm not putting the encountered boon back on the top of the location, I'm putting it on top of my deck instead. Which would mean that Seelah with a Shield can auto-acquire every single boon she encounters... which seems pretty strong to me.

Did I miss a rule somewhere that modifies the "Reload" definition when the card isn't one of "your cards"? Or is that just an overzealous application of the new terms somewhere that they probably shouldn't have been used? Or is Seelah's new role really that powerful?


Unless it would cause a huge overlap with somebody else here, I'm currently leaning heavily towards playing Yoon, Firestarter. Acrobatics, Stealth, and Fortitude, plus a constant stream of blessings to help out everybody else.


Here's my ACG Thread:

https://paizo.com/campaigns/v5748p75ivk22


Hey guys!

Any preferences for which character I play? Vika's out, because she's not done her campaign that I was hoping she would be by now. But I have three other Tier 6 characters available. MM Yoon, Zova, or Emil are all possibilities, depending on what fits best with the rest of the party. Any preferences?


Sorry, I'll get mine up shortly. It's been a busy couple holiday weeks.


2 people marked this as a favorite.
Doppelschwert wrote:

While I think that I get where most of the changes in arrangement are coming from, I think switching the sides of the checks to acquire and the traits compared to the current cards is a bad move. I guess that the benefit is in having a left aligned text, but you also have the text of the powers box wraping around the card icon in the lower left corner.

I really think that the simple change of mirroring the layout already feels much better, as the layout is closer to the original cards, and there is no text wrapping around the corner.

I'll also second (fifth?) this point. Rearranging where things are on the cards not only will increase the learning curve for people playing with the new cards (looking in a different spot for the same information, re-training our brains where to glance for the keywords for example), but it will also make a jumbled mess when I'm playing an OP deck on a new scenario, and have picked up a few of the new cards. Because now my hand is mixed with cards the easily show the keywords on the top left, and cards that have them hidden down on the bottom right.

I already get annoyed when I encounter Eder during a game, because he's printed on the digital card template. And I really like the digital card template, but the fact that the information is presented in different places than my other cards throws me off every time I need to look at the card. I can online imagine how much more rough it's going to be if half my cards have an even more drastically different layout...


Ezren by Proxy
Turn 13, under the Blessing of Nethys
Move to Five-Pointed Sun

Free Exploration - Card #2: Guecubu
Ezren, why didn't you take the "or Undead" power feat? Then I could hit this guy with Eruption to avoid the curse!
Nevermind, Ice Storm has the same effect, just took me longer to find the text. ;-)
Vika recharges Dwarven Earthbreaker for +1d6+1. Steal Soul for +1d4.
Check to Defeat - Combat 15: 1d12 + 6 + 3d8 + 1d6 + 1 + 1d4 ⇒ (2) + 6 + (6, 6, 1) + (3) + 1 + (3) = 28 - Defeated, and AYA effect is ignored
Check to Recharge - Arcane 13: 1d12 + 6 + 1d4 ⇒ (12) + 6 + (3) = 21 - Ice Storm is Recharged

Recharge Life Leech to Ezplore - Card #3: Dusk-Taker
BYA - Intelligence 10: 1d12 + 4 + 1d4 ⇒ (5) + 4 + (2) = 11
Discard Dune of Doom for combat. Reveal Binder's Tome for +1d4. Steal Soul for +1d4. Recharge Helm for +1d8+1d4. Vika recharges Greatclub +3 for +1d6+1. And everybody (except Hayato the empty-handed) can throw in a blessing just for the sheer overkillness of it all.
Check to Defeat - Combat 23: 4d12 + 6 + 3d10 + 1d4 + 1d4 + 1d8 + 1d4 + 1d6 + 1 ⇒ (8, 6, 12, 3) + 6 + (3, 9, 10) + (1) + (1) + (2) + (4) + (5) + 1 = 71 - Yep, I think that'll do it. ;-)


Characters confirmed so far (just so I can get the starting box setup):
Matsu Kurisu / Alase (Summoner)
eddiephlash / Raz (Paladin)
Deni / Uliah (Warpriest)
Tomehound / Damiel?

Tomehound, please confirm your character selection so I can get the box setup. I'll also be posting the starting locations on the Gameplay board shortly. Once I do, please make a post there with:
1/ Starting location
2/ Starting hand
3/ Link to your Deck Handler

If you have any questions about any of that stuff, please let me know. Thanks!


I'm still missing Hangout information from a couple people, so if you haven't been invited to the hangout yet please PM me that information.

Officially it starts tomorrow, but I believe that we technically tomorrow is all setup and we don't actually start Scenario 1 until Tuesday... I'll probably confirm that in the morning.

First question for you guys to discuss in the meantime: Which scenario to start at! There are two options, one that focuses more on consolidating Absalom’s resources and recruiting help, and the other is a more combat-heavy scenario. Either way you start, you should play each of them at least once so it's just up to person preference.

So, please discuss these here, and finalize your character choices, and then we're good to go!


I'm here, running an ACG table.


Well if theres just three of us, and we can keep on top of taking our turns quickly, finishing the final scenario in 2 weeks should be easy, yeah.


Ally 1: 1d1001 ⇒ 456


I'm happy to continue playing also, as long as we still have enough players to go on.

Convention Boon: 1d20 ⇒ 14

And I think I'll be happy just to take an Armor B, actually. Red Leathers is pretty sweet, and I've already got the main Weapon 1 and the main Ally 1 that I wanted, so I'll let you guys have those.


Just waiting on deck upgrades from Mavaro


I'm happy to continue


Okay, it looks like I've got:

Grazzle - Spell 1 x2
Aric - Blessing 1, no second choice
Nok Nok - Armor 1, Ally B
Mavaro - No choices indicated.

It looks like there's still an Ally 1 unclaimed, and obviously a slew of B/C stuff. Once we confirm from Mavaro what he wants (or if he wants nothing) I'll get the next scenario posted and we can go again.


I don't know what "circle of power" is, but I agree that focusing on one site at a time does sound more likely to work. Close each location as quickly as possible, so that we have some closed locations helping siphon off new monsters faster.


Can I request a do-over on Brielle's turn? A couple issues...

1st/ Mavaro has extremely little chance of closing the Caverns, I'm pretty sure Brielle is the only one with any real chance to do that, so she should be fighting the bat and closing the caverns herself, rather than running away and leaving them virtually unguarded.

2nd/ (and more importantly) Leaving the caverns before closing them means you go to a random location, so the chances of her even being able to land at the Wounded Lands this turn are pretty slim. Cavern doesn't specify "open", so chances are she'll land in a closed location and end up wasting the turn anyway, unless she has a way to move again.

So I think it would make a lot more sense to stay in the Caverns, fight the bat, close the location, and then let somebody else go fight the villain.


Convention Boon, last shot: 1d20 ⇒ 19 So close!

And I'm mostly interested in the Weapon 3. Or maybe a Blessing 3, but not too much...


Actually, two questions. But I'm 99% sure I know the answer to the first.

1st/ If you search a location deck, did you examine a card in a location deck? I'm sure the answer is no, just wishful thinking.

2nd/ If a location deck is now empty, can I play a card that instructs me to examine the top card of that deck? (I think yes) And if I can play that, does that trigger cards that react when I examined a card in a location deck? (I think no, unfortunately)

Basically, I'm trying to force-trigger an Aric/Red Raven switch so that I can retrieve a card from my kit. But the location I'm at is already empty, so I'm trying to figure out if Blessing of the Spy can still trigger that switch or not, when it's on an empty deck. I'm afraid probably not, but really want to find a way to make that work... ;-)


Grazzle lives! I'm good with that.

I lost the ability to edit the above, but the extra two items were Potion of Healing (B) and Crown of Charisma (C). Sorry, Raven.


Turn 23, under the Blessing of Wadjet

Free Exploration - Card 1: Fire Hydra.
Encountering a bane that invokes Fire, display a monster next to Norge. (Quicksand Bunyip, C)
BYA - Dexterity 8: 1d8 + 1 ⇒ (8) + 1 = 9 - Bah, I was really hoping to fail that one! :-p
Hit it with my fist, to try to avoid overkill. +2d4 for unarmed combat, +1 and Fire for Norge.
Check to Defeat - Combat 7: 1d8 + 2d4 + 1 ⇒ (1) + (4, 1) + 1 = 7
Hydra is defeated (and not overkilled), but because of the location it still shuffles elsewhere. 1d3 ⇒ 3 - Catacombs
Random monster is added to 1d6 ⇒ 2 - Quarry

So that whole turn was unproductive, but it could've been extremely counterproductive so I guess that's a... win?
Discard Kama and Buckler in the hopes of drawing a few extra explores into hand, since I'm almost out of turns.

Radovan wrote:

Hand: Red Leathers, Sword Cane, Quick-Change Mask, Alaeron, Blessing of the Ancients 1,

Displayed: Quang, Norge, Emperor Cobra (Norge, B), Ghost Scorpion (Quang, B), Shock Toad (Norge, B), Quicksand Bunyip (Norge, C),
Deck: 6 Discard: 4 Buried: 0
Notes: Shirt reroll used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8
Dexterity d8+1
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8
Intelligence d4
Wisdom d6
Charisma d8
Diplomacy: Charisma +2

Favored Card Type: Ally
Hand Size 5
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display any 2 devil forms. Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 to your combat check that does not have the 2-Handed traoit; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you by 1.


Quang:
You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.

When you acquire a boon, you may display it next to this card.

On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.


Norge:
You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.

Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.

On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.


During This Adventure:

During This Scenario: The difficulty of checks to acquire allies is increased by 5. When you encounter an ally, you may bury any number of cards; for each card buried, add 5 to your check to acquire that ally.
To win the scenario, close all of the locations.
Additional Rules: Turn order: Grazzle, Nok-Nok, Aric or The Red Raven, Mavaro
Turn: 24, Aric/sirrogue

Random Cards:

Monsters
Spoiler:
Goblin Warrior
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Spoiler:
Warlord
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.~Subtract 1 from each die rolled in your check to defeat the Warlord.

Spoiler:
Satyr
Monster C
Traits:
Basic
Fey
To Defeat:
Dexterity~Acrobatics 9
All damage dealt by the Satyr is Mental damage that may not be reduced.

Spoiler:
Zombie
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

Spoiler:
Skeleton
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits.~If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.

Barriers
Spoiler:
Goblin Raid
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Spoiler:
Pit Trap
Barrier B
Traits:
Trap
To Defeat:
Wisdom~Perception 7
OR Dexterity~Acrobatics 8
If defeated, you may immediately explore again.~If undefeated, each character at this location is dealt 1d4 Combat damage.

Spoiler:
Secret Stash
Barrier C
Traits:
Cache
Elite
To Defeat:
Wisdom~Perception 9
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.~If undefeated, you may banish this barrier.

Spoiler:
Monster in the Closet
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
Wisdom~Perception 9
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

Spoiler:
Mystic Inscription
Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence~Arcane 10
If defeated, add 1d4 random spells from the box to your hand.~If undefeated, you may banish this barrier.

Weapons
Spoiler:
Short Sword
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Starknife
Weapon B
Traits:
Elite
Finesse
Knife
Melee
Piercing To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d4; 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.~When playing another weapon, you may discard this card to add 1d4 to the combat check.

Spoiler:
Longspear
Weapon B
Traits:
2-Handed
Basic
Melee
Piercing
Spear To Acquire:
Strength~Melee 5
For your combat check, reveal this card to roll your Strength or Melee die + 1d8.~If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Spoiler:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Longsword +1
Weapon B
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength~Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spells
Spoiler:
Aid
Spell C
Traits:
Divine
Elite
Magic To Acquire:
Wisdom~Divine 6
Discard this card to add 1d6 to any check.~After playing this card, if you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Mirror Image
Spell B
Traits:
Arcane
Magic To Acquire:
Intelligence~Arcane 6
If you are dealt damage by a monster during your turn, you may discard this card to roll 1d4, and on a result other than 1, reduce the damage to 0. Roll agin for each additional source of damgae for the rest of the turn.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Mending
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 2
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Spoiler:
Arcane Armor
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spoiler:
Inflict
Spell B
Traits:
Attack
Basic
Divine
Magic To Acquire:
Wisdom~Divine 6
For your combat check, discard this card to roll your Divine die + 1d6 with the Magic trait.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Chain Mail
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution~Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Spoiler:
Half-Plate
Armor C
Traits:
Elite
Heavy Armor To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Spoiler:
Half-Plate
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Spoiler:
Magic Chain Mail
Armor C
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Wand of Force Missile
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence~Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

Spoiler:
Crown of Charisma
Item C
Traits:
Accessory
Elite
Magic To Acquire:
Charisma~Diplomacy 5
Reveal this card to add 1 die to your Diplomacy check.~Recharge this card to succeed at your Diplomacy check.

Spoiler:
Holy Candle
Item B
Traits:
Divine
Magic
Object To Acquire:
Wisdom~Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.

Spoiler:
Potion of Energy Resistance
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Spoiler:
Bracers of Protection
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence~Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.

Allies
Spoiler:
Toad
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom~Survival~Intelligence~Arcane 7
Bury this card to put a spell from your discard pile into your hand.~Discard this card to explore your location.

Spoiler:
Mayor Kendra Deverin
Ally B
Traits:
Human
Mayor To Acquire:
Charisma~Diplomacy 10
Banish this card to examine your location deck and then shuffle it.

Spoiler:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Survival 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

Spoiler:
Standard Bearer
Ally B
Traits:
Basic
Human To Acquire:
Constitution 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.~Discard this card to explore your location.

Spoiler:
Acolyte
Ally B
Traits:
Elite
Human To Acquire:
Charisma~Diplomacy~Arcane~Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.~Recharge this card to add 1d6 to your check to recharge a card with the Magic trait.

Blessings
Spoiler:
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Top of Blessing Discard Pile:

Blessing of Sarenrae:
Blessing of Sarenrae
Blessing C
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Remaining: 6

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Torag
Blessing C
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

General Store
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

General Store Card 1:
Thieve's Tools
Item B
Traits:
Basic
Tool To Acquire:
Dexterity~Disable 4
Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

The Rusty Dragon
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Town Square
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom or Perception 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Aric/sirrogue, Grazzle/MidnightLich, Mavaro/CaptMDKirk, Nok-Nok/rhynndavrie, None

Glassworks Card 1:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Survival 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

Glassworks Card 2:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity~Ranged 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.~Discard this card to explore your location.
Waterfront
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Temple
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


I dont mind either continuing with only 3, or having the BR jump in as the 4th. Works for me either way.

And thanks for playing with us Mog, sorry to see you go!


Masterwork Tools:

Item B
Traits: Elite Tool
To Acquire: Dexterity~Disable 7
Reveal this card to add 2 dice to your Disable check.~Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Spyglass:

Item B
Traits: Object
To Acquire: Wisdom~Perception 4
Reveal this card to add 1d6 to your Perception check.~Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Potion of Vision:

Item B
Traits: Alchemical Basic Liquid
To Acquire: Intelligence~Craft 4
Banish this card and chose a character at your location to succeed at a Perception check.


Faction Boon: 1d20 ⇒ 5


I don't know, because Tyler wanted it to be a d20... ;-)


Hello players!
We have received the final piece of our convention support, the special convention player rewards!
First off, if you are a BRAND-NEW player to the Adventure Card Guild (as in, the character you're using in your game is your #XXXX-1001 and you have not played any other characters in organized play) you can assign the Welcome to Pathfinder Reward to that character:
Society Initiate: You may only assign this reward to the first PFSACG character that you create. 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.

In addition, EVERY player AND box runner is going to have a 10% chance after each scenario of scoring a reward. These rewards can be assigned to any of your PFSACG characters... they don't have to apply to the character you were using. If you roll a 1 or a 20 on your d20 roll at the end of a scenario, you'll get to choose from any one of the following faction rewards:

Note about faction rewards: Faction rewards are a special type of benefit tied to the factions that use their considerable influence within the Pathfinder Society to pursue their own agendas. You may apply no more than one faction reward to a given character at one time. You may use no more than one power from a faction reward per scenario. Each faction reward specifies additional requirements that, once fulfilled, grant additional uses of the reward’s power. Once you have used all of the powers from a faction reward, including the powers that have additional requirements, you may assign another faction reward to that character.

Player Reward 1: Concordance Faction Reward
[ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more.

Player Reward 2: Dark Archive Reward
[ ] Collector of Wonders (Dark Archive Faction Reward): On your turn, you may check the box that precedes this reward to draw an item that has the Alchemical or Magic trait or a spell from the box.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Acquire a boon that has the Book trait, a boon that lists Knowledge in its check to acquire, or a spell.
[ ] Succeed at a Knowledge check to defeat a bane.

Player Reward 3: Grand Lodge Reward
[ ] [ ] Society Agent (Grand Lodge Faction Reward): You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.

Player Reward 4: Liberty's Edge Reward
[ ] [ ] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Defeat a monster that has the Captain or Gnoll trait.
[ ] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.

Player Reward 5: The Exchange Reward
[ ] Master of Trade (Exchange Faction Reward): After the roll on your check to acquire a weapon, an armor, or an item, check the box that precedes this reward to add 1d6; take the new result.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] All of the cards offered by a trader you visit have an adventure deck number lower than that of the current scenario.
[ ] Succeed at a Craft non-combat check to acquire or defeat.

Player Reward 6: Silver Crusade Reward
[ ] [ ] Cleanser of Abominations (Silver Crusade Faction Reward): On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
[ ] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.

Player Reward 7: Sovereign Court Reward
[ ] [ ] Lawful Citizen (Sovereign Court Faction Reward): You may check an unchecked box that precedes this reward to evade a monster you encounter or to ignore a power that would move you.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Succeed at a check required to move.
[ ] Bury or banish an armor to reduce all damage dealt to you to 0.

This is the first online ACG event where we've been able to give out rewards like this, so I'm SUPER excited to offer them to you all! Good luck, and I hope each of you wins at least one!!


Turn 13, under the Blessing of Pharasma.
Move to Warehouse.

Having successfully dealt with the owner of the Smoking Den, Radovan decides to head to the warehouse to explore there. He thought he saw Hayato entering already, so figured he might meet up with the samurai in there.

Entering the warehouse, Radovan quickly trips over a magical staff that had fallen across one of the hallways. He glances down at it briefly, but not knowing the magical command words decides to just leave it where it is.

Free exploration - Card 1: Frost Staff. Auto-fail the check to acquire.

Continuing into the warehouse, Radovan hears a noise coming from around one of the corners. Assuming it's the samurai, he walks around the corner ready to greet his new friend... only to have a wizard fire a Magic Missile at him!

Discard Blessing of the Ancients to explore again - Card 2: Enchanter.
BYA - Take 1 Force damage. Discard Bestiary of Garund. Reveal Kama to attack.
Check to Defeat - Combat 9: 1d8 + 2 + 1d6 ⇒ (4) + 2 + (3) = 9
AYA - Take 1 Fire damage. Class Power reduces that by 1.

He gets hit by the full force of the missile, but then manages to strike down the wizard right as he lets off a small ball of fire. Luckily, his demonic heritage means that the fire is nothing but a small warming sensation. He decides to sit down and recover from the battle, and decides that he'll find the samurai later.

Radovan wrote:

Hand: Amadi, Red Leathers, Kama 2, Flawless Monocle, Compass,

Displayed: Kafar (B),
Deck: 5 Discard: 6 Buried: 1
Notes: Shirt reroll used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8
Dexterity d8
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8
Intelligence d4
Wisdom d6
Charisma d8
Diplomacy: Charisma +2

Favored Card Type: Ally
Hand Size 5
Proficient with: Light Armors Weapons
Powers:
At the start of the scenario, display any 1 devil form. Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 to your combat check that does not have the 2-Handed traoit; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you by 1.


Quang:
You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.

When you acquire a boon, you may display it next to this card.

On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.


Discussion thread here, for any OOC conversations and planning. I'd also like to have a google hangout or other IM-style chat open, for quick questions (like "Hey, can I borrow a blessing?"), and to alert people when a new turn is posted (so we don't all need to refresh this page constantly).

Does anybody have a platform preference? Facebook Messenger or Google Hangout seem to be the easiest and most popular. The other games I play tend to use Google (since not everybody has Facebook), but I'm easy.


I was just discussing the same question both ways with my group, and it looks like it's an issue that's never been worked out.

First option - As asked above, can you trade away loot to traders?

Second option - If the above isn't an option, it's presumably because you process traders first, then loot. But if that's the case, then can you upgrade the item you traded for to a loot? So if I wanted an extra suit of loot armor, but already had really good armor in my deck and didn't want to swap out any of them, could I trade a couple items for an armor (at the trader), and then swap out that traded armor to a loot armor?

It seems to me that one of these two things should be true... I'm just not sure which one. ;-)


I just read this card and got really excited... then I read the FAQ and got really disappointed.

At first I thought "Hey, ahhh, I see what they did there! Vika can take 1 spell, but can't ever get Arcane or Divine, so she's meant to take this spell. Because she's a Blacksmith, so it makes sense that she can keep mastercrafting weapons for her companions. Brilliant! It doesn't banish because it's not a scroll like most other spells, it's just good worksmanship"

And then I found the FAQ/Errata for it and was crushed. My hopes and dreams, ruined.

I assume it would be far to much to ask this to be changed to "Unless you have Arcane, Divine, or Craft, banish it; recharge it with an Arcane, Divine, or Craft 12 check", huh? Because I think that would be awesome, and tie in so beautifully with her character. What others can do with magic, she can do with a forge and so much skill it appears like magic. And it would give her an actual spell that she could use (and not immediately replace with a basic, after it's banished the first time it's used).


Magi,
Just FYI (since you seem to be checking the forums occasionally, but not the Hangouts), we've decided to try waiting for you before continuing. With only one location left, and both a Villain and a Henchman there, we figure we only have one turn left each at most (probably less). So we're planning to give you 24 hours on the hopes that your "released Wednesday" prediction pans out, and if by the end of today you're still in the hospital then maybe we'll run our last time around the table and then wait for you to get out so that you can pick your rewards with us, and we can all start the next adventure together.


Yikes, sorry to hear that. Hope it clears up quickly.


That all looks pretty definitive, thanks! And I especially love that bonus fact, that the discarded cards are actually reshuffled after drawing starting hands... that's pretty awesome. And makes her so much better at the traders that requires 3 boons. Because she can just give them a couple weapons that she doesn't want in her opening hand, and end up with a full sized deck regardless of the cost. And with Weapons being favored, even with discarding a couple of them before drawing a hand, she'll always have one in hand anyway...

Okay, now I'm really looking forward to eventually getting my role card. ;-) Thanks for such a well-cited response!


I've looked and found a couple questions about using Vika's anti-bury Blacksmith power ("When you would bury an armor or weapon, you may discard it instead."). Generally, those questions seem to revolve around combining this with her other powers (to recharge discarded things). But I had another thought today that I wanted to check up on.

I'm currently using Vika through the Season 4 OP content (Factions Favor). Meaning, we have traders. And some of those traders require more than 1 boon as payment, with OP rules saying that anything past the first boon is buried instead of banished.

So, when I get to Tier 4 and become a Blacksmith, will I be able to use her power before the game even starts? If I want to buy something that costs 2 boons, can I banish one boon, and then bury a weapon boon for the second, and then discard that weapon instead, per her ability? That way I'd still be starting with the normal number of cards in my deck, but instead of starting with 1 buried card, I'm starting with one discarded card. I couldn't immediately recharge it, because all the recharge powers specific that you need to be discarding it "for it's power", and in this case I wasn't burying it "for its power", but for another reason entirely. But would this work?

I presume that the reason her anti-bury ability doesn't specify "for its power" is so that you can actually convert those other "bury a card" costs on other cards into simple discards (since she can always repair it, apparently), but I'm just not sure if this works because of the early stage of the game that you're trying to trigger it in, while you're still setting up the scenario.

Any thoughts?


As somebody that has two high stats out of the three (Int, Wis, Cha) you and Ezren might want to think about the Precinct of the Left Eye, because that one will be a challenge to close, with two different skill rolls. Here's the list of what dice each of us would have there:
Vika - d8, d4
Ezren - d12, d8
Zarlova - d10, d10
Radovan - d8, d6
Hayato - d6, d6


Ezren "His Father's Son" wrote:
Maelwys0 wrote:
Or, Ultimate Magic is due out anytime now, so you could just wait and use that instead. If you grab it when it releases, there's still a chance that you'll have it in your hands before we finish the first scenario, and it's much more likely to have useful stuff for Ezren than Ultimate Combat. ;-)
Whilst desirable, it would be more likely that we'd have passed a couple of scenarios by then.

Yeah, I completely failed at math on that one! I was thinking "it takes 20-30 turns to finish a scenario, and we're playing 1 turn a day, so that means 3-4 weeks per scenario; hence you could probably get the set around the time we finished the first one". Of course, that's 1 turn PER PERSON per day, meaning divide that all by 5 and your estimate seems much more accurate! Somehow I completely didn't realize this until I was just reading through the Runelords PbP for example, and noticed that they'd almost completed 2 scenarios in a week. Yeah... math is hard sometimes. ;-)


huntsfromshadow wrote:
Ezren - Where is a link to your deck handler? I seem to have missed it I'd like to pull in your scripts.

It's directly beneath his name in any of his posts. ;-)


Perfect, thanks.

Next question... why does the status report show we're already on turn 2? ;-)


BR Mork wrote:

Also, watch out for that one Adventure rule:

If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

It's a killer, and really easy to forget, for some reason.

Yeah, I was just going to ask about that as well. ;-)

So to confirm a couple procedural things - If we overkill a bane at the start of our turn, and then want to explore a second time on the same turn, I presume we'll just roll a die to determine which card to encounter (since the deck will have been shuffled). And if we roll a 1 (the card we'd already encountered initially), then encounter the first monster from the random monsters table instead. And if we roll something else, flip that card from the location deck. And if we don't encounter a monster, should we just leave it for you to shuffle a random monster into the deck instead (since it wouldn't make sense for us to pick a monster if we're not going to encounter it, because then we know what monster it is).

Also, for the scenario power, "examining" a card is only when you peek without encountering it, right? So if you Detect Magic/Spyglass/whatever the top card and it's an ally it goes to the bottom. But if you just encounter the top card without peeking first, and it's an ally, then you can immediately try to acquire the ally and close the location? Just want to make sure that we don't actually have to completely clear every single location here to close them. ;-)


Ezren "His Father's Son" wrote:
EDIT: Oh, I was also wondering why you have Flight Arrows when you don't have a bow... but I imagine you have no choice, huh? There isn't an option to use a normal character deck (as well as the add-on) with Hayato yet until that's given out as a reward.

Actually...

1st, yes there are several more options for Basic Items in that deck. I'm using 3 of them in mine, already. I highly recommend the Blood Periapt (especially with that d8+2 Fortitude, that gives it a 50% chance of recharging). And blocks damage of any type. Because rumour has it there's a lot of elemental damage in play... ;-)

2nd, according to the guide, you don't need to earn any special reward, so with Hayato he'd be able to also pick absolutely any other Class deck (that he owns) to mix in, if wanted.


Ezren "His Father's Son" wrote:
Oh, and I've just ordered the Ultimate Combat Add-On myself (which will arrive in something like a week or two, because Australia), so if we are allowed to add Add-Ons mid-run then I'll do that. Yes, I'll be a Wizard with the Combat Add-On, but it has SOME useful components, I'm sure.

Or, Ultimate Magic is due out anytime now, so you could just wait and use that instead. If you grab it when it releases, there's still a chance that you'll have it in your hands before we finish the first scenario, and it's much more likely to have useful stuff for Ezren than Ultimate Combat. ;-)


huntsfromshadow wrote:
PACG question. Can we add one of the ultimate decks to our pool of cards for upgrades later in the adventure run? Assuming we haven't already added another ultimate deck?

I would assume so, because as was mentioned further up the thread obviously Paizo wants to make money, and that's easier if you allow existing characters to immediately add the Addon as it's released, instead of forcing people to restart their character when their deck of choice comes out.

And I'm 80% sure that I read something saying exactly that...

But I've looked at rules and blogs and can't find that anywhere now. So I'm not sure where that is, unfortunately, or even if it really exists.


Ezren "His Father's Son" wrote:


Personally, I'd encourage you to start with both, since I think it would be more fun and it would give you a greater variety of boons to play with that you otherwise wouldn't use (how often would you 'upgrade' any of your cards to an Ultimate Combat basic?). We don't really have to worry about power-gaming here, especially since we have such a well rounded team (and a couple of players with Add-On decks) that already gives us a strong leg-up.

Yep, I think I'm planning to start with both. I just went through all the Basics from both decks to see what a rebuild would look like, and I think at least 80% of my starting deck is now Combat rather than Fighter. Mainly because I've played Runelords to death (both IRL and in the App), and most of the Fighter deck is from there, so this at least gives me a chance to play with some cool new cards (even if they're not necessarily more powerful).

Really, the main reason I was asking is because it makes my combat-helping ability almost entirely useless (since I only have the Mace now that can power it) for the first few scenarios. So it's a "needs of the many" thing... I'd much rather play with the Add-on from the start, but if anybody is REALLY relying on my ability to throw maces at people, they're going to be upset that I can't really do that anymore. So basically, if anybody has a strong objection to me losing that power for the first few scenarios then speak up. Otherwise... well, at least I can now fly a Banner to give you a +1 Combat at every location. ;-) And a majority of my deck recharges and/or displays, so hopefully I'll still be able to cycle through things quickly and get that Mace up as often as possible. Just make sure I get my Weapon upgrade every scenario, and we'll all be happy. ;-)


So, I'm looking at re-building my starting deck, based on adding in the Ultimate Combat Add-on. Unfortunately there's a small snag...

If I rebuild before we start, then it means I get access to cooler armor, and more interesting allies and items. So I'm definitely interested in doing that. But on the flip side... 2 of my 3 starting Bludgeoning weapons are non-Basic, and were only allowed to be starting weapons because there weren't enough Basic weapons in the deck ("forcing" me to include the Greatclub and Warhammer). But if I rebuild from the two decks combined, then it adds in a bunch of new Basic weapons, so then I need to select some of those instead of the Greaclub/Warhammer.

So basically, either I start off with just the Fighter deck and keep my bludgeoning weapons, and then gradually incorporate the new cards as I earn deck upgrades... or I start off with Fighter+Combat and get cool new cards but am a lot less useful to enhance others until I spend at least the first couple upgrades on Weapons (even if they're only B Weapons and not 1, I'd want to grab them just to get the non-Basic Bludgeoning stuff).

Thoughts?
Alternatively, if I start with just Fighter, after the first scenario do I have the option to swap out Basic cards from one deck for Basic cards from the other deck (as long as I'm not changing the number of non-Basic in my deck at all) without impacting the Weapons?


Ezren "His Father's Son" wrote:
That's great! We've got a Fighter, a Cleric, a Wizard, a Rogue and either a Ranger or Samurai. Dedicated Divine and Arcane users and a nice mix of martial classes (do we have anyone with at least a 1d10 Charisma and/or the Diplomacy skill, though? Certainly not required, but it'd be nice to have).

Agreed, sounds like a fantastic mix!

And it looks like the Rogue has a Diplomacy of d8+2, so that's not too shabby.

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