Offturn: Rivani, Phrenic Master attempts to recover all cards in she/her Recovery pile. Create Mindscape: Arcane 9:1d12 + 6 ⇒ (11) + 6 = 17 -> Create Mindscape recharged.
Turn 5, now is the hour of The Beating.
While this is the hour:When you encounter a monster from a location, before acting, another local character summons and encounters it.
Charm Person to get random ally: Dream Spider.
Seems like a good hour to be elsewhere. Move to Rooftops then During your move step, instead of (or after) moving, you may examine the top card of your location deck, then you may shuffle the deck.
Discard Dream Spider to explore Card 2: Mercenary, just for fun, reveal Staff of Greater Necromancy for combat, discard a spell (Ghost Whip) as cost.
Mercenary CtD Combat 20:1d12 + 6 + 3d12 ⇒ (4) + 6 + (1, 4, 8) = 23Success! If defeated, heal a weapon or an armor. None to heal.
This thing seems too costly to use; discard The Worldbreaker at reset to get better cards.
Rivani rounds the corner into Kyra drops the hammer on the Bloatmage. There is a bright flash and the psychic diverts sharply out of the alley, almost runs off the docks and into the water, turns swiftly again into the nearest doorway and finds her momentum carrying her all the way to the top of the stairs and staring out from the Rooftops.
She picks up a trinket before using her new staff to shrivel an assailing mercenary. Rivani spots a minor blessing but is too exhausted to pursue, instead opting to rest a moment so she can rely intel from above to her companions.
Displayed:Create Mindscape,
Deck: 11 Discard: 6 Buried: 1
Hero Points: 2
NOTES: Available Support: Blessings and spells are available for use.
Movement: Move me to the next location if my location closes.
Other: Hi I'm Rivani! My reroll for 7-5B HAS NOT been used.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Sign of the Follower, Fiery Glare, Wand of Flying, Thought Shield, Mind's Eye Blade, Dreamstalker, Mindblade, Vampire Bat, Ring of Psychic Mastery, Safety Bubble
Recharged: Create Mindscape,
Discard Pile: Blessing of the Master of Masters, Sklar-quah Thundercaller, Sign of the Daughter, Dream Spider, Ghost Whip, The Worldbreaker, Buried Pile: Charm Person,
Favored Card: SPELL Hand Size: 6 ☐ 7☐ 8 Proficiencies: none POWERS:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (☐ or recharge) a spell ([X] or a boon) to add 1d4 to your Arcane check (☐ or to evade a barrier you encounter) ([X] or to evade a boon you encounter, then you may explore again).
[X] During your move step, instead of moving ([X] or after you move), you may examine the top card ([X] or top 3 cards) of your location deck, then you may shuffle the deck.
☐ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.
There is additional boon? Anything from deck to level 5?
The scenario reward says everyone can search the vault (or your character and ultimate deck boxes in OP) for a boon and draw it. So basically, get anything you want. :D
Huh, that's a good point, though. It doesn't explicitly say AD5 or lower, but I think the rules specify "the vault" only consists of cards up to your current Adventure level. So yeah, probably only up to level 5.
Scenario reward:
Since we're unlikely to pull a Blessing 5 (or for it to be a priority for me to get) I'm learning toward Sign of the Follower. It recharges to bless vs. a monster (or recharge to explore if it ends up being a monster, which I will usually know). I also have another Sign which can copy that effect if I have both in hand.
Alternately, I could take the Samisen of Oracular Vision for more guaranteed scouting, which I can choose to divvy out between the top of three locations or three at one location (and I don't even have to be there).
ETA: I'll go with the Sign of the Follower.
Loot:
I seem like the logical choice to take the new Necro staff? Would be good to spread some healing around.
Staff of Greater Necromancy
OFFTURN: Rivani, Phrenic Master is healed for 1: (Mindblade). Deck shuffled.
Turn 21, now is the hour of Pharasma's Knowing.
While this is the hour:On your check against an Undead card, add 1d6.
During your move step, instead of (or after) moving, you may examine the top card of your location deck, then you may shuffle the deck.
Hospice Card 1: Lyrune-quah Moon Maiden Hospice Card 2: The Real Rabbit Prince
Rivani DOES NOT opt to shuffle.
At Hospice. In lieu of exploring, use location text to heal.
Hospice heal:1d4 + 1 ⇒ (3) + 1 = 4
Rivani, Phrenic Master is healed for 4: (Vampire Bat, Sign of the Daughter, Shining Wayfinder, Hellknight of the Nail). Deck shuffled.
Rivani scouts the remaining futures of the area in her Sight, finds a valuable ally that she's afraid she might not be able to coax to their side. She passes the intel on to her friends while she rests at the camp.
Displayed:Create Mindscape,
Deck: 11 Discard: 5 Buried: 4
Hero Points: 2
NOTES: Available Support: Blessings and spells are available for use.
Movement: Move me to the next location if my location closes.
Other: Hi I'm Rivani! My reroll for 7-5A HAS been used.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Volcanic Storm, Shining Wayfinder, Ice and Fire, Wand of Flame, Hellknight of the Nail, Vampire Bat, Sign of the Daughter, Pyrotechnic Blast, Blessing of Milani, Mindblade, Persona Mask
Recharged: Discard Pile: Mind's Eye Blade, Dreamstalker, Blessing of the Master of Masters, Quickened Ray, Wand of Flying, Buried Pile: Charm Person, Blessing of Sivanah, Fiery Glare, Burst of Adrenaline,
Favored Card: SPELL Hand Size: 6 ☐ 7☐ 8 Proficiencies: none POWERS:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (☐ or recharge) a spell (☐ or a boon) to add 1d4 to your Arcane check (☐ or to evade a barrier you encounter) ([X] or to evade a boon you encounter, then you may explore again).
[X] During your move step, instead of moving ([X] or after you move), you may examine the top card ([X] or top 3 cards) of your location deck, then you may shuffle the deck.
☐ When you would discard cards as damage, you may recharge up to 2 (☐ 4) of those cards instead.
I'm going to skip past echoing everyone about how sad this makes me our I'll start sobbing again.
Let's go straight to the request for the (re-)expansion of community templates for Core-based cards. The pre-core format seemed to be pretty open about allowing the community access to the original card templates so we could make our own homebrew cards that looked authentic and blended well. For some reason all of that disappeared when Core/Curse came out and was not replaced by docs to match the updated templates. With the (presumed) end of new content, it would be nice to restore that freedom to the community to make our own, releasing community templates for the Core/Cruse cards to match up with the current meta.
Merisiel follows the priest to the Storehouse to keep a wary eye on this newcomer and not at all because she wants to pilfer the loot stored there or increase her hand size.
Displayed: Deck: 11 Discard: 0 Buried: 0
Hero Points: 3
NOTES: Available Support: bOTQ: 1 die on n/c check recharges.
Movement: Move me to the Office if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-3A HAS NOT been used.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Compass, Cloak of Daggers, Double Chicken Saber +1, Snakebite Dagger, Blessing of Kofusachi, Silver Balladeer, Compass, Gem of Physical Prowess, Starknife, Studded Leather Armor
Recharged: Discard Pile: Buried Pile:
Favored Card: Item or Knife Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapon POWERS:
When you encounter a card, if you are the only local character, you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
So previously we had been testing out an OP ruling Vic had made about replacing cards from a class deck with cards with identical card titles from the Core/Curse boxes. That feels like an interim measure that would be replaced by the Adventure Packs, but just so I know how to rule it, is that also still in effect?
For example, can I keep my OG class deck, supplant my Ultimate deck with two adventure packs, but then also replace cards from my class deck with cards of the same title from Core/Curse? (Presuming they are not duplicates of cards from my adventure packs.)
Awesome, thanks for this! It's already revealed another potential issue; Alchemy Level 0 should probably have Sword Cane, instead of Sword, which doesn't exist.
Yeah, I've been meaning to ask about that. I thought shortsword, but I see that in another pack, and sword cane isn't.
I know a lot of PbP players use the wiki to reference cards as they are making quick card choices, so I made a Adventurer's Pack list page and started adding individual pack pages. I've only got the Alchemist Pack up, but now that I've set up the template, adding the other packs should be quicker.
I've seen a handful crop up, but I haven't seen this one reported yet. Lightning Touch (Core-0) lists Divine in its Recovery check, but does not have Divine in its traits, check to acquire, or options for combat check. I'm assuming this means it's a typo?
Favored Card: Ally
Hand Size 6 [X] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an Ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may recharge it instead.
☐ When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
I'd personally suggest playing each with new characters; there are more than enough character options / combinations. The option is there for those who don't want to do so.
Cool, thanks. We'll just jump right into Curse with new characters then!
Whoohoo! Got my boxes sleeved up after arrival last night, and looking forward to starting a new AP tonight!
I have a question about playing The Dragon's Demand before Curse; namely, should we?
I see the reward for TDD is taking the characters into another AP, starting with 1 and treating the # as 3. In the few cases where I've "played down" like that (playing a higher tier character in a lower adventure in PFS), it's always been a bit of a let-down because it isn't as difficult, and the rewards are below the tier of my character. Do you think the modifications from Core and Curse will still make this worthwhile?
As much as I want to jump right into Curse, I also have a thing about doing things in order, so that part of me wants to start with TDD.
OMG Bunnyman!!! HAHAHA! I can't wait! Congrats to all on what looks to be a spectacular release, and especially to Keith for the end of a long road and the start of a new one! :D
I see from the description of the annual Open tournament at GenCon that playesr are encouraged to "Bring you own character deck or use on of the limited class/character decks available for use."
Is that really the case? Past Opens have always had all teams use the same selection of characters (either from the box or from pre-selected decks provided). This seems like it provides a more consistent means of comparison in performance, rather than having teams bring their own random assortment (or not-so-random, carefully combined assortment) of characters.
Just curious if this was really open to all class decks or if that was a typo/copy&paste error. Thanks!
Noting that we only have to get through one more of these locations, Damiel joins his samurai friend at the Sulfur Pits, hoping to help secure the location, but instead is confronted by a Card 1:Collapsing Sphinx!
Damiel distracts the Sphinx with some magical {b]Corrosion[/b] to give him a chance to dodge around its crumbling form.
In the chamber beyond, his Slime buddy leads him towards Card 2:Djinni Quarterstaff leaning in the corner...
Djinni Quarterstaff CtA Str 6:1d6 ⇒ 5Failure!
Despite his knowledge of how to craft and trigger the energies of magic, Damiel isn't super clear on HOW it all works, certainly note enough to try touching this Djinni staff. Better play is safe and leave it alone.
Damiel wrote:
Hand: Navigator Musket +1, Blessing of Maat, Blessing of the Green Faith 1, Angelstep, Cloud Puff, Cure, Sling Staff,
Displayed: Canteen, Liquid Persuasion, Twitch Tonic,
Deck: 5 Discard: 2 Buried: 0
"Notes: Add +/-3 after the roll
Make all dice d8s
Healing
2d6 to combat at another location
Negate Before/After you act"
Sideboard cards:
Favored Card: Weapon
Hand Size 5 [X] 6 [X] 7
Proficient with: Light Armors, Weapons
Powers:
You may not play spells that have the Attack trait.
When you would banish (□ or discard) a card that has the Alchemical trait or a spell for its power, you may recharge it (□ or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).
You may bury (□ or discard) a card that has the Alchemical trait to add your Dexterity skill (□+2) to your Intelligence (□ or Wisdom or Charisma) check. (□ Then you may draw a card.)
I haven't signed up yet, but I'm interested in playing some Starfinder. I'm a veteran gamer, but I've never played an RPG on PBP before (I've played PBP ACG so I follow the concept, at least). I'm also new to Starfinder, though I've been reading up.
Is this a good place for me to jump in? I see its tier 1-4, a fairly early scenario, and you only have 2 players so far. I'd like to help round out the party and try out this format, but I don't want to be a burden to the game with my inexperience. I learn pretty quickly, but if you think this isn't a good fit, I can bow out.
Charlie, I enjoy having you in the game and don't mind waiting if you are busy. But if you don't say anything, we don't know if you are busy or just forgot, so I'm going to keep pinging you until you chime in, even if just to say "swamped right now, brb". Fair? :)
Having immediately spotted the Mumia Lab in the area (each area seems to have one around here), Damiel sets about digging around for the Evidence their patron seeks. After some digging, he comes up with a Card 1:Scimitar and some Card 2:Tooled Crocodile Skin (in between swigs of Twitch Tonic), but nothing useful so far (or even anything he could possibly carry out of here).
In a corner of the room, he does find a trunk of some kind obscured by a pile of skins. It's almost certainly trapped, but Damiel can handle that.
Damiel uses a tool to probe for the trigger, then bunches up the end of his Alchemy Suit and presses it against the keyhole as he triggers it. The acid trap sprays "harmlessly" into his coat (though he'll need to patch that up before he can use it again). The lid clicks open to reveal a Burglar's Buckler. Ironically that would have been much more useful while opening this trunk, but he has it now, and slings it onto his back like a big dinner plate.
Crashing from the Twitch Tonic rush, Damiel sits on the empty trunk to recover.
Damiel wrote:
Hand: Burglar's Buckler, Blessing of the Green Faith 1, Navigator Musket +1, Potion of Focus, Effigy of Maat, Cloud Puff, Adamantine Bullets,
Displayed: Deck: 9 Discard: 1 Buried: 1
"Notes: Negate before/after you act on a monster
1 die that recharges for free
Add Int/Craft to yor rcheck at my location (though I prefer to save this for myself for obvious reasons)"
Sideboard cards:
Favored Card: Weapon
Hand Size 5 [X] 6 □ 7
Proficient with: Light Armors, Weapons
Powers:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).
<Power 4>
<Power 5>
I'm significantly lacking in plus for these card upgrades. I guess maybe I'll take an Item 2 just because? I'm not sure yet.
Power Feat: When you would discard an Ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may recharge it instead.
AND: At the end of your move step ([X] or turn), you may examine the top card of your location deck.
All of Nok-Nok's lessons on where a good Quartermaster keeps their goods (and protects them!) have paid off as The Raven ambushes the ambusher. Even caught off guard, the goblin's hand instinctively shoots out to grab at where a coin purse might be if The Raven hadn't shifted his stance away at the right moment.
An downward swipe of the cutlass and the goblin gets the standard pickpocket's punishment; behanding. Squealing in pain and fear, the goblin picks up his hand and runs off into the night.
As The Raven considers re-entering the inn, his Psychic Detective voice informs him all is well (for now) just inside the back door. But not as it seems. Another potential ally is here, but not.
The Raven rolls his eyes, but duck behind several crates of supplies...
BOOOOOON! I think I'll cave and take the cool item one this time. I'll have to look up the number. Or are the boons different from the ones we got during Gnomanity?