Yoon

Yoon The Eternal's page

24 posts. Alias of eddiephlash.




I'm running this for my table of a bomber Alchemist, Wizard, Bard, and Monk.

Even though I heavily sign-posted long days ahead, they are nearly out of top level spells 2.5 combats into the temple and I'm getting nerveous.

Given that 3 of the characters are daily resource dependent, and worrying that the long days in Book 1 will undoubtedly lead the characters to being tapped out by noon, I was thinking of offering the following power to the Phoenix Necklace:

Activate 10 minutes (envision, Interact); Effect The necklace consumes one of the attached silver feathers and allows the party to take the effects of a full night's Rest. You may then spend the next hour making daily preparations, ignoring the usual once per day limit. Activating this ability is particularly costly and every activation requires consuming one more silver feather than the previous activation.

This, to me, allows them to be a bit more blasty with their spells and bombs, while still punishing being too loose (both by taking a feather and an hour of the day away). Are there any drawbacks others can see with this? Has anybody else run this AP with a caster-heavy party?


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I feel vindicated. The Wood Golem appearance that used in a game I ran nearly wiped the mostly ranged party, and it did kill their intern. That thing is vicious!

Wonderful write up as always! I dream of playing at such a well produced table someday!


Recruitment thread! Please post below if you are interested. I'm planning on running the entire campaign, starting during the con, but continuing for the next several months at least.

All levels of player are welcome. We'll play the hardest difficulty mode of which everybody agrees.

We'll also be using Discord to handle out-of-game communication.

If you're interested, please post below. Include your character and/or class that you hope to play. I may fill in, depending on how much interest we get.

If there are more than 6 players interested, still feel free to post, and we'll do a lottery, or maybe even split this into two tables.

Thanks, and hope to game with you soon!


This is the Discussion Thread. More info to follow.


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!

Welcome to Season 3! Run with the Mummy's Mask base set, we'll be visiting traders, getting hit with Triggers, and suffering scourges. Depending on player count, I'll potentially play, trying to fill in as needed. We'll start with the con on Jan 10, so I hope to have the table and characters locked in by the 7th.


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If you still play Pathfinder Adventure Card Game, I highly recommend A Night at Bloodthorne Manor, which is a very fun standalone adventure that takes place in a haunted house.

Store Link


This will be discussion tab for deciding in-between games things like deck upgrades, hero point allocation, etc.

Right now, all I need is your character's tier, current hero points, and whether you'll be playing for tier advancement or not. If not, you will not gain hero points for successful scenarios, but you will still gain scenario rewards and deck upgrades per usual.

Welcome, and I hope you enjoy the 2021 PACS Special, The Protean's Prank!


Proteans seek to unmake reality, twisting the laws of physics to their errant whims. Fortunately, proteans exist in a distant plane of impossible changes called the Maelstrom, through which they wind their serpentine forms and weave and unweave space and time as they see fit. When powerful proteans come to the Material Plane, they cause problems—often serious problems—where matter and causality break down and reform in unusual ways.

The keketars are priests and leaders among the proteans, commanding their followers with confidence and impulsiveness. When keketars leave the Maelstrom of their own accord, they tend to cause trouble. When drawn to the Material Plane by a warp in reality or a ritual gone wrong, they tend to cause a lot of trouble. The keketar Rippling-Sapphire-Crown—whose real name even they cannot pronounce, to their great pride—was pulled into Golarion two years ago by a desperate spellcaster seeking otherworldly aid. Unfortunately, for the spellcaster, the impetuous and peevish Rippling-Sapphire-Crown responded to their call, along with a cadre of subservient azuretzi proteans.

Rippling-Sapphire-Crown twisted knots in history to ensconce themselves on the Material Plane, erecting alternate histories to guarantee they couldn’t be thrown back into the Maelstrom. These alternate histories inadvertently tied Rippling-Sapphire-Crown to several groups of heroes who were present at the protean’s emergence and who went on to make a name for themselves over the years. Jumbling up the stories and memories of heroes to tie themselves to reality might be the ancient keketar’s greatest prank. Will the heroes survive a storm of chaos and right the timeline, or will they be lost to the protean’s schemes?

The Protean’s Prank is an interactive event in which multiple tables contribute to a shared success. A table coordinator oversees the event, making announcements and tallying results over the course of the adventure.

Some or all of the tables might also have a box runner, a person who handles the logistics of setup but is not playing a character. The box runner will have an additional role that will be explained as we get playing.

The table can choose any number from 1 to 6 for # (characters must be of an appropriate tier). We are choosing tier 6.

Before beginning this adventure, choose whether you wish to count it for purposes of tier advancement. If you choose not to count it, you do not gain hero points for completing scenarios, but you do earn scenario rewards and deck upgrades as normal.

When you complete a scenario, report whether you won or lost to the table coordinator; you may replay the scenario until the table coordinator calls time. If you do not complete a scenario before the table coordinator calls time, you did not win or lose it, and do not earn the scenario reward, but players can upgrade their decks.

If your character is dead at the end of a scenario, you may play another character for the next scenario.


Skittergoblin Cardmancer

This is the discussion page. Please post here the character you plan on using, and any boons they will be starting with.


Skittergoblin Cardmancer

Welcome to the Season of Faction's Favor! This is the gameplay thread. Please dot in! More info will come shortly.


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Hi, I'm running a game for a group that is new to second edition, and they've selected Monk, Wizard, Alchemist, and Bard for their characters' classes. I'm a new BR, but we all have a decent amount of RPG experience from other systems.

With this party, I'm imagining that encounters will entail the Monk constantly surrounded on the front lines, while the Alchemist and Wizard run around lighting things on fire, and the Bard helplessly trying to keep everybody on their feet.

Are there any particular considerations in terms of equipment or starting skills/feats/proficiencies that you would recommend? Or ways I can modify encounters to make them balanced and fun for the full group?

Thanks in advance!


Koren (from the fun Paladin class deck) has a power on his Unflagging Champion role:

Koren wrote:
☐ At the start or end of your turn, if a bane is displayed next to the deck of another character at your location, you may display it next to your deck instead.

In the days of RotR and Skulls, there were some banes that got displayed by characters, notably various flavors of Haunts and those with the Curse trait. In Mummy's Mask (which came out after this Class Deck), such effects on cards were all but removed in favor of the Scourge table. In a post-Core world, this idea was mainly replaced by Scourge cards (which don't even get displayed by characters, as markers are used instead).

The power as written seems mostly useless, except for the very small handful of cards that it applies to. Would it be possible to have this power changed to work against Scourges? That seems in the spirit of the original power, both in function and flavor.

Something like:

Koren wrote:
☐ At the start or end of your turn, if a local character has a bane displayed or is suffering a Scourge, you may display the bane or suffer the Scourge instead.

This is admittedly a bit wordy, but I feel captures the spirit of what I feel this power should be.


Woo-hoo! Summoner is one of my favorite archetypes in the card game, and this...thing...looks to be a new favorite. I can't wait to see Thargrap in action!


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Tabletop Simulator is currently %50 off. We've been using a sanctioned mod for PACS at the various online conventions, and even have a weekly lodge that plays using TTS every week.

There's never been a better time to check out Pathfinder Adventure Card Game Online! For any questions, hit up the #mindscape-tts-lodge channel at pfschat.com


Welcome! Out of character discussion, as well as reward die rolls, etc will happen here.


Curse of the Crimson Throne - Sanctioned for Adventure Card Society Play

When the empire of Cheliax expanded north into Varisia, the Chelaxians found a Shoanti tribe living around an immense pyramid on the shores of a deep bay—a perfect site for a city. Much bloodshed eventually left the Shoanti defeated, driven back to the harsh Cinderlands. Yet as the new city of Korvosa flourished, few bothered to ask why the Shoanti had dwelt here. For the past 300 years, the Shoanti have spoken only in whispers of the troubles the Chelaxians will face for their outrages.

Today, Korvosa’s reigning king, Eodred Arabasti II, is feared by all the right people. To date, however, he has produced no heir to the throne, the latest in a line of rulers affected by this facet of the so-called curse of the Crimson Throne. When he finally wed late in life, his bride was barely a third of his age. Queen Ileosa was a woman of breathtaking beauty matched only by her desire for the life of luxury the queenship afforded. But with the seneschal Neolandus Kalepopolis guarding Castle Korvosa’s interests, the citizenry believes it has little to worry about.

It is wrong, of course. Like any city, Korvosa has its share of undesirables. Cutpurses, thugs, thieves, burglars, assassins, and lowlifes of every sort can be found in waterfront slums, creeping in the sewers, or hiding in the tangled rooftops known as the Shingles. The Korvosan Guard does what it can to keep the city’s criminals from causing too much harm, but the crooks will always outnumber the lawgivers.

One such undesirable is Gaedren Lamm, a despicable wretch who missed his chance at being somebody big in Korvosa’s murky underworld. The decrepit thief abducts orphans and forces them to support his parasitic lifestyle with petty crime. Many Korvosans have had their lives complicated by this foul old man. Yet no matter what he does, he always avoids answering for his crimes. But Gaedren Lamm’s luck is about to change; he has run afoul of some hard-driven people.

Specifically, he has run afoul of you.

Each of you has been drawn here by some offense caused by Lamm. Perhaps a family member was caught in his orphanage and fed to his pet alligator. Perhaps a lover expired due to an overdose of his dream spider–derived drug called “shiver.” Perhaps his fishery goons sunk your trawler off the coast of Veldraine. Whatever it was, it motivates you like no other rage you’ve felt in your days.

Finally, you have a lead on his whereabouts. A Varisian fortune-teller named Zellara Esmeranda has summoned you to her home in Korvosa’s Midland district. She claims to know where Lamm is... and how to defeat him. She promises to read the harrow deck to set the fates on your side.

By King Eodred’s good name, you will make your bones here in Korvosa. Into the city you go, with the wind of vengeance at your back.


Welcome! Please dot in here and in the gameplay thread. As we're playing on Legendary, this is not recommended for new-comers, but new characters are welcome. You might even consider decking your character out with some boons from previous conventions (if you're like me, you have a stack of them lying around waiting for the right time to use them).

Legendary mode is played with 3 wildcards - either chosen by the group, randomly, or some combination. We can discuss how exactly we want to do this as we get closer to start.

Legendary mode also adds banes of 1 higher tier and # is also increased by 1 for banes. That means that we'll be seeing lvl 2 monsters and barriers in the first scenario, as well as veteran banes being (even) more difficult.

I'm looking forward to killing your characters running this game for you!


Starting as part of Gameday IX, but will continue through the entire season.

More info forthcoming.


This is the Discussion page. Please dot in here and on the gameplay thread. Also feel free to discuss your character choice.


Skittergoblin Cardmancer

Welcome! More information will come once we're closer to the start


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Hey all!

We're starting a new initiative to host live PACS games via Discord and Tabletop Simulator.

Each Thursday, join PAGC fans around the world to play through the latest Adventures and Modules. For more information, see the new #mindscape-vtt-lodge channel in the Org Play Online discord server at pfschat.com.

Sign-ups are at Warhorn.
Hope you can join us and make this weekly event an ongoing adventure!


Skittergoblin Cardmancer

Discussion thread. As mentioned in discord chat, I'll be playing the new Goblin Ranger Crimsi, with adventure packs.

Zalarian mentioned playing Pizazz. Everybody else is welcome to bring your character from the year 6 table, or a new one.


Skittergoblin Cardmancer

Side game for our Year 6 table that is on hiatus due to the Blood Veil.


Welcome to the Discussions tab! This will primarily be used to handle post-scenario wrap up, such as deck upgrades, hero point expenditure, etc.

First though, it will be used to check in on all the players to see who and how they will be playing. Once you have chosen a character, please let me know the following:
What tier they are at? (Only Tier 1, or 2 allowed since we're starting in Adventure 1)
What decks and/or packs will you be using?
What replacement cards will you be using?
Do you have any campaign boons or rewards from previous adventures that you will be making use of?

Please put a link to your deck handler (and make it publicly viewable) in your profile header.

And general questions for the group:
Do you prefer hangouts or discord for chat?
What difficulty level? This table was listed in the sign up sheet as Normal level. If everybody who signs up is well-experienced, I'd be willing to increase this to Heroic or Legendary, but only if All players agree.

Alternatively:
I've been interested in trying "Adventure Time" mode aka "Keith mode" as detailed in his blog posts. These changes seem to fall near the Legendary difficulty level, with some more or less challenging, but all very thematic. I'm not sure if this would break us out of PACS rules, so if we do decide to go this route, we may not be eligible for reporting as official Organized Play scenario (and I may have to do this outside of a convention).

What time zone/time of day will you usually be able to post? This is mostly to figure out an optimal turn ordering. Though this is also something that can be trial and error, as it is easily rearranged in between scenarios.


Welcome!

I'm excited to host a playthrough of my favorite PACG adventure path to date! This has some very fun scenarios, and some interesting twists and turns. Whether this is your first time, or you are a veteran, I'm hoping we can have a great time!

If you are looking for any information about how to work with character sheets, PBP, or PACG in general, our Overseer's profile page is invaluable.

I expect players at my tables to post about once a day, and to be communicative if they will be unable to post for an extended time. (I'm guilty myself of slipping into an average of every-other-day posting speed when work picks up.)

There will be a lot of extra upkeep for playing Sanctioned Curse as well, since each character will need to keep track of which cohorts and their feats they have unlocked and some other fun things in later adventures. I'll try to keep everything on the Campaign Info tab.

This thread is for gameplay, both in character and out of character. Scenario updates and player's turns will happen here. The discussion tab will primarily be used to track between-scenario changes, upgrades, etc. I also like to use a hangouts or discord chat room for more live discussions like asking for assistance, avenging, general strategy talk, etc.

So please dot in here once you have decided on a character, and away we go!

Silver Crusade 2/5 RPG Superstar 2014 Top 16

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All these new options definitely render my big 'ol graph of character deck options much less useful, but I'm SUPER excited that we can start using these options!


The Pre-core version has a base use of Str/Melee + 1d6 + 2 and the Curse version has a base use of Str/Acro/Melee + 1d6 + 2, so it seems they are both a "+2" weapon.

The remaining powers are similar though not exactly equivalent:

Sawtooth Saber +2 (Pre-core) wrote:

For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.

Sawtooth Saber (Curse) wrote:

For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.

I'm playing (Curse) Varian in a card guild campaign, who would greatly benefit from being able to use Acrobatics with the Sawtooth Saber from Curse via the replacement rule (when I get there in a couple adventures).

I know the rule as currently written forbids this, but I wonder if the name of the Curse version of the card was an oversight? I also wonder if there are other cards where the names are nearly the same that might at least qualify for a review or discussion.


Ascetic's Belt wrote:
On your combat check, if you did not play a spell that has the Attack trait, bury this card to reroll the dice; take the new result. If you have the Monk trait, you may recharge this card instead of burying it.
Transition Guide wrote:
On weapons and spells from previous sets, any power that adds to or subtracts from a check, or that rerolls dice, may be played freely. Powers that also determine the type of check may not be played freely.

The transition guide specifically allows spells and weapons which grant a reroll to be played freely, but not items. However, since Ascetic's Belt is from the Monk class deck, it will often be held by a character who uses an item to boost their attack rolls (such as any of the Amulets).

Also, many Belts (Belt of Giant Strength, etc) have the pre-"freely" phrasing of "You may play another item on this check" but the Ascetic's Belt lacks this.

Having both played Athnul, and having an Athnul at a table that I am currently running makes me think that this card should be allowed to be played freely. Thoughts?

(Or maybe the solution is to let Athnul play a belt, a ring, and an amulet on the same check)


Post wrote:


These scenarios require the Core Set. Groups of 5 or 6 players also require the Curse of the Crimson Throne Adventure Path.

Interesting. So only Core is required for smaller groups. I wonder how the vault gets built in later scenarios? Will Curse eventually be added in?


Skittergoblin Cardmancer

Out of character Discussion will happen here, including between scenario upkeep, upgrade rolls, etc.
There is a discord channel for this table as well, feel free to send a PM to Zalarian if you need access.


More info to follow. Feel free to Dot to track this page.


Calling all Pathfinders! Come join an older adventure with the new structured rule set!


Discussion, including between session upgrades, planning, etc, will happen here.


Initial post. Game starts June 21st. Currently recruiting! Will use new rules set forth in Core set rulebook and Adventure Card Guild / Pathfinder Adventure Card Society Guide 6.0. More info coming soon


AKA, Can you choose the order in which to recover cards in your recovery pile?

From my first read through of the new core rules, there is a section, "Dealing with cards" that states (only relevant parts shown):

Dealing with cards wrote:

"...When you draw a card from a facedown stack, ... draw from the top of the stack. When you draw from a faceup pile, ... draw a card of your choice. ...

This applies to actions other than drawing. ...

If I had an exciting turn with Seoni, casting spells to fight off several monsters (say, Firebolt and Life drain), then before ending my turn, cast Magic eye to examine what was coming next, could I choose to recover, that is, recharge the Magic Eye first, before recovering/recharging the Firebolt and Life drain spells?

From my read of the rules (and I've only gone over them once so far, and played just the intro scenario, so forgive me if I've missed something), it seems that the Recovery pile is intended to be face up, and thus you can recover in whatever order you wish. This is a fundamental change from pre-core rules where your spells (or whatever) would always be recharged (recovered) in the order that they were played.

Of course, this is all rendered irrelevant when Seoni checks off her power feat: "On your check to recharge an Arcane spell... ([x] You may instead shuffle it into your deck.)"


Should the Soldier Ally card (RotR) have the Soldier trait so that it can be affected by cards like Horn of Battle Clarity (Paladin class deck)?