[PACS] Season of Tapestry's Tides by Nathan

Game Master Nathan Davis

Turn Order
1. Maznar/Bigguyinblack
2. Augustille/AbrahamZ.
3. Damiel/Iceman91
4. Jirelle/eddiephlash
5. Ak/NathanDavis
6. Seltyiel/MauveAvenger

Shared Tracker (Hands/Loot/Ships/Summons)

Currently playing 5-5D: A ROYAL REQUEST on Man's Promise

RULES: SHIPS:

A ship is a support card. It is neither a bane nor a boon.
In some scenarios, a ship may be anchored at a specific location.

Commanding
If the ship is not anchored: you are commanding the ship on your turn.
If the ship is anchored: you also have to be at the ship’s location.
Any characters at the commander’s location are also on the ship.
If the commander moves or is moved, and the ship is not anchored or wrecked, any characters at the old location may also move to the new location.

Encountering
Only the commander can encounter another ship. (If a ship would be encountered by someone else, banish it instead.)
If the encountered ship is undefeated, it deals Structural damage instead of Combat damage.

Structural Damage
Structural damage is dealt to the ship, rather than to a character.
Any characters may discard any number of cards to prevent that much Structural damage.
If an intact ship takes any Structural damage, it becomes wrecked.
If a wrecked ship takes Structural damage, discard that many cards from the Blessing deck.

Repairing
At the start of the move step, the commander may attempt to repair a wrecked ship.
If successful, the ship is no longer wrecked.

Seizing
When you seize a ship, record the seized ship on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead. (This is different in SoTT than in S&S)
A seized ship replaces your current ship, which is banished. (The new ship keeps any plunder and anchoring of the old ship.)

Plunder
At the start of the scenario, stash a plunder.
If you defeat another ship, stash a plunder.
Wrecked ships cannot gain plunder.
At the end of the turn, banish 1 random plunder from a wrecked ship.
If you win the scenario, add the plunder to the acquired cards.

Plunder:
    1) Weapon
    2) Spell
    3) Armor
    4) Item
    5) Ally
    6) Player's choice

Ships:
    1) Merchantman
    Spoiler:
    Ship B
    Class 0

    When Encountering
    To Defeat:
    Wisdom/Survival 5
    OR
    Perception 7
    If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

    When Commanding
    When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    If you fail to defeat a bane that has the Pirate trait, bury a card.


    2) Shackles Pirate Ship
    Spoiler:
    Ship B
    Class 0

    When Encountering
    To Defeat:
    Dexterity/Disable 8
    OR
    Wisdom/Survival 6
    If your check to defeat has the Swashbuckling trait, add 1 to it.

    When Commanding
    If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.

    When Commanding (Wrecked)
    To Repair:
    Craft 5
    When your ship is dealt damage, add 1 to the amount of damage dealt.


    3) Feathered Devil
    Spoiler:
    Ship 1
    Class 1

    When Encountering
    To Defeat:
    Charisma/Diplomacy 5
    OR
    Wisdom/Survival 7
    You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.

    When Commanding
    When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.

    When Commanding (Wrecked)
    To Repair:
    Craft 4
    When you would discard an ally for its power, bury it instead.


    4) Man's Promise
    Spoiler:
    Ship 1
    Class 1

    When Encountering
    To Defeat:
    Wisdom/Survival 6
    OR
    Charisma/Diplomacy 8
    If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.

    When Commanding
    You may discard a card from the blessings deck to explore your location.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    Other characters may not move with this ship.


    5) Truewind
    Spoiler:
    Ship B
    Class 1

    When Encountering
    To Defeat:
    Intelligence/Knowledge 8
    OR
    Wisdom/Survival 6
    You may discard an ally that has the Pirate trait to add 2 to your check to defeat.

    When Commanding
    You may discard a card from the blessings deck to recharge a random card from your discard pile.

    When Commanding (Wrecked)
    To Repair:
    Craft 7
    The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.


    6) Sea Chanty
    Spoiler:
    Ship B
    Class 3

    When Encountering
    To Defeat:
    Wisdom/Survival 6
    OR
    Charisma/Diplomacy 8
    You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.

    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.

    When Commanding (Wrecked)
    To Repair:
    Craft 5
    The difficulty of your check to acquire a boon is increased by 1.


    7) Wormwood
    Spoiler:
    Ship B
    Class 5

    When Encountered
    To Defeat:
    Dexterity/Acrobatics 9
    OR
    Wisdom/Survival 7
    The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.

    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.

    When Commanding (Wrecked)
    To Repair:
    Craft 8
    At the start of your turn, banish this card and exchange it for the ship Merchantman.


    8) Dominator
    Spoiler:
    Ship B
    Class 6

    When Encountering
    To Defeat:
    Wisdom/Survival 8
    OR
    Dexterity/Ranged 11
    If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2.
    This ship cannot be seized.

    When Commanding
    You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.

    When Commanding (Wrecked)
    To Repair:
    Craft 7
    Remove the Swashbuckling trait from all of your checks.


    9) Goblin Weilding
    Spoiler:
    Goblin Weilding
    Ship P
    Class 0

    Check to Defeat
    Dexterity
    Stealth
    5
    OR
    Wisdom
    Survival
    4

    When Encountered
    Before you act, summon and encounter the henchman Riptide Grindylow.
    When Commanding
    Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.

    Check to Repair
    Strength
    4

    When Commanding (Wrecked)
    When you encounter a card, all other characters at this same location move to a random closed location.


    10) Mistmourn
    Spoiler:
    Mistmourn
    Ship P
    Class 5

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Dexterity
    Acrobatics
    11

    When Encountered
    If any character would discard any cards during the check to defeat the Mistmourn, bury those cards instead.
    When Commanding
    Reduce Structual damage dealt to this ship by 2.
    You may discard a card from the blessings deck to evade a bane.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    Whenever you banish cards, banish 1 additional card from your hand.


    11) Magpie Princess
    Spoiler:
    Magpie Princess
    Ship P
    Class 6

    Check to Defeat/i]
    Dexterity/Acrobatics 10
    OR
    Wisdom Survival 8

    [i]When Encountered
    Before you act, each character at this location must bury a card.

    When Commanding
    Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
    If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.

    Check to Repair
    Craft 6

    When Commanding Wrecked
    At the start of your turn, roll 1d4; on a 1, bury a card.


    12) Devil's Pallor
    Spoiler:
    Devil's Pallor
    Ship 2
    Class 2

    Check to Defeat
    Wisdom
    Survival
    7
    OR
    Constitution
    Fortitude
    9

    When Encountered
    If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
    When Commanding
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.


    13) Thresher
    Spoiler:
    Thresher
    Ship 2
    Class 2

    Check to Defeat
    Intelligence
    Knowledge
    9
    OR
    Wisdom
    Survival
    7

    When Encountered
    Before you act, bury a random card from your discard pile.
    When Commanding
    Reduce Structural damage to this ship by 1.
    At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, summon and encounter the henchman Hammerhead Shark.


    14) Deathknell
    Spoiler:
    Deathknell
    Ship 2
    Class 7

    Check to Defeat
    Divine
    7
    OR
    Wisdom
    Survival
    9

    When Encountered
    You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check against a monster.
    If your character would die, draw a number of cards from your discard pile equal to your hand size and bury all your other cards.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Wisdom or Divine 7 check or bury 1 card.


    15) Dowager Queen
    Spoiler:
    Dowager Queen
    Ship 3
    Class 3

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    When Encountered
    You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    The difficulty of your check to acquire an ally is increased by 2.


    16) Kraken
    Spoiler:
    Kraken
    Ship 3
    Class 3

    Check to Defeat
    Strength
    Melee
    10
    OR
    Wisdom
    Survival
    8

    When Encountered
    On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
    When Commanding
    Reduce Structural damage to this ship by 2.
    You may discard a card from the blessings deck to add 1d12 to your Strength check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.


    17) Sanbalot
    Spoiler:
    Sanbalot
    Ship 3
    Class 3

    Check to Defeat
    Dexterity
    Stealth
    9
    OR
    Wisdom
    Survival
    7

    When Encountered
    Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
    When Commanding
    This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
    At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.


    18) Blood Moon
    Spoiler:
    Blood Moon
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Arcane
    Divine
    11

    When Encountered
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.
    When Commanding
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    When you encounter a bane, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat that bane is increased by 3.


    19) Come What May
    Spoiler:
    Come What May
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    11

    When Encountered
    You may recharge any number of cards that have the Aristocrat or Captain trait; for each such card recharged, add 3 to your check to defeat the Come What May.
    When Commanding
    Reduce Structural damage to this ship by 1.
    At the end of your turn, you may discard a card from the blessings deck to examine your plunder cards, banish 1 plunder card, and stash 1 plunder card of the same type.

    Check to Repair
    Craft
    8

    When Commanding (Wrecked)
    After you reset your hand, discard any cards that have the Aristocrat or Captain trait.


    20) Wavecrest
    Spoiler:
    Wavecrest
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Constitution
    Fortitude
    11

    When Encountered
    If your check to defeat the Wavecrest has the Swashbuckling trait, add 2 to it.
    When Commanding
    Reduce Structural damage to this ship by 1 for each character on the ship.
    If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 8 check or bury 1 card.


    21) Wanton Wastrel
    Spoiler:
    Wanton Wastrel
    Ship 5
    Class 5

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    12

    When Encountered
    Before you act, roll 1d4; you may bury that number of cards to automatically defeat the Wanton Wastrel.
    When Commanding
    You may discard any number of cars from the blessings deck to reduce Structural damage dealt to your ship by that number.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    When you bury any cards from your hand, bury 1 additional card.


    22) Apparatus of the Octopus
    Spoiler:
    Apparatus of the Octopus
    Ship 5
    Class 5

    Check to Defeat
    Intelligence
    Arcane
    Craft
    6
    OR
    Wisdom
    Survival
    12

    When Encountered
    Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
    When Commanding
    When you encounter a bane that has the Weather trait, you may recharge a card to evade it.

    When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.

    Check to Repair
    Arcane
    Craft
    6

    When Commanding (Wrecked)
    When you discard cards for structural damage, they must be either spells or discarded at random.


Summoned Henchmen:

The Ancient Mariner
Spoiler:

Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.

Buccaneer
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 8

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.


Enemy Ship
Spoiler:

Henchman Barrier B

Traits
Skirmish
Aquatic

Check
None

Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.


Hammerhead Shark
Spoiler:
Henchman Monster B

Traits
Animal
Aquatic
⭐Veteran⭐

Check
Combat 9

Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.


Hirgenzosk
Spoiler:

Henchman Monster B

Traits
Dragon
Aquatic

Check
Combat 30

Powers
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.


Pirate Shade Haunt
Spoiler:

Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.


Riptide Grindylow
Spoiler:

Henchman Monster B

Traits
Aberration
Goblin
Aquatic

Check
Combat 11

Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Ruffian
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 7

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.


Scurvy Zombie
Spoiler:

Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits. Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie. If defeated, you may immediately attempt to close the location this henchman came from.

Sea Devil
Spoiler:

Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.

Shipwreck
Spoiler:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.


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Here's the discussion thread for discussing piraty things.


Deck Handler // Searching for: Ally 5 > Blessing 4


Ak is king, the best survivor
No one else can be aliver!
You can't stab or shoot him dead
Or put a pitchfork in his head.

Drown him, burn him, mutilate him,
Cut his nose, defenestrate him,
Punch him, scrunch him, stab his back—
He'll survive it. All hail Ak!


Deck Handler

Yarrrr! Running Jirelle with Rogue and Ult Intrigue. I may toss in Divine as well via the Season 7 reward and potentially pick up Blackjack as my role.


Alchemist / Alchemy / Ranged | Deck Handler

S&S Damiel with Alchemist class deck plus Alchemy and Ranged packs.

2361 - 1015 if you're reporting any of this.


5-1A: TIDE OF BONES
Ally 1
Armor 1
Blessing -
Item -
Spell 1
Weapon 1
With lots of 0s


Deck Handler // Searching for: Ally 5 > Blessing 4

Upgrade Preferences
Weapon 1: 1d1000 ⇒ 91
Ally 1: 1d1000 ⇒ 955
Armor 1: 1d1000 ⇒ 464

Hero Point
Power Feat
When you reset your hand, you may treat your hand size as 3, 4, or 5 (☑ or 2 or 6) (☐ or 1 or 7) until the end of the turn.


Deck Handler

First xp at tier 1. Spending my hero point on power feat +1 to hand size. 0HP remain.

Spell 1: 1d1000 ⇒ 356
Ally 1: 1d1 ⇒ 1
Armor 1: 1d1 ⇒ 1


Deck Handler

1st xp at tier 1. Spend hero point on Power feat, extending my free reroll to checks against ships.

Upgrades:
Ally 1: 1d1000 ⇒ 390 Dandy Brute
Weapon 1: 1d1000 ⇒ 92 Captain's Cutlass

I'll probably take a Blessing of Besmara Loot in for my Blessing of the Ancients until further notice.


Alchemist / Alchemy / Ranged | Deck Handler

Spend hero point on card feat: +1 Item
(Elixir of Love to patch my Charisma)

Deck Upgrade:
Armor 1: 1d1000 ⇒ 766 Lab Coat
Weapon 1: 1d1000 ⇒ 357 Flaming Shortbow
Spell 1: 1d1000 ⇒ 645 Stone Skin


Deck Handler

Spend hero point on Skill Feat (1): Wis +1
Zero hero points remain in the bank.

Upgrades:
Weapon 1: 1d1000 ⇒ 378
Spell 1: 1d1000 ⇒ 717
Ally 1: 1d1000 ⇒ 141

Will pass on BoBesmara for now.

Replace banished Holy Light with another copy of the same.


Deck Handler

Spend Hero Point on Power Feat: Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) and that card's traits to the check.

Upgrades: N/a

Loot: N/a


Deck Handler // Searching for: Ally 5 > Blessing 4

Replacing Ally 0 Spider with Ally 1 Xoff

Making a note to self to give my upgrade priority to Jirelle and Seltyiel who took no upgrades this scenario


Deck Handler

Passing on upgrades this time around. Ahoy!


Deck Handler

Upgrade:
Weapon 1: replace Quarterstaff with Repelling Pike +1

Also fine with me to say that Jirelle and Seltyiel can have priority over me for upgrades next time.


5-1B: GRINDYLOW GRIFTERS
Ally 11
Armor 1
Blessing -
Item 111
Spell -
Weapon -
With lots of 0s


Deck Handler // Searching for: Ally 5 > Blessing 4

Upgrade Preferences
If in competition with Jirelle or Seltyiel, will give way to either
Ally 1: 1d1000 ⇒ 635
Armor 1: 1d1 ⇒ 1


Deck Handler

Taking my Ally 1 as promised, Dandy Brute. Use hero point to take an ally card feat, so this will just fill that slot.

0 Hero Points.


Deck Handler

Second XP at tier 1. Spending my hero point on skill feat +1 to Wisdom.
0 HP remaining.

item 1 for Sacred Candle: 1d1000 ⇒ 188
ally 1 for Droogami (Core): 1d1000 ⇒ 639
Armor 1 for Magic Hide Armor: 1d1 ⇒ 1

boon?: 1d20 ⇒ 19


Deck Handler

Defer to Jirelle and Seltyiel for upgrades.

Hero Point: Power Feat (1) - increase hand size to 7. 0 Hero points remaining.

Upgrades:
Ally 1: 1d1000 ⇒ 95
Item 1: 1d1000 ⇒ 711


Deck Handler

Seltyiel will spend a Hero Point on Skill Feat: INT +1

Deck Upgrade Preferences:

-Item 1: 1d1000 ⇒ 14 Wand of Detect Magic


Spend hero point on power feat: proficiency with weapons

Deck upgrade (non-compete with J & S):
Ally 1: 1d1000 ⇒ 214
Item 1: 1d1000 ⇒ 274


Deck Handler

Use Item 1 upgrade to replace Amulet of Life with Sacred Candle.


Deck Handler // Searching for: Ally 5 > Blessing 4

Hero Point
Card Feat
Ally 1 ☑2 ☐3 ☐4 ☐5
Filling the space with my upgrade Ally 1 Surgeon


Deck Handler

I'm taking my kid to the beach for a few days. Likely won't be able to post again until Thursday. Please bot me as needed. Thanks.


5-1C: THE DEVIL AND THE STORM
Ally -
Armor 1
Blessing -
Item -
Spell 11
Weapon 1


Deck Handler // Searching for: Ally 5 > Blessing 4

Upgrade Preferences
Weapon 1: 1d1000 ⇒ 878
Armor 1: 1d1 ⇒ 1

Hero Point
Skill Feat
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4


Deck Handler

3rd xp at tier 1
Spending my hero point on card feat spell. 0 HP left.

spell 1: 1d1 ⇒ 1


Alchemist / Alchemy / Ranged | Deck Handler

Spend hero point on skill feat: +1 Intelligence

Deck upgrade
Spell 1: 1d1000 ⇒ 170 Cure -> Corrosion


Deck Handler

Hero Point: Card Feat (1) - Spell.

0 Hero points in the bank.

Upgrades:
Spell 1: 1d1000 ⇒ 797 If received, fill new empty Spell slot with Harrowstrike.


Deck Handler

3rd xp at tier 1. Spend hero point on skill feat, taking Dex +1. Still no extra hero points.

Upgrades.
Weapon 1: 1d1000 ⇒ 336 Captain's Cutlass
Armor 1: 1d1000 ⇒ 259 Lockpick Shield


Deck Handler

Seltyiel will spend a Hero Point on a Card Feat: Blessing.

Upgrades:
Armor 1: 1d1000 ⇒ 861 Blackjacket


Deck Handler // Searching for: Ally 5 > Blessing 4

Ak chooses Weapon to add to the upgrade pile:

Falcata +1:

SS Weapon 1
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; 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. If any d4 rolled on this check is a 4, count it as a 5.


Deck Handler

Will defer to others for the random card.

This is my 4th xp at tier 1. Bank the hero point, bringing total to 1.

Blessing 1: 1d1000 ⇒ 371 Achaekek


Deck Handler

4th xp at tier 1. Saving the hero point. 1 HP remains.

item 1 if we get one: 1d1000 ⇒ 522
ally 1 if we get one: 1d1000 ⇒ 461
blessing 1: 1d1000 ⇒ 162


Alchemist / Alchemy / Ranged | Deck Handler

Save the hero point.

1st deck upgrade:
Blessing 1: 1d1000 ⇒ 9 Prayer -> The Carnival

2nd deck upgrade:
Ally 1: 1d1000 ⇒ 268 Archer -> Clockwork Servant


Deck Handler

Add a random blessing to the upgrade pile: Random Blessing 1 is Sivanah, level 0 so no benefit to the upgrade pool.

Save 1 hero point - now have 1 in the bank.

Augustille has gotten 3 tier 1 upgrades so far so I'll defer to those who have gotten fewer. If there are any tier 1 upgrades left after that then:

Blessing 1: 1d1000 ⇒ 500
Ally 1: 1d1000 ⇒ 168
Spell 1: 1d1000 ⇒ 724


Weapon for Seltyiel:

Animalbane Dagger +1:

SS Weapon 1
Traits: Knife Ranged Piercing Magic
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait. When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.

Weapon 1!

Item for Maznar:

Ring of Wave Walking:

SS Item 1
Traits: Accessory Magic Aquatic Elite
To Acquire: Constitution Fortitude 6
Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon. Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

Item 1!

Ally for Damiel

Lookout:

SS Ally B
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d6 to any Perception check. Recharge this card to examine the top card of your location deck.

Ally 0

Augustille drew a Blessing 0

Blessing for Jirelle

Blessing of Gozreh:

SS Blessing B
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to close a location. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 0

Updated Upgrades
Ally -
Armor -
Blessing 1
Item 1
Spell -
Weapon 11


Deck Handler // Searching for: Ally 5 > Blessing 4

Upgrade Preferences
Weapon 1: 1d1000 ⇒ 564
Blessing 1: 1d1000 ⇒ 954

Hero Point
Kept

Upgrade
Replace Weapon 0 Naginata with Weapon 1 Force Shortbow +1


Deck Handler

Seltyiel will bank his Hero Point. Total: 1

Upgrade Preferences:
Weapon 1: 1d1000 ⇒ 615 Scimitar +1


Deck Handler

Pass on upgrades.


5-1E: TO SEAL THE DEAD
Ally 1
Armor -
Blessing -
Item 11
Spell -
Weapon -


Deck Handler // Searching for: Ally 5 > Blessing 4

Upgrades
None

Hero Point
Kept, now 2


Alchemist / Alchemy / Ranged | Deck Handler

Save the hero point.

Deck upgrade:
Ally 1: 1d1000 ⇒ 831 Archer -> Clockwork Servant


Deck Handler

Spent a hero point. 1 HP remains.

Tiering up.

ally 1: 1d1000 ⇒ 4


Deck Handler

Bank Hero Point. Now have 2. Tier up.

Upgrades
Ally 1: 1d1000 ⇒ 36: Social Climber


Deck Handler

Had no chance with the Treasure hunt.

I'm heading out of town in the morning for a two week trip. Likely will have very limited time to post at all until the end of the month so please go ahead and bot me as needed.

Save hero point. I spent one during that scenario so now have 1 in the bank.

Upgrades:
Ally 1: 1d1000 ⇒ 474

So no upgrades taken this level. My deck handler should be ready to go if anyone wants to bot me for the next couple of weeks. Otherwise I'll post when I can and should be back online regularly by June 1.


Deck Handler

Seltyiel will bank his Hero Point. Total: 2

Upgrade Preferences: N/a


5-2A: THE PATCHWORK PRISON
Ally 2
Armor 22
Blessing -
Item 21
Spell 11
Weapon 2221

Loot: Totem Necklace and Shark Skin Armor


Deck Handler // Searching for: Ally 5 > Blessing 4

Upgrade Preferences
Armor 2: 1d1000 ⇒ 622
Weapon 1: 1d1000 ⇒ 719

Hero Point
Power Feat
When you reset your hand, you may treat your hand size as 3, 4, or 5 (☑ or 2 or 6) (☑ or 1 or 7) until the end of the turn.

Will take Totem Necklace if no one else wants it.


Alchemist / Alchemy / Ranged | Deck Handler

Spend hero point on card feat: Ally.
One remaining hero point.

Deck Upgrades
Ally 2: 1d1000 ⇒ 972 add Sergeant-at-arms
Item 2: 1d1000 ⇒ 816 Elixir of Love -> Potion of Focus
Weapon 2: 1d1000 ⇒ 359 Longbow -> Frost Longbow

Not interested in either loot.

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