Pathfinder Adventure Card Game (Organized Play) - SL nestea78/Baerlie [Runde ist voll]

  • Für 16.7.:


    There have been some close calls, but your reconnaissance has
    been productive so far. You have a map of the dig site, and
    you’ve learned that the Aspis are employing modified mining
    constructs to assist with heavy labor underwater. The damage
    they might cause in the process of excavating treasures could be
    irreparable.


    As you are getting ready to leave Merai’s thankfully vacant tent,
    a Taldan woman in a foppish hat suddenly appears, grabbing one
    of the water breathing potions Merai was brewing. You and the
    new intruder stop and stare at each other, each realizing you can’t
    make a commotion or you’ll both be caught. She turns and runs,
    and you grab potions of your own and pursue.


    Reward:
    For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell
    Remove Curse. At the end of each scenario, return the spell to the game box.



    As you chase the Taldan infiltrator in the foppish hat, it
    quickly becomes clear why she stole one of Merai’s water
    breathing potions: she’s headed for the dig site! That
    knowledge is a poor consolation for the fact that the Taldan
    managed to significantly outpace you, likely by using a spell to
    increase her speed.


    As you swim into the shallows, you see in the distance the
    beginnings of the Aspis dig site and the ruins of Shotep-Kara.
    You begin to imagine what this place must have looked like at
    the height of Tumen, during the time of the Four Pharaohs of
    Ascension. The crumbling, waterlogged monuments, temples,
    and docks suggest a time when this place was a commercial
    and military powerhouse, the gateway to the wonders of Ancient
    Osirion.


    However, you don’t have long to ponder before you hear a
    strange crashing sound. You look behind you to see a floating,
    horned beast head followed by the Aspis’s contingent of mining
    constructs! You take a moment to ponder the strange sight
    before you remember that the creature is a doru, the least of
    the divs. Divs arise from corrupted genies exiled to the depths
    of Abaddon, and their ancient hatred of mortalkind leads them
    to despoil all that which mortals create. But doru in particular
    are obsessive gatherers of secrets and able to become invisible
    whenever it suits them; it would have been a simple matter for
    the creature to learn the constructs’ secret commands. But that
    still doesn’t completely explain its actions. You don’t have more
    time to consider the implications—now is the time to fight!

  • Development:
    After defeating the doru and dismantling the constructs, you
    see the Taldan with the foppish hat in the distance. Could
    she have used the div as a delaying tactic? Fortunately, whatever
    spell granted her such speed on land isn’t helping her swim, so
    you’re able to start slowly closing the distance to her.
    As she reaches the far edge of the Aspis dig site, you feel a knot
    in the pit of your stomach. When Norden Balentiir told you not
    to head past the boundaries of the dig site, you somehow knew
    that you were going to wind up going past them anyway. But this
    seems crucial, so you sigh inwardly and press on.


    As you follow the Taldan infiltrator deeper into the ruins
    of Shotep-Kara, you don’t allow yourself the luxury of
    examining the archaeological marvels around you. You must
    stay focused lest she try another trick to shake you off her tail. She
    enters a strange domed edifice of opaque glass, relatively intact
    compared to its neighbors. You open the door to follow her inside,
    shocked to find that the building’s entrance repels the water around
    it. Why would that…


    In a flash, you remember Norden Balentiir’s briefing: Shotep-
    Kara had strange extradimensional portals, altered spaces, and
    connections to the Elemental Planes themselves. The inside of
    this building might not even be in the same dimension as the city
    around it! It might have been ensorcelled to prevent the elements
    from reaching the inside—inadvertently handy if the city were to,
    say, be swallowed by the ocean after a series of earthquakes and
    tsunamis. The inside of the building is full of Ancient Osirian
    hieroglyphics. Fortunately, you learned to read them during
    training, part of the reason the venture-captain chose you for
    this mission. The text dates this building to the early Age of the
    Black Sphinx, over 6,000 years ago, coinciding with the reign of
    the Four Pharaohs. Skimming the hieroglyphics as you glance
    around for the woman in the foppish hat, you note that this place
    was a repository for reports by scholars and archaeologists loyal to
    the Four Pharaohs. The walls honor the sacrifices of their fallen
    on behalf of the gods Nethys and Thoth. You follow the woman’s
    trail to a strange altar, though she is nowhere in sight.
    “Impressive, following me here,” she calls out from somewhere
    nearby, in Ancient Osiriani of all languages, “but it ends here.
    Guardians, destroy the intruders!”

  • Reward für die gestrige Runde:
    For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with
    the spell Elemental Treaty and 1 character may temporarily replace 1 item in his deck with
    the loot Tablet of Languages Lost. At the end of each scenario, return the cards to the game box.


    Wrap-up für die gestrige Session:
    The Taldan (die Tussi mitm Hut) proved to be a talented wizard
    (sie ist glaub ich 3x entkommen), employing a variety of ancient
    spells. Though you would have liked to take her captive, in the end
    you had no choice but to kill her (mit geschätzt zehn Würfeln auch
    kein Wunder).


    With the distractions out of the way, you turn to the altar and
    examine it, touching a specific hieroglyph to open a compartment
    below. Inside are several stone tablets and the decayed remnants
    of ancient papyrus. You dutifully collect the decayed papyrus
    in case it can be magically restored, but the tablets draw your
    attention immediately. Your eyes go wide. You’re holding a map to
    a pyramid—and the tablets seem to indicate that it can fly.


    Vorschau auf Runde 5:
    Now that you aren’t in a rush to catch up to the Taldan wizard,
    you realize this place is bigger on the inside than the outside
    warranted. You’re so excited about your new tablets that
    you can’t help but begin to decipher them as you walk back out
    of the ancient compound. Ever since fellow agents cleared dark
    elves out of a strange pyramid in the Darklands, the Society has
    been aware of pyramids that could soar through the sky. But if
    the information on these tablets is still accurate, you’re holding
    the map to a functional sky pyramid somewhere on the Scorpion
    Coast. Forget vague elemental lore, this discovery could easily
    make your career! Imagine becoming the venture-captain of the
    “Flying Sky Pyramid Lodge” and what sorts of advantages that
    could bring; if these tablets were halfway accurate, the thing even
    has a significant magical arsenal at its disposal.


    Lost in thought, you reach the doors to leave the building, only
    for them to slam shut and glow with a baleful dark flame, a magic
    lock of some sort. “Curse you, Pathfinders!” a voice rasps, sounding
    like the wizard, but somehow wrong. You turn to see the woman’s
    shambling corpse behind you, as rag-shrouded creatures approach
    from all sides, their faces nothing more than an enormous eye
    ringed with fangs. These are aghash divs, the embodiment of the
    curse of the evil eye! You feel yourself falling under their curse as
    the wizard continues. “I admit, this body didn’t hold up as well as
    I would have hoped, but by the grace of Lord Ahriman, it serves
    me alive or dead. Perhaps yours will work better?” You realize then
    that she must be a spirit of an ancient member of the usij, a cult of
    div-worshipers the Society foiled in Rahadoum several years ago.
    And with that, she attacks!

  • Eh gestern schon erwähnt, aber für die Vollständigkeit hier nochmal:
    After successfully completing your fourth (unique) session, you gain 1 card feat.
    Soll heißen, alle die bei Sessions A - D dabei waren bekommen eine Karte dazu.


    https://doodle.com/poll/rqt332v5mbxdzuh4
    Link zum Doodle wg. neuem Termin. Die Termine, die ich gelb markiert hab könnte ich erst ab 20:00 im Verein sein.

  • [mention]krixti[/mention] [mention]Tanzbär[/mention] [mention]Discarvio[/mention] [mention]Baerlie[/mention] [mention]Emeric[/mention] [mention]Koragk[/mention]


    An allzuvielen Terminen habe ich nicht Zeit - vor allem im September und Oktober nicht... :shock:


    Aber, nachdem
    1) die Gruppe jetzt mit eh schon 7 Spieler umfasst und
    2) die Gruppengröße von 6 zwar möglich, aber in meinen Augen nicht ganz optimal ist (da man nicht viele Züge hat und das Spiel trotzdem sehr lange dauert):


    Was haltet ihr davon, dass es für jede Session zwei reguläre Termine mit je zwei bis maximal fünf SpielerInnen gibt?


    Falls jemand einen zweiten Charakter bauen will (was ich mir grad ernsthaft überlege :mrgreen: ) oder zwecks (zusätzlichen) Replay dazustoßen mag, sollte sich das damit gut ausgehen.



    Replay-Sessions werde ich auch weiterhin bei Bedarf anbieten (und dafür einen eigenen Doodle machen).
    Habe ja selber Bedarf - mein künftiger zweiter Char muss auch den ersten Adventurepath durchlaufen... ;)