Klingt gut! Sorry, dachte ich habe schon geantwortet =D

Pathfinder Adventure Card Game (Organized Play) - SL nestea78/Baerlie [Runde ist voll]
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- Geschlossen
- Baerlie
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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! -
[mention]Emeric[/mention] [mention]Tanzbär[/mention] [mention]Discarvio[/mention]
Reminder: Heute ist das Replay von Scenario 1.2!
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18:30 oder? [mention]nestea78[/mention]
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Es wird wie immer 18:30 werden.
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Ich kann wahrscheinlich schon um 18:00 vor Ort sein - habe aber keinen Schlüssel, daher bin ich auf einen Schlüsselträger angewiesen.
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Ich kann auch schon um 18 Uhr da sein.
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Bitte die PFS Nummern von allen die dabei waren, dann trag ichs ein.
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Nestea78: # 331079-1001 ACG Alchemist: Myrtle
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# 2353857-1001 ACG Sorcerer: Qualzar
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ich werde es gern ausprobieren .
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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!” -
Klingt spannend!
Ich freu mich schon auf morgen! -
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! -
Oh damn :O
Plottwist in its finest -
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...
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
) 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... -
Nestea78:
# 331079-1001 ACG Alchemist: Myrtle
# 331079-1002 ACG Druid: Maznar -
Koragk:
# 331072-1001 ACG Inquisitor: Varril