0-1A: GHOSTS OF THE DEEP (Inactive)

Game Master Hawkmoon269

This is for the Pathfinder Adventure Card Game Season of the Shackles 0-1A: GHOSTS OF THE DEEP


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Adventure Path:
Some pirates choose to become scurvy scum, but some are merely heroes who’ve strayed a bit off course. You could have chosen to live among honest, reputable folk, but through misadventure, you’ve drifted into the Shackles, a chain of islands off the western coast of Garund, just south of an eternal hurricane called the Eye of Abendego. Power and privilege increase your chances of survival here, so you’ll want to gain a ship of your own, recruit a crew you can trust, and seize enough ships to form a f leet. If you’re gonna stay here, there’s no better path to power than claiming a seat on the Pirate Council. Through courage, conquest, exploration, and a little bit of skullduggery, you’ll prove to the council you’re dangerous enough to rule beside them… because if they don’t, your armada is going to blast their ships to the briny deep. Survive the Shackles, and one day, you could be worthy of setting sail with the Hurricane King himself.

Adventure:
Your ocean voyage has taken a turn for the worse. Yesterday, you were serenely sailing to a port in Rahadoum, but in the middle of the night, your ship’s crew successfully mutinied against their captain. The merchantman vessel you hired has headed south, and the mutineers have made plans that are significantly different from yours. The ship’s new captain, Jemma Redclaw, is willing to let you disembark at the next port with most of your coin. Unfortunately, they’ve set sail for profit and plunder in the seas of the Shackles.
Redclaw watched as dockhands loaded precious cargo. She waited as conspirators recruited former pirates. And she never expected the captain to take on passengers, but every plan has a few complications. Jemma Redclaw was hired for her skills as a navigator, but in the middle of the night, she reclaimed a job she walked away from years ago: the captain of a pirate vessel.
Now that the old captain’s body has been tossed overboard, the crew has revealed their true colors. Captain Redclaw poisoned her conspirators’ minds with promises. If you’re careful, you could share in their good fortune... or turn on the traitors who claimed this ship.
First, you’ll need to survive the voyage. The seas ahead are fraught with danger, from supernatural spirits and sea monsters to rival crews of buccaneers. You can wait for an opportunity to rebel against the mutinous scoundrels who live on this leaky tub, but if you can’t survive in the Shackles, you’ll never get a chance to regain your freedom. There’s rough seas ahead, lads and lasses, so you’d best keep a weather eye on the horizon.

Scenario:
Many have traveled to the Shackles to live the life of a pirate... and some have died. Ill-fated travelers have been eaten by sharks (or worse), killed by their compatriots, or drowned in turbulent waters, consigned to a watery grave. Superstitious sailors claim that the souls of these victims are still sleeping in the watery deeps, a murky realm where Besmara watches over the spirits of the damned.
The mutineers of your merchantman vessel tossed the body of their former captain into the briny deep days ago. They’ve got blood on their hands, even if their deeds don’t weigh heavily on their consciences. If the local ghost stories have any basis in fact, the souls of those other lost sailors may notice the captain’s untimely demise. They might even want to take revenge against your treacherous crew. Perhaps you should sleep lightly, because if you’re not careful, your soul might get spirited away…

DURING THIS SCENARIO:
When you encounter the henchman Pirate Shade Haunt, display it next to a random character at your location.

Villain:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Henchen:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None
0

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.

YOUR SHIP:
The Merchantman
WHEN COMMANDING THIS SHIP:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
Check to Repair:
Craft
6

Locations:
FOG BANK
RAKER SHOALS
SCAR BAY
ROCKY CLIFF
RIPTIDE COVE
SEA CAVES

Fog Bank
At This Location: After you play a card or use a power that examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:2 Ba:0 W:0 Sp:0 Ar:2 I:1 Al:0 Bl:0 ?:1

Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquired based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:3 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:1


Ok. I just need starting locations and turn order and we are ready to roll. Please make a post with starting location and opening hand.


Vika(cosined) wrote:

Starting Hand: Longsword, Crowbar, Master-At-Arms, BotG

Deck: 11 Discard: 0 Buried: 0
Note: Riptide Cove, Holding onto my BotG.

I'll go to Riptide Cove unless convinced otherwise.

I didn't get a bludgeoning card, so I can't use "Recharge a card that has the Bludgeoning trait to add 1d6 to a combat check by another character at your location."


Someone should be where I am or my powers are useless. I'd like to start at Rocky Cliff, but will head over to the Sea Caves for my movement (to avoid the first start of your turn).

Koren(jduteau) wrote:

Hand: Strength, Helm, Holy Water Grenade, BotG, BotG

Deck: 10 Discard: 0 Buried: 0
Note: Strength +3 to anyone; Recharge my armor for -2 damage; 2 BotG for anyone to use


My post for Scar Bay has the wrong card counts, it should be:
M:4 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1


Ahoy there shipmates. I've come to swash the swishes and buckle the belts of this here unruly crew.

My friend Shiny and I (draws blade) are at your service.

I can be found at the Rocky Cliff with my new friend Koren.

In my possession;

Rapier (Shiny)
Whip,
Thieve's Tools ( I just call it my pouch of lovelies),
Burglar ( Don't mind him, just keep your hand on your coin purse),
and a blessing of Erastil (for those hard to reach vital organs )

The Exchange

1 person marked this as a favorite.

Vika's Stats:
(for Easy Reference)

SKILLS:

  • Strength d10
  • Craft: Strength +1
  • Melee: Strength +2
  • Dexterity d6
  • Disable: Dexterity +2
  • Constitution d10
  • Fortitude: Constitution +1
  • Intelligence d4
  • Wisdom d8
  • Charisma d4

POWERS:

Hand Size: 4
Proficient With: Light Armors, Heavy Armors, Weapons,

  • Recharge a card that has the Bludgeoning trait to add 1d6 to a combat check by another character at your location.
  • When you would discard a weapon for its power, you may recharge it instead.


Jirelle's Stats:
(for Easy Reference)

SKILLS:

*Strength d6
*Dexterity d10

Acrobatics +2
(Melee-Finesse) +2 *
*Constitution d6
Fortitude +2
*Intelligence d4
*Wisdom d8

Survival +3
*Charisma d8

POWERS:

*Hand Size: 5
*Proficient With: Light Armors, Weapons.
*For your check that has, or is against, a card that has the Finesse trait, you gain the skill Melee: Dexterity +2
*If your check has the Swashbuckling trait, you may reroll 1 die on your check, you must take the second roll.
*Reduce Structural damage on your ship by 1


Koren's Stats:
(for Easy Reference)

Skills::

Strength: d8 (Melee: Strength +2)
Dexterity: d4
Constitution: d6 (Fortitude: Constitution +2)
Intelligence: d6
Wisdom: d10
Charisma: d8 (Divine: Charisma +3)

Powers:

Hand Size: 5
Proficient With: Light Armors, Heavy Armors, Weapons
* When another character at your location is dealt damage, you may recharge an arbor to reduce that damage by 2.
* You may discard the top card of your deck to add 1d6 to any check by another character at your location. If that card is an armor, you may recharge it instead of discarding it.


Recharge an arbor? Is that like a shrubbery?

The Exchange

1 person marked this as a favorite.
Jirelle The Pirate Queen wrote:

Recharge an arbor? Is that like a shrubbery?

Here I, a blacksmith, thought it was a part of a lathe...


Vika, Bellicose Blacksmith wrote:
Jirelle The Pirate Queen wrote:

Recharge an arbor? Is that like a shrubbery?

Here I, a blacksmith, thought it was a part of a lathe...

Stupid auto-correct! OTOH, if it was spelled the non-US way - armour - it wouldn't get auto-corrected!


I'm not sure if you've figured out your turn order, but once you do, here is the first turn setup:

Turn 1
Blessing: Blessing of the Gods
1/29

Fog Bank
At This Location: After you play a card or use a power that examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1

Fog Bank Card 1:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.


Fog Bank Card 2:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check. Banish this card and shuffle the remaining cards into the location deck.


Fog Bank Card 3:
Pirate Shade Haunt
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.

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

Raker Shoals Card 1:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.


Raker Shoals Card 2:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.


Raker Shoals Card 3:
Pearl of Wisdom
Item B

Traits
Object
Magic

Check
Wisdom
7

Powers
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:4 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1

Scar Bay Card 1:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.


Scar Bay Card 2:
Shackled Sorcerer
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.


Scar Bay Card 3:
Pirate Shade Haunt
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.

Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

Rocky Cliff Card 1:
Whip
Weapon B

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.


Rocky Cliff Card 2:
Anchor
Item B

Traits
Tool

Check
Wisdom
Survival
8

Powers
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.


Rocky Cliff Card 3:
Marine
Monster B

Traits
Human
Warrior
Veteran

Check
Combat
8

Powers
The difficulty of the check 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 damage dealt by the Marine is increased by 2.

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquired based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:3 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1

Riptide Cove Card 1:
Dire Rat
Monster B

Traits
Animal
Basic

Check
Combat
8
OR
Dexterity
Stealth
6

Powers
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.


Riptide Cove Card 2:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.


Riptide Cove Card 3:
Cutlass +1
Weapon C

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:1

Sea Caves Card 1:
Blood Moon Pirate
Monster B

Traits
Lycanthrope
Pirate
Elite

Check
Combat
13

Powers
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.


Sea Caves Card 2:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.


Sea Caves Card 3:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge it instead of discarding it.


There was talk of me leading off. Is there consensus?
If not we can stay in the order that was rolled earlier. I'm happy either way gents

The Exchange

Jirelle The Pirate Queen wrote:

There was talk of me leading off. Is there consensus?

If not we can stay in the order that was rolled earlier. I'm happy either way gents

Lets do: Jirelle, Koren, Vika, Ezren

Proceed!


Start: Rocky Cliffs
Hand: DM, MW, LT, Fox, Eye Patch, Sling
May use Magic Weapon if needed.


Ok Starting at the Rocky Cliffs I will scout for a boon and send it to the bottom of this location (May pick it up later if it's a goody?)

First card = Whip Hawk send that to the bottom !

Now my first explore!

Second card = Anchor
Item B
Traits
Tool

Check
Wisdom
Survival
8

Powers
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

Jirelle's Wisdom = d8

This is not that useful IMHO so I will simply roll

Dice Check: 1d8 + 0 - 0 ⇒ (7) + 0 - 0 = 7


Missed it by 1 !

I will play Erastil to explore once more!

Card 3 = Marine
Monster B
Traits
Human
Warrior
Veteran

Check
Combat
8

Powers
The difficulty of the check 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 damage dealt by the Marine is increased by 2.

So I don't respect this Misbegotten cur too much so I will whip him into shape

As the whip is swashbuckling I have a re-roll but if he causes damage I will take 2 extra

Dice Check: 1d10 + 1d6 + 2 - 0 ⇒ (7) + (3) + 2 - 0 = 12


Ha! He runs off holding his sliced open cheek. Gutless cur!

Ending turn and resetting my hand and drawing a dagger :/

Jirelle(Troymk1) wrote:

Hand: Dagger, Rapier, Whip, Thieves Tools, Burglar

(Displayed: )
Deck: 9 Discard: 1 Buried: 0
Note:


Okay, Koren moves to the Sea Caves.

First Card = Blood Moon Pirate
Monster B
Traits
Lycanthrope
Pirate
Elite

Check
Combat
13

Powers
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.

Sure, I get one of the toughest monsters in the Base set. And since the top card is Blessing of the Gods, he is a Combat 16. Might not have been the smartest move since I'm not holding a weapon!

I cast Strength on me and I discard a BotG to get the bonus.

Dice Check: 2d8 + 2 + 3 ⇒ (2, 7) + 2 + 3 = 14


And the slimey wolf-Pirate does two damage to me. I recharge my Helm to reduce damage by 1 and discard the Holy Water Grenade.

I then try to recharge my Strength spell (Divine 8):

Dice Check: 1d8 + 3 ⇒ (3) + 3 = 6

Nope.

Koren(jduteau) wrote:

Hand: Heavy Pick, Sagacity, Scale Mail, BotG, BoSarenrae

Deck: 7 Discard: 3 Buried: 0
Note: Sagacity +3 Wisdom to anyone; BotG for anyone to use

Location: Sea Caves

The Exchange

BotG was from the first turn


I think you're saying he discarded the BotG correct? But he does have 3 in discard


I had two BotG in hand when I started. Now I have one (and a BofSarenrae).

The Exchange

No, the BotG that you assessed the Blood Moon Pirate against was the first turn's blessing. Unless I'm overlooking it in Hawks post, we don't know what the second blessing from the blessing deck is. If it isn't a BotG, you'd have succeeded your check to defeat.


Ah, good point! We have to wait for Hawk to tell us the 2nd turn's blessing. I forgot that! Here's hoping it's something other than BotG! Somewhere around a 50-50 chance!

Hawk - if the 2nd turn Blessing isn't BotG, then I succeed against the Blood Moon Pirate and I'll end my turn. The Strength spell still doesn't recharge but my Helm isn't recharged and my Holy Water Grenade aren't discarded...

Koren(jduteau) wrote:

Hand: Sagacity, Scale Mail, Helm, Holy Water Grenade, BotG

Deck: 8 Discard: 2 Buried: 0
Note: Sagacity +3 Wisdom to anyone; BotG for anyone to use, Armor -2 damage if you're at my location


Well spotted Vika


Checking in before bed. I plan to boon-scout and explore on my turn.


Second turn blessing was also a BotG, unfortunately.

Turn 3
Blessing: Blessing of Abadar

I'll give location updates in a bit, but if you don't need them, feel free to just explore.


Hawkmoon269 wrote:

Second turn blessing was also a BotG, unfortunately.

Turn 3
Blessing: Blessing of Abadar

I'll give location updates in a bit, but if you don't need them, feel free to just explore.

Oh sure, now the Blessing of Abadar comes out!

So just to be clear, here is my hand:

Koren(jduteau) wrote:

Hand: Heavy Pick, Sagacity, Scale Mail, BotG, BoSarenrae

Deck: 7 Discard: 3 Buried: 0
Note: Sagacity +3 Wisdom to anyone; BotG for anyone to use


Fog Bank
At This Location: After you play a card or use a power that examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1

Fog Bank Card 1:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.


Fog Bank Card 2:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check. Banish this card and shuffle the remaining cards into the location deck.


Fog Bank Card 3:
Pirate Shade Haunt
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.

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

Raker Shoals Card 1:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.


Raker Shoals Card 2:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.


Raker Shoals Card 3:
Pearl of Wisdom
Item B

Traits
Object
Magic

Check
Wisdom
7

Powers
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:4 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1

Scar Bay Card 1:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.


Scar Bay Card 2:
Shackled Sorcerer
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.


Scar Bay Card 3:
Pirate Shade Haunt
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.

Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1

Rocky Cliff Card 1:
Marine
Monster C

Traits
Human
Warrior
Veteran

Check
Combat
8

Powers
The difficulty of the check 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 damage dealt by the Marine is increased by 2.

Rocky Cliff Card 2:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.


Rocky Cliff Card 3:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquired based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:3 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1

Riptide Cove Card 1:
Dire Rat
Monster B

Traits
Animal
Basic

Check
Combat
8
OR
Dexterity
Stealth
6

Powers
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.


Riptide Cove Card 2:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.


Riptide Cove Card 3:
Cutlass +1
Weapon C

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:1

Sea Caves Card 1:
Crab Swarm
Monster B

Traits
Animal
Aquatic
Swarm
Basic

Check
Combat
8

Powers
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.


Sea Caves Card 2:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.


Sea Caves Card 3:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge it instead of discarding it.

The Exchange

I explore my location, Riptide Cove, and encounter a Dire Rat and choose to attempt a combat (8) check.

I'll play my longsword without its discard power, as well as Master At Arms (Recharge to add 1d6 to a melee combat check on a ship)

Dire Dilemma: 1d10 + 2 + 1d8 + 1d6 ⇒ (6) + 2 + (4) + (2) = 14

The Exchange

Dire Rat Defeated!

Ill Discard my BotG to explore again. I discover a Set of Leather Armor and attempt a Fortitude 2 check to acquire it:

Armor Acquisition: 1d10 + 1 ⇒ (3) + 1 = 4

Which I will succeed, but I have to reroll due to the location power:

Another Armor Acquisition: 1d10 + 1 ⇒ (3) + 1 = 4

Which I will succeed!

Ending my turn, Drew a Quartermaster.
Hand Update to Follow, but either way I have nothing to offer other players.


Making it my turn. I'll examine the top card of the Rocky Cliffs and find...

A Marine. I think I'm going to have to get on my computer to work out die rolling.

The Exchange

Vika(cosined) wrote:

Hand: Longsword, Crowbar, Quartermaster, Leather Armor

Deck: 11 Discard: 1 Buried: 0
Note: Riptide Cove, Nothing to offer.


I'll explore.
A Marine!
Lightning Touch: 1d12 + 2d4 + 2 ⇒ (9) + (4, 4) + 2 = 19
Recharge:
Lightning Touch: 1d12 + 2 ⇒ (5) + 2 = 7
and top of my deck:
Sage


Recharge:
Detect Magic: 1d12 + 2 ⇒ (7) + 2 = 9
and top of my deck:
Sage (still)

Next card is Illusory Wall.

Play Fox to explore and use Eye Patch.
Illusory Wall: 1d12 + 2 + 1d4 ⇒ (9) + 2 + (1) = 12


Next card is a Buckler, which I will put on the bottom.

New hand:
PM, LT, MW, Sling, Guard, Sage


Turn 4--Malcolm_Reynold's turn.
Blessing: Blessing of Sivanah


Turn 5
Blessing: Blessing of the Gods

Locations that have changes only:

Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:0 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1

Rocky Cliff Card 1:
Magic Weapon
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.


Rocky Cliff Card 2:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.


Rocky Cliff Card 3:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquired based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1

Riptide Cove Card 1:
Cutlass +1
Weapon C

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.


Riptide Cove Card 2:
Crocodile
Monster C

Traits
Animal
Aquatic
Elite

Check
Combat
13

Powers
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.


Riptide Cove Card 3:
Dead Man's Chest
Barrier C

Traits
Cache
Lock
Pirate

Check
Dexterity
Disable
11
OR
Strength
Melee
13

Powers
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.


I'm leaving for a soccer game. Here are the next few blessings for turns:

Blessings:
Blessing of Milani

Blessings:
Blessing of Besmara

Blessings:
Blessing of the Gods


Turn 5 is Jirelle. One thing we've been forgetting is our ship! The Crusty Crab.
Perhaps we should edit that end of turn hand template to also include our location. If we share locations and move, (as I intend to do this turn) then we can carry accepting characters along with us to the new spot.


Jirelle steers the Crusty Crab to the fog bank as she is well equipped for both foes and barriers to our rightful plunder! Malcolm your character may tag along I believe

Arrgh! The Crusty Crab is Taking on Water, I will recharge Gustav the Burglar to get past it

Bailing water: 1d10 + 1d6 + 0 - 0 ⇒ (6) + (6) + 0 - 0 = 12


End of Turn and reset. I draw a Halfling too handsome for his own good

Jirelle(Troymk1) wrote:

Hand: Dagger, Rapier, Whip, Thieves Tools, Troubadour

(Displayed: )
Deck: 9 Discard: 1 Buried: 0
Note: Fog Bank

Decided Location could simply be put into Notes


Turn 6: Koren
Blessings Deck: Blessing of Milani

Location: Sea Caves

First: Fortitude check for being at the caves:
Dice Check: 1d6 + 2 ⇒ (4) + 2 = 6

No burying required.

Next, I encounter a Crab Swarm.
Combat 8; Have to defeat twice.

First combat with the Heavy Pick:
Dice Check: 1d8 + 1d6 + 2 ⇒ (4) + (2) + 2 = 8

Just defeated it the first time.

Second combat with the Heavy Pick:
Dice Check: 1d8 + 1d6 + 2 ⇒ (1) + (5) + 2 = 8

And sent that Crab Swarm back to the sea.

I discard the Blessing of Sarenrae to explore again.


Turn 6b: Koren

Location: Sea Caves

Next encounter is Magic Leather Armor; Constitution/Fortitude 2 to acquire.

Dice Check: 1d6 + 2 ⇒ (5) + 2 = 7

I automatically acquire it.

I discard the BotG to explore once more.


Turn 6c: Koren

Location: Sea Caves

Next encounter is Blessing of Abadar; Dexterity/Disable 6 or Divine 5 to acquire.

I'll use my Divine skill:

Dice Check: 1d8 + 3 ⇒ (7) + 3 = 10

and it is acquired.

I'd like to go again so that I don't have to do the Con/Fort check again, but I've used up the three cards that Hawk showed us.

Koren(jduteau) wrote:

Hand: Heavy Pick, Sagacity, Scale Mail, Magic Leather Armor, BofAbadar

Deck: 7 Discard: 5 Buried: 0
Note: Sagacity +3 Wisdom to anyone

Location: Sea Caves

Having said that, Vika, if you want to go instead of us waiting for Hawk, I'm fine with that.


Malcolm_Reynolds wrote:
Next card is a Buckler, which I will put on the bottom

How does Ezren look at the next card here? Rocky Cliff allows you to look at the top card at the start of your turn.


jduteau wrote:
Malcolm_Reynolds wrote:
Next card is a Buckler, which I will put on the bottom
How does Ezren look at the next card here? Rocky Cliff allows you to look at the top card at the start of your turn.

He defeated the Illusionary Wall.


Jirelle The Pirate Queen wrote:
jduteau wrote:
Malcolm_Reynolds wrote:
Next card is a Buckler, which I will put on the bottom
How does Ezren look at the next card here? Rocky Cliff allows you to look at the top card at the start of your turn.
He defeated the Illusionary Wall.

Ah, cool. Hiding behind the Illusory Wall was a plain buckler. Silly buckler!

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