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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Turn 15
Blessing: Blessing of Gorum
15/15
Vika

Only updating the changed location...

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:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:0
Located here: Koren, Ezren, Jirelle

Sea Caves Card 1:
Falcata +1
Weapon 1

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
10

Powers
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.

Sea Caves Card 2:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

The Exchange

I remain at my location and explore.

Buried in the sand I find a Tot Flask:

Tot Flask:
Tot Flask
Item B

Traits
Object
Alchemical

Check
Intelligence
Craft
6

Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

Entering all of this is soooo much easier on a computer vs the iPad

I don't really need this, but I could use it for a deck upgrade, so I'll roll at least:

Flask Findin': 1d10 + 1 ⇒ (6) + 1 = 7

The Exchange

I dust the Flask off and add it to my gear.

Can I use the Flask even though I know I don't have a Liquid Trait item?

If I can use the flask:

Search, find nothing, and attempt a recharge:
Tot'al Recall(Craft 9): 1d10 + 1 ⇒ (2) + 1 = 3

And end my turn with a drawn card.

OR if I can't:
I simply discard the Tot flask and end my turn with a drawn card.

The Exchange

Usage of the Flask is moot, though I'd like to know the answer either way.

Vika(cosined) wrote:

Hand: Greatclub, Chain Mail, Chain Mail, Signal Whistle

Deck: 8 Discard: 5 Buried: 0
Note: Riptide Cove.


Vika, Bellicose Blacksmith wrote:
Usage of the Flask is moot, though I'd like to know the answer either way.

This seems to indicate you can't.

The Exchange

Hawkmoon269 wrote:
Vika, Bellicose Blacksmith wrote:
Usage of the Flask is moot, though I'd like to know the answer either way.
This seems to indicate you can't.

Thanks Hawk. Your ability to find relevant posts is a-maz-ing. I think Troymk1 is waiting on the next turn update, because he/she is otherwise active.


Vika, Bellicose Blacksmith wrote:


Thanks Hawk. Your ability to find relevant posts is a-maz-ing. I think Troymk1 is waiting on the next turn update, because he/she is otherwise active.

It's actually Ezren's turn at the Sea Caves with a weapon and a blessing left in some order.

The Exchange

Koren, Defender of Innocents wrote:
It's actually Ezren's turn at the Sea Caves with a weapon and a blessing left in some order.

I have seen a vision in my dreams! and it was false!

So yeah, I have no idea what I'm talking about.


Okay, Ill explore.
Oh, Con check first.
Bury?: 1d6 ⇒ 3


Burying LT.
Exploring:
Falcata +1. no chance to succeed. Anybody want me to use my robes to try to get it?

The Exchange

It would be a nice deck upgrade for Koren or I, but since this effectively a one-shot scenario, its probably not worth it.
Cast it aside, Wizard!


You've got Blessing of Gozreh for your turn right now.


Vika, Bellicose Blacksmith wrote:

It would be a nice deck upgrade for Koren or I, but since this effectively a one-shot scenario, its probably not worth it.

Cast it aside, Wizard!

I don't really mind if you go for it or not, but are we sure that this is truly a one-shot thing? I'm enjoying this and would love to keep doing play-by-posts of the OP scenarios.


Let Hawk decide once we finish.


I'm willing to continue to running more. Maybe not immediately after this one ends, but eventually.

But, also remember, I think you can take these characters to a physical organized play and continue them.


I let it go and end my turn.


Hand: FMx2, MW, Codex, Arcane Robes, Sling
Discard: 1 Bury: 1


Next turn, coming up....


Jirelle, if you want to take off, I can handle the Blessing and then the Aquatic Monster to close the location.


Turn 17
Blessing: Blessing of the Gods
17/13
Jirelle

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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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:5 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1

Scar Bay Card 1:
Spellmaster's Tricorne
Item 1

Traits
Accessory
Magic
Swashbuckling
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
Bury this card to succeed at your check to acquire or recharge a spell.

Scar Bay Card 2:
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 3:
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.

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:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Arron Ivy

Rocky Cliff Card 1:
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.

Rocky Cliff 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.

Rocky Cliff Card 3:
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.

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:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Vika

Riptide Cove Card 1:
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.

Riptide Cove Card 2:
Rosie Cusswell
Ally 1

Traits
Halfling
Fighter
Pirate

Check
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Riptide Cove Card 3:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

Powers
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:0
Located here: Koren, Ezren, Jirelle

Sea Caves Card 1:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


I see it thus Shipmates

The Fog Bank is closed to the enemy, and the Sea Caves and Riptide Cove soon will be.

If we wish to drive him to Raker Shoals, I will need to head to Scar Bay and begin whittling down the banes there.

However I will need Koren's help to eradicate this place of evil, as your wisdom of these Undead things is beyond my ken. When I set sail there Koren, will you join me?


Do we need to drive him to the Raker Shoals? 4 Damage to the ship is only 3 due to your amazing ship-commanding power and that can be done by all of us taking some damage instead of the ship. If I stand guard at Scar Bay, armed with Blessings, I should be able to keep him out of that place of evil.

However, I will go where I am needed. With those haunts surrounding you, are you thinking of taking on whatever Aquatic foe we find here? Or do you want me to follow you to Scar Bay after I've defeated the foe?


I agree. How about this then m'laddies

I move all three of us to Raker SHoals so you don't suffer the start of turn effects at the Sea Caves.

Koren moves to Scar Bay then after we close a location, one of the free characters can attack the Villain directly?

To save time I will say I am taking all three, but if you wish to veto your move just speak up


Sailing off to the Raker Shoals

First I encounter Pirate Hunting! What ship is on the horizon?


Jirelle The Pirate Queen wrote:

I agree. How about this then m'laddies

I move all three of us to Raker SHoals so you don't suffer the start of turn effects at the Sea Caves.

Koren moves to Scar Bay then after we close a location, one of the free characters can attack the Villain directly?

To save time I will say I am taking all three, but if you wish to veto your move just speak up

That makes even more sense! But you have to do the Sea Caves start of turn effect before moving right?


Sea Caves Start of Turn: 1d6 + 2 - 2 ⇒ (6) + 2 - 2 = 6


Did you doubt me?


Jirelle The Pirate Queen wrote:
Did you doubt me?

Never, mon capitaine!


Sounds good to me.


Here is your random ship:

Wormwood
Ship B

Traits
Class 5

Check
Dexterity
Acrobatics
9
OR
Wisdom
Survival
7

When Encountered
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.

Difficult, but skill wise, right up Jirelle's alley.


All hands on Deck!

Let's board this barnacled beauty and take her as our own (or sink her depending on mood)

I will throw in My BotG

Survival check versus the Wormwood: 2d8 + 3 - 2 ⇒ (8, 7) + 3 - 2 = 16


She is ours and there is plunder to be had!

I will stop there and again, If anyone is desperate for help against a barrier My Abadar is available


Hawk, I'm going to need to know the random Aquatic monster that I'll face at the Sea Caves to close it.


Jirelle(Troymk1) wrote:

Hand: Rapier, Leather Armor, Amulet of Life, Burglar, Abadar

(Displayed: )
Deck: 7 Discard: 3 Buried: 0
Note: Location = Raker Shoals , Pirate Shade Haunt x2 Abadar available


Turn 18
Blessing: Blessing of Gozreh
18/12
Koren

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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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:2 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1
Located here: Jirelle, Koren, Ezren

Raker Shoals Card 1:
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 2:
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.

Raker Shoals Card 3:
Lookout Duty
Barrier B

Traits
Task
Veteran

Check
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, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

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:5 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1

Scar Bay Card 1:
Spellmaster's Tricorne
Item 1

Traits
Accessory
Magic
Swashbuckling
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
Bury this card to succeed at your check to acquire or recharge a spell.

Scar Bay Card 2:
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 3:
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.

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:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Arron Ivy

Rocky Cliff Card 1:
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.

Rocky Cliff 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.

Rocky Cliff Card 3:
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.

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:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Vika

Riptide Cove Card 1:
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.

Riptide Cove Card 2:
Rosie Cusswell
Ally 1

Traits
Halfling
Fighter
Pirate

Check
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Riptide Cove Card 3:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

Powers
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:0

Sea Caves Card 1:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Random aquatic monster for closing:
Draugr
Monster C

Traits
Undead
Aquatic
Basic

Check
Combat
9

Powers
The Draugr is immune to the Mental and Poison traits.
Before the encounter, succeed at Constitution or Fortitude 7 check or bury a random card from your hand.


jduteau wrote:

Hawk, I'm going to need to know the random Aquatic monster that I'll face at the Sea Caves to close it.

Now included.


I move back to the Sea Caves and reveal a Blessing of the Gods.

Then a Draugr attacks me. Combat 9 but I have to succeed at a Con/Fort 7 check or bury a random card from my hand. These Con/Fort checks!!

Con/Fort: 1d6 + 2 ⇒ (1) + 2 = 3

Heavy Pick, Chain Mail, Scale Mail, Sage's Journal, Frostbite, BotG
Random: 1d6 ⇒ 3

And the Scale Mail bites the dust...

I'll use the Heavy Pick and discard it for an extra d6...

Dice Check: 1d8 + 2d6 + 2 ⇒ (6) + (6, 6) + 2 = 20

And that is actually a 22 since the Heavy Pick treats all 6s on a d6 as 7s!

That Draugr is sent back to the place it came from! And the Sea Caves are closed!

Koren(jduteau) wrote:

Hand: Longsword, Chain Mail, Sage's Journal, Frostbite, BotG

Deck: 4 Discard: 7 Buried: 3
Note: Saving BotG for closing check at Scar Bay


Hawkmoon269 wrote:

Sea Caves

Located Here: Koren, Ezren

Actually we all moved with Jirelle to Raker Shoals on the ship. So there was no one there to start the turn. Koren moved back there, but Ezren is still at Raker Shoals with Jirelle.


1 person marked this as a favorite.

Thanks. Forgot to adjust that.

The Exchange

If I get an opportunity to close this turn, anyone mind if I use the Wormwood's discard ability in my check against Grindy?

Wormwood:
Wormwood
Ship B

Traits
Class 5

Check
Dexterity
Acrobatics
9
OR
Wisdom
Survival
7

When Encountered
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.


No concerns from me, we're close to the end so we might as well make sure that we close it.


1 person marked this as a favorite.

I don't think you are able to seize the Wormwood. Pirate Hunting doesn't tell you that you can.

S&S Rulebook p17 wrote:

Seizing Ships

Some cards allow you to seize a ship you defeat.


Turn 19
Blessing: Blessing of Cayden Cailean
19/11
Vika

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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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:2 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1
Located here: Jirelle

Raker Shoals Card 1:
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 2:
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.

Raker Shoals Card 3:
Lookout Duty
Barrier B

Traits
Task
Veteran

Check
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, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

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:5 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1

Scar Bay Card 1:
Spellmaster's Tricorne
Item 1

Traits
Accessory
Magic
Swashbuckling
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
Bury this card to succeed at your check to acquire or recharge a spell.

Scar Bay Card 2:
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 3:
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.

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:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Arron Ivy

Rocky Cliff Card 1:
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.

Rocky Cliff 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.

Rocky Cliff Card 3:
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.

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:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Vika

Riptide Cove Card 1:
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.

Riptide Cove Card 2:
Rosie Cusswell
Ally 1

Traits
Halfling
Fighter
Pirate

Check
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Riptide Cove Card 3:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

Powers
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Koren, Ezren


Hawkmoon269 wrote:

I don't think you are able to seize the Wormwood. Pirate Hunting doesn't tell you that you can.

S&S Rulebook p17 wrote:

Seizing Ships

Some cards allow you to seize a ship you defeat.

And Pirate Hunting explicitly says that the defeated card is banished. So no Wormwood for us.

The Exchange

jduteau wrote:
Hawkmoon269 wrote:

I don't think you are able to seize the Wormwood. Pirate Hunting doesn't tell you that you can.

S&S Rulebook p17 wrote:

Seizing Ships

Some cards allow you to seize a ship you defeat.
And Pirate Hunting explicitly says that the defeated card is banished. So no Wormwood for us.

OK, cool. I'm not too sure of the S&S rules quite yet.

I continue my lonely exploration of Riptide Cove while everyone else is taking a boat ride...

I find myself facing a Pirate Shade Haunt which I display.

I'll take my opportunity to Immediately Close my Location by encountering:

Riptide Grindylow:
Henchman Monster 1

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.

I'll be hitting it with my Greatclub, using its discard power:
Grindy Grinding: 1d10 + 2 + 1d10 + 1 + 1d10 ⇒ (4) + 2 + (6) + 1 + (1) = 14

The Exchange

Success! Lot of good that extra umph did... Also, forgot my Pirate Shade Haunt penalty, but it worked out in the end.

Riptide Cove is closed!
I did a thing!

I'm discarding one of my Chain Mails and my Signal Whistle:

Vika(cosined) wrote:

Hand: Warhammer, Longspear, Chain Mail, Conch Shell

(Displayed: Pirate Shade Haunt )
Deck: 6 Discard: 7 Buried: 0
Note: Riptide Cove(CLOSED).

The Exchange

So who's going after Arron Ivy?
I assume Koren is heading to Scar Bay.
Jirelle's power doesn't require her to be at Raker Shoals, just anyone there to get access to the temp. close, so she could be relieved.
I can head to Rocky Cliff for one of the checks which I might(40%) be able to keep lower. I only have one Bludgeoning card, which I'd probably use for its discard power instead of a buff for another character. But I guess that depends on blessings and who the other check is.

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.


Vika, remember the Haunt would have applied a -1 but you still made it

The Exchange

1 person marked this as a favorite.
Vika, Bellicose Blacksmith wrote:
Also, forgot my Pirate Shade Haunt penalty, but it worked out in the end.


If Koren goes to Scar Bay, it makes sense for Ezren to take a shot.

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