
Koren, Defender of Innocents |

Worst case - the combat checks are 14 then 16.
I was hoping to save my BotG for the Divine check which is 50/50 without the Blessing.
Jirelle does have a Blessing of Abadar and Ezren has some good spells - including Magic Weapon (which adds another d4). So I think that Ezren moves to Rocky Cliff, Jirelle stays at Shoals, I move to Scar Bay, and Vika moves to Rocky Cliff. Ezren then encounters the villian and we go from there.
Do Jirelle and I explore at our locations? I'd say no since we don't necessarily need to?

Hawkmoon269 |

Fog Bank
M:3 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: JirelleScar Bay
M:5 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Koren (Hypothetically)
If those deck compositions are correct, I'd say no. Both are bane-heavy. But to each his own, upgrades!
Fog Bank is closed. Scar Bay is accurate. It actually has 11 cards right now. I don't think anyone has explored there and that is where the crocodile ran off to.

Hawkmoon269 |

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).
Rosie Cusswell is left at Riptide Cove via the "When Permanently Closed" power. Do you want to explore again before you end your turn? If so, just unreset your hand and encounter her. Otherwise, I have the next turn ready.

Hawkmoon269 |

Turn 20
Blessing: Blessing of Milani
20/10
Ezren
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
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.
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.
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.
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
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.
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.
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
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.
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.
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
Closed
Located here: Vika
Note:Rosie Cusswell was left in the location by the location power.
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.
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

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Vika, Bellicose Blacksmith wrote:Rosie Cusswell is left at Riptide Cove via the "When Permanently Closed" power. Do you want to explore again before you end your turn? If so, just unreset your hand and encounter her. Otherwise, I have the next turn ready.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).
I'm good. I don't think I had any explores available to me anyways.

Koren, Defender of Innocents |

Just verifying...
The current plan for our next turns was:
Turn 20: Ezren moves to Rocky Cliff.
Turn 21: Jirelle stays put at Raker Shoals.
Turn 22: Koren moves to Scar Bay.
Turn 23: Vika moves to Rocky Cliff:
Turn 24: Ezren reveals the Villain.
There are no explores on any of those turns, but we can each reset our hand if desired.

Koren, Defender of Innocents |

Koren moves to Scar Bay.
I wasn't going to explore but since Jirelle did, so will I. :)
Hmm, Spellmaster's Tricorne. Wisdom/Divine 6 to acquire.
Divine: 1d8 + 3 ⇒ (6) + 3 = 9
That's a nice bit of booty.
I'll end my turn, discarding the Tricorne and getting ready to fend off the undead.
Hand: Longsword, Chain Mail, Sage's Journal, Frostbite, BotG
Deck: 4 Discard: 8 Buried: 3
Note: Saving BotG for closing check at Scar Bay

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Turn 23: I move to Rocky Cliffs
I end my turn by discarding Longspear and Conch Shell:
Hand: Warhammer, Chain Mail, Master-At-Arms, BotG
(Displayed: Pirate Shade Haunt )
Deck: 4 Discard: 9 Buried: 0
Note: Rocky Cliffs.
OK, options:
- Warhammer will get me a 1d10+2+1d8+1d6
- Master-At-Arms gets me an additional 1d6 + Finesse Trait (on ship)
- I have a Blessing of the Gods
- If I don't discard my Warhammer, it could also be Recharged for 1d6 an Ezren combat check.
Since I might make a check against Arron Ivy(Fortitude):
Arron You Tired of Fighting?: 1d10 + 1 ⇒ (10) + 1 = 11

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Anyone got any dross they can toss out? Otherwise I will throw the 3 cards for Raker Shoals
Unless we're in a bind, I think I should hold onto all my cards (Chain Mail as an insurance policy)
And damn, I crit on the Fortitude Check, so the Combat Checks would be 11 or 13 for me.
So: maybe Ezren takes the first check (14) and takes my BotG and Jirelles's and Vika takes the second check(13) and use Warhammer and Master-At-Arms plus Jirelle's Adabar.
Thoughts?

Koren, Defender of Innocents |

Anyone got any dross they can toss out? Otherwise I will throw the 3 cards for Raker Shoals
I have some extra cards, so I can throw away one or two.
I have one weapon still in my deck, so I can discard my Longsword if needed.
For my temp close check, I need to make a Wisdom/Divine 8 check. I discard my BotG to assist in the check...
Divine: 1d8 + 3 + 1d8 ⇒ (3) + 3 + (3) = 9
Ivy can't escape to the Scar Bay!

Koren, Defender of Innocents |

Jirelle The Pirate Queen wrote:Anyone got any dross they can toss out? Otherwise I will throw the 3 cards for Raker ShoalsUnless we're in a bind, I think I should hold onto all my cards (Chain Mail as an insurance policy)
And damn, I crit on the Fortitude Check, so the Combat Checks would be 11 or 13 for me.
So: maybe Ezren takes the first check (14) and takes my BotG and Jirelles's and Vika takes the second check(13) and use Warhammer and Master-At-Arms plus Jirelle's Adabar.
Thoughts?
That makes sense to me. I missed the fact that Jirelle had two blessings so I was wondering why you were taking a blessing for yourself. :)
However, I've never played that the other person doing the checks also does the BYA. I would have thought that Ezren failing the BYA check means that he's a 14 and 16 and you don't get a chance to pass the BYA for your own check.

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However, I've never played that the other person doing the checks also does the BYA. I would have thought that Ezren failing the BYA check means that he's a 14 and 16 and you don't get a chance to pass the BYA for your own check.
HAWK-SIGNAL Activated.
Maybe I'm confusing this situation with one that says "your check" in the bane Power section.

Hawkmoon269 |

Jirelle is correct, and not simply because she is a pirate queen. Ezren is the one to make the Con/Fort check. His result will adjust both of Arron Ivy's checks.
There is a little bit of ambiguity here, but in general the encountering character does all the steps and can only hand off one of the actual checks to defeat to another character.
The exceptions are a bane's power that says all characters do something (i.e. Before you act, each character attempts an Acrobatics check or is dealt 1d4 Electricity damage.) or anything that relates something you would do (i.e. Before you act, succeed at a Wisdom 10 check or you can't play spells with the attack trait). In the first case, it is clear that all characters have to do it. In the second, it is because you want to do that thing. See this thread. And this FAQ which it eventually became.
Now, you might say, "But I want to attempt one of the checks, so doesn't the second case apply?" No, because then it would have to have been worded as "Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of your checks to defeat is increased by 3." That would place it in the second case, as Vika pointed out.
So, yeah, Ezren is the only one making the bya check.

Jirelle The Pirate Queen |

This is my actual hand. Last night's was incorrect for reasons both my fault and not :/ (long story
Hand: Cutlass, Leather Armor, Amulet of Life, Burglar, Abadar
(Displayed: Pirate Shade Haunt Pirate Shade Haunt )
Deck: 7 Discard: 4 Buried: 0
Note: Location = Raker Shoals, Abadar available for the end battle!
I only have the one Blessing sorry
Also if someone can throw away a card I can toss the leather armour and the Burglar

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or anything that relates something you would do (i.e. Before you act, succeed at a Wisdom 10 check or you can't play spells with the attack trait).
This is the situation I was thinking of, and I see the difference now. Thanks for the clarification.
So it looks like we have two blessings to use in two checks.

Koren, Defender of Innocents |

Also if someone can throw away a card I can toss the leather armour and the Burglar
I'll throw my Longsword away.
I only have the one Blessing sorry
I think we're still okay.
Ezren has Force Missile and a Blessing.
1d12+2 + 2d4 + 1d12 (averages 20)
Vika has Warhammer + Master-At-Arms + Magic Weapon + Blessing
1d10+2 +d8 +d6 +d4 + 1d10 (averages 23.5)
And Vika could also discard her Warhammer for another d6.
Let's go computer dice roller!!!

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Ezren (1 Blessing):
20.00 Avg (88.7%)
Vika (1 Blessing, MW, M-A-A, Discard):
27.00 Avg (98.6%)
Ezren (2 Blessings)
26.50 Avg (98.5%)
Vika (0 Blessings, MW, M-A-A, Discard)
21.50 Avg (90.3%)
Reverse the checks:
Vika (0 Blessings, MW, M-A-A, Discard)
21.50 Avg (96.2%)
Ezren (2 Blessings)
26.50 Avg (96.3%)

Hawkmoon269 |

CONGRATS!
Choose whether you want weapon or spell and draw a random one from your class deck cards that are deck B or 1 of that type and aren't currently in your character deck.
Now comes an important decision: Should we convert this to the Tier system or not? I'll check with Tanis on that and see what she says.
In the meantime, post a list of the cards you acquired (i.e. aren't from your class deck). Once everyone has their list up, I'll combine them into a single list. You'll have to then pick your deck upgrades. All that will matter will be Type and Deck Number. Here is what I'd suggest: Once we have a single list, make a comment on what choice you'd be happiest. If there are two choices you'd be happy with, say both of them. If you can all take your ideal choice, we'll go that way. If not, we roll a d20 and choose in order from highest to lowest.
For example, I might say "I'm perfectly happy with either Weapon 1 or Ally B." Someone else might say "I'd like Weapon 1." Then, I'd get Ally B and they'd get Weapon 1.
So, only list the choices you would be absolutely happy with.

cosined |

Earning Scenario Rewards
A major difference in the Adventure Card Guild play is the method by which you improve your deck after completing a scenario. this happens in two steps: earning scenario rewards and upgrading your deck.
The procedure for earning scenario rewards follows the standard rules with one exception: When you would be rewarded with a card from the box, you instead take a random card of the same type from your Class Deck Box. The card you take cannot have an adventure deck number higher than that of the scenario you completed. For example, if you just completed a scenario in adventure 2, and the scenario reward was a random item from the box, you would instead take an item with an adventure deck number no higher than 2 from your Class Deck. If you do not have an appropriate item, you do not gain that reward.