PACG: 0-1B: The Lone Shark (Inactive)

Game Master jduteau

Running the second adventure of the first scenario for PACG Season of the Shackles.


1 to 50 of 210 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Scenario:
Avast! Sharks sighted on the starboard bow! Something’s stirred up a shoal of sharks. You’ve seen their fins swimming alongside your ship for days, and sharks are as patient as they are hungry. Could it be that someone else is swimming alongside them? Sailors tell tales of adaro and other aquatic terrors commanding legions of sharks. One might be watching your vessel right now. As your ship sails closer to the Shackles, you’ll be passing small islands and reefs where refugees, recluses, and reprobates hide from civilization. But in these waters, nowhere is safe, and any traveler can become prey for a lone shark. And those sharks aren’t just feeding. They’re breeding, and their territory is growing. If someone is herding these hammerheads, you’ll need to find their leader and eliminate him, or there’s gonna be blood in the water

DURING THIS SCENARIO:
When you defeat the henchman Hammerhead Shark from a location deck, display it next to this scenario. For each such henchman displayed, the difficulty to defeat the villain Adaro Barbarian is increased by 2.

Villain:
Adaro Barbarian
Villain Monster B
Traits
Merfolk
Barbarian
Aquatic

Check
Combat 15

Powers
The Adaro Barbarian may not be evaded.
All damage from the Adaro Barbarian is Poison damage.

Henchmen:
Hammerhead Shark
Traits
Animal
Aquatic
Veteran

Check
Combat 9

Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, 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:
LONELY ISLAND
SHARK ISLAND x 4

Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing:Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M:0 Ba:3 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1

Shark Island #1
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:1

Shark Island #2
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:1

Shark Island #3
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:1

Shark Island #4
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:1


Since we'll be encountering the Hammerhead Shark quite often, I'll point out that its check is a 10 (9 + 1 for the adventure number of this scenario).

The Exchange

Vika(cosined) wrote:

Hand: Greatclub, Longsword, Mace, Staff of Minor-Healing

Deck: 11 Discard: 0 Buried: 0
Note: Shark Island #3

Let the group decide on Turn Order or roll?

If Roll:
Turn Order(Lowest First): 1d100 ⇒ 16


With four locations being the same, it may not matter, so dice roll seems best.

Turn Order(Lowest First): 1d100 ⇒ 44


Jirelle(Troymk1) wrote:

Hand: Whip, Standard Bearer, Abadar, Gods, Gods

(Displayed: )
Deck: 10 Discard: 0 Buried: 0
Note: Location =

Turn Order: 1d100 ⇒ 74


Strategy thoughts?

Send one person (Jirelle?) to the Lonely Island to get the 1d4 bonus. The other three stick together to quickly close locations? Vika and I have the "help other characters at the same location" powers and we didn't use them as much in the first scenario. It is only a Combat 10 check against the Hammerhead Shark so I'm not sure that we need to team up on locations as much as others.


Koren(jduteau) wrote:

Hand: Longsword, Sagacity, Chain Mail, BotG, BotG

Deck: 10 Discard: 0 Buried: 0
Note: Location = ??

The Exchange

I think we should spread out to cover 4 locations. This scenario truly has one less location than normal? We definitely didn't use our abilities last time, so I'd be inclined to think we should fully spread out until someone becomes too beat up to go it alone. Plus my help ability doesn't jive very well with my discard=recharge ability right now (need more deck cycling).


Yes. X number of Shark Island stacks equal to the number of characters plus the Lonely Island.

Okay, then Koren is going to Shark Island #1.


Actually, we should all start at the Lonely Island and then move to the various Shark Islands so we can avoid that first start-of-turn encounter.


^Agreed

The Exchange

Missed that notion. Agreed. I'm at Lonely Island


Whoo hoo! I'm ready. Turn order doesn't matter to me. And I'll start at Lonely Island, too.

Hand: LT, AA, DM, FM, MW, SoF
May use Magic Weapon if needed.

The Exchange

Ezrens Turn Order: 1d100 ⇒ 89

Vika
Koren
Jirelle
Ezren

Proceed GM!

I'll move to Shark Island 3 and encounter the top card.


Turn 01
Blessing: Blessing of Milani
01/29
Vika

Shark Island #3

Card 1:
Bilge Spider Swarm
Monster B

Traits
Animal
Swarm
Basic

Check
Combat 6 Actually 10, see Power below.

Powers
All damage dealt by the Bilge Spider Swarm is Poison Damage.
If you are on a ship, the difficulty of the check to defeat is increased by 4.
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the Bilge Spider Swarm still counts as defeated.


If I am wanted to clear out Lonely Isle. I will need to go after Ezren so I am truly alone :)

Sidebar comment; Ezren I typically don't know what cards you have as you use Acronyms for everything. Are you typing out your hand each time instead of using an automated solution?


Man, all these monsters will make it tough for me.


Well the alternative is Ezren at Lonely Island dealing with the barriers and not having to worry about the Sharks and monsters.

And I agree about the acronyms. I know most of them, but missed a few. :)


Yes, I'm typing everything out each time. I'm just using initials for spells.

I have Arcane Armor, Lightning Touch, MAgic Weapon, Detect Magic, Sphere of Fire, and Force Missile.

The Exchange

I encounter the Bilge Spider Swarm.

I use my greatclub and use the discard ability:

Swarm Swattin': 1d10 + 2 + 1d10 + 1 + 1d10 ⇒ (9) + 2 + (5) + 1 + (6) = 23

Success! Swarm doesn't get shuffled in. Greatclub gets recharged.

I draw up and end my turn.

The Exchange

Vika(cosined) wrote:

Hand: Longsword, Mace, Staff of Minor-Healing, BotG

Deck: 11 Discard: 0 Buried: 0
Note: Shark Island #3


Turn 02
Blessing: Blessing of Milani
02/28
Koren

Shark Island #1 - Card #1

Sea Hag
Monster B

Traits
Hag
Aquatic

Check
Combat 11

Powers
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

I'm not going to hide the cards in spoiler tags since we're revealing them as we go.


Koren moves to Shark Island #1 and encounters the Sea Hag.

I'm not going to play any Attack spells (I don't have any), so it doesn't matter what the Divine check will be...

Divine: 1d8 + 3 ⇒ (3) + 3 = 6

I use the Longsword on her with a BotG for good measure.

Melee: 1d8 + 2 + 1d8 + 1d8 ⇒ (6) + 2 + (8) + (5) = 21

And she is defeated.

I discard the other BotG to explore again...


Shark Island #1 - Card #2

Adaro Barbarian!!
Villain Monster B

Traits
Merfolk
Barbarian
Aquatic

Check
Combat 15


Well, that escalated quickly!

Vika can summon and defeat a Hammerhead shark to temp close her location.

Not sure if Jirelle wants to, but banishing the Standard Bearer would temp close the Lonely Island.

He would then escape to SI #2 or SI #4 (assuming I beat him).


What do you guys think ? Only reason I was going to stick at lonely isle was because I might be able to close it

I'm good either way

Further. Ezren's If you wish to do Lonely Isle I will go play with Sharks


Jirelle The Pirate Queen wrote:

What do you guys think ? Only reason I was going to stick at lonely isle was because I might be able to close it

I'm good either way

Further. Ezren's If you wish to do Lonely Isle I will go play with Sharks

Good point and we know that the villain isn't there so we can't close it with him. Maybe Ezren doubles up with one of Vika or I? I just recognize that it's harder for him to defeat monsters as his spells have to recharge. Does Ezren have Allies in his deck?


Let's let Ezren's decide, been awhile since I have used that character, but I recall he didn't like barriers much :)


Jirelle The Pirate Queen wrote:
Let's let Ezren's decide, been awhile since I have used that character, but I recall he didn't like barriers much :)

Sure, in the meantime, are you banishing your Standard Bearer to temp close the Lonely Island?


Lonely Isle has our only real chance at boons.

So yes I guess I will.


I do have 3 allies in my deck, but none in hand, so I can go to a shark reef once at least.


We just need Vika to temp close Shark Island #3 by defeating a Hammerhead Shark and then I'll have my go at the villain.

I'd like to use one of Jirelle's BotG and Ezren's Magic Weapon. That will give me 3d8+2+d4 (79%). I might discard my Longsword as well to get an extra d6 (94%). I just don't want to fail. :)


^agreed


You may use Magic Weapon.
recharge?: 1d12 + 2 ⇒ (2) + 2 = 4
Will have to wait till I get home to see what my next card is.

The Exchange

My My, you guys were busy last night.

I summon and encounter a Hammer Head Shark:

Hammerhead Shark:
Traits
Animal
Aquatic
Veteran

Check
Combat 9(+1)

Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.

I'll engage him with a mace with its discard ability and my Blessing of the Gods:
Shark Bait, Ooh Ha HA!(10): 1d10 + 2 + 1d8 + 1d4 + 1d10 ⇒ (10) + 2 + (8) + (4) + (1) = 25

Glad I used that blessing!
I recharge the Staff of Minor Healing to Recharge the Blessing.

I have temporarily closed Shark Island #3
and my hand consists of a single Longsword.

The Exchange

Vika always looks like she's disgusted with whatever I post...
And Koren looks very made about that comma.


Magic Weapon is discarded and Augury is on top of my deck.


Back to Koren to defeat the Villain....


Koren takes on the Adaro Barbarian armed with his longsword magicked up by Ezren and with a Blessing of the Gods from Jirelle.

Combat: 1d8 + 2 + 1d8 + 1d6 + 1d4 + 1d8 ⇒ (4) + 2 + (1) + (2) + (2) + (8) = 19

He is defeated and flees to one of the other Shark Island locations which means that this Island is closed for business...

I end my turn and reset my hand.

Koren(jduteau) wrote:

Hand: Heavy Pick, Sagacity, Chain Mail, Paladin's Helm, BoIomedae

Deck: 7 Discard: 3 Buried: 0


Locations:

Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing:Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M:0 Ba:3 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
Jirelle, Ezren

Shark Island #1
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
CLOSED
Koren

Shark Island #2
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:2

Shark Island #3
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:4 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:1
Vika

Shark Island #4
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:2


Turn 03
Blessing: Blessing of Besmara
03/27
Jirelle

Blessing Powers:
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


I'll head to Shark Island four please


Turn 03
Blessing: Blessing of Besmara
03/27
Jirelle

Shark Island #4

Boarding Axe
Weapon B

Traits
Axe
Melee
Slashing
Swashbuckling
Basic

Check
Strength/Melee 6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait.
You may additionally discard this card to add another 1d4.
If you aren't proficient with weapons, the difficulty of this check is increased by 4.


Not terribly useful, but sure why not?

1d6 + 0 - 0 ⇒ (6) + 0 - 0 = 6


This RNG seems to like me much more than dice do !


I will expend a BotG to explore a second time


Turn 03
Blessing: Blessing of Besmara
03/27
Jirelle

Shark Island #4

Siren Caller
Monster B

Traits
Siren
Aquatic
Veteran

Check
Wisdom 8 Actually 9, see Power below.

Powers
All damage dealt by the Siren Caller is Mental Damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.


I can cast Sagacity on you to give you a +3 to Wisdom.

The Exchange

It would be sagacious of Jirelle to accept your offer.


Exactly so

1 to 50 of 210 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / PACG: 0-1B: The Lone Shark All Messageboards

Want to post a reply? Sign in.