PACG 0-1F: The Treasure of Jemma Redclaw (Inactive)

Game Master jduteau

The play through of Scenario 0-1F of the PACG Season of the Shackles


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The blessings deck is different for this scenario - 19 random blessings, then the Villain Jemma Redclaw and then 10 blessings.

The difficulty to defeat Jemma Redclaw is increased by 10. For each villain (there are two - Master Scourge and Mister Plugg) defeated, the difficulty to defeat Jemma Redclaw is reduced by 5.

When you would defeat Master Scourge or Mister Plugg, display him next to the scenario. If he would escape, shuffle him into the location deck he came from instead.

When you would discard Jemma Redclaw from the blessings deck, encounter her. If she is undefeated, discard a card from the top of the blessings deck and return her facedown to the top of the blessings deck.

To win the scenario, defeat Jemma Redclaw.

Locations:

Tower
At This Location: At the end of your turn, you may examine the top 2 card of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 card of the blessings deck and put them back in any order.
M:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1(Total: 10)

Merchant Marina
At This Location: Add 1 to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1(Total: 10)

Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1(Total: 10)

Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M:2 Ba:0 W:2 Sp:1 Ar:0 I:1 Al:2 Bl:1 ?:1(Total: 10)

Alehouse
At This Location: When you acquire an ally, you may recharge it and draw a card.
When Closing: Summon and defeat the henchman Ruffian.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:2 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:3 Bl:0 ?:1(Total: 10)

Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M:1 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:1 Bl:0 ?:1(Total: 10)


Does this mean:
there are no henchmen
and
Scourge and Plugg won't close their location because the "would defeat" effect prevents it?


Sorry, there are henchmen:

Aretta Bansion = Combat 8; if check to defeat has Slashing or Swashbuckling, add 1d4.
Fipps Chumlett = Combat 8; if check to defeat has Finesse or Swashbuckling, add 1d4.
Jaundiced Jape = Combat 8; if check to defeat has Piercing or Swashbuckling, add 1d4.
Maheem = Combat 8; if check to defeat has Bludgeoning or Swashbuckling, add 1d4.

All of them allow you to close location if defeated.

The villains:

Master Scourge = Combat 12; BYA, succeed at Con/Fort 7 check or he is evaded. AYA, deals 1 Poison damage to you.
Mister Plugg = Combat 14; BYA, succeed at Wis/Surv 8 check or he is evaded. AYA, bury a card.

Jemma Redclaw = Combat 21 (11 + 10); BYA, rechard a card, then summon and encounter the Shackles Pirate Ship. If undefeated, bury the bottom 1d4 cards of your deck.


Master Scourge and Mister Plugg will close their location, but then get displayed next to the scenario and provide a -5 to the difficulty to defeat Jemma Redclaw. And note that if they would escape, they don't actually go to a random location. They go back to the location that they came from and no blessings get added to the other decks.


Plunder roll: 1d6 ⇒ 3 = Armor

Initiative rolls:
Koren: 1d100 ⇒ 96
Ezren: 1d100 ⇒ 94
Vika: 1d100 ⇒ 52
Jirelle: 1d100 ⇒ 9

Order: Jirelle, Vika, Ezren, Koren

Just let me know where you are going to start and then draw your opening hand and Jirelle can get going!


I'll start at the Harbour.

Koren(jduteau) wrote:

Hand: Strength, Paladin's Helm, Holy Water Grenade, BotG, BoSarenrae

Deck: 10 Discard: 0 Buried: 0
Note: @Harbour

The Exchange

Vika(cosined) wrote:

Hand: Greatclub, Lucerne Hammer, Mace, Elven Breastplate, Blessing of Gorum

Deck: 0 Discard: 0 Buried: 0
Note: At Alehouse

@jduteau, can you provide the Ruffian and Buccaneer card text when you get a chance?


Merchant Marina
Magix Weapon, Detect MAgic, Sling, Force Missile x2, Sapphire
May use MW.


Buccaneer
Henchman - Monster B

Traits
Human/Pirate/Veteran

Check
Combat 9* (8 + 1 for adventure deck number)

Powers
If the check to defeat has the Swashbuckling trait, the difficulty is increased by 1.

Ruffian
Henchman - Monster B

Traits
Human/Pirate/Veteran

Check
Combat 8* (7 + 1 for adventure deck number)

Powers
AYA, if the check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.


Jirelle(Troymk1) wrote:

Hand: Cutlass, Deathbane Light Crossbow, Elven Chain Shirt, Amulet of Life, Burglar, Abadar

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


Festhall - Jirelle

Mercenary
Monster B

Traits
Human/Warrior/Veteran

Check
Combat 11 (10 + 1 for adventure deck number)


Cutlass: 1d10 + 1d6 + 1d4 + 2 - 0 ⇒ (9) + (5) + (1) + 2 - 0 = 17


like a knife through butter!

I will spend my Abadar to continue on


Festhall - Jirelle

Master Scourge
Villain - Monster 1

Traits
Human/Pirate

Check
Combat 12

Powers
BYA, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded.
AYA, Master Scourge deals 1 Poison damage to you.


BYA Check

Fortitude : 1d6 + 3 - 0 ⇒ (3) + 3 - 0 = 6


Jirelle(Troymk1) wrote:

Hand: Cutlass, Deathbane Light Crossbow, Elven Chain Shirt, Amulet of Life, Burglar, Troubadour

(Displayed: )
Deck: 8 Discard: 1 Buried: 0
Note: Festhall


Turn 02
Blessing: Blessing of the Gods
28/2
Vika

Locations:

Tower
At This Location: At the end of your turn, you may examine the top 2 card of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 card of the blessings deck and put them back in any order.
M:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1(Total: 10)

Merchant Marina
At This Location: Add 1 to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1(Total: 10)
Ezren

Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1(Total: 10)

Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M:2 Ba:0 W:2 Sp:1 Ar:0 I:1 Al:2 Bl:1 Villain:1(Total: 10)
Master Scourge at this location
Jirelle

Alehouse
At This Location: When you acquire an ally, you may recharge it and draw a card.
When Closing: Summon and defeat the henchman Ruffian.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:2 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:3 Bl:0 ?:1(Total: 10)
Vika

Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M:1 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:1 Bl:0 ?:1(Total: 10)
Koren


NOTE: There are only 9 cards at the Festhall - one Monster is gone

Alehouse - Vika:

Emerald of Dexterity

Check
Dexterity 7

The Exchange

Sorry for the delay.
I can't swig that check, so I'll discard my Gorum to explore.


Alehouse - Vika

Pistol
Weapon B

Traits
Firearm/Ranged/Piercing/Swashbuckling/Basic

Check
Dexterity/Ranged/Craft 6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2 shuffle this card into your deck.

The Exchange

Craft check, then.

Pew Pew: 1d10 + 1 ⇒ (10) + 1 = 11

End my turn. Recharge Elven Breastplate.
Draw up.
Drew Staff of Minor Healing, which I'll use at the top of the next turn.

Vika(cosined) wrote:

Hand: Greatclub, Lucerne Hammer, Mace, Pistol

Deck: 12 Discard: 0 Buried: 0
Note: At Alehouse

The Exchange

I'm done, BTW.


Sorry, I was travelling and got caught up with the WotR play
Turn 03
Blessing: Blessing of the Gods
27/3
Ezren

Locations:

Tower
At This Location: At the end of your turn, you may examine the top 2 card of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 card of the blessings deck and put them back in any order.
M:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1(Total: 10)

Merchant Marina
At This Location: Add 1 to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1(Total: 10)
Ezren

Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1(Total: 10)

Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M:1 Ba:0 W:2 Sp:1 Ar:0 I:1 Al:2 Bl:1 Villain:1(Total: 9)
Master Scourge at this location
Jirelle

Alehouse
At This Location: When you acquire an ally, you may recharge it and draw a card.
When Closing: Summon and defeat the henchman Ruffian.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:0 ?:1(Total: 8)
Vika

Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M:1 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:1 Bl:0 ?:1(Total: 10)
Koren


No auguries in Ezren's deck, so I think I'm safe in posting the top card...

Merchant Marina - Ezren:

Morningstar
Weapon B

Traits
Mace/Melee/Piercing/Elite

Check
Strength/Melee 6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.


I will cast Detect Magic.
DM: 1d12 + 3 ⇒ (9) + 3 = 12
Not magic, I'll explore, and it's impossible for me to acquire, and I'm done.
Hand: Augury, MW, FMx2, Sapphire, Sling
may use MWeapon


Just so you know, if you do something that gives you an explore like that, you forego your free explore

No Harm no foul


Thank you. I knew the DM wouldn't be an explore, but forgot if I did get magic then that would lose me an explore.


Turn 04
Blessing: Blessing of the Gods
26/4
Koren

only changed location..

Merchant Marina
At This Location: Add 1 to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1(Total: 9)
Ezren


Harbor - Koren

Snow Leopard
Ally B

Traits
Animal/Elite

Check
Wisdom/Survival 6

Powers
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.


Here kitty cat!: 1d10 ⇒ 10

Oh wow, she likes me!

I'll discard to explore again!


Harbor - Koren

Magic Buckler
Armor B

Traits
Shield/Magic/Elite

Check
Constitution/Fortitude 6

Powers
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armours, you may reveal this card instead, and you may play another armor on this check.


Fortitude 6: 1d6 + 3 ⇒ (4) + 3 = 7

More armor!

I'll use a BotG to explore again.


Harbor - Koren

Pistol

Check
Dexterity/Ranged/Craft 6


I can't make that check as Paladins don't use ranged weapons!

I'm done as I'll hold on to my Blessing for use if needed.

NOTE: Since I picked up two boons, two different characters can move if they want to.

Koren(jduteau) wrote:

Hand: Strength, Paladin's Helm, Holy Water Grenade, BoSarenrae, Magic Buckler

Deck: 10 Discard: 2 Buried: 0
Note: @Harbor


Turn 05
Blessing: Blessing of the Gods
5/25
Jirelle

Locations:

Tower
At This Location: At the end of your turn, you may examine the top 2 card of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 card of the blessings deck and put them back in any order.
M:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1(Total: 10)

Merchant Marina
At This Location: Add 1 to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1(Total: 9)
Ezren

Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1(Total: 10)

Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M:1 Ba:0 W:2 Sp:1 Ar:0 I:1 Al:2 Bl:1 Villain:1(Total: 9)
Master Scourge at this location
Jirelle

Alehouse
At This Location: When you acquire an ally, you may recharge it and draw a card.
When Closing: Summon and defeat the henchman Ruffian.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:0 ?:1(Total: 8)
Vika

Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1(Total: 7)
Koren


Festhall - Jirelle:

Force Missile
Spell B

Traits
Magic/Arcane/Attack/Force/Basic

Check
Intelligence/Arcane 4

Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.


For a spell for Ezren

Force Missile: 1d4 ⇒ 3


I have a gut feeling that the Troubador will soon be needed. So I will end it there


Alehouse - Vika:

Joseph "Jack" Scrimshaw
Ally B

Traits
Human/Pirate

Check
Charisma/Diplomacy 6

Powers
Reveal this card to add 1d10 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your Combat checks during this exploration.

The Exchange

I'm as Charismatic as a small rock, so that check won't be happening.
Drawing up and ending my turn.

Vika(cosined) wrote:

Hand: Greatclub, Lucerne Hammer, Mace, Master-At-Arms, Pistol

Deck: 11 Discard: 0 Buried: 0
Note: At Alehouse


Turn 7
Blessing: Blessing of the Gods
7/23
Ezren

Merchant Marina - Ezren:

Fipps Chumlet
Henchmen - Monster 1

Traits
Human/Pirate

Check
Combat 8

Powers
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.


Mobile Ezren
Exploring...
force missile: 1d12 + 2d4 + 3 ⇒ (11) + (3, 3) + 3 = 20
recharge: 1d12 + 3 ⇒ (11) + 3 = 14
I'm not at home so I'm not sure of my diplomacy bonus. I'll probably be using the sapphire to help.


closing: 1d12 + 1 ⇒ (7) + 1 = 8


Nice. Discard magic Weapon.

Hand: Augury, Acid Arrow, Force Missile, Sling, Eye PAtch, Sphere o fire
Discards: 1


Turn 08
Blessing: Blessing of the Gods
8/22
Koren

Locations:

Tower
At This Location: At the end of your turn, you may examine the top 2 card of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 card of the blessings deck and put them back in any order.
M:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1(Total: 10)

Merchant Marina
CLOSED
Ezren

Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1(Total: 10)

Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M:1 Ba:0 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:1 Villain:1(Total: 8)
Master Scourge at this location
Jirelle

Alehouse
At This Location: When you acquire an ally, you may recharge it and draw a card.
When Closing: Summon and defeat the henchman Ruffian.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1(Total: 7)
Vika

Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1(Total: 7)
Koren


Harbor - Koren

Archer's Bracers
Item 1

Traits
Accessory/Magic/Elite

Check
Dexterity/Ranged 7

Powers
Reveal this card to add 2 to your Ranged combat check.


Ranged? Paladins don't need no stinking Ranged!

I discard my Sarenrae blessing to explore again...


Harbor - Koren

Jaundiced Jape
Henchman - Monster 1

Traits
Half-Orc/Pirate

Check
Combat 8

Powers
If the check to defeat has the Piercing or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

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