PACG Season of the Shackles: Adventure 2 - A Pirate's Life (Inactive)

Game Master jduteau

Playing Adventure 2 of the Season of the Shackles for the Pathfinder Adventure Card Game.


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Yo ho! A pirate’s life at last! You and your crew can now enjoy the freedom of sailing through the Shackles... but there’s more to a pirate’s life than rum and gunpowder. Even pirates have a code of what’s fair and foul, and in the Shackles, the Pirate’s Council enforces it. Just as every shipmate has to follow a captain’s orders, every captain has to answer to the council.

Earning a seat on that council could open all sorts of opportunities for you, but that’s not an easy feat. For a start, wherever there’s power, there’s intrigue. The most powerful captains are continually maneuvering for position, like a f lotilla of ships on the eve of a great battle. You’ll need to set your course carefully: each time you gain a powerful ally, you’ll attract a host of powerful enemies.

If you can’t earn the patronage of a pirate lord, the Shackles has other wealthy patrons willing to hire a crew that won’t ask questions. They’ve got cargo to deliver, rivals to punish, ports to defend, and all manner of monsters set against them. The most ruthless pirates answer to no one, save for their own whims and ambitions. Yet if you ever need to take arms against a sea of troubles, it never hurts to have a few more captains in your fleet.

According to the scuttlebutt around yer last port of call, a wealthy patron is spending a lot of coin. Agasta Smithee is a widow who inherited everything from Bertram Smithee, the former captain of the Vale. The heartbroken say money can’t buy happiness, but she has enough money to ignore them. Just as a shoal of sharks will circle yer ship when there’s chum in the water, you’ll have no shortage of competition once Lady Smithee starts spreading her wealth around. If you’re eager to earn her patronage, then you’d best be ready: close ranks and prepare to repel boarders.


Heartbreak Hinsin is an honorable man, some say, even though he’s gone astray from an honest living. He’s earned his share of infamy defeating those who challenge him, but he lacks the wealth and influence a truly terrifying pirate requires. Maybe that’s why he’s courting Agasta Smithee, the extremely influential Lady of Tidewater Rock. She’s been a widow for too long, but the tide is turning.

Now that tales of Lady Smithee’s amorous ambitions have spread through every inn, tavern, brothel, and galley for miles around, she’s suddenly attracted an entourage of suitors. Apparently, the wealthy dowager just gets more beautiful as she gets older, or perhaps, those who have pitied the widow are now seeing her in a new light. Whatever the truth may be, Hinsin’s got a lot of competition lined up. You’ll have to fight through a crowd of admirers to get anywhere near his lady love. And then there’s Master Scourge. He hated her last husband, so he wants her to die alone and unloved.

Cynical sailors claim that Hinsin has docked his ship in Lady Smithee’s port because he really wants Tidewater Rock, but those of a more romantic inclination say that he’s in love—really and truly smitten with Smithee. Bards have started writing bawdy ballads.

Maybe if you could help bring these two lovebirds together, you could share in their joy and happiness... and maybe they’d make for fine allies in your times of trouble. After all, if yer going to impress the Pirate’s Council, you’ll need all the mates you can muster.


Dotting. (Is that the right term for posting to make it an active campaign in my profile?)

The Exchange

Vika(cosined) wrote:

Hand: Greatclub, Mace, Elven Breastplate, Crowbar, Topaz of Strength

Deck: 11 Discard: 0 Buried: 0
Note: DOT!


Not a great Start mateys! No Weapons

Jirelle(Troymk1) wrote:

Hand: Amulet of Life, Masterwork Tools, Burglar, Standard Bearer, Abadar, Gods

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

The Exchange

So what are we waiting on in this adventure?


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This one is on me. I have to get the adventure set up and then send it out. Should be soon, if not today.

Edit: And then I remembered what my holdup was - I don't have the AP2+ cards scanned into CardWarden yet. :)


Was that a shot at Seelah? :)


1 person marked this as a favorite.
jduteau wrote:

This one is on me. I have to get the adventure set up and then send it out. Should be soon, if not today.

Edit: And then I remembered what my holdup was - I don't have the AP2+ cards scanned into CardWarden yet. :)

OK cool. I was just wondering. I'm definitely not being demanding of an entirely free service!


1 person marked this as a favorite.

Nor I. I greatly appreciate the chance to play like this with you gents. One of my regular gamers burnt out on pacg after RotR and SnS so I'm mostly solo for PACG.


Locations:

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)

Docks
SHIP IS DOCKED HERE
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)

House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M:1 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:4 Bl:0 ?:1(Total: 10)

Merchant Marina
At This Location: Add 2 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)

Seaside Warehouse
At This Location: When you acquire a card, put it under this card.
When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
When Permanently Closed: On closing, add any cards under this card to your hand.
M:2 Ba:0 W:2 Sp:0 Ar:1 I:4 Al:0 Bl:0 ?:1(Total: 10)

Tidewater Rock
At This Location: You may reveal an ally that has the Aristocrat or Captain trait to add 1d4 to your check.
Henchmen: 4 Lady Agasta Smythee: 1 (Total: 5)
NOTE: Not available until villain has been cornered and defeated.

Scenario Rules:
The ally Heartbreak Hinson is next to the scenario. Add 2 to any check against a henchman.
When you have cornered and defeated the villain, instead of winning, close the villain's location, then summon the location Tidewater Rock. Four henchman are there and Lady Agatha Smythee is on the bottom of that location deck. Defeating a henchman does not allow you to close that location. When you would encounter Lady Smythee, if there are any other cards in that location deck, put Lady Smythee on the bottom of the deck. When Lady Smythee is the only card in the location deck, put her face next to Heartbreak Hinson; you win the scenario.

Villain: Master Scourge
Check:Combat 12
Powers:BYA, succeed at a Constitution/Fortitude 7 check or he is evaded. AYA, deal 1 Poison damage to you.

Henchman: Buccaneer
Check:Combat 10 (8 + 2 for adventure deck number)
Powers:If the check to defeat has the Swashbuckling trait, the difficulty is 12 (8 + 2 * 2 for adventure deck number).


We need to pick our ship. Any Class 0 or 1 ship. I suggest Truewind - You may discard a card from the blessings deck to recharge a random card from your discard pile. A small cure at the waste of a turn.

Initiative Rolls:

Jirelle: 1d100 ⇒ 29
Vika: 1d100 ⇒ 97
Ezren: 1d100 ⇒ 90
Koren: 1d100 ⇒ 13

Koren, Jirelle, Ezren, Vika

Although some of you have drawn your decks already, let me know where you want to start and then Koren can go.


And remember that one character gets to take the Vindictive Harpoon and Besmara's Tricorne. I suspect Jirelle should take both of those as she's the only one with Dexterity for the Harpoon and I seem to remember she really wanted the Tricorne. :)


The Harpoon would be at the expense of the Deathbane light crossbow

Not sure that's an upgrade?


Jirelle The Pirate Queen wrote:

The Harpoon would be at the expense of the Deathbane light crossbow

Not sure that's an upgrade?

You could replace any of your weapons with it. But it's up to you. I have a d4 for Dex, so that's silly. Vika and Ezren have a d6 so that's not too shabby, given the other powers that it has.

Powers
For your combat check, reveal this card to use your Dexterity/Ranged skill + 1d6 + 1; you may additionally bury this card to add another 2d6. Add another 1d8 if the bane has the Aquatic trait.
If you fail the check to defeat a non-villain monster and you are proficient with weapons, you may put the weapon on top of the location deck, if it came from one.


If you bury it vs an Aquatic it is impressive :)

Ok if no one else takes it I'll replace the crossbow.


Hand: Sage, Acolyte, Fox, Arcane Robes, Sapphire, Detect Magic.
Deck: 10
@ Docks. (Ship is docked so everyone starts there)


Ezren, Seeker of Knowledge wrote:

Hand: Sage, Acolyte, Fox, Arcane Robes, Sapphire, Detect Magic.

Deck: 10
@ Docks. (Ship is docked so everyone starts there)

Wow, I never knew that and we played the entire S&S AP without that rule.

Here it is on page 7:
If your ship is anchored to a specific location, all characters start at the ship’s location.

I'm gobsmacked!

Well, never mind, about telling me where you start!


Huh! Some scenarios it made a huge difference, like with the location where you must reveal a pirate or take damage.

The Exchange

Vika(cosined) wrote:

Hand: Greatclub, Mace, Elven Breastplate, Crowbar, Topaz of Strength

Deck: 11 Discard: 0 Buried: 0
Note: Heading to Alehouse on my turn (At Docks)


Koren(jduteau) wrote:

Hand: Sagacity, Eagle Knight Dress Uniform, Paladin's Helm, Holy Water Grenade, Sage's Journal

Deck: 11 Discard: 0 Buried: 0
Note: I'll stay here.


Turn 01
Blessing: Blessing of Gozreh
01/29
Koren

Docks - Koren
Rum Bottle
Item B

Check
Constitution/Fortitude 7
Craft 5

Powers
Discard this card to choose a character at your location and 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.


Mmm, rummm...: 1d6 + 3 ⇒ (2) + 3 = 5

No rum for you!

I can't do any more, so I'm done.


Turn 02
Blessing: Blessing of the Gods
02/28
Jirelle

only changed location...

Docks
SHIP IS DOCKED HERE
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:2 Al:1 Bl:0 ?:1(Total: 9)


As usual I forgot my 6th card, which just so happens to be the Harpoon.

I will explore at Docks


Docks - Jirelle

Tidepool Dragon
Dragon/Aquatic/Elite

Check
Arcane/Divine/Charisma/Diplomacy 6

Powers
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.


Dragon: 1d8 + 0 - 0 ⇒ (6) + 0 - 0 = 6


Recharge the dragon to explore once more


The dragon doesn't have the power to recharge for an explore.


No, but the Docks does.


Aha, so it does!

Docks - Jirelle

Vine Choker
Aberration/Plant/Elite

Check
Combat 10

Powers
Immune to Mental and Poison.
BYA, succeed at Dexterity/Acrobatics 8 check or you may not play spells.
If undefeated, Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.


Discarding Blessing for a dice!

Vine choker: 2d10 + 1d6 + 1 - 0 ⇒ (2, 7) + (2) + 1 - 0 = 12


I see my gut was right and I needed the attention of the Gods!


Call it there

Jirelle(Troymk1) wrote:

Hand: Amulet of Life, Masterwork Tools, Burglar, Standard Bearer, Troubadour, Abadar

(Displayed: )
Deck: 10 Discard: 1 Buried: 0
Note:


Turn 03
Blessing: Blessing of the Abadar
03/27
Ezren

only changed location...

Docks
SHIP IS DOCKED HERE
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:1 Ba:1 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1(Total: 7)


Explore the merchant marina.


Merchant Marina - Ezren

Magic Leather Armor

Check
Constitution/Fortitude 4 (2 + adventure deck)


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Shouldn't the difficulty be 2 and i have a +2 to acquie, making it automatic?


Yes, I read that wrong - it doesn't add to the difficulty, it actually adds to the check itself. You are right - that is an auto-acquire.


I get a free explore for the magic armor.


Merchant Marina - Ezren

Swabbing the Decks
Barrier

Check
Constitution/Fortitude 7

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


Sapphire+Marina+Acolyte+Sage: 1d12 + 2d4 + 2 ⇒ (9) + (4, 2) + 2 = 17
Defeated. I won't recharge a card but I will
Detect Magic: 1d12 + 2 ⇒ (11) + 2 = 13


Merchant Marina - revealed card: Master Scourge - Villain


Dah Duh Daaaaaaah!!!


Well then! I'm done.
Hand: eye patch
Magic wepon
Fox
Sling
Arcane robes
Magic leather


Turn 04
Blessing: Blessing of the Gods
04/26
Vika

Locations:

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 Henchman:1(Total: 10)
Crowe

Docks
SHIP IS DOCKED HERE
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:1 Ba:1 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 Henchman:1(Total: 7)
Koren, Jirelle[/b]

House of Stolen Kisses
[i]At This Location:
When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M:1 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:4 Bl:0 Henchman:1(Total: 10)

Merchant Marina
At This Location: Add 2 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:0 W:2 Sp:0 Ar:0 I:3 Al:1 Bl:0 Villain:1(Total: 8)
Ezren

Seaside Warehouse
At This Location: When you acquire a card, put it under this card.
When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
When Permanently Closed: On closing, add any cards under this card to your hand.
M:2 Ba:0 W:2 Sp:0 Ar:1 I:4 Al:0 Bl:0 Henchman:1(Total: 10)

Tidewater Rock
At This Location: You may reveal an ally that has the Aristocrat or Captain trait to add 1d4 to your check.
Henchmen: 4 Lady Agasta Smythee: 1 (Total: 5)
NOTE: Not available until villain has been cornered and defeated.


Alehouse - Vika

Dodo
Animal/Elite

Check
Wisdom/Survival 5

Powers
Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

The Exchange

WIS 5: 1d8 ⇒ 4
No explores so I recharge my Elven armor and draw a BotG:

Vika(cosined) wrote:

Hand: Greatclub, Mace, Crowbar, Topaz of Strength, Blessing of the Gods

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


I really can't close any location by myself but the Alehouse, so I'm heading over there with Vika. Have to keep an eye on her to make sure she doesn't get into too much trouble!


Alehouse - Koren

Jellyfish Swarm
Monster 2
Animal/Aquatic/Swarm

Check
Combat 16
Dexterity/Acrobatics 10

Powers
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swam by at last 4, shuffle it into the deck it came from; the Jellyfish Swam still counts as defeated.

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