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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Tempest Cay - Koren

Chain Shirt - Armor B
Light Armor/Swashbuckling/Basic

Check
Constitution/Fortitude 4

Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.


That is an auto-acquire for me.

I'll discard my Blessing of Sarenrae to explore again.


Tempest Cay - Koren

Treasure Map - Barrier B
Cache/Basic

Check
Intelligence/Knowledge/Wisdom/Survival 6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.


Wisdom 6 - we know what's there, so this is a useless map: 1d10 ⇒ 3

I didn't want that anyways. I'll banish it.

Only the Villain left.

Koren(jduteau) wrote:

Hand: Lance, Paladin's Helm, Knight's Pennon, Sage's Journal, Chain Shirt

Deck: 5 Discard: 9 Buried: 0
Note:


Turn 25
Blessing: Blessing of the Gods
25/05
Ezren

Tempest Cay
At This Location: If your ship is dealt Structural Damage, increase the damage by 1.
When Closing: Succeed at an Intelligence/Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 Villain:1(Total: 1)
Bottom card is Krellort - Villain/Monster 2
Ezren, Koren


We know that the next card for Ezren is the Villain. Two combat checks of 16 and 18. I can take one or Ezren can take both of them. I have 1d6+1 to all checks by discard the top card of my deck, so that will help as well. Let me know how you want to handle the villain.


With Sphere of fire, Koren's discard, and my eye patch, I can get 1d12+3d6+1d4+4 (avg. 23). I can give Koren magic weapon for 1d4.


I'll be displaying the Knight's Pennon, so that will give another +1 to any combat check.

I have my Lance, a Sage's Journal, Ezren's Magic Weapon and my Pennon, so my combat check is 2d8 + 4 + 1d6 + 2d4 for an average of 21.5.

So I'll take the first check and you take the 2nd one?


BTW, we need to handle the 4 Structural Damage dealt from the Raker Shoals to temp close that location.


I will deal with that

The Exchange

BotG up for grabs.


Okay, Jirelle is taking the 4 Damage for the ship.

I display my Knight's Pennon - +1 to any combat check. +2 if you reveal a Captain/Hireling/Soldier ally.

Then my discarded Lance, plus the Sage's Journal, plus Ezren's Magic Weapon gives me..

Combat 16: 1d8 + 3 + 1d8 + 1d6 + 1d4 + 1 + 1d4 ⇒ (3) + 3 + (7) + (4) + (2) + 1 + (3) = 23

First check down!


Sphere + Eye patch + Koren + pennon + BotG: 1d12 + 3 + 2d6 + 1d4 + 1d6 + 1 + 1 + 1d12 ⇒ (5) + 3 + (5, 6) + (1) + (6) + 1 + 1 + (1) = 29
recharges don't matter since we won!
I acquired exactly zero cards this game.


Actually, Ezren acquired Sandara Quinn Ally 1. :)
Koren acquired 3 and Jirelle beats all of us with 5.

We had an Armor and an Item in Plunder and our treasure had 2 spells, 2 blessings, 2 armor, and 2 allies. And there was some very good stuff in here!

Weapon B x 4
Spell B, Spell 1, Spell 2
Armor B x 3, Armor 2
Item B, Item 1
Ally B, Ally 1 x 3
Blessing B x 2

The Scenario Reward is:

Each character chooses item or armor and draws a card of that type from the box.


I choose Item to hopefully get the Whetstone, but I draw the Book of the Loremaster, which I don't want.

I would like the Spell 1 to get Weapon of Awe.


0-2C Development
Aye, the matriarch’s been reunited with her young’uns now. It brings a tear to me eye, it does. And those dastardly egg- stealin’, leg-breakin’, skulking sea devils are no more! I’ve seen some loathsome down-and-dirty pirates in my time, but no one sinks lower than sea devils! ’Tis good to know yer course is on an even keel.


Hmm. I guess i didn't pull out that card from my set. (Without healing i'd not be seeing it again anyway, maybe that's why i didn't)

I'll chiose item.


First choice: spell 2 - dehydrating touch. 2nd choice: spell 1: frost ray.

The Exchange

Upgrade: Armor 2 (For Hide Armor of Fire Resistance)
Reward: Item from Box
Item Drawn: 1d5 ⇒ 4
Conch, Signal, Helpful, Hat of Glamour, Whetstone
Don't want it.

Assuming I get the Armor 2,

Vika(cosined) wrote:
Deck: Greatclub, Warhammer, Lucerne Hammer, Greatsword, Warhammer +2, Elven Breastplate, Hide Armor of Fire Resistance, Staff of Minor-Healing, Crowbar, Topaz of Strength, Master-At-Arms, Quartermaster, Blessing of Gorum, Blessing of Cayden Cailean, Blessing of the Gods, Blessing of the Gods


Is the Item from the box reward from the box (to determine deck #) or from the Class Deck (just random)?


from the Class deck - random from the B,1,2 items


from the not-box box: 1d7 ⇒ 4

Token. No thanks.


Item from Class deck

Item from Class deck: 1d9 ⇒ 3

Potion of Energy Resistance.

I changed out Burglar for Old Salt

Jirelle(Troymk1) wrote:

Hand:

(Displayed: Cutlass Vindictive Harpoon Bloodcrow Rapier Acidic Whip +1 Elven Chain Shirt Besmara's Tricorne Amulet of Life Masterwork Tools Old Salt Standard Bearer Troubadour Erastil Abadar Abadar Erastil Milani )
Deck: 0 Discard: 0 Buried: 0
Note:


So me spell2 (dehydrating touch)
Koren spell 1
Vila armor 2
Jirelle ally?


Yes mate !


Sling
Acid Arrow
Dehydrating Touch
Force Missile
Sphere of Fire
Detect Magic
Augury
Augury
Magic Weapon
Sapphire of Intelligence
Arcane Robes
Eye Patch
Fox
Sage
Acolyte
Toad

Replaced a Force Missile.


0-2D: Who Rules Hell Harbor?

The Pirate’s Council has almost thirty councilors, and they’ve been hearing tales of your exploits. You’ve already earned the patronage of a wealthy dowager: the lovely Lady Smithee, recently betrothed to a handsome scoundrel named Heartbreak Hinsin. Impressing some pirate lords next would be a savvy idea, especially if you’ve got designs on becoming one of them. There’s plenty o’ ways to do that, but there’s one that everyone knows best: winning the Free Captains’ Regatta. The sailor who wins it is the next lucky soul to join the council.
Some pirates seek plunder or infamy, but there’s no shortage of ambitious souls who train all year for that one race. Know this: The cronies of the Pirate’s Council love to sponsor races. And wealthy aristocrats who’ve just been wed love to host lavish festivals and parties. It just so happens that Lady Smithee and her husband, Hinsin, are doing both: they’re hosting a regatta to celebrate their nuptials. The winner stands to gain some plunder: a pile o’ doubloons and a swift ship.
Most of the competition is the usual riffraff, but you do have one formidable competitor. His name is Gortus Svard. The few who’ve sailed against him and lived say he’ll do anything to win. If he can’t take the prize, he’ll surely take your lives. Now here’s your chance to show the council what a true crew of pirates can do. Gortus Svard’s loss could be your gain. Let the race begin!


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Turn 00
Blessing: Blessing ??
00/30
??

Locations:

Floating Shipyard
At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence/Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1(Total: 10)

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:3 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1(Total: 10)

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:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1(Total: 10)

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:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1(Total: 10)

Shark Island
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(Total: 10)

Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom/Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1(Total: 10)

Villain/Monster - Gortus Svard:

Hobgoblin/Rogue/Captain/Pirate

Check
Combat 15

Powers
BYA, recharge a card. Then summon and encounter the ship Devil's Pallor.
If you are the only character at your location, the difficulty of the check to defeat the villain is increased by 1d6.

Henchman/Barrier - Shipwreck:

Cache/Aquatic/Veteran

Check
Constitution/Fortitude 7 (5 + 2 for adventure deck number)

Powers
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Henchman/Monster - Hammerhead Shark:

Animal/Aquatic/Veteran

Check
Combat 11 (9 + 2 for adventure deck number)

Powers
May not be evaded.

Henchman/Monster - Riptide Grindylow:

Goblin/Aberration/Aquatic

Check
Combat 11

Powers
May not be evaded.
If undefeated, succeed at a Constitution/Fortitude 6 check or bury the top 1d4 cards of your deck.


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At the start of the scenario, display the Devil’s Pallor next to this scenario card; each character randomly chooses a ship of Class 3 or lower and stashes a plunder card under that ship; then return the Devil’s Pallor to the fleet stack. The ship you randomly choose is your ship. On your turn, you are commanding your own ship. You are only on your ship, and you cannot move with another character when she moves during her move step. When your ship is dealt Structural damage, only you can discard cards to reduce damage to your ship. When you would encounter a non-villain monster, banish it and roll 1d8 on the table below; summon and encounter that ship (listed on the next page) instead.

1. a random ship from the fleet stack
2. Burnt Saffron
3. Cetaceal
4. Hu-Hazhong
5. Impervious
6. Kraken’s Spite
7. Mark of Yunnarius
8. Ravishing Ruby

When you earn a deck upgrade from this scenario, you may choose from either your own plunder or the party’s acquired cards.

Ship Statistics:

Burnt Saffron:

Check
Constitution/Fortitude 10
Wisdom/Survival 8

Powers
BYA, display all your allies. If undefeated, bury them; otherwise, after you act, return them to your hand.

Cetaceal:

Check
Dexterity/Acrobatics 8
Wisdom/Perception/Survival 10

Powers
BYA, discard any cards that have the Pirate trait. For each such card discarded, the difficulty of your check to defeat is increased by 3.

Hu-Hazhong:

Check
Intelligence/Knowledge 10
Wisdom/Survival 7

Powers
BYA, your ship is dealt 1 Structural damage.
AYA, you are dealt 1 Mental damage.

Impervious:

Check
Dexterity/Ranged 11
Wisdom/Survival 8

Powers
If you are the only character at your location and the Impervious would be defeated, it is undefeated instead.

Kraken's Spite:

Check
Strength/Melee 12
Wisdom/Survival 10

Powers
If defeated, stash an additional plunder.

Mark of Yunnarius:

Check
Divine 8
Wisdom/Survival 10

Powers
BYA, a random character at your location summons and encounters the henchman Pirate Shade Haunt, which may not be evaded; that character displays it next to her deck.

Henchman/Monster Pirate Shade Haunt:

Undead/Pirate

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.

Ravishing Ruby:

Check
Charisma/Diplomacy 8
Wisdom/Survival 10

Powers
If the check to defeat does not have the Swashbuckling trait, the difficulty is increased by 3.


Wow. I can't help but wonder if I shouldn't have picked another character for this Season. Those ships are going to be bad for me.

Start at Floating Shipyard.

Hand: Detect Maigc, Auguru, Toad, Arcane Robes, Sling, Eye patch

The Exchange

Are you picking the Ships for us J?

Vika(cosined) wrote:

Hand: Greatsword, Hide Armor of Fire Resistance, Staff of Minor-Healing, Topaz of Strength, Blessing of the Gods

Deck: 11 Discard: 0 Buried: 0
Note: @Riptide Cove, Commanding the "Ship to Be Named Later"


Jirelle(Troymk1) wrote:

Hand: Cutlass, Vindictive Harpoon, Bloodcrow Rapier, Standard Bearer, Troubadour, Abadar, Abadar

(Displayed: )
Deck: 9 Discard: 0 Buried: 0
Note: Floating Shipyard


Which ship?

Jirelle, Vika, Ezren, Koren: 4d8 + 0 - 0 ⇒ (7, 3, 8, 4) + 0 - 0 = 22

Jirelle= Mark of Yunnarius

Vika= Cetaceal

Ezren= Ravishing Ruby

Koren= Hu-Hazhong


Oh No. I just read mine *Edit* oh that's if I was trying to defeat it


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Aren't our ships chosen from the Class 3 and lower ships in the box? None of the special scenario-only ships have a when commanding power nor a check to repair.


bah misread


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I randomly drew the following ships and plunder:

Koren - Thresher
Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
Plunder:Weapon

Jirelle - Man's Promise
You may discard a card from the blessings deck to explore your location.
Plunder:Ally

Vika - Truewind
You may discard a card from the blessings deck to recharge a random card from your discard pile.
Plunder:Ally

Ezren - Merchantman
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
Plunder:Weapon


I was going to start at Riptide Cove, but I'll head to the Fogbank instead.

Koren(jduteau) wrote:

Hand: Longsword, Lance, Eagle Knight Dress Uniform, Sage's Journal, Retriever

Deck: 11 Discard: 0 Buried: 0
Note: @Fog Bank


Okay, here are the initiative rolls:

Jirelle: 1d100 ⇒ 82
Ezren: 1d100 ⇒ 7
Vika: 1d100 ⇒ 95
Koren: 1d100 ⇒ 40

Turn 01
Blessing: Blessing of Hshurha (+2 dice to any check when on a ship)
01/29
Ezren

Floating Shipyard - Ezren

Parrot which becomes:: 1d8 ⇒ 3

Ship: Cetaceal


A) the scenario rules say to banish non-villain monsters, and parrot is an ally.

b) which are the henchmen for the scenario? shipwrecks?

c) I have augury, which I would like to use for barriers if shipwrecks are the henchmen (which they probably are since otherwise we'd have a hard time closing locations).


Look at me jumping the gun and then getting it all wrong! Plus I keep forgetting your Augury spells.

Henchmen are barriers - shipwrecks.

Do you want to look for barriers or for monsters (and thus put them on the bottom)?


Barriers, please, since henchmen are barriers.

recharge: 1d12 + 3 ⇒ (9) + 3 = 12=yay!
Top of deck is Sage.


Okay, you found two allies: Parrot and Sailor. And the Shipwreck henchman.

Allies are shuffled into the deck and the Shipwreck goes on top.


I'm thinking I can use the robes for the con check and could use abadar for two extra dice, the BoG for teo extra dice to close, if i may.


Seems like a good plan, but they're not my blessings. :)


My Abadars are for Barriers!


Jirelle The Pirate Queen wrote:
My Abadars are for Barriers!

That sounds like a "full steam ahead" from Jirelle! :)


robes + abadar vs. con 7: 3d12 + 3 ⇒ (1, 2, 11) + 3 = 17
recharge: 1d12 + 3 ⇒ (1) + 3 = 4
Defeated, I get a plunder to my hand: 1d6 ⇒ 1
I don't need to know what weapon to proceed.
Int 8 + BoG (Hshura): 3d12 + 3 ⇒ (6, 2, 1) + 3 = 12

Closed!

I'm done.

Hand: Sage, Toad, Detect Magic, Sling, Eye patch, (plunder weapon)
Buried: 1


Ezren, Seeker of Knowledge wrote:

[dice=robes + abadar vs. con 7]3d12+3

[dice=recharge]1d12+3
[dice=Defeated, I get a plunder to my hand]1d6
I don't need to know what weapon to proceed.
[dice=Int 8 + BoG (Hshura)]3d12+3

Closed!

I'm done.

Hand: Sage, Toad, Detect Magic, Sling, Eye patch, (plunder weapon)
Buried: 1

And Ezren rocks again! We should see how many times he's closed a location on the first turn and put us all to shame!

Random plunder weapon is a Cutlass.


Turn 02
Blessing: Blessing of Sivanah (+2 dice to any non-Combat Intelligence/Charisma check)
02/28
Koren

Locations:

Floating Shipyard
CLOSED
Ezren, Jirelle

Fog Bank - Koren

Shipwreck - Barrier/Henchman B

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I picked up the Iconic Heroes Set #4 over the weekend. That gives us the following relevant card:

Bloodcrow Rapier - Weapon - Owner: Jirelle
Sword/Melee/Piercing/Finesse/Swashbuckling/Veteran

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.
Reveal this card to add the Swashbuckling trait to your check to defeat a bane.

Jirelle can treat this card as Basic when she is taking upgrades.


troymk1 - we've started a new WOTR thread for AD1 and need your starting location, hand, and initiative roll.

http://paizo.com/campaigns/PACGWOTRADV1TheWorldwoundIncursion/gameplay

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