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.


551 to 600 of 669 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
The Exchange

Wisdom 7: 1d8 ⇒ 6
End and Draw Up:

Vika(cosined) wrote:

Hand: Warhammer, Greatsword, Elven Breastplate, Topaz of Strength, Potion of Heroism

Deck: 11 Discard: 1 Buried: 0
Note: @Riptide Cove, Commanding the "Truewind"


Turn 09
Blessing: Blessing of Milani (+2 to check to non-combat Dexterity/Wisdom check)
10/20
Ezren

Locations:

Floating Shipyard
CLOSED

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:0 Al:0 Bl:0 ?:1(Total: 7)
Vika

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:1 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1(Total: 9)
Top card is Storm - Barrier 2
Ezren

Fog Bank
CLOSED

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:3 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1(Total: 5)
Jirelle (w/ Pirate Shade Haunt)

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:1 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1(Total: 9)
Top card is Becalmed - Barrier 2
Koren (w/ Pirate Shade Haunt)


augur for barriers: 1d12 + 3 ⇒ (9) + 3 = 12
Hoping for the shipwreck.
Top of deck is magic weapon , which i draw.


Top three cards is Storm - Barrier, Pistol +1 - Weapon, and Becalmed - Barrier.

Assuming we're putting the two barriers on the bottom?

Rocky Cliff - Ezren:

Magic Chain Shirt - Armor B
Light Armor/Magic/Swashbuckling/Elite

Check
Constitution/Fortitude 5

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.
If you are proficient with light armors, you may recharge this card when you reset your hand.


Yes. Exploring...

Would be nice to have but isn't critical: 1d6 ⇒ 1

Discard toad to explore.


Rocky Cliff - Ezren

Curse of the Deep - Barrier 2
Curse/Aquatic/Elite

Check
Constitution/Fortitude 7

Powers
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution/Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.


Sapphire: 1d12 ⇒ 9

I'm done. Magic Weapon, Dehydrating touch, sphere of fire, force missile, acid arrow, sling

All incredibly useful in a scenario with no monsters!


Turn 09
Blessing: Blessing of Besmara (+2 to check to Swashbuckling trait)
11/19
Koren

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:1 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1(Total: 7)
Bottom two cards are Storm - Barrier 2, Becalmed - Barrier 2
Ezren


Shipwreck Graveyard - Koren

Becalmed - Barrier 2
Task/Aquatic/Weather

Check
Wisdom/Survival 9 (8 + 1 for Pirate Shade Haunt)

Powers
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.


I'll use a BotG to try and avoid this weather...

Wisdom 8: 2d10 ⇒ (5, 4) = 9

Just barely.

I'll use my BotG to explore again.


Shipwreck Graveyard - Koren

Shipwreck - Henchman/Barrier B
Cache/Aquatic/Veteran

Check
Constitution/Fortitude 8 (5 + 2 for adventure number + 1 for Pirate Shade Haunt)


I'll use the Blessing of Sarenrae just to ensure...

Fortitude 8: 3d6 + 3 ⇒ (4, 1, 6) + 3 = 14

Made it!

I get to add a plunder card to my hand...

plunder: 1d6 ⇒ 1

A weapon which ends up being a Shortbow. :(

Now I will attempt to close the Graveyard....


Random plunder to try and acquire: 1d6 ⇒ 6

A blessing...

Blessing of Gozreh - Blessing B
Divine/Gozreh

Check
Wisdom/Survival 8 (7 + 1 for Pirate Shade Haunt)
Divine 6 (5 + 1 for Pirate Shade Haunt)


Divine 6: 1d8 + 3 ⇒ (4) + 3 = 7

Acquired and closed!

I'll discard the short bow and reset my hand.

Koren(jduteau) wrote:

Hand: Cure, Full Plate, Paladin's Helm, Knight's Pennon, Blessing of Gozreh

Deck: 8 Discard: 6 Buried: 0


Okay, just realized that I forgot "On Closing" damage to my ship.

Closing Damage: 1d4 ⇒ 3

There goes my Helm, Full Plate, and BofGozreh.

Koren(jduteau) wrote:

Hand: Mace, Cure, Eagle Knight Dress Uniform, Knight's Pennon, Sage's Journal

Deck: 5 Discard: 9 Buried: 0


Turn 11
Blessing: Blessing of the Gods
12/18
Jirelle

Locations:

Floating Shipyard
CLOSED

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:0 Al:0 Bl:0 ?:1(Total: 7)
Vika

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:1 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1(Total: 7)
Bottom two cards are Storm - Barrier 2, Becalmed - Barrier 2
Ezren

Fog Bank
CLOSED

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:3 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1(Total: 5)
Jirelle (w/ Pirate Shade Haunt)

Shipwreck Graveyard
CLOSED
Koren (w/ Pirate Shade Haunt)


Another mistake - 6 on the Plunder chart isn't a blessing, it is a choose your own. I'll choose Armor:

Random armor from the box was:

Buckler - Armor B
Shield/Basic

Check
Constitution/Fortitude 4 (3 + 1 for Pirate Shade Haunt)

An auto-acquire for me.

So I've replaced the Blessing of Gozreh in my discard pile with this Buckler.


1 person marked this as a favorite.

*sigh* I really screwed up this sequence as I also missed the "At This Location" Wisdom 6 check or suffer 1d4 ship damage.

Wisdom 6 (5 + 1 for Pirate Shade Haunt): 1d10 ⇒ 10

And my ship, the Thresher, reduces Structural damage by 1, so I have my Paladin's Helm back.

Koren(jduteau) wrote:

Hand: Mace, Cure, Eagle Knight Dress Uniform, Paladin's Helm, Knight's Pennon

Deck: 6 Discard: 8 Buried: 0
Note:

I think it's all fixed up now. Sorry about that everyone!


1 person marked this as a favorite.

No worries. You want to cure yourself while you have the chance? I think you're the worst off.


I'm up yes?


Jirelle The Pirate Queen wrote:
I'm up yes?

Yes


ok will do that tonight as I have to summon ships etc


Shark time

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

d8: 1d8 + 0 - 0 ⇒ (3) + 0 - 0 = 3


Dexterity/Acrobatics 8 : 1d10 + 2 - 1 ⇒ (10) + 2 - 1 = 11

More plunder!: 1d6 ⇒ 6


what shall we draw?


Jirelle The Pirate Queen wrote:
what shall we draw?

I think whatever you want to get would be best. It doesn't really matter to me.


Assuming you then want to explore....

Shark Island - Jirelle

Shipwreck - Henchman/Barrier B
Cache/Aquatic/Veteran

Check
Constitution/Fortitude 8 (5 + 2 for scenario number + 1 for Pirate Shade Haunt)

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.


Koren, Defender of Innocents wrote:
Jirelle The Pirate Queen wrote:
what shall we draw?
I think whatever you want to get would be best. It doesn't really matter to me.

I asked because I think Im pretty much maxed out on cards I want

let's call it a spell?


Jirelle The Pirate Queen wrote:
Koren, Defender of Innocents wrote:
Jirelle The Pirate Queen wrote:
what shall we draw?
I think whatever you want to get would be best. It doesn't really matter to me.

I asked because I think Im pretty much maxed out on cards I want

let's call it a spell?

I just checked the rewards and only you can take from your plunder. So it really is whatever you want.


Fort 8: 1d8 + 3 - 0 ⇒ (1) + 3 - 0 = 4

let's reroll

Fort 8: 1d8 + 3 - 0 ⇒ (7) + 3 - 0 = 10

Plunder: 1d6 ⇒ 1

weapon to my hand


lets use the Erastil to explore.... ~wince~


jduteau wrote:
Jirelle The Pirate Queen wrote:
Koren, Defender of Innocents wrote:
Jirelle The Pirate Queen wrote:
what shall we draw?
I think whatever you want to get would be best. It doesn't really matter to me.

I asked because I think Im pretty much maxed out on cards I want

let's call it a spell?

I just checked the rewards and only you can take from your plunder. So it really is whatever you want.

let's make it an ally


Jirelle the Pirate Queen wrote:
weapon to my hand

Plunder weapon you get is:

Harpoon - Weapon B
Spear/Ranged/Piercing/2-Handed/Swashbuckling/Elite

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

Jirelle The Pirate Queen wrote:
lets use the Erastil to explore.... ~wince~

you don't want to try closing Shark Island?


I totally flaked on it being a Henchy!


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

Ship: 1d8 ⇒ 7

Mark of Yunnarius
Check
Divine 8
Wisdom/Survival 10
+2/+4 depending on Swashbuckling

I have a blessing, anyone else?


From what I can see, you are the only one.


I have combat spells.


Ezren, Seeker of Knowledge wrote:
I have combat spells.

Well, that's helpful! Hopefully you meet up with the Villain! :)


That would be nice. Currently they're most likely to be discarded for structural damage.


Survival using Blessing: 2d8 + 3 - 0 ⇒ (5, 3) + 3 - 0 = 11


Missed by 1, I guess no cards needed.

Ill use another of our blessing to explore as my hand is full


Jirelle The Pirate Queen wrote:

Missed by 1, I guess no cards needed.

Ill use another of our blessing to explore as my hand is full

I'm fine with that plan since we have lots of time left, but your location is 3 monsters and a weapon - and the monsters become ships. Do you want to keep encountering ships or do you just want to sit and slowly close the location?

Just wondering.


Ships are usually my strong suit. And since I have a full hand of weapons if I fail I can weather the structural damage for us


New blessing is still BotG.

Shark Island - Jirelle

Bull Shark - Monster 2

becomes ship...


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

Ship: 1d8 + 0 - 0 ⇒ (1) + 0 - 0 = 1

random me...


Shackles Pirate Ship - Class 0

Check
Dexterity/Disable 10 (8 + 2 for Pirate Shade Haunts)
Wisdom/Survival 8 (6 + 2 for Pirate Shade Haunts)

Powers
If your check to defeat has the Swashbuckling trait, add 1 to it.


Swashbuckling it is then!

Survival : 1d8 + 4 - 0 ⇒ (5) + 4 - 0 = 9

moar plunder!


Mateys, want me to grind this location until I either close it or take damage? I don't want to hog the blessings deck TOO much.


Might as well. I'm terrible at ships and have discard fodder.

The Exchange

I wouldn't try to grind it down in one sitting. That's 1:1 Blessing/Explore turns. It might make more sense to allow a redraw in there in hopes of getting blessings/allies.

551 to 600 of 669 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / PACG Season of the Shackles: Adventure 2 - A Pirate's Life All Messageboards

Want to post a reply? Sign in.