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.


101 to 150 of 669 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
The Exchange

Move to and explore Seaside Warehouse.


Seaside Warehouse - Vika

Buccaneer

Check
Combat 10

Powers
If the check to defeat has the Swashbuckling trait, the difficulty is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.

The Exchange

Yah, in hindsight I probably could have figured that out on my own. ::shamed::

Recharge Greatclub
Bucc'ing the Trend(10-2): 1d10 + 2 + 1d10 + 1 + 1d10 ⇒ (4) + 2 + (5) + 1 + (9) = 21

Check to close (discard Blessing of Gorum)
Disable 7: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (3) = 9

Excellent, my gambit paid off. Now Jirelle can do whatever she wants!
I draw up and end my turn.

Vika(cosined) wrote:

Hand: Lucerne Hammer, Mace, Chain Mail, Quartermaster, Blessing of the Gods

Deck: 8 Discard: 3 Buried: 0
Note: At Seaside Warehouse. BotG Free To Use


I'll head over to the House of Stolen Kisses since I'm not equipped to take on Master Scourge yet.


House of Stolen Kisses - Koren

Conchobriar Turlach Shortstone
Ally 1
Gnome/Bard/Pirate

Check
Charisma/Diplomacy 7

Powers
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.


Well, I'll try with my Paladin charisma to entreat this Gnome to help us out...

Charisma 7: 1d8 ⇒ 3

Nope. I'll reset and hopefully get a weapon...

Koren(jduteau) wrote:

Hand: Lance, Sagacity, Full Plate, Holy Water Grenade, Sage's Journal

Deck: 9 Discard: 1 Buried: 1
Note:


Turn 14
Blessing: Blessing of Pharasma
14/16
Jirelle

Locations:

Alehouse
CLOSED
Ezren

Docks
SHIP IS DOCKED HERE
CLOSED

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:2 Bl:0 Henchman:1(Total: 8)
Jirelle, Koren

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)
Villain Master Scourge is on top

Seaside Warehouse
CLOSED
Vika

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.


My Dex is best for here I am guessing so I will stay

The Exchange

If it gets back to me, my BoA should all but ensure an Encounter with Master Scourge, and his 12 is easy for me.


House of Stolen Kisses - Jirelle

Buccaneer

Check
Combat 10 (12 if using Swashbuckling trait) (+2 to check due to Scenario)


Using my rapier and an Erastil Buccaneer: 3d10 + 2d4 + 4 - 0 ⇒ (3, 2, 1) + (4, 1) + 4 - 0 = 15

Alright Dex check to close, another Erastil!

Closing!: 2d10 + 0 - 0 ⇒ (1, 7) + 0 - 0 = 8


Erastil pops back to my hand and done.

Jirelle(Troymk1) wrote:

Hand: Vindictive Harpoon, Rapier, Amulet of Life, Masterwork Tools, Abadar, Erastil

(Displayed: )
Deck: 7 Discard: 3 Buried: 1
Note: Stolen Kisses


Turn 15
Blessing: Blessing of the Gods
15/15
Ezren

Locations:

Alehouse
CLOSED
Ezren

Docks
SHIP IS DOCKED HERE
CLOSED

House of Stolen Kisses
CLOSED
Jirelle, Koren

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)
Villain Master Scourge is on top

Seaside Warehouse
CLOSED
Vika

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.


If I use Vika's BoG I have a good chance here.
Move to Marina and explore.
Arcane Robes + BoG vs Con 7: 2d12 + 3 ⇒ (5, 4) + 3 = 12
robes: 1d12 + 3 ⇒ (7) + 3 = 10
Fire! Fire! (sphere): 1d12 + 3 + 2d6 + 2 ⇒ (10) + 3 + (5, 3) + 2 = 23
recharge: 1d12 + 3 ⇒ (12) + 3 = 15
Discard Guard on closing.
Hand: Force Missile, sage, acolyte, sling, magic leather, detect magic
discards:1


Ezren: Master Scourge deals 1 Poison damage to you after you defeat him.

Turn 16
Blessing: Blessing of the Gods
16/14
Vika

Locations:

Alehouse
CLOSED

Docks
SHIP IS DOCKED HERE
CLOSED

House of Stolen Kisses
CLOSED
Jirelle, Koren

Merchant Marina
CLOSED
Ezren

Seaside Warehouse
CLOSED
Vika

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)


[spoiler=Tidewater Rock - Vika]

Jaundiced Jape
Half-Orc/Pirate

Check
Combat 8 (+2 to any check due to scenario rules)

Powers
If the check to defeat has the Piercing or Swashbuckling trait, add 1d4 to it.


Oh yeah. That will be the Sling, which means I draw Magic weapon (which may be used)


Ha ha, so much for my spoiler tag for Vika. I assumed you were moving to Tidewater Rock to take on the henchmen.

The Exchange

I'll explore Tidewater Rock...

I encounter a surprise Jaundiced Jape!

Lucerne Hammer
Jape Jab: 1d10 + 2 + 1d12 ⇒ (8) + 2 + (6) = 16
I'll use my Quarter Master to Explore again.

Is it the same Henchman?

Either way I hit it with my Lucerne Hammer (assuming a combat check)
Lucerne Hammer, with Recharge
Unknown Henchman: 1d10 + 2 + 1d12 + 1d10 ⇒ (3) + 2 + (7) + (4) = 16

I'm done exploring. I'll wait to ensure this post is entirely valid before ending and drawing.


The next henchman is:

Aretta Bansion

Check
Combat 8 (+2 to any check due to scenario rules)

Powers
If the check to defeat has the Slashing or Swashbuckling trait, add 1d4 to it.

So you defeat her easily.


Koren moves to Tidewater Rock and encounters:

Owlbear Hartshorn

Check
Combat 10 (+2 to any check due to scenario rules)

Powers
If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait.


I'll use my Lance and discard it, along with the Sage's Journal...

Combat 13: 1d8 + 2 + 1d8 + 1d6 + 1d4 + 2 ⇒ (6) + 2 + (8) + (5) + (3) + 2 = 26

Yowzers!

And I'm done.


Assuming Jirelle comes over to Tidewater Rock to face the last henchman...

Maheem

Check
Combat 8 (+2 to any check due to scenario rules)

Powers
If the check to defeat has the Bludgeoning or Swashbuckling trait, add 1d4 to it.

If Jirelle succeeds at defeating Maheem, then we win the scenario.


I will try not to disappoint!

Using Rapier (which I will discard), and a blessing of Erastil

Rapier wit: 3d10 + 4d4 + 4 - 0 ⇒ (7, 4, 2) + (1, 1, 4, 4) + 4 - 0 = 27

The Exchange

Jirelle The Pirate Queen wrote:
Rapier wit = 27

I am disappointed

Vika(cosined) wrote:

Hand: Warhammer, Mace, Chain Mail, Master-At-Arms

Deck: 8 Discard: 4 Buried: 0
Note: Mace for "Recharge a card that has the Bludgeoning trait to add 1d6 to a combat check by another character at your location."

Drew a Staff of Minor Healing, used it at first opportunity and pulled a Gorum.

The Exchange

jduteau wrote:
If Jirelle succeeds at defeating Maheem, then we win the scenario.

Gah, I missed everything!

Congrats all. WHAT DO WE GET!!!?!?!?!


Scenario Reward: Each character draws an ally from the box.

Deck Upgrades:

Armor B x2
Ally 1
Blessing B

We also each get a Skill Feat.

The Exchange

Night Watch
Standard Bearer
Soldier
Squire
Merchant
Rogue Ape
Ally Draw: 1d6 ⇒ 1
I won't be taking that, nor any of the Deck Upgrades.
+1 to Strength

Vika(cosined) wrote:
Deck: Greatclub, Warhammer, Lucerne Hammer, Greatsword, Mace, Elven Breastplate, Chain Mail, 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


I too will take +1 Strength. And I grabbed the Retriever as my Ally who will replace the Teamster. A bit silly that the Retriever is considered a Mount for Seelah or Koren (it works perfectly for Raz the Gnome paladin), but I'll just think of it as a Great Dane Retriever. :)

Koren(jduteau) wrote:
Deck: Mace, Longsword, Lance, Sagacity, Detect Evil, Strength, Eagle Knight Dress Uniform, Full Plate, Paladin's Helm, Holy Water Grenade, Sage's Journal, BotG, BotG, BoSarenrae, BoIomedae, Retriever


Not fussed about drawing an ally. I could use the blessing if no one wants it?


Snake
jinx eater
chameleon
toad
incanter
apprentice
ally: 1d6 ⇒ 4

I don't need any of the deck upgrades. Do those include our plunder?

Deck:
sling
force missile
force missile
augury
augury
magic weapon
detect magic
sphere of fire
acid arrow
sappire
arcane robes
eye patch
acolyte
toad
fox
sage

+2 Int
+1 ally
+top deck to hand if spell


Yes, one of the armors was our plunder. The Blessing was an extra card because we only had three (the two armors and the Tidepool Dragon).

Jirelle, looks like the Blessing is yours.


Jirelle(Troymk1) wrote:

Hand:

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


02-B: Yo Ho Grindylows

Locations:

Hatchery
At This Location: When you encounter a bane that has the Goblin or Aberration trait, shuffle a random monster into another open location.
When Closing: Summon and defeat a random monster.
When Permanently Closed: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.
M:4 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1(Total: 10)

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:1(Total: 10)

Beach
At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
When Closing: Each character at this location must bury a card.
When Permanently Closed: On closing, you may shuffle an item from discard pile into your deck.
M:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1(Total: 10)

Jungle
At This Location: The difficulty of any check to acquire a boon is increased by 2.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:1 ?:1(Total: 10)

Ghol-Ghan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by 2.
When Closing: Succeed at a Strength or Constitution 7 check.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M:3 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1(Total: 10)

Holy Isle
At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
M:1 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:4 ?:1(Total: 10)

Villain: Brinebrood Queen:

Aberration/Goblin/Aquatic/Mutant

Check
Combat 13

Powers
The Brinebrood Queen may not be evaded.
BYA, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.

Villain: The Whale:

Aberration/Goblin/Aquatic/Mutant

Check
Combat 11

Powers
The Whale may not be evaded.
If undefeated, succeed at a Constitution/Fortitude 6 check or discard the top 1d4 cards of the blessings deck.

Henchman: Riptide Grindylow:

Aberration/Gobin/Aquatic

Check
Combat 11

Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Rules:
When you encounter a non-villain, non-henchman monster, roll 1d6:
1–2. During the encounter, the difficulty of any checks by characters at your location is increased by 1d4.
3–4. Before you act, each character at your location is dealt 1d4-1 Combat damage.
5–6. During the encounter, characters at other locations may not play cards or use powers.


Jirelle(Troymk1) wrote:

Hand: Elven Chain Shirt, Tricorne, Standard Bearer, Troubadour, Abadar, Milani

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


Let me know where you are starting and then show us your starting hand.

Initiative:
Jirelle: 1d100 ⇒ 39
Koren: 1d100 ⇒ 86
Vika: 1d100 ⇒ 19
Ezren: 1d100 ⇒ 34

Vika, Ezren, Jirelle, Koren


Holy Isle (but don't have to stay there)

Force Missile, Augury, Detect Magic, Acolyte, Fox, Sapphire

The Exchange

Vika(cosined) wrote:

Hand: Warhammer, Staff of Minor-Healing, Topaz of Strength, Blessing of Cayden Cailean, Blessing of the Gods

Deck: 11 Discard: 0 Buried: 0
Note: Starting at Beach

I'll explore my location when its ready.


geesh, no weapon. Start at Holy Isle but will head to the beach


Beach - Vika

Instant Armor - Spell B
Magic/Arcane/Divine

Check
Intelligence/Arcane/Wisdom/Divine 3

Powers
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.

The Exchange

WIS 3: 1d8 ⇒ 3
Discard a blessing to explore (what's the Turn 1 Blessing?)


Turn 01
Blessing: Blessing of Gozreh
01/29
Vika

Beach - Vika

Acolyte - Ally B
Human/Elite

Check
Arcane/Divine/Charisma/Diplomacy 6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

The Exchange

Can't swing that. I discard the other blessing to explore again!


Beach - Vika

Crab Swarm - Monster B

Check
Combat 8

Powers
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

The Exchange

Warhammer

Crab Crush!: 1d10 + 1 + 2 + 1d8 ⇒ (6) + 1 + 2 + (8) = 17
Crab Crush 2: Electric Boogaloo!: 1d10 + 1 + 2 + 1d8 ⇒ (1) + 1 + 2 + (1) = 5
Well that's a first.
3 Damage; Warhammer, Topaz, Instant Armor.
I Use my Staff of Minor Healing:
BotG
BoCC
Topaz
Warhammer
Instant
1d5 ⇒ 5
End and Draw-up:

Vika(cosined) wrote:

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

Deck: 8 Discard: 4 Buried: 0
Note: Starting at Beach


You couldn't have rolled any worst in that 2nd roll! Wowzers!


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

only changed location...

Beach
At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
When Closing: Each character at this location must bury a card.
When Permanently Closed: On closing, you may shuffle an item from discard pile into your deck.
M:2 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1(Total: 8)


Did you remeber the scenario rule for the crab swarm?

I'll explore the isle.

The Exchange

Ezren, Seeker of Knowledge wrote:
Did you remeber the scenario rule for the crab swarm?

No.: 1d6 ⇒ 5

Ha. That worked out for me.


Holy Isle - Ezren

Blessing of Achaekek - Blessing B

Check
Intelligence/Craft 7
Divine 5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain of henchman.
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.

101 to 150 of 669 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 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.