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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Turn 07
Blessing: Blessing of the Gods
08/22
Koren

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)
Pistol +1 is on top
Koren

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

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:2 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:1 ?:1(Total: 8)
Jirelle

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:0 Ar:0 I:0 Al:0 Bl:0 ?:1(Total: 3)
Monster (Giant Rock Crab) is on the bottom
Ezren


I can't get the Pistol at the Caves so I'm going to head to the Holy Isle to maybe close it and get all of my cards back from my Discard pile.

First I have the Fortitude check...

Fortitude 6: 1d6 + 3 ⇒ (2) + 3 = 5

I'll bury my Full Plate and then move to the Holy Isle.


Holy Isle - Koren

Swabbing the Decks - Barrier 1
Task/Aquatic/Elite

Check
Constitution/Fortitude 7

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


I'll use my Blessing to help out...

Fortitude 7: 1d6 + 3 + 1d6 ⇒ (4) + 3 + (1) = 8

Yes. I'll recharge my Sagacity.

Koren(jduteau) wrote:

Hand: Mace, Eagle Knight Dress Uniform, Sage's Journal, BoSarenrae, Retriever

Deck: 6 Discard: 4 Buried: 1
Note: @Holy Isle


Turn 09
Blessing: Blessing of Achaekek (+2 dice to defeat a villain or henchman)
09/21
Vika

only changed location...

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:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1(Total: 2)
Monster (Giant Rock Crab) is on the bottom
Ezren, Koren


1 person marked this as a favorite.

Initial plunder roll: 1d6 ⇒ 3
Plunder for defeating Deathknell: 1d6 ⇒ 4

Armor and Item.


Kore. Gets a free explore for using his blessig.


Ah, yes he does!

Holy Isle - Koren

Riptide Grindylow - Henchman 1
Aberration/Goblin/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.
If defeated, you may immediately attempt to close the location this henchman came from.


Okay, here's for ridding the world of this strange goblin...I'll use my mace and the sage's Journal.

Combat 11: 1d8 + 3 + 1d8 + 1d4 ⇒ (8) + 3 + (5) + (4) = 20

Quite dead.

To close the location, I'll cast Sagacity to get +3 to my Wisdom and try pure Wisdom...

Wisdom 7: 1d10 + 3 ⇒ (4) + 3 = 7

Just made it.

The Holy Isle is closed and I get all of the cards in my discard pile back. Thanks Ezren for doing the heavy lifting. :)

Trying to recharge Sagacity...

Divine 8: 1d8 + 3 ⇒ (1) + 3 = 4

Missed by one.

Koren(jduteau) wrote:

Hand: Mace, Eagle Knight Dress Uniform, Sage's Journal, BoSarenrae, Retriever

Deck: 9 Discard: 1 Buried: 1
Note:


Turn 09
Blessing: Blessing of Achaekek (+2 dice to defeat a villain or henchman)
09/21
Vika

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)
Pistol +1 is on top

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:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1(Total: 3)
Vika, Jirelle

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:2 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:1 ?:1(Total: 8)

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
CLOSED
Ezren, Koren


How many cards did you get back?
I still have the ability to close a location, now that i didn't need it at the isle.


Ezren, Seeker of Knowledge wrote:

How many cards did you get back?

I still have the ability to close a location, now that i didn't need it at the isle.

I got four back, two Blessings, my Detect Demon spell, and my Holy Water Grenade.


I'm at the jungle I believe

The Exchange

jduteau wrote:

Turn 09

Blessing: Blessing of Achaekek (+2 dice to defeat a villain or henchman)
09/21
Vika

I'll start by discarding my Chain Mail to recharge a random Discarded card:

Warhammer
Topaz of Strength
Blessing of Gorum
Blessing of Cayden Cailean
Blessing of the Gods
1d5 ⇒ 2
I'll explore the Beach.


Beach - Vika

Conch Shell - Item B
Object/Aquatic/Basic

Check
Wisdom/Perception 5

Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.

The Exchange

1d8 ⇒ 4
Discard Blessing to Explore.


Beach - Vika

Brinebrood Queen - Villain (Monster)
Aberration/Goblin/Aquatic/Mutant

Check
Combat 13

Powers
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.

The Whale - Villain (Monster)
Aberration/Goblin/Aquatic/Mutant

Check
Combat 11

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

Note: For Temporary closing, only Jirelle is at a location that isn't closed - Succeed at a Wisdom/Survival 7 check.


Temp Close: 1d8 + 3 - 0 ⇒ (4) + 3 - 0 = 7


Jirelle The Pirate Queen wrote:

[dice=Temp Close]1d8 + 3 + -0

Alright, it's all up to Vika and her bludgeoning ways! Defeat those two Goblin Aberrations!

The Exchange

Greatsword v Whale: 1d10 + 1 + 2 + 2d6 ⇒ (6) + 1 + 2 + (1, 5) = 15
Discard Lucerne Hammer for Acid Damage
Recharged Greatclub v Queen: 1d10 + 1 + 2 + 1d10 + 1 + 1d10 ⇒ (7) + 1 + 2 + (7) + 1 + (10) = 28
Of COURSE there are no items in my rather large discard pile.
I draw up (I had kept the Greatsword) and end my turn:

Vika(cosined) wrote:
Hand: Greatsword, Staff of Minor-Healing, Crowbar, Master-At-Arms, Quartermaster

After Turn 10's blessing is revealed, I Recharge my Staff to recharge a card:

Warhammer
Lucerne Hammer
Chain Mail
Blessing of Gorum
Blessing of Cayden Cailean
Blessing of the Gods
Blessing of the Gods
1d7 ⇒ 5

Vika(cosined) wrote:

Hand: Greatsword, Crowbar, Master-At-Arms, Quartermaster

Deck: 7 Discard: 6 Buried: 0
Note: Beach


Vika, Bellicose Blacksmith wrote:

[dice=Greatclub v Whale]1d10+1+2+2d6

I think you mean Greatsword (since GreatClub is 1d10+1 and GreatSword is 2d6)?

The Exchange

Koren, Defender of Innocents wrote:
Vika, Bellicose Blacksmith wrote:

[dice=Greatclub v Whale]1d10+1+2+2d6

I think you mean Greatsword (since GreatClub is 1d10+1 and GreatSword is 2d6)?

Saw this mistake in my last edit. I'm over here trying to figure out how to use a hand of three weapons to defeat two villains and a point of damage, and retain a weapon. ;-)


Turn 10
Blessing: Blessing of Cayden Cailean
10/20
Ezren

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 Henchman:1 ?:1(Total: 11)

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 Henchman:1 ?:1(Total: 11)

Beach
CLOSED
Vika

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:2 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:1 Henchman:1(Total: 8)
Jirelle

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 Henchman:1 ?:1(Total: 11)

Holy Isle
CLOSED
Ezren, Koren


Explore the Sea Caves. Hopefully someone else can join me and close it quickly.


Sea Caves - Ezren

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

Check
Constitution/Fortitude 5

Powers
Recharge this card to reduce Combat damage dealt to you by 1, or by 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 armours, bury this card instead.
If you are proficient with light armours, you may recharge this card when you reset your hand.


Con 5: 1d6 ⇒ 3
I'm done.
Hand: Sling, force missile x3, sappire, BoG
@ sea caves
holding on to BoG


Turn 11
Blessing: Blessing of Erastil
11/19
Jirelle

Locations:

only changed location...

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:0 I:0 Al:1 Bl:2 Henchman:1 ?:1(Total: 10)


I will join Ezren's folly bravery in exploring the sea caves, I will head over there to help


Sea Caves - Jirelle

Taking On Water - Barrier 1
Task/Aquatic/Basic

Check
Strength/Constitution/Craft 7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.


Tipping the Tricorn and recharging Standard bearer

Barrier: 1d8 + 2d6 + 3 - 0 ⇒ (7) + (3, 5) + 3 - 0 = 18


Jirelle(Troymk1) wrote:

Hand: Cutlass, Vindictive Harpoon, Acidic Whip +1, Tricorne, Amulet of Life, Cutlass, Chain Shirt

(Displayed: )
Deck: 8 Discard: 3 Buried: 0
Note: Sea Caves


Jirelle The Pirate Queen wrote:

Tipping the Tricorn and recharging Standard bearer

[dice=Barrier]1d8 + 2d6 + 3 + -0

It doesn't matter, since your base survival roll was a 10, but I think the 2d6 should have been a 1d8 (for the Tricorne) and a 1d4 (for the recharged ally)?


I'll head over to the Sea Caves as well...


Sea Caves - Koren

Blessing of the Gods - Blessing B

Auto-Acquire

I'll use it to explore again

Pistol +1 - Weapon B
Firearm/Ranged/Piercing/Swashbuckling/Magic/Elite

Check
Dexterity/Ranged/Craft 8


That's not happening!

I'll use the Retriever to explore again with +1d6 to get a weapon, armor, or item.


Sea Caves - Koren

Blessing of Abadar - Blessing B
Divine/Abadar

Check
Dexterity/Disable 6
Divine 5


Here's hoping for a blessing!

Divine 5: 1d8 + 3 ⇒ (8) + 3 = 11

Yep! I'll use it to explore again...


Sea Caves - Koren

Giant Moray Eel - Monster 1
Animal/Aquatic/Basic

Check
Combat 10

Powers
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.


Using my mace and discarding it for the extra oomph.

Combat 10: 1d8 + 2 + 1 + 1d8 + 1d4 ⇒ (5) + 2 + 1 + (6) + (2) = 16

Eel stew!

With no weapon, I don't want to encounter, the Monster, Henchman, or Villain, so I''ll end my turn.

Koren(jduteau) wrote:

Hand: Strength, Eagle Knight Dress Uniform, Sage's Journal, BoSarenrae, BoIomedae

Deck: 7 Discard: 5 Buried: 1
Note:


Turn 13
Blessing: Blessing of the Gods
13/17
Vika

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 Henchman:1 ?:1(Total: 11)

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:1 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 Henchman:1 ?:1(Total: 5)
Ezren, Jirelle, Koren

Beach
CLOSED
Vika

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:2 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:1 Henchman:1(Total: 8)

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 Henchman:1 ?:1(Total: 11)

Holy Isle
CLOSED

The Exchange

Koren, Defender of Innocents wrote:

Using my mace and discarding it for the extra oomph.

[dice=Combat 10]1d8 + 2 + 1 + 1d8 + 1d4

Eel stew!

With no weapon, I don't want to encounter, the Monster, Henchman, or Villain, so I''ll end my turn.

Scenario Rules

The Exchange

I'll join the party at the Sea Caves and Explore!


Vika, Bellicose Blacksmith wrote:
Koren, Defender of Innocents wrote:

Using my mace and discarding it for the extra oomph.

Eel stew!

With no weapon, I don't want to encounter, the Monster, Henchman, or Villain, so I''ll end my turn.

Scenario Rules

Gack! Forgot!

How bad can it get?: 1d6 ⇒ 1

The difficulty of any checks is increased by 1d4.

I defeated the Eel by 6, so this had no effect.


Sea Caves - Vika

Mercenary - Monster B
Human/Warrior/Veteran

Check
Combat 12 (10 + 2 for AD number)


jduteau wrote:
Jirelle The Pirate Queen wrote:

Tipping the Tricorn and recharging Standard bearer

[dice=Barrier]1d8 + 2d6 + 3 + -0

It doesn't matter, since your base survival roll was a 10, but I think the 2d6 should have been a 1d8 (for the Tricorne) and a 1d4 (for the recharged ally)?

Both wrong!

should have been 2d8 + 1d6 + 3


Jirelle The Pirate Queen wrote:
jduteau wrote:
Jirelle The Pirate Queen wrote:

Tipping the Tricorn and recharging Standard bearer

[dice=Barrier]1d8 + 2d6 + 3 + -0

It doesn't matter, since your base survival roll was a 10, but I think the 2d6 should have been a 1d8 (for the Tricorne) and a 1d4 (for the recharged ally)?

Both wrong!

should have been 2d8 + 1d6 + 3

Ah, you were recharging him for his normal power and not for the Barrier's power! I didn't even look see what the Standard Bearer could do. :)

The Exchange

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.
How bad can it get?: 1d6 ⇒ 3
Ah, whoops?

Merc's a Jerk: 1d4 - 1 ⇒ (1) - 1 = 0
Greatsword + Master-At-Arms v Merc (12): 1d10 + 1 + 2 + 2d6 + 1d6 ⇒ (7) + 1 + 2 + (6, 3) + (6) = 25

I think you kids have seen enough for one turn. I'll stop there?
I can discard my Quartermaster to Explore and maybe find those Villains which I might need a smidge of help on (Crowbar for the Acid Damage though).


Sea Caves - Vika:

Biessing of Sivanah - Blessing B
Divine/Sivanah

Check
Intelligence/Charisma 7
Divine 5

NOTE: That's the third blessing so no villain here.


My damage from the Mercenary: 1d4 - 1 ⇒ (3) - 1 = 2

I recharge my Eagle Knight Dress Uniform for the damage.

I say go ahead and explore, we want to get through this as quick as possible due to the location bury power.


damage: 1d4 - 1 ⇒ (1) - 1 = 0
Phew!
I'd say go for it.

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