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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The Exchange

Koren, Defender of Innocents wrote:

the location bury power.

Doesn't bother me much!

The Exchange

jduteau wrote:

** spoiler omitted **

I can't get that without losing/risking my ability to explore, so I'll let it go, and discard my Quartermaster to explore again


No, the spoiler was the card you'd get if you explored again. So go ahead and look at it and see if you can acquire it.

The Exchange

jduteau wrote:
No, the spoiler was the card you'd get if you explored again. So go ahead and look at it and see if you can acquire it.

Oh yah, duh. I looked but then double-used the Quartermaster.

So Q was discarded and I end my turn without an additional explore passed the blessing:

Vika(cosined) wrote:

Hand: Greatsword, Mace, Elven Breastplate, Crowbar, Instant Armor

Deck: 5 Discard: 7 Buried: 0
Note: Sea Caves, Can Recharge Mace: 1d6 to combat check at Sea Caves.


Damage: 1d4 + 0 - 1 ⇒ (3) + 0 - 1 = 2

I guess it's not a Swashbuckling check so I recharge the chain shirt for 1 and discard a cutlass ~grumbles~

Jirelle(Troymk1) wrote:

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

(Displayed: )
Deck: 9 Discard: 4 Buried: 0
Note: Sea Caves

The Exchange

Jirelle The Pirate Queen wrote:
~grumbles~

::shrug:: ;-)


Jirelle The Pirate Queen wrote:

[dice=Damage]1d4 + 0 + -1

I guess it's not a Swashbuckling check so I recharge the chain shirt for 1 and discard a cutlass ~grumbles~

Jirelle(Troymk1) wrote:

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

(Displayed: )
Deck: 9 Discard: 4 Buried: 0
Note: Sea Caves

Except you don't get to reset your hand, so you don't have that 2nd Cutlass or the Whip yet.


Turn 13
Blessing: Blessing of Erastil
14/16
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:0 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 Henchman:1(Total: 3)
Ezren, Jirelle, Koren, Vika

Beach
CLOSED

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


Jirelle The Pirate Queen wrote:
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

From my last turn


Ah, that was probably why I got confused - you had seven cards. Shouldn't you end with six?


Bury?: 1d6 ⇒ 1
Sling.
Explore.


~growls~ I guess I was evoking my AD6 Jirelle

Ok popping Whip back on top if memory serves


Sea Caves - Ezren

Aid - Spell B
Magic/Divine/Elite

Check
Wisdom/Divine 6


Wisdom: 1d6 ⇒ 6
Wow. Okay then. Free explore!


Sea Caves - Ezren

Dwarf Caiman - Ally B
Animal/Basic

Check
Wisdom/Survival 6

Powers
Reveal this card to add 1d6 to your Stealth or Fortitude check.
Discard this card to explore your location.


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wisdom+aid: 2d6 ⇒ (3, 3) = 6
Discard to explore, find henchman
I'm mobile so it's hard to go back and look at scenario rules. Will finishh later.


Grindylow meets Force Missile: 1d12 + 2d4 + 3 ⇒ (1) + (2, 1) + 3 = 7
recharge: 1d12 + 3 ⇒ (5) + 3 = 8
Well that wasn't supposed to happen.
After casting FM top deck is Augury, which I recharge.
con 6: 1d6 ⇒ 1
buried: 1d4 ⇒ 4
Sage, Eye patch, arcane robes, acid arrow

Hand: aubury, toad, acolyte, magic weapon, detect magic, sphere of fire
discards: 8
buried" 5
deck: 3

I just got a lot less useful.


Ezren, Seeker of Knowledge wrote:
1d12 + 2d4 + 3 ⇒ (1) + (2, 1) + 3 = 7

Ugh, you just missed the worst roll by 1!

Ezren, Seeker of Knowledge wrote:


Hand: aubury, toad, acolyte, magic weapon, detect magic, sphere of fire
discards: 8
buried" 5
deck: 3

I just got a lot less useful.

MEDIC! :)


Turn 15
Blessing: Blessing of Achaekek (+2 dice to defeat villain/henchman)
15/15
Jirelle

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


Fortitude: 2d8 + 0 - 3 ⇒ (7, 8) + 0 - 3 = 12


Should have been +3 but no matter.


For EZREN!!: 1d10 + 1d6 + 3 - 0 ⇒ (3) + (1) + 3 - 0 = 7


For Jirelle????!!: 1d10 + 4 - 0 ⇒ (10) + 4 - 0 = 14


Ok THAT was close.

What's the random Aquatic? (She says as she readies the Vindictive Harpoon)


Sea Hag - Monster B
Hag/Aquatic

Check
Combat 11

Powers
BYA, succeed at an Arcane/Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.


Harpooning for Haggis: 1d10 + 2d6 + 2 - 0 ⇒ (10) + (4, 4) + 2 - 0 = 20

That will stop her whaling ;)

Jirelle(Troymk1) wrote:

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

(Displayed: )
Deck: 8 Discard: 4 Buried: 0
Note: Sea Caves; use Abadar for a nasty barrier


Jirelle The Pirate Queen wrote:

[dice=Harpooning for Haggis]1d10 + 2d6 + 2 + -0

That will stop her whaling ;)

Jirelle(Troymk1) wrote:

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

(Displayed: )
Deck: 8 Discard: 4 Buried: 0
Note: Sea Caves; use Abadar for a nasty barrier

The harpoon adds 1d8 for Aquatic banes. So that would be 1d10 + 1d6 + 1d8 + 2. You rolled 16 on the 1d10+1d6+2, so all is good, but don't shortchange yourself! :)


Turn 16
Blessing: Blessing of the Gods
16/14
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 Henchman:1 ?:1(Total: 11)

Sea Caves
CLOSED
Ezren, Jirelle, Koren, Vika

Beach
CLOSED

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


I'll head to the Jungle to try closing that...


Jungle - Koren

Riptide Grindylow - Henchman/Monster


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Okay, I was hoping for something else so that I could draw a weapon, but I'll have to make do with bunch the Goblin!

First, I'll cast Strength. Then I'll reveal my Sage's Journal to find its weakness. Finally, I'll discard my Blessing of Iomedae to see me through this combat.

Combat 11: 1d8 + 2 + 3 + 1d4 + 1d8 ⇒ (3) + 2 + 3 + (2) + (6) = 16

I'll try to close the Jungle...

Wisdom 7: 1d10 + 1d10 ⇒ (1) + (9) = 10

And the Jungle is closed. Unfortunately, that means that a random barrier gets put into both the Hatchery and the Ghol-Ghan Ruins.

Recharge/Divine 8: 1d8 + 3 ⇒ (2) + 3 = 5

Koren(jduteau) wrote:

Hand: Longsword, Lance, Paladin's Helm, Sage's Journal, BotG

Deck: 4 Discard: 8 Buried: 1
Note:


Turn 17
Blessing: Blessing of Abadar
17/13
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:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 Henchman:1 ?:1(Total: 12)

Sea Caves
CLOSED
Ezren, Jirelle, Vika

Beach
CLOSED

Jungle
CLOSED
Koren

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:3 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 Henchman:1 ?:1(Total: 12)

Holy Isle
CLOSED

The Exchange

jduteau wrote:
Then I'll reveal my Sage's Journal to find its weakness.

Let me just take this book out and flip through it...

Move to and Explore Ghol-Ghan Ruins


Ghol-Ghan Ruins - Vika

Nirento - Monster 2
Plant

Check
Combat 11

Powers
Immune to Mental and Poison traits.
BYA, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.

The Exchange

12.5% chance I can even deal with this guy...

Oh but wait, I have to find out how bad this is going hurt first...
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.

To the Pain: 1d6 ⇒ 2
Increased by...: 1d4 ⇒ 4
So that's a BYA Wisdom 12 and a Combat 15.

The Exchange

Jirelle, can I use your Adabar?


Since it recharges! Why yes Madam! ;)

The Exchange

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Jirelle The Pirate Queen wrote:
Since it recharges! Why yes Madam! ;)

Oh if I had seen that, I would have taken liberties!

Vika, Bellicose Blacksmith wrote:


So that's a BYA Wisdom 12 and a Combat 15.

Is this plant regular or man-eating?: 2d8 ⇒ (1, 5) = 6

Well this went off the rails quickly.
[dice=I clench my fists together and slam down hard on the plant's "face"]1d10+1+2[/dice]
If plants could laugh, it would at me... 10 Damage.
I bury my Elven Breastplate to reduce it all.
I cast Instant Armor(banished) to Recharge the Breastplate instead.
I hang my head in shame.
I end my turn and draw up:
Vika(cosined) wrote:

Hand: Greatclub, Greatsword, Mace, Crowbar, Topaz of Strength

Deck: 4 Discard: 7 Buried: 0
Note: Ghol-Ghan Ruins


Awesome turn !!! I Chortled.


Turn 18
Blessing: Blessing of Pharasma
18/12
Ezren

no changed locations (to Vika's shame at losing to a plant!)


jduteau wrote:

Turn 18

Blessing: Blessing of Pharasma
18/12
Ezren

no changed locations (to Vika's shame at losing to a plant!)

Perhaps it was a Triffid

The Exchange

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jduteau wrote:
no changed locations (to Vika's shame at losing to a plant!)

I'm sure the rest of your scallywags would have done soooooo much better.


Well I can't really afford to get in a fight, so I'll go to the Ruins and cast (and recharge) Detect Maigc, finding a Fox on top of my deck.


Top card of Ghol-Ghan Ruins - Brinebrood Queen - Villain


Turn 19
Blessing: Blessing of Gorum
19/11
Jirelle

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:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:1 Henchman:1(Total: 12)

Sea Caves
CLOSED
Jirelle

Beach
CLOSED

Jungle
CLOSED
Koren

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:3 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 Henchman:1 Villain:1(Total: 12)
Villain is on top
Vika, Ezren

Holy Isle
CLOSED


Mobile ezren

Well then! I will stop and draw the fox.


I'll go to the Hatchery so someone can hit the villian

No Explore


Turn 20
Blessing: Blessing of Hshurha (+2 dice to any check when on a ship)
20/10
Koren

no change to locations


Well, no better time than the present. I have a couple of weapons and other cards that make it a good time to take on the villain!


Random monster at Hatchery for Jirelle:

Crocodile - Monster B
Animal/Aquatic/Elite

Check
Combat 13

Powers
If the check to defeat has the Cold trait, add 1d6 to it.

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.

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