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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Koren versus the Whale and Queen:

I do have +2 difficulty against both monsters due to being at the Ruins.

First I'll discard my Lance against the Whale and use the Sage's Journal...

Whale Combat 13: 1d8 + 3 + 1d8 + 1d6 + 1d4 ⇒ (1) + 3 + (2) + (4) + (1) = 11

Ouch, we have been rolling very badly this adventure! I reveal the Paladin's Helm for the 2 damage.

I then have a Fortitude 6 check or blessings come off the blessings deck.

Fortitude 6: 1d6 + 3 ⇒ (6) + 3 = 9

The Queen only says "summon and encounter", so losing to the Whale doesn't mean I can't take her on.

I'll discard my Longsword, use the Sage's Journal, and my Blessing against the Brinebrood Queen...

Queen Combat 15: 1d8 + 3 + 1d8 + 1d6 + 1d4 + 1d8 ⇒ (1) + 3 + (2) + (5) + (1) + (5) = 17

Even had some ones there!

But the Queen is defeated and depending on how Jirelle does with the Crocodile, we have won this adventure!


I have Magic Weapon one of you can use.

The Exchange

You can have me Recharge my Greatclub and Mace for 1d6 to you combat checks at Ghol-Ghan Ruins


What's your special eh Dundee?: 1d6 ⇒ 4

Before you act, each character at your location is dealt 1d4-1 Combat damage.

damage: 1d4 - 1 ⇒ (2) - 1 = 1

Discard Amulet.


Harpooning for Dundee: 1d10 + 1d8 + 3d6 + 2 - 0 ⇒ (1) + (5) + (1, 2, 4) + 2 - 0 = 15

Anyone want new boots?

The Exchange

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Vika, Bellicose Blacksmith wrote:
You can have me Recharge my Greatclub and Mace for 1d6 to you combat checks at Ghol-Ghan Ruins

Oh nevermind, I guess I'm not needed here...

Even better, my Power feat options include a useless Armor-related feat and a +1 to the power no one takes advantage of


Vika, Bellicose Blacksmith wrote:
Vika, Bellicose Blacksmith wrote:
You can have me Recharge my Greatclub and Mace for 1d6 to you combat checks at Ghol-Ghan Ruins

Oh nevermind, I guess I'm not needed here...

Even better, my Power feat options include a useless Armor-related feat and a +1 to the power no one takes advantage of

Hey, if I weren't such a good fighter myself and didn't have two weapons on hand, I'd have used the Magic Weapon and your feats. Like I said earlier, I couldn't have had a better hand for taking on this villain. Two weapons with discard powers, a blessing, the Sage's Journal, and my Paladin's Helm.

re: Power feats, no one has really taken advantage of any of my shielding other characters with your armor thing, either. :)


Scenario Completion Rewards:

Each character gets a Power feat.
Each character chooses a weapon or spell and draws a random card of that type from their box.

Deck Upgrades - We have the following cards in our upgrade pool:

Weapon B
Spell B
Armor B x2
Item 2
Ally B x 2
Blessing B x 5

The Exchange

Power: Recharge a card that has the Bludgeoning trait to add 1d6 (■+1) (□+2) to a combat check by another character at your location.
Random Card:
Glaive W B
Longspear W B
Longsword W B
Ranseur W B
Spiked Chain +1 W B
Cestus +1 W 1
Shock Glaive +1 W 1
Heavy Pick +1 W 2
Scythe +1 W 2
Warhammer +2 W 2
Random Weapon: 1d10 ⇒ 10Nice!
Deck Upgrade: None (Again, ::grumble::)


I'll take the power for recharging an armor or blessing when aiding a character at my location.

I'll go for a Spell since I have Cure at level 2...

Six cards:

Abeyance
Sanctuary
Protect
Weapon of Awe
Cure
Renewal

And the random CW draw is...

Cure!

I'll exchange Sagacity for the Cure.

I do have the Knight's Pennon as an Item 2. It does give a +1 to any combat checks while displayed and persists until someone fails a check to defeat a bane (which it then gets recharged). That's useful, but if someone else has a better Item 2 or 1, go ahead and take that.

The Exchange

Vika(cosined) wrote:

Deck: Greatclub, Warhammer, Lucerne Hammer, Greatsword, Warhammer +2, 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

Note: STR +1, CON +1; Blessing +1; HS 5, 1d6+1


Spell: 1d9 ⇒ 4
Phantasmal Minion. Nope.
My only upgrade would be the Item 2 for a Staff of Minor Healing.

Power Feat: The utterly useless When another character at your location attempts a combat check that has the Arcane trait, add 2 to it.

Deck:
Quarterstaff
Acid Arrow
Force Missile
Force Missile
Sphere of Fire
Detect Magic
Augury
Augury
Magic Weapon
Sapphire of Intelligence
Arcane Robes
Eye Patch
Fox
Sage
Acolyte
Toad

Feats:

Hand Size: 6

+1 Int
+1 Ally

After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it or put it in your hand.

When another character at your location attempts a combat check that has the Arcane trait, add 2 to it.


Strength d6
Dexterity d10 +1
Acrobatics +1
Finesse Melee +2
Constitution d8 +1
Fortitude +2
Intelligence d4
Wisdom d8
Survival +3
Charisma d8

Hand Size 7
Proficiencies; Light Armor, Weapons

If your check has the Swashbuckling trait, you may reroll one die

Reduce structural damage by 1

Weapons 4
Spells 0
Armor 1
Items 3
Allies 3
Bless 5

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:

Would anyone like me to draw a weapon or spell just in case its something they can use?


That is just for your deck as its a scenario reward for you. So you could try a weapon to replace one of your existing ones.


No, Rogue deck isn't good for me. There's a rapier at Tier 3.


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.

So I just noticed the above

So help me with mechanics for OP

If I do the random draw I can only keep what I draw randomly?

If so I would try and see if I could grab that one


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The random draw is random but you can take the Weapon B deck upgrade and choose Jirelle's rapier as that upgrade.


I will add it then


Scenario 0-2B Conclusion:

And so we wave goodbye to the stalwart goblin and his thieving crew. Off ya go, goblins! Ready to ransack anything ya find! Lady Smithee will be pleased. She’ll be telling the captains of the Pirate’s Council another tale of yer thrilling deeds. Folks drinkin’ at the Rusty Bucket say she’s planning a party to celebrate her newfound happiness. If she can’t get you on the guest list, she might have something else planned for you. But don’t you worry: no goblins are invited.


Scenario 0-2C: Revenge of the Fishfolk

After earning a fair wage from your last job, you’ve... acquired... another ship, setting sail back to Tidewater Rock. You’ve seen wonders and terrors in the Shackles, but naught you’ve seen could prepare you for the horrors ahead. Attend, lads and lasses, and I’ll tell ya the tale.
In the Fever Sea, there’s a friendly fishfolk who’s been birthing her offspring for generations—longer than any old salt can recall. She’s the matriarch of her kind, and when she’s giving birth, any wise captain gives her lair a wide berth, if ya know what I mean. But some creatures aren’t as wise as that. In fact, some have a bit more greed than common sense.
One full moon, sea devils set out to seize this poor matriarch. They stole her spawn. They off-loaded her offspring. They trapped her, they tormented her, and... hold on to yer grog... they broke both her legs! Aye! Her flipper-finned legs! With the help of some passing sailors who actually had a conscience, the matriarch escaped, but she’s mad and she’s mangled and she wants her revenge.
Mayhaps yer the salty dogs that can help her. Track down the sea devils who forced her to that fate, and you’ll have the everlasting gratitude of the fishfolk matriarch. And take care: Krelloort is the worst of the sea devil lot. His waddling gait and bloated belly make him look less than fearsome, but he’s the one who sold the matriarch’s little ones. Anyone that cold-blooded deserves a cold serving of revenge. Harr! Make that heartless horror pay!


Locations:

Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1(Total: 10)

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)

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

Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom/Perception 7 check.
When Permanently Closed: On closing, draw a card.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1(Total: 10)

Raker Shoals
At This Location: At the start of your turn, your ship is deal 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1(Total: 10)

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom/Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:4 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1(Total: 10)

Villain - Krelloort:

Merfolk/Aquatic/Mutant

Check
Combat 16 THEN Combat 18

Powers
BYA, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince.
If you fail a check to defeat Krelloort, discard your hand.

Villain - Sea Devil Prince:

Merfolk/Aquatic/Mutant

Check
Combat 14 THEN Combat 17

Powers
BYA, another character at your location must summon and encounter the henchman Sea Devil.
If you fail a check to defeat Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.

Henchman - Sea Devil:

Merfolk/Aquatic

Check
Combat 13

Powers
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.


Scenario Rules

Each player choose a type of boon other than loot and draws 2 cards of that type from the box. Shuffle these cards together to form a single treasure stack.

When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.

When you win the scenario, stash the treasure stack as plunder.

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


Let me know what treasure you'd like to me to pull, what your starting location is, roll for initiative, and tell us your starting hand and then we'll be good to go.


I'll start at the Scar Bay and choose armor as my treasure.

Koren(jduteau) wrote:

Hand: Lance, Detect Evil, BotG, BoIomedae, Retriever

Deck: 11 Discard: 0 Buried: 0
Note: @Scar Bay

Initiative: 1d100 ⇒ 99


I choose Spell.

Start at Floating Shipyard.

Hand: Augury, Detect Magic, Magic Weapon, Force Missile, Arcane Robes, Eye patch

May use Magic Weapon

Initiative: 1d100 ⇒ 3

The Exchange

Boon Type: Blessing
Initiative: 1d100 ⇒ 36

Vika(cosined) wrote:

Starting Hand: Warhammer, Staff of Minor-Healing, Topaz of Strength, Quartermaster, Blessing of Gorum

Deck: 11 Discard: 0 Buried: 0
Note: Windward Isle


Boon Type Hmmmm Allies?

Jirelle(Troymk1) wrote:

Hand: Bloodcrow Rapier, Besmara's Tricorne, Amulet of Life, Burglar, Erastil, Erastil, Milani

(Displayed: )
Deck: 9 Discard: 0 Buried: 0
Note: Raker Shoals, will move to Mancatcher cove since I have the Tricorne


I'm going to assume Jirelle is after Vika and before Koren. :)

Initial Plunder was Armor.

Turn 01
Blessing: Blessing of Besmara (+2 dice to any check with Swashbuckling)
01/29
Ezren

I'm assuming that Ezren will use Augury?


Yup, for monsters.
recharge: 1d12 + 3 ⇒ (10) + 3 = 13
Top of deck is sphere of fire, which stays.


Cecaelia - Monster B: Combat 13; BYA, succeed at Wisdom/Perception 8 or difficulty is +2
Scalawag - Monster 2: Combat 13
Sea Devil - Henchman/Monster 2: Combat 13

Assuming you want them back on top with the Henchman as the first card. :)


Yup.

Force missile + eye patch: 1d12 + 3d4 + 3 ⇒ (12) + (3, 4, 2) + 3 = 24
recharge: 1d12 + 3 ⇒ (1) + 3 = 4

I could use a blessing to close (I've got 1d12+2 for Knowledge). This early it might be worth two blessings. I don't think any of those available would add two dice.


You are at Floating Shipyard so it's a Int/Craft 8 check. You can certainly have my blessing and Jirelle has three! You are right that they all only add 1 die. :(


Ha! I forgot I was at the Shipyard and was thinking Cay!


I actually had the initiative roll in my post! Where'd it go!!!!


Mobile ezren

Assuming i may use onw of jirelle's blessings,

int: 3d12 + 1 ⇒ (2, 12, 3) + 1 = 18

Draw shpere, fox, acid arrow and end turn.


Used Erastil


And Ezren sets the bar high for our explores by closing a location on his first turn!

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

Locations:

Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1(Total: 10)

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

Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom/Perception 7 check.
When Permanently Closed: On closing, draw a card.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1(Total: 10)
Vika

Raker Shoals
At This Location: At the start of your turn, your ship is deal 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1(Total: 10)
Jirelle

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom/Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:4 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1(Total: 10)
Koren


Windward Isle - Vika:

Giant Wasp - Monster 2
Animal/Elite

Check
Combat 13

Powers
Immune to the Mental trait.
AYA, the Giant Wasp deals 1 Poison damage to you.

The Exchange

Warhammer+Gorum v. Giant Wasp: 1d10 + 1 + 2 + 1d8 + 2d10 ⇒ (2) + 1 + 2 + (5) + (9, 7) = 26
Discard Topaz for AYA Damage
Recharge Staff of Minor Healing with:
Gorum
Topaz
1d2 ⇒ 2
Discard Quartermaster to Explore my location.


Windward Isle - Vika

Keen Falcata +1 - Weapon 2
Sword/Melee/Slashing/Magic

Check
Strength/Melee 11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4 +1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.

The Exchange

Whats the Check target value?: 1d10 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Karmic Dice Roll (If I had known to WILL for an 11): 1d10 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Well, that answers that.
End and Draw:

Vika(cosined) wrote:

Hand: Warhammer, Warhammer +2, Crowbar, Blessing of Cayden Cailean, Blessing of the Gods

Deck: 9 Discard: 2 Buried: 0
Note: Windward Isle, You may use one blessing.


Vika, Bellicose Blacksmith wrote:
[dice=Whats the Check target value?]1d10+1+2

That's for me to know and you to guess. :)

Sorry, I edited it. Strength/Melee 11.


Turn 03
Blessing: Blessing of Achaekek (+2 dice to defeat a villain or henchman)
03/27
Jirelle

only changed location...

Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom/Perception 7 check.
When Permanently Closed: On closing, draw a card.
M:1 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1(Total: 8)
Vika


Moving to Mancatcher cove....

Wish me luck mateys!


Mancatcher Cove - Jirelle

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

Check
Dexterity/Ranged 7

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


Harpooning (again): 1d10 + 1 - 0 ⇒ (10) + 1 - 0 = 11

Erastil to explore please


Mancatcher Cove - Jirelle

Pirate Hunting - Barrier B
Task/Pirate

Powers
Summon and encounter a random ship. If the summoned ship is undefeated, leaves this barrier face on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

Sea Chanty - Ship B
Class 3

Check
Wisdom/Survival 6
Charisma/Diplomacy 8

Powers
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.


Some booty!

Let's go Survival using tricorne and revealing an ally.

Sea Chanty: 2d8 + 6 - 0 ⇒ (6, 5) + 6 - 0 = 17


Explore with Milani


booty: 1d6 ⇒ 4 = Item

Mancatcher Cove - Jirelle

Saltwater Ogre - Monster B
Giant/Ogre/Aquatic

Check
Combat 14

Powers
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

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