
skizzerz - CD Feiya |

Hi! Looking forward to this :)
I'm down with having a Hangouts chat going for the group. As a side note, Feiya will not be playing for tier advancement.

skizzerz - CD Feiya |

I have a Major Cure that I pack to pass off to a Divine caster, and I like being at locations with other people anyway so I can make your checks easier. As such, I usually prefer teaming up with someone instead of being off on my own.
I've updated my profile to reflect all the games I've played (I think I did 3-4E right around when the site had a long downtime streak, so never had a chance to update the card spoilers etc. there). If you ever wonder what my cards do, full spoilers are one click away :)
Unfortunately I had to trade away my Black Spot, so I'm slightly less effective in terms of reducing difficulty of things (max I can manage with everything I have is -16 as opposed to -22)

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Playing Assault on Absalom
Pathfinder Society Special #9–00: Assault on Absalom is an interactive event in which many tables contribute to a shared success. This allows both Pathfinder Society Roleplaying Guild and Pathfinder Society Adventure Card Guild players to participate in the same adventure! An Overseer GM coordinates the event, making announcements and tallying reported results over the course of the adventure. It’s important that everyone pause play and listen when the Overseer GM makes announcements. When the table completes an objective in scenario 9-00A or wins Scenarios 9–00B, C2, or D, your Box Runner will report a success to the Overseer GM. Do not report a success for Scenario 9–00C1.
The event has three parts. In Part 1, event organizers are mustering tables, and players are being seated, unpacking dice, and introducing themselves. During this time, decide what character you are playing, and decide as a group whether you would like to begin the event by playing Scenario 9–00A (a scenario that focuses more on consolidating Absalom’s resources and recruiting help) or Scenario 9–00B (a more combat-heavy scenario). You will play each at least once, so where you begin is a matter of group preference. Whichever you choose, set up the scenario and read the opening text aloud. Don’t begin playing until the Overseer GM cues the start of Part 2 by reading out the opening scene (listen for the Overseer GM as Marcos Farabellus calling for the Pathfinders to “Seek out the leaders for instructions, and make the city proud”).
After you complete either Scenario 9–00A or 9–00B, set up and play the other scenario, alternating which scenario you play each time. Continue to build and play until the Overseer GM begins Part 3. When the Overseer GM calls an end to Part 2, immediately end the current scenario. You did not win or lose, and do not earn the scenario reward, but players can upgrade their decks. Then begin setting up Scenario 9-00C, which has two sections (C1 and C2). Don’t begin playing until the Overseer GM announces the start of Part 3. If you win Scenario 9–00C2, you may play it again and continue reporting successes.
Finally, when the Overseer GM announces the final transition, end the current scenario (you did not win or lose, as above). Set up and play Scenario 9–00D. If you win this scenario, repeat it and continue reporting successes until the end of the adventure.
DURING THIS ADVENTURE
At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
This adventure does not use traders.
Do not read any scenario’s villains or henchmen before playing it.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
When playing this adventure in Tier 2, the scourge die is 1d6; in Tier 5, the scourge die is 1d8+1.
Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
NEW RULE: REINFORCEMENTS
This event introduces a new type of support card: reinforcements. The Overseer GM will randomly choose one-third of the Adventure Card Guild tables (rounded up) and give them the support card Reinforcements. When a table gets this card, display it next to the scenario. While displayed, the card’s powers are in effect for characters at that table.
NEW RULE: FAVORS
This event introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. Afterward, if it would be removed from the blessings deck discard pile, banish it instead.
ANNOUNCED CONDITIONS
During the adventure, the Overseer GM will announce numerous conditions that affect all characters. If a character is encountering a card at that time, the condition occurs after the encounter. If a character is attempting a check outside of an encounter, the condition occurs after the check.
RULES: SHIPS AND PLUNDER
This event uses a simplified variation of the ship and plunder rules from Skull & Shackles. Ignore any references to commanding or seizing ships.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane. First apply any effects that happen when you encounter a ship. Then, if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, stash a plunder card (see below). If you fail a check to defeat a ship, it deals an amount of Structural damage equal to the difference between the difficulty to defeat the ship and your check result. Characters may play cards or use powers that reduce Structural damage (effects that reduce damage to characters do not reduce Structural damage), then characters must collectively discard from the tops of their decks a total number of cards equal to the remaining Structural damage.
When you are instructed to stash or add a plunder card, roll 1d6 on the table below and draw a card of the corresponding type from the game box.
1: Weapon 2: Spell 3: Armor 4: Item 5: Ally 6: Blessing

skizzerz |

As a note, the structural damage rule is different from S&S, so I want to call a bit more attention to it. In AoA, the rule is "then characters must collectively discard from the tops of their decks a total number of cards equal to the remaining Structural damage."
Plunder table is also different from S&S: 6 is now Blessing instead of "choice of above"

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We have one vote for 9-00A and an abstention, so what about the other two? Any preference? If not, we'll start with A.

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@Redgar: Are you okay with using Google Hangouts? If so, please PM me your google email address and I'll get you added.

zeroth_hour's MM Damiel |

Card list:
Weapon Flame Cannon 4 Alchemist
Weapon Flask Thrower 3 Alchemist
Weapon Hawkmoon Bow 3 Ultimate Wilderness
Armor Steel Ibis Lamellar 3 Alchemist
Armor Laboratory Coat 1 Alchemist
Item Balmberry Bush 4 Ultimate Wilderness
Item Liquid Persuasion 3 Alchemist
Item Potion of Focus 2 Alchemist
Item Angelstep 2 Ultimate Wilderness
Item Acid Flask B Alchemist
Item Cloud Puff B Ultimate Wilderness
Item Potion of Healing B Alchemist
Ally Deathtrap in a Jar 3 Alchemist
Ally Flensing Jelly 2 Alchemist
Ally Vine Leshy B Ultimate Wilderness
Blessing Blessing of Thoth 2 Ultimate Wilderness
Blessing Blessing of Nethys 1 Alchemist
Blessing Blessing of Gozreh B Ultimate Wilderness
Blessing Blessing of the Elements B Alchemist
Blessing Blessing of the Elements B Alchemist

skizzerz - CD Feiya |

Feiya swaps out Life Drain for Steal Soul (Spell 5) and Riffle Scrolls for Staff of Minor Healing (Item 3)

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@zeroth: Congrats! Choose one from the following list, please.
Gameday VII Adventure Card Game Rewards
Season of Tapestry’s Tides Reward #1
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Season of Tapestry’s Tides Reward #2
Burgeoning Captain: At the beginning of a scenario that uses the Skull & Shackles Base Set, you may cross out this reward to gain the skill Survival: Wisdom +2 on your checks attempted while you are on a ship and on your checks attempted against a ship until the end of the scenario.
Season of Tapestry’s Tides Reward #3
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

skizzerz - CD Feiya |

For reference:
1-Dominator
Ship B
Class 6
Check to Defeat
Wisdom
Survival
8
OR
Dexterity
Ranged
11
When Encountered
If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2. This ship cannot be seized.
2-Merchantman
Ship B
Class 0
Check to Defeat
Wisdom
Survival
5
OR
Perception
7
When Encountered
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
3-Sea Chanty
Ship B
Class 3
Check to Defeat
Wisdom
Survival
6
OR
Charisma
Diplomacy
8
When Encountered
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
4-Shackles Pirate Ship
Ship B
Class 0
Check to Defeat
Dexterity
Disable
8
OR
Wisdom
Survival
6
When Encountered
If your check to defeat has the Swashbuckling trait, add 1 to it.
5-Truewind
Ship B
Class 1
Check to Defeat
Intelligence
Knowledge
8
OR
Wisdom
Survival
6
When Encountered
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
6-Wormwood
Ship B
Class 5
Check to Defeat
Dexterity
Acrobatics
9
OR
Wisdom
Survival
7
When Encountered
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
7-Man's Promise
Ship 1
Class 1
Check to Defeat
Wisdom
Survival
6
OR
Charisma
Diplomacy
8
When Encountered
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
8-Deathknell
Ship 2
Class 7
Check to Defeat
Divine
7
OR
Wisdom
Survival
9
When Encountered
You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
9-Devil's Pallor
Ship 2
Class 2
Check to Defeat
Wisdom
Survival
7
OR
Constitution
Fortitude
9
When Encountered
If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
10-Thresher
Ship 2
Class 2
Check to Defeat
Intelligence
Knowledge
9
OR
Wisdom
Survival
7
When Encountered
Before you act, bury a random card from your discard pile.
11-Dowager Queen
Ship 3
Class 3
Check to Defeat
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
When Encountered
You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
12-Kraken
Ship 3
Class 3
Check to Defeat
Strength
Melee
10
OR
Wisdom
Survival
8
When Encountered
On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
13-Sanbalot
Ship 3
Class 3
Check to Defeat
Dexterity
Stealth
9
OR
Wisdom
Survival
7
When Encountered
Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
14-Blood Moon
Ship 4
Class 4
Check to Defeat
Wisdom
Survival
9
OR
Arcane
Divine
11
When Encountered
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.
15-Come What May
Ship 4
Class 4
Check to Defeat
Wisdom
Survival
10
OR
Charisma
Diplomacy
11
When Encountered
You may recharge any number of cards that have the Aristocrat or Captain trait; for each such card recharged, add 3 to your check to defeat the Come What May.
16-Wavecrest
Ship 4
Class 4
Check to Defeat
Wisdom
Survival
10
OR
Constitution
Fortitude
11
When Encountered
If your check to defeat the Wavecrest has the Swashbuckling trait, add 2 to it.
17-Wanton Wastrel
Ship 5
Class 5
Check to Defeat
Wisdom
Survival
10
OR
Charisma
Diplomacy
12
When Encountered
Before you act, roll 1d4; you may bury that number of cards to automatically defeat the Wanton Wastrel.

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boon: 1d20 ⇒ 14 Nope.

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C2 for me?: 1d20 ⇒ 14 Nopers.

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does I get boon?: 1d20 ⇒ 5 Nope nope!

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Okay so I'll be working on chronicles today. I'm going to post in an hour or two here with all the upgrades, feats, etc. that you all chose as we went through. Please let me know after that of any corrections needed.
Thank you all for playing, I know the format can be trying sometimes, but you all did a great job!

Redgar's ACG Characters |

Upgrade summary for Radillo
9-00 1-A = Spell 4 (Cloudburst, replacing ?) and Item 4 (Magnetic Grimoire, replacing ?) (also, banished Guard Ally B replaced w/ Ally 2 Bound Elemental)
9-00 1-B = Pass
9-00 1-A = Spell 4 (Channel the Gift replacing ?)
9-00 1-B = Blessing 2 (Master of Masters replacing Pharasma) + replace banished Sage with Cleric of Nethys (Ally 2 replacing Ally B)
9-00 C-1 = Pass
9-00 C-2 = Spell 4 (Displacement replacing Augury)
9-00 C-2 = Spell 3 (Volcanic Storm replacing Sphere of Fire)
9-00 D = Blessing 3 (BoIsis replacing BoAbadar) + Ally 2 (Apprentice replacing Bound Elemental. Card Feat = Ally (Incanter).

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Chronicles can be found here: Let me know of any issues please!
Thank you all for playing, it was great fun!

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Leftover boon rolls!
A:
mine: 1d20 ⇒ 4
B:
mine: 1d20 ⇒ 1 Winner! I elect to give mine to Redgar!
LucianC: 1d20 ⇒ 20 Winner!
A2:
mine: 1d20 ⇒ 4
LucianC: 1d20 ⇒ 9
skizzerz: 1d10 ⇒ 3
Using zeroth's extra 20 roll here
B2:
mine: 1d20 ⇒ 19
LucianC: 1d20 ⇒ 10
skizzerz: 1d20 ⇒ 14
zeroth: 1d20 ⇒ 19
C1:
zeroth: 1d20 ⇒ 7
C2-2:
mine: 1d20 ⇒ 7
LucianC: 1d20 ⇒ 7
skizzerz: 1d20 ⇒ 5
zeroth: 1d20 ⇒ 10
D:
zeroth: 1d20 ⇒ 11