[PBP Gameday VII] [PACG] Assault on Absalom by Box Runner Dinketry [Tier 2] (Inactive)

Game Master dinketry

During This Campaign:
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.

During This Scenario:
Before setting out locations, choose the Dark Archive or the Grand Lodge. When possible, choose one that the table has not yet completed.
  • Dark Archive: Add the locations Great Library of Tephu and Guardian Vault, and use the villain Velriana Unborn. If the Great Library of Tephu or the Guardian Vault is open, the difficulty of checks to defeat monsters is increased by the scenario’s adventure deck number. When playing this adventure in Tier 5, the difficulty of checks against Velriana Unborn is increased by 6.
  • Grand Lodge: Add the locations Ghoul Square and Sea Fort, and use the villain Devoted General. At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 2 Ranged Combat damage. When playing this adventure in Tier 2, the difficulty of checks against the Devoted General and Kor-Ahn Tuk are decreased by 6.

  • 9-00B Reward:

    For the rest of the Adventure, 1 character may temporarily replace 1 item in her deck with the loot item Game of Afterlife and 1 character may temporarily replace 1 spell in his deck with the spell Remove Curse. At the end of the scenario, return the cards to the game box.

    Dark Archive Faction Condition Effective!:
    For the rest of the adventure, when you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.

    This table DOES NOT HAVE a Reinforcements card.
    Reinforcements:
    On your check, after the roll, you may bury this card to add 1d8. You may bury this card; each character shuffles a random card from his discard pile into his deck. You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck. At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.


    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

    Ships:

    1-Dominator
    Spoiler:
    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
    Spoiler:
    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
    Spoiler:
    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
    Spoiler:
    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
    Spoiler:
    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
    Spoiler:
    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
    Spoiler:
    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
    Spoiler:
    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
    Spoiler:
    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
    Spoiler:
    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.