[Gameday VII][ACG] Hawkmoon269's Assault on Absalom VO (Inactive)

Game Master Hawkmoon269

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.



This will be our discussion thread.


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


checking in.

Imrijka 274929-1009
tier 2 (soRight)
Not playing for advancement.


Feiya's: Current Hand | Character Deck

Feiya
132106-1013

Deck List
Daji (Witch Class Deck Cohort B)
Black Spot (Witch Class Deck Spell B)
Fire Snake (Ultimate Magic Character Add-on Deck Spell B)
Fly (Ultimate Magic Character Add-on Deck Spell 2)
Frigid Blast (Witch Class Deck Spell B)
Good Omen (Witch Class Deck Spell B)
Life Drain (Witch Class Deck Spell 1)
Pyrotechnic Blast (Ultimate Magic Character Add-on Deck Spell 1)
Sphere of Fire (Ultimate Magic Character Add-on Deck Spell 1)
Binder's Tome (Ultimate Magic Character Add-on Deck Item 1)
Dreamseeker's Staff (Iconic Heroes Item P)
Gem of Mental Acuity (Ultimate Magic Character Add-on Deck Item 2)
Apprentice (Witch Class Deck Ally 1)
Daji (Iconic Heroes Ally P)
Riftwarden (Ultimate Magic Character Add-on Deck Ally 1)
Blessing of Pharasma (Ultimate Magic Character Add-on Deck Blessing B)
Blessing of Pharasma (Witch Class Deck Blessing B)
Blessing of Sivanah (Ultimate Magic Character Add-on Deck Blessing 1)
Blessing of the Spellbound (Ultimate Magic Character Add-on Deck Blessing B)


Feiya's: Current Hand | Character Deck

9-00B (1)
Hawkmoon269: 1d20 ⇒ 19


9-00B (1)
boon: 1d20 ⇒ 9


9-00B summary:
Zova: Armor 1, Item 2
Kyra: Ally 2, Blessing 2
Feiya: Ally 2, Spell 1
Imrijka: Weapon 2, Weapon 1


Feiya's: Current Hand | Character Deck

9-00A(1)
Hawkmoon269: 1d20 ⇒ 17


boon 9-00A 1: 1d20 ⇒ 4


boon1: 1d20 ⇒ 5
boon2: 1d20 ⇒ 13 NOpers.


9-00B Boon: 1d20 ⇒ 5
9-00A Boon: 1d20 ⇒ 16


Boon roll?: 1d20 ⇒ 2


boon: 1d20 ⇒ 6


boon?: 1d20 ⇒ 14


Feiya's: Current Hand | Character Deck

Boon for Feiya from 9-00A(2)?
1d20 ⇒ 20


Feiya's: Current Hand | Character Deck

Boon goes the dynamite: 1d20 ⇒ 8


9-00C1 Boon: 1d20 ⇒ 18


Boon c1: 1d20 ⇒ 8


boons?: 1d20 ⇒ 11 Nopers.


9-00C2 (1) Boon: 1d20 ⇒ 5


Feiya's: Current Hand | Character Deck

9-00C2 (1)
Feiya: 1d20 ⇒ 11


9-00C2 (1)
boon: 1d20 ⇒ 3


boon?: 1d20 ⇒ 20 Woo! I get a boon!


pass on upgrades

Boon 9-00C2 (2): 1d20 ⇒ 17


9-00C2 (2) Boon: 1d20 ⇒ 9


Feiya's: Current Hand | Character Deck

9-00C2 (2)
Feiya: 1d20 ⇒ 12


boon?: 1d20 ⇒ 8

Oh yeah, i still need to pick that other one. Umm... I'll take a copy of Sea Legs.


9-00C2 (3): 1d20 ⇒ 19

Imrijka passes on deck upgrades


9-00C2 (3) Boon: 1d20 ⇒ 12

Ally 2 deck upgrade for Zova.


Feiya's: Current Hand | Character Deck

9-00C2 (3)
Hawkmoon269: 1d20 ⇒ 19


Boon rollsky: boon?: 1d20 ⇒ 6


9-00C2 (4) Boon: 1d20 ⇒ 4


Feiya's: Current Hand | Character Deck

Hard pass on deck upgrades.

9-00C2 (4)
Hawkmoon269: 1d20 ⇒ 18


9-00C2 (4) : 1d20 ⇒ 2

pass on upgrades


Booooon... boon?: 1d20 ⇒ 3


-00C2 (5): 1d20 ⇒ 13

pass on upgrades


9-00C2 (5) Boon: 1d20 ⇒ 11


Feiya's: Current Hand | Character Deck

9-00C2 (5)
Boon?: 1d20 ⇒ 14


9-00D (1) Boon: 1d20 ⇒ 4
Card Feat: Blessing (Blessing of the Elements)
No deck upgrades.


d1: 1d20 ⇒ 5


let's see if I gets one: 1d20 ⇒ 10 NOpe!


Feiya's: Current Hand | Character Deck

9-00D (1)
Hawkmoon269: 1d20 ⇒ 6


boon d(2): 1d20 ⇒ 12

no upgrades


9-00D (2) Boon: 1d20 ⇒ 3
Deck Upgrade: Blessing 1 (Blessing of Chaldira Zuzaristan instead of Blessing of the Elements)


Feiya's: Current Hand | Character Deck

9-00D (2)
Hawkmoon269: 1d20 ⇒ 8

I'll take the Blessing 2 Kyra stole if no one wants it.


do I get one?: 1d20 ⇒ 2

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