Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)
5-1A: For the rest of the Adventure Path, when setting up each scenario, each character may temporarily replace 1 blessing in his deck with the blessing Blessing of Besmara. At the end of each scenario, return that card to the game box.
5-2A: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Totem Necklace and 1 character may temporarily replace 1 armor in his deck with the armor Shark Skin Armor. At the end of each scenario, return these cards to the game box.
5-2B: For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in his deck with the loot Rekkish and 1 character may temporarily replace 1 ally with the loot Rickety Hake. At the end of each scenario, return these cards to the game box.
5-2C: For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with the loot Brine’s Sting, and 1 character may temporarily replace 1 item in his deck with the loot Farglass.
5-2D: For the rest of the Adventure Path, 1 character may temporarily replace 1 armor in her deck with the lootBu ccaneer’s Breastplate, and 1 character may temporarily replace 1 item in his deck with the loot Svingli’s Eye.
Ships:
When encountering a random ship, roll and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.
1) Merchantman - Class 0
Spoiler:
Ship B
Class 0
When Encountering
To Defeat:
Wisdom/Survival 5
OR
Perception 7
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
When Commanding (Wrecked)
To Repair:
Craft 6
If you fail to defeat a bane that has the Pirate trait, bury a card.
2) Shackles Pirate Ship - Class 0
Spoiler:
Ship B
Class 0
When Encountering
To Defeat:
Dexterity/Disable 8
OR
Wisdom/Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding
If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
When Commanding (Wrecked)
To Repair:
Craft 5
When your ship is dealt damage, add 1 to the amount of damage dealt.
3) Feathered Devil - Class 1
Spoiler:
Ship 1
Class 1
When Encountering
To Defeat:
Charisma/Diplomacy 5
OR
Wisdom/Survival 7
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked)
To Repair:
Craft 4
When you would discard an ally for its power, bury it instead.
4) Man's Promise - Class 1
Spoiler:
Ship 1
Class 1
When Encountering
To Defeat:
Wisdom/Survival 6
OR
Charisma/Diplomacy 8
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding
You may discard a card from the blessings deck to explore your location.
When Commanding (Wrecked)
To Repair:
Craft 6
Other characters may not move with this ship.
5) Truewind - Class 1
Spoiler:
Ship B
Class 1
When Encountering
To Defeat:
Intelligence/Knowledge 8
OR
Wisdom/Survival 6
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding
You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding (Wrecked)
To Repair:
Craft 7
The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.
6) Sea Chanty - Class 3
Spoiler:
Ship B
Class 3
When Encountering
To Defeat:
Wisdom/Survival 6
OR
Charisma/Diplomacy 8
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding (Wrecked)
To Repair:
Craft 5
The difficulty of your check to acquire a boon is increased by 1.
7) Wormwood - Class 5
Spoiler:
Ship B
Class 5
When Encountered
To Defeat:
Dexterity/Acrobatics 9
OR
Wisdom/Survival 7
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.
When Commanding (Wrecked)
To Repair:
Craft 8
At the start of your turn, banish this card and exchange it for the ship Merchantman.
8) Dominator - Class 6
Spoiler:
Ship B
Class 6
When Encountering
To Defeat:
Wisdom/Survival 8
OR
Dexterity/Ranged 11
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.
When Commanding
You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.
When Commanding (Wrecked)
To Repair:
Craft 7
Remove the Swashbuckling trait from all of your checks.
9) Goblin Weidling - Class 0
Spoiler:
Ship P
Class 0
When Encountering
To Defeat:
Dexterity Stealth 5 OR Wisdom Survival 4
Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding
Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
When Commanding (Wrecked)
To Repair: Strength 4
When you encounter a card, all other characters at this location move to a random closed location.
10) Mistmourn - Class 5
Spoiler:
Ship P
Class 5
When Encountering
To Defeat:
Dexterity Acrobatics 11 OR Wisdom Survival 9
When Encountering This Ship: If any character would discard cards during the check to defeat the Mistmourn, bury those cards instead.
When Commanding
Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to evade a bane.
When Commanding (Wrecked)
To Repair: Craft 7
Whenever you banish cards, banish 1 additional card from your hand.
11) Magpie Princess - Class 6
Spoiler:
Ship P
Class 6
When Encountering
To Defeat:
Dexterity Disable 10 OR Wisdom Survival 8
When Encountering This Ship: Before you act, each character at this location must bury a card.
When Commanding
Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.
When Commanding (Wrecked)
To Repair: Craft 6
At the start of your turn, roll 1d4; on a 1, bury a card.
12) Thresher - Class 2
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.
When Commanding
Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, summon and encounter the henchman Hammerhead Shark.
13) Devil's Pallor - Class 2
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.
When Commanding
Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
14) Deathknell - Class 7
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.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check against a monster.
If your character would die, draw a number of cards from your discard pile equal to your hand size and bury all your other cards.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, succeed at a Wisdom or Divine 7 check or bury 1 card.
15) Dowager Queen - Class 3
Spoiler:
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.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
Check to Repair
Craft
6
When Commanding (Wrecked)
The difficulty of your check to acquire an ally is increased by 2.
16) Kraken - Class 3
Spoiler:
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.
When Commanding
Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.
17) Sanbalot - Class 3
Spoiler:
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.
When Commanding
This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.
18) Blood Moon - Class 4
Spoiler:
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.
When Commanding
Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.
Check to Repair
Craft 7
When Commanding (Wrecked)
When you encounter a bane, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat that bane is increased by 3.
19) Come What May - Class 4
Spoiler:
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. Reduce Structural damage to this ship by 1.
When Commanding
At the end of your turn, you may discard a card from the blessings deck to examine your plunder cards, banish 1 plunder card, and stash 1 plunder card of the same type.
Check to Repair
Craft 8
When Commanding (Wrecked)
After you reset your hand, discard any cards that have the Aristocrat or Captain trait.
20) Wavecrest - Class 4
Spoiler:
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.
When Commanding
Reduce Structural damage to this ship by 1 for each character on the ship.
If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it.
Check to Repair
Craft 7
When Commanding (Wrecked)
At the start of your turn, succeed at a Constitution or Fortitude 8 check or bury 1 card.
21) Wanton Wastrel - Class 5
Spoiler:
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.
When Commanding
You may discard any number of cars from the blessings deck to reduce Structural damage dealt to your ship by that number.
Check to Repair
Craft 6
When Commanding (Wrecked)
When you bury any cards from your hand, bury 1 additional card.
22) Abrograil's Fury Class 6
Spoiler:
Abrogail's Fury
Ship 6
Class 6
Check to Defeat
Dexterity/Ranged 13 OR Wisdom/Survival 11
When Encountered
Before you act, recharge 1d4 random cards from your hand.
When Commanding
Reduce Structural damage to this ship by 3.
You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship.
Check to Repair
Craft 8
When Commanding (Wrecked)
Reduce structural damage to this ship by 1.
Remove the Swashbuckling trait from all of your checks.
23) Filthy Lucre Class 7
Spoiler:
Filthy Lucre
Ship 6
Class 7
Check to Defeat
Wisdom/Perception/Survival 13
THEN
Survival/Charisma/Diplomacy 13
When Encountered
If any check to defeat has the Swashbuckling trait, add 2 to it.
When Commanding
Reduce structural damage to this ship by 3.
You may discard a card from the blessings deck to automatically succeed at your check to acquire a boon.
Check to Repair
Craft 9
When Commanding (Wrecked)
At the start of your turn, summon and encounter the henchman Wereshark Pirate.
Reduce Structural damage to this ship by 2.
24) Apparatus of the Octopus - Class 5
Spoiler:
Apparatus of the Octopus
Ship 5
Class 5
Check to Defeat
Intelligence/Arcane/Craft 6 OR Wisdom/Survival 12
When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or
Fortitude 9 check or discard a weapon, an armor, or
an ally.When Commanding
When you encounter a bane that has the weather trait you may recharge a card to evade it.
Check to Repair
Arcane/Craft 6
When Commanding (Wrecked)
When you discard cards as structural damage, they must be either spells or discarded at random.
Someone found and/or posted a list of changes between prior and core rules. Some of these may still be in a state of flux and/or contrary to what is posted in the player's guide. 6, 15, 20, and 34 are the key ones to read.
1.) When a scenario doesn’t have a villain, the default way to win is to close all locations.
2.) Each adventure has directions for building and upgrading the vault.
3.) These directions are typically based on card level, not on the Basic or Elite traits, which are no longer used.
4.) Characters build starting decks using level 0 cards (instead of Basic) - unsure if this change holds for legacy decks.
5.) You can trade cards before drawing starting hands. Not for PACS games.
6.)The top card of the hourglass discards is the hour, and new blessings have powers that happen when they are the hour.
7.) Displaying a card and activating a power on it counts as playing it.
8.) Characters add their traits to their checks.
9.) You can now be proficient with traits in addition to card types.
10.) Checks can be blessed by deities, adding the deity’s name as a trait.
11.) Cards can be vulnerable to a trait, giving you a +4 bonus if your check has that trait, or resistant to a trait, giving you a -4 penalty.
12.) We’ve changed the way you handle checks to recharge some cards you play by introducing recovery and adjusting the meaning of banish.
13.) Locations are no longer temporarily closed—they’re guarded, and this now happens after you have the opportunity to evade the villain.
14.) If you fail to defeat a bane, a local character can avenge the encounter by burying a card to encounter it.
15.) When encountering a card or suffering damage, the party collectively may play no more than one of each type of boon. Powers that can be played freely do not count toward this limit.
16.) When you encounter a boon, you must attempt to acquire it.
17.) You may choose to fail a check; if you do, your result is 0.
18.) If you summon a boon and acquire it, put it in your hand.
19.) When you must get a new card, take it from the vault.
20.) When you close a location, you don’t flip it over; you banish it, and all characters at that location immediately move. If a location is closed during your explore step, you may no longer explore.
21.) If your role is banished, you get it back for the next scenario.
22.) Rewards no longer include feats, but they usually give you hero points, which can be spent to gain feats, reroll dice, or return from death.
23.) Loot is no longer a card type, but a trait. Loot cards the party doesn’t keep are organized in the vault with other cards of their type, so they can easily be encountered in locations, and now have checks to acquire.
24.) Scourges are back, though they work a bit differently.
25.) When you gain a feat, you choose the type; for each type, the maximum number of feats you may check is the # of the last scenario you completed.
26.) We’ve provided options (including wildcards) for making the game easier or harder, or shorter or longer, and you can play scenarios in Normal, Heroic, and Legendary modes.
27.) If an older card’s level is B, C, or P, treat it as 0.
28.) When effects refer to cards that have the Basic trait, treat them as referring to level 0 cards; when they refer to cards that have the Elite trait, treat them as referring to level 1, 2, or 3 cards.
29.) On weapons and spells from previous sets, any power that adds to or subtracts from a check, or that rerolls dice, may be played freely. Powers that also determine the type of check may not be played freely.
30.) If a card you banish to play has a check that can allow you to do something other than banish it, put it in a recovery pile and attempt that check at the end of the turn.
31.) If an effect on an older card references a check or other requirement to close a location, treat it as referencing guarding as well as closing.
32.) Since closed locations are banished, ignore effects that involve interacting with closed locations, and treat the term “open location” as referring to any location on the table.
33.) If a card tells you to shuffle your token into a location deck, shuffle in a proxy instead.
34.) Treat characters that have the Arcane or Divine skill as proficient with the corresponding trait, and treat characters that are proficient with Heavy Armors as proficient with armor. If a boon requires proficiency with Light Armors, all characters are considered proficient with it.
35.) When playing an older Adventure Path, continue to use the feat rewards as listed on the cards; limits on feats don’t apply in those APs. At the end of each adventure, each character gets a hero point that cannot be used to gain a feat.
Reward
For the rest of the Adventure Path, when setting up each scenario, each character may temporarily replace 1 blessing in his deck with the blessing Blessing of Besmara. At the end of each scenario, return that card to the game box.
Acquired Cards (* = Plunder)
Cut-Throat Grok (Ally 1)
Deckhand (Ally B)
Benevolent Buckler (Armor 1)
Leather Armor (Armor C)
Leather Armor (Armor B)
Blessing of Erastil (Blessing B)
Noxious Bomb (Item C)
Onyx of Constitution (Item B)
Conch Shell (Item B)
Masterwork Tools (Item B)
Phantasmal Minion (Spell B)*
Strength (Spell B)
Sphere of Fire (Spell 1)
Rage (Spell 1)
Arcane Armor (Spell B)
Speed (Spell B)*
Magic Weapon (Spell B)*
Acolyte (Ally B)*
Shortbow (Weapon B)
Harpoon (Weapon C)*
Repelling Pike +1 (Weapon 1)*
Need following for end of scenario: info
Zvarbel's Card Feat Choice
Zova's Card Feat Choice
Harsk Loot rolls and Card Feat choice
Flenta rolled for blessing 1 but I didn't think one got acquired unless I missed..please confirm if blessing 1 acquired or loot choice
Reward Scenario :
For the rest of the Adventure Path, you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Adventure :
Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters. That character may treat the loot Dragon Emissary as if it is in her Class Deck box.
Acquired Cards (* = Plunder)
Parrot (Ally B)
Spyglass (Item B)
Thieves' Tools (Item B)
Phantasmal Armor (Spell B)*
Weapon
Spell 0
Armor
Item 00
Ally 0
Blessing
Tier Rewards
-Each of you gain a die bump for succeeding adventure
-Let me know if you are tiering up.
-Characters will need to convert to core rules.
For those characters that started as brand new characters, you would convert as follows:
Have 1 skill, power, and card feat each (no change to character)
Depending on whether or not you tier up, you either have 5 xp or 0 xp (for tiering up)
Possess 1 Hero Point
Character Conversion:
If you have a character that was created using a previous
edition of this guide, you’ll need to do a quick conversion
before you continue playing. (If your character has only
ever played Season 0 scenarios, instead see Appendix 4 on
page 15.)
Adhere to Feat Maximums. If your character has more
feats of any one type than their Tier, the maximum number
of feats of that type is permanently increased to their Tier +
1. If your character has any feats in excess of that, uncheck
the excess feats and get a hero point for each feat unchecked.
Calculate Experience Points. Determine the number of
experience points (XP) your character has by counting the
number of different scenarios they have completed since
tiering up. For example, if your Tier 4 character has completed
2 different scenarios since starting Tier 4, you have 2 XP. If
you have at least 3 XP, you may spend them all to advance to
the next tier. If you have at least 6 XP, you must spend them
all to advance to the next tier.
Convert Die Bumps to Hero Points. If your character had
any die bumps, they now have the same number of hero
points. You cannot spend these hero points to gain feats.
The following needs to be provided:
Deck Upgrade rolls
Upgrades!
I actually acquired 2 spell 0s as well. I don't think they were added to the list.
Ally 0:1d1000 ⇒ 634 Apprentice
Spell 0:1d1 ⇒ 1 Acid Splash (rolled a 1, so if literally anybody else is interested, they can have it.)
Will fill spell holes with Burning snot, and then Strength if I don't win Acid splash.
Will also tier up and convert to Core. Flenta was one of the lucky ones who really benefitted from the conversion guide. I've updated powers on my char sheet, and will actually move to a newer version of the sheet....sometime.
If I got the conversion rules correctly, there's nothing to change on Harsk. Is that correct?
Plus: I'm on holidays until 4th of August. I try to check the thread every day, but just on my mobile. Please bot me if you think it's necessary.
Only change is you have a hero point.
I will try and post next one this weekend.
Since harsk goes last you have time but if you can post starting hand that could help but likely not required.
Reward
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Totem Necklace and 1 character may temporarily replace 1 armor in his deck with the armor Shark Skin Armor.
At the end of each scenario, return these cards to the game box.
Acquired Cards (* = Plunder)
Acolyte (Ally B)
Mogmurch (Ally P)
Shark Skin Armor (Armor 2)
Cloth Armor (Armor B)
Potion of Healing* (Item B)
Blessing of Gorum (Blessing B)
Frostbite (Spell B)
Fireblade (Spell B)
Strength (Spell B)
Fear (Spell B)
Dragon Pistol +1 (Weapon 2)
Rapier (Weapon B)
Toxic Blunderbuss +1 (Weapon 2)
Shortbow (Weapon B)
Weapon 2B2B
Spell BBBB
Armor 2B
Item B
Ally BP
Blessing B
Tier Rewards
Each character gains 1 XP and 1 hero point.
The following needs to be provided:
Let me know if replaying.
Decision whether to convert Hero point to feat
abstaining Deck Upgrade rolls
When you post your starting hand be sure to list any loot swaps and any other award changes (starting ship, etc)
Looking ahead to the next scenario, I propose that we use one of my seized Wormwoods to be our vessel for the next scenario?
If no-one else is carrying the Totem necklace, I'd like to use it. But again, if someone else would like to use that loot instead, please fill yer boots! :)
Reward
For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in his deck with the loot Rekkish and 1 character may temporarily replace 1 ally with the loot Rickety Hake. At the end of each scenario, return these cards to the game box.
Loot Roll-off!
Rekkish:1d1000 ⇒ 185 Rickety:1d1000 ⇒ 241
I only have 1 Ally slot, so I'm happy to take either one, so somebody else should grab the other.
As discussed in chat, we are going to end this scenario to initiate a reboot and/or possibly other steps.
Development
You decide to take a respite from the devils to come up with a different way to deal with the thread. You have collected som notes on the Hao Jin Tapestry to discover where you are. You feel close but need a little bit more information to piece it together.
Reward
None
Acquired Cards (* = Plunder)
Main-Gauche (Weapon B)
Harpoon (Weapon B)
Blunderbuss (Weapon B)
Random Boon:1d6 ⇒ 4Light Crossbow (Weapon B)
Weapon 0000
Spell
Armor
Item
Ally
Blessing
Tier Rewards
None
Will decide next steps for group in chat. Additionally, I will work on getting chronicle sheet for completed scenarios so far