| Skizza - Rhynn |
6-A: Cheliax's Most Wanted
Red Rage:
0 marks, banishing 1 cards - Old Salt. Just going to bring that one back.
XP:
Tier 6, XP 1
HP:
Spending HP for Power Feat - upgrading the d6 to d8. (When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)...)
Upgrade:
Weapon 6: 1d1000 ⇒ 801 Lucky Rifle > Enervating Pistol!
Item 6: 1d1000 ⇒ 426 Masterwork Tools > Fuse Grenade
Weapon 6: 1d1000 ⇒ 653 Toxic Blunderbuss > Flaming Musket
First one is cool, reload to reduce difficulty by 2d4, other two are just fun or minor upgrades.
| Varril FNCG |
6-A: Cheliax's Most Wanted - Varril rewards
XP:
6.0 --> 6.1
HP:
Card feat: Armor - 2 if I get armor 6
Otherwise
Power feat: Hand Size 8
Deck upgrade:
Spell 6: 1d1000 ⇒ 18 Cure --> Rejuvenation
Weapon 6: 1d1000 ⇒ 265 Dancing Scimitar +2 --> Old Salt's Rapier +2
Armor 6: 1d1000 ⇒ 916 new slot --> Mantle of Faith
Ally 6: 1d1000 ⇒ 634 Court Knight --> Autumn Witch
| BR - Scenario Update |
6-B: The Nemesis Hurricane
Navigator Musket +1 (Weapon 3)
Flaming Longbow +2 (Weapon 5)
Distance Musket +1 (Weapon 6)
World Wave (Spell 6)
Tsunami (Spell 6)
Benevolent Buckler (Armor 1)
Astrolabe (Item 1)
Bottled Lightning (Item 5)
Pearl of Magic (Item 6)
Coral Capuchin (Ally 1)
Arronax Endymion (Ally 5)
Baby Triceratops (Ally 6)
Baby Triceratops (Ally 6)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Asmodeus (Blessing 4)
Blessing of Geryon (Blessing 6)
Blessing of Geryon (Blessing 6) (Reward)
Blessing of Geryon (Blessing 6) (Reward)
Blessing of Geryon (Blessing 6) (Reward)
Blessing of Geryon (Blessing 6) (Reward)
HP for success, two upgrades for the reward, blessings have been added.
| Skizza - Rhynn |
6-B: The Nemesis Hurricane
Red Rage:
0 marks, banishing 1 card - BoAlkenstar. Just going to bring that one back.
XP:
Tier 6, XP 2
HP:
Spending HP for Card Feat - Weapon
Upgrade:
Weapon 6: 1d1000 ⇒ 153
Item 6: 1d1000 ⇒ 604
Weapon 5: 1d1000 ⇒ 401
| Athnul - Kulko |
Ratfolk Troubleshooter
6-B: The Nemesis Hurricane
Red Rage:
0 Markers so just lose 1 card. - Divine Fortune can just be replaced
XP:
6.1 -> 6.2
HP:
Power Feat
For your Melee combat check, you may recharge a card to add your Wisdom skill ([X] plus the card's adventure deck number) and ...
Deck Upgrade:
Blessing 6: 1d1000 ⇒ 518 Bo Ra -> Bo Achaekek
Ally6: 1d1000 ⇒ 937 Magistrate -> Darb Tuttle
Item6: 1d1000 ⇒ 857 Ascetics Belt -> ring of energy resistance
Loot:
The usual Farglass
| Vika - Chthonicthul |
6-B: The Nemesis Hurricane - Vika rewards
XP:
6.1 -> 6.2
HP:
Power Feat: Recharge a card that has the Bludgeoning trait to add 1d6 ([X]+2) to a combat check by ([X] you or) another character at your location. ([X] You may draw a card.)
Deck Upgrade:
Blessing 6: 1d1000 ⇒ 973
Honestly, looking at it, I'd be happy with just about any of the high-level upgrades after snagging a Blessing. Will take whatever is left over from others' choices.
Leftover 6, or 5: 1d1000 ⇒ 862
| Athnul - Kulko |
6-C: The Grasping Dead
XP:
6.2->6.3
HP:
Skill STR +1
Deck Upgrade:
Item 6: 1d1000 ⇒ 363 Ascetics Belt -> Ring of Energy Resistance
Loot:
Farglass
| Skizza - Rhynn |
6-C: The Grasping Dead
XP:
Tier 6, XP 3
HP:
Spending HP for Skill Feat - Intelligence
Upgrade:
Nothing needed at this time.
| BR - Scenario Update |
6-D: King of Thunder - acquired cards
Trident +2 (Weapon 3)
Vomit Twin (Spell P)
Obscure (Spell 1)
Geyser (Spell 2)
Brine Dragonhide Breastplate (Armor 4)
Hellknight Armor (Armor 6)
Crown of Swords (Item 2)
Potion of Flying (Item 3)
Pearl of Magic (Item 6)
Fuse Grenade (Item 6)
Blessing of Erastil (Blessing B)
Blessing of the Gods (Blessing B)
Rewards:
Hurricane Crown, Doubleshot Pepperbox
And a HP for victory!
| Athnul - Kulko |
6-D: King of Thunder
XP:
6.3 -> 6.4
HP:
Saved (12->13)
Deck Upgrade:
None
Loot:
Farglass
Will decide on the Hurrican crown once I see the Setup of the last scenario.
| Skizza - Rhynn |
6-D: King of Thunder
Red Rage:
1 mark, banishing 2 cards - BaAchaekek and Elixir of Focus. Both are lower than Adv 4, so just bringing them right back.
XP:
Tier 6, XP 4
HP:
Saved 15 > 16
Deck Upgrade:
Two Item 6's, so think I'll take one to upgrade my Poisoned Bullets (Adv 2) > Dragonbreath Shot (Adv 4)
| BR - Scenario Update |
6-E: Blood in the Water-acquired cards
Icy Boarding Pike +1 (Weapon B)
Navigator Musket +1 (Weapon 3)
Blasting Pistol +2 (Weapon 5)
Flaming Longbow +2 (Weapon 5)
Humanbane Gladius +2 (Weapon 5)
Flaming Falcata +3 (Weapon 5)
Grayflame Mace +2 (Weapon 5)
Adamantine Trident +3 (Weapon 6)
Vomit Twin (Spell P)
Righteousness (Spell 5)
Tsunami (Spell 6)
Breastplate of the Deep (Armor 5)
Cut-Throat Grok (Ally 1)
Conchobhar Turlach Shortstone (Ally 1)
Pteranodon (Ally 4)
Baby Triceratops (Ally 6)
Blessing of Achaekek (Blessing B)
Blessing of Abadar (Blessing B)
Blessing of Hshurha (Blessing 2)
(3 free blessing upgrades of your choice)
1 HP for scenario, 1 HP for adventure, 1 HP for Path = 3 HP
| Skizza - Rhynn |
6-E: Blood in the Water
Red Rage:
1 mark, banishing 2 cards - Master of Masters, and Toxic Blunderbuss, both are less than Adv 4, so just adding them back.
XP:
Tier 6, XP 5
HP:
Spent 1 to go to 15, gained and saving 3 to go to 18.
Deck Upgrade:
Not seeing anything better than what I have
Thanks all for being willing to try one of these unofficial PACS scenarios. I had a ton of fun!
Hand:
Displayed:
Deck: 23 Discard: 0 Buried: 0
Hero Points: 18
Box Reroll Used: N
Lycanth Marks 0
NOTES:
Available Support: Any Alchemical/Firearm - 1d10 to close
Use blessings as needed
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Alkenstar Pistol, Great White Shark, Blessing of Achaekek, Blessed Bullet, Blessing of Alkenstar, Enervating Pistol, Toxic Blunderbuss +1, Old Salt, Ghostbane Shotgun +2, Flaming Musket +2, Master of Masters, Blessing of Abadar, Blessing of Alkenstar 2, Ambrosia, Clockwork Owl, Dragonbreath Shot, Elixir of Focus, Blessing of Milani, Elixir of Healing, Laboratory Coat, Fuse Grenade, Mountaineer, Blasting Pistol +2
Recharged:
Discard Pile:
Buried Pile:
Skills and Powers:SKILLS
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Ranged: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2Favored Card: Item or Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, Weapons
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).