[ACG] Bloodlust Corsairs - GM Rhynn Davrie (Inactive)

Game Master Rhynn Davrie

Random Ships:

1 Merchantman
Spoiler:

ADB
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.

2 Shackles Pirate Ship

Spoiler:

ADB
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.

3 Man's Promise

Spoiler:

AD1
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.

4 Truewind

Spoiler:

ADB
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.

5 Sea Chanty

Spoiler:

ADB
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.

6 Wormwood

Spoiler:

ADB
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 Dominator

Spoiler:

ADB
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.

8 Goblin Weilding

Spoiler:

ADP
Class 0
Check to Defeat:
Dexterity/Stealth 5
OR
Wisdom/Survival 4
When Encountered:
Before you act, summon and encounter the henchman Riptide Grindylow.

9 Magpie Princess

Spoiler:

ADP
Class 6
Check to Defeat:
Dexterity/Disable 10
OR
Wisdom/Survival 8
When Encountered:
Before you act, each character at this location must bury a card.

10 Mistmourn

Spoiler:

ADP
Class 5
Check to Defeat:
Dexterity/Acrobatics 11
OR
Wisdom/Survival 9
When Encountered:
If any character would discard any cards during the check to defeat the Mistmourn, bury those cards instead.

11 Deathknell
Spoiler:

AD 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.

12 Devil's Pallor
Spoiler:

AD 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.

13 Thresher
Spoiler:

AD 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.

14 Dowager Queen
Spoiler:

AD 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

15 Kraken
Spoiler:

AD 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.

16 Sanbalot
Spoiler:

AD 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.

17 Blood Moon
Spoiler:

AD 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.

18 Come What May
Spoiler:

AD 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.

19 Wavecrest
Spoiler:

AD 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.

20 Wanton Wastrel
Spoiler:

AD 5
Class 5
Check to Defeat:
Wisdom/Survival 10
OR
Charisma/Diplomacy 11
When Encountered:
Before you act, roll 1d4; you may bury that number of cards to automatically defeat the Wanton Wastrel.

Loot:

Vindictive Harpoon
Spoiler:

Loot 1
Type: Weapon
Traits: Spear Ranged Piercing 2-Handed Swashbuckling Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. Add another 1d8 if the bane has the Aquatic trait. If you fail the check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

Brine's Sting
Spoiler:

Loot 2
Type: Weapon
Traits: Sword Melee Slashing Finesse Swashbuckling Magic
To Acquire:
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If the bane is a monster that has the Aquatic trait, you may reroll 1 die; you must take the second result. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Skyrocket Crossbow
Spoiler:

Loot 5
Type: Weapon
Traits: Bow Ranged Piercing Magic
To Acquire:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+2; you may additionally discard this card to add another 1d8. If you are proficient with weapons, you may recharge this card to add 1d8+2 to any combat check at another location, or you may recharge this card and choose a character to succeed at a check to defeat a summoned monster.

Scoundrel's Sword Cane
Spoiler:

Loot 4
Type: Weapon
Traits: Sword Melee Piercing Finesse Magic
To Acquire:
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2, or 2d6+2 if you have the Stealth skill. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Reveal this card to add 1d6+2 to your Perception or Stealth check.

Aiger's Kiss
Spoiler:

Type: Weapon 5
Traits: Sword, Melee, Piercing, Finesse, Swashbuckling, Magic
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 + 2; you may additionally discard this card to add another 1d6. Add another 1d6+2 if the bane has the Outsider trait. Add 2 if a blessing is played on this check, or 5 if it is Blessing of Norgorber. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Crossbow of Retribution
Spoiler:

Type: Weapon 6
Traits: Bow Ranged Piercing 2-Handed Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d10 if the bane has the Human trait. Add another 1d6 if the bane has a power that deals damage before you act. If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location.

Doubleshot Pepperbox
Spoiler:

Loot
Type: Weapon 6
Traits: Firearm Ranged Piercing Magic
To Acquire:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card and up to 3 other cards to add 2d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons, on a 1, or on a 1-4 if you buried any cards to add damage, shuffle this card into your deck.

Control Weather
Spoiler:

Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait. At the end of the turn, discard this card to move any character. Any movement restrictions still apply. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Quickened Ray
Spoiler:

Loot
Type: Spell 5
Traits: Magic Arcane Divine Attack
To Acquire:
Discard this card to add 2d6 and the Cold or Electricity trait to your combat check. You may play this card even if you have played another spell on this check. After you play this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Buccaneer's Breastplate
Spoiler:

Loot 2
Type: Armor
Traits: Heavy Armor, Magic, Acquatic
Reveal this card to reduce Combat damage dealt to you by 3, or Structural damage dealt to your ship by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Brine Dragonhide Breastplate
Spoiler:

Armor 4
Traits: Heavy Armor Magic Aquatic
To Acquire: Constitution Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Howling Skull Armor
Spoiler:

Type: Armor 6
Traits: Light Armor Magic
Recharge this card to reduce Combat damage dealt to you by 2. Recharge this card to choose a character at your location; that character may evade a monster whose highest difficulty to defeat is 22 or lower. You may not use this power if the monster is immune to the Mental trait. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Svingli's Eye
Spoiler:

Loot 2
Type: Item
Traits: Tool Magic
To Acquire:
Recharge this card to examine the top card of the location deck. Discard this card to add 1d4+2 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8+2 instead. After you play this card, succeed at a Survival 9 check to recharge it instead of discarding it.

Ring of the Iron Skull
Spoiler:

Loot 3
Type: Item
Traits: Accessory Magic
To Acquire:
If you defeat a monster by 4 or more, reveal this card to examine the top card of your location deck.

Besmara's Tricorne
Spoiler:

Loot 1
Type: Item
Traits: Accessory Magic Swashbuckling Besmara
To Acquire:
Reveal this card to add 1 to your Constitution, Fortitude, Wisdom, or Survival check, or 1d8 to that check while on a ship. Recharge this card to add 1d8 to a Constitution, Fortitude, Wisdom, or Survival check attempted by a character on a ship at your location.

Farglass
Spoiler:

Loot 2
Type: Item
Traits: Object Magic
To Acquire:
Reveal this card to add 1d6 to your Perception check. Discard this card to examine the top 2 cards of any location deck and put them back in any order. Reveal a card that has the Pirate trait to recharge this card instead of discarding it.

Letter of Marque
Spoiler:

Loot
Type: Item 3
Traits: Book Pirate
To Acquire:
If you are at a closed location on your turn, bury this card. Choose a type of boon other than blessings and loot. Add 1d4+1 random cards of that type to this location without looking at them, then explore your location.

Conch of the Tritons
Spoiler:

Loot
Type: Item 4
Traits: Object Magic Aquatic
To Acquire:
For your combat check, recharge this card to draw a random monster from the box. Use the drawn card's highest difficulty to defeat as the result of your check, adding 1d8 if the drawn card has the Aquatic trait, then banish the drawn card. No other cards may be used on this check. If you fail the check, the bane is undefeated; reduce any damage dealt by it to 0.

Hurricane Crown
Spoiler:

Loot
Type: Item 6
Traits: Accessory Magic
To Acquire:
Reveal this card to add 6 to your check against a card that has the Aquatic, Pirate, or Swashbuckling trait.

Vailea
Spoiler:

Loot
Type: Ally 4
Traits: Genie Marid Aquatic
To Acquire:
Discard this card to examine the top card of your location deck. Remove this card from the game to gain a skill feat.

Barracuda Aiger
Spoiler:

Ally 5
Traits: Half-Elf Rogue Captain Pirate
To Acquire: Dexterity Ranged 9 THEN Charisma Diplomacy 12
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.

Alise Grogblud
Spoiler:

Type: Ally 5
Traits: Human, Rogue, Pirate
Reveal this card to succeed at your check to defeat a barrier with the Cache, Skirmish, or Task trait. After the check, roll 1d6; on a 1, banish a card from your hand.

Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. After you play this card, discard a card that has the Pirate trait to recharge this card instead of discarding it.


Pirate's Favor
Spoiler:

Loot 3
Type: Blessing
Traits: Pirate Swashbuckling
To Acquire:
Discard this card to add 1 die to any check. If the check has the Swashbuckling trait, you may play another blessing on this check. Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Gods or Blessing of Besmara, recharge this card instead of discarding it.

Reward Powers:

If your Lycanthrope cards is displayed, each time you take Ranged Combat damage, you may put a marker on it to reduce that damage by 1d4.


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Turn 13, under Blessing of Zogmugot...

Lycanthropy token count increases to 1. Varril attempts to shake off the effects.

Lycanthropy CtD Wis 6: 1d8 + 4 ⇒ (1) + 4 = 5 Failure!

Varril notes everyone else languishing at the Torture Pit and rows back to the Abrogail's Fury, picking up the party on the way.

Upon their return, Varril looks them all over, and sees Skizza still has the lowest reserve of life energy left, grants him divine aid.

At the start of your explore step, you may recharge a card Sawtooth Sabre +2, to allow another local character Skizza to recharge two random cards from their discards.

With the crew safely returned, Varril scales the crow's nest to scout ahead: Great Stone Bridge Card 1: Galvo.

Varril, Incorruptible wrote:

Hand: Keen Rapier +3, Divine Blaze, Phoenix Cloak, Hurricane Crown, Court Knight, Blessing of Shelyn 2, Blessing of Sivanah, Blessing of the Eternal Rose,

Displayed: Mantle of Faith, Great White Shark (16),
Deck: 9 Discard: 3 Buried: 3
Hero Points: 14
NOTES:
Available Support: Feel free to use blessings as needed.
Rose: 1d12, or 2d12 on n/c Dip
Shelyn: 1d12, or 2d12 on n/c Wis
Sivanah/7th Veil: 2 dice to n/c Int or Cha
Phoenix Cloak: 3d4 and Fire to local combat

Movement: I will always move back to the ship if my location is closed and someone else moves. I will leave the ship if someone else does (unless staying would help occupy all locations for guarding).
Box reroll for 6E is NOT USED.
Lycanthropy is ACTIVE.
Other: Lycanthropy markers: 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Blessing of the Everlight, Death's Touch, Blessing of Shelyn, Rejuvenation, Divine Fortune, Old Salt's Rapier +2, Cloudburst, Sawtooth Sabre +2,
Discard Pile: Cleric of Nethys, Blessing of the Seventh Veil, Blessing of the Eternal Rose 2,
Buried Pile: Harbinger Disciple, Vampire Bat, Blessing of Achaekek,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine:Wisdom +3 [7]
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armor, [X] Weapons
POWERS:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([X] or 2 random cards) from her discard pile.
When you attempt any check, you may discard ([X] or recharge) a card to use your Divine skill instead of any listed skill.
After you defeat a bane on your turn, you may discard a card to explore your location. ([X] If the discarded card is a blessing, you may recharge it instead.)
[_] You may recharge a card that has the Divine trait to add 1d4 to your non-combat check.
[_] Add 2 to a check by another character at your location that invokes the Divine trait.
[X] Your blessing that has the Shelyn trait adds d12 instead of the normal die.

UPKEEP:
Varril and EVERYONE move to the Abrogail's Fury.
Skizza may recharge two random discards.
Great Stone Bridge Card 1 KNOWN.
"


Off-turn: Move back to Abrogail's Fury

Turn 14: Vika/Blessing of Milani

Move to Hall of Champions

Explore Hall of Champions Card #1: Icy Boarding Pike +1
Melee 10 to acquire Icy Boarding Pike +1, revealing Belt of Physical Might to add d4: 1d10 + 4 + 2 + 1d4 ⇒ (9) + 4 + 2 + (4) = 19 Success; acquired

Draw Pillaging Mace for success as per location power.

Discard Blessing of the Lord in Iron to explore Hall of Champions Card #2: Humanbane Gladius +2
Melee 11 to acquire Humanbane Gladius +2, revealing Belt of Physical Might to add d4: 1d10 + 4 + 2 + 1d4 ⇒ (9) + 4 + 2 + (2) = 17 Success; acquired

Draw Dwarven Earthbreaker +1 for success as per location power. Six Weapons in hand! Yeesh.

Discard Blessing of the Oathkeeper to explore Hall of Champions Card #3: Adamantine Trident +3
Melee 13 to acquire Adamantine Trident +3, revealing Belt of Physical Might to add d4: 1d10 + 4 + 2 + 1d4 ⇒ (7) + 4 + 2 + (2) = 15 Success, acquired

Draw Topaz of Strength for success as per location power. Seven Weapons in hand! That's my record...

Vika is quite happy to leave the horrid chamber of torture, although she is desperately anxious to try her hand at smashing some more weresharks. She boards her skiff and heads back to the enemy stronghold, finding herself in a large chamber that looks more like a museum than an armory. As excited as a child in a candy store, she rushes around grabbing weapons from the displays, until they start to spill from her hands.

Reset hand and end turn, discarding Topaz of Strength, Humanbane Gladius +2, Icy Boarding Pike, and Dwarven Earthbreaker +1 as free discards.

Vika wrote:

Hand: Jorgenfist Spear, Greatclub +3, Belt of Physical Might, Pillaging Mace, Adamantine Trident +3 (acquired),

Displayed:
Deck: 7 Discard: 13 Buried: 1
"Current Location: Hall of Champions
Hero Points Available/Used: 2 / 12"
"NOTES:
Available Support: As long as she has more than one Weapon in hand, use her combat assist power. As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-E: Blood in the Water?: N"

Skills and Powers:
SKILLS

Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Craft: Strength +1
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Disable: Dexterity +2
Constitution d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d4 ☐ +1

Role Card: Pulverizer
Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Light Armors, Heavy Armors, Weapons
POWERS:
Recharge a card that has the Bludgeoning trait to add 1d6 ([X]+1) ([X]+2) to a combat check by ([X] you or) another character at your location. ([X] You may draw a card.)
When you would discard a weapon ([X] or armor) for its power, you may recharge it instead.
[X] When you attempt to defeat a barrier that has the Lock or Obstacle trait, you may recharge a card to use your Strength or Melee skill in place of any listed skill for your check.


Athnul's Deckhandler

Forgot to redraw hand last turn:
Exalted, Blessing of Caydean, Farglass

Turn 15: Athnul
The Hour is Blessing of Besmara

Athnul surveys the battlefield once more from her favorite place atop the crows nest. There she notices some commotion on the Great bridge,w here another of these wersharks is attacking a more or less innocent bystander.
Calling out for help from nearby Varril she rushes over and attacks the wereshark before it can finish its cruel tasks. The man a local pirate named Cut-Throat Grok decides to join in and with the combined power they are managing to defeat the horrible wercreature.

SoT
Discard Farglass to examine top two cards of Bridge
Wereshark Pirate (henchman)
Cut-Throat Grok
Put Ally on op


Move to Bridge
Free Explore

Cut-Throat Grok:

SS
Ally 1
Traits:
Half-Orc
Fighter
Pirate
To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

CtA Fortitude 5: 1d20 + 4 ⇒ (8) + 4 = 12 Aquired

Discard Cut-Throat Grok to explore and add swashbuckling

Wereshark Pirate:

SS
Henchman 6
Type: Monster
Traits:
Lycanthrope
Pirate
Aquatic
To Defeat:
Combat 26
The Wereshark Pirate may not be evaded.
Before you act, if the top card of the blessings discard deck is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Reveal Evangelist and Amulett
Recharge Ring of Wave Walking to use KI and Mental
Varrils discards a blessing of Shelyn

CtD Combat 32: 1d6 + 3 + 1d10 + 4 + 1 + 1d8 + 2d6 + 1 + 1d12 ⇒ (6) + 3 + (8) + 4 + 1 + (1) + (1, 1) + 1 + (12) = 38 Banished

Swashbuckling trait was there so no discard, Trying to close
Discard exalted to add 1 die and Blessing of everbloom to bless twice
reveal Evangelist to add 1

CtC Dex 10: 4d6 + 1 ⇒ (3, 4, 4, 4) + 1 = 16 Success, Closed

Athnul ends her turn.

Athnul attempts to recover all cards in her Recovery pile.
Divine Fortune: Divine 13: 1d10 + 5 ⇒ (3) + 5 = 8 -> Divine Fortune recharged discarded.

Athnul resets her hand.

Casting Cure
Cards healed: 1d4 + 1 ⇒ (1) + 1 = 2 Cut-Throat Grok, Blessing of Milani

Athnul wrote:

Hand: Blessing of Gorum (2), Cure, Imp, Amulet of Furious Fists, Evangelist, Blessing of Hshurha, Ring of Energy Resistance,

Displayed:
Deck: 10 Discard: 11 Buried: 0
Hero Points: 13
Box Reroll used: no
Lycant. markers:0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Amulet of Furious Fists (2), Lyrune-quah Truthspeaker , Navigator Musket +1, Darb Tuttle, Cut-Throat Grok, Dire Shark, Ring of Wave Walking, Divine Fortune, Blessing of Milani, Archaeopteryx
Recharged:
Discard Pile: Shadowcat, Blessing of Gorum, Urgathoa's Gluttony, Pteranodon, Blessing of Abadar, Blessing of Achaekek, Vomit Twin, Farglass (Loot), Exalted, Blessing of Cayden Cailean, Blessing of Everbloom,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☑ +1 ☑ +2
Fortitude +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Perception +2
Divine +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
None
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill ([X] plus the card's adventure deck number) and the Piercing trait ([] and you may add the Magic trait); you may not play a weapon on this check. ([x] You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
[x] You gain the skill Divine: Wisdom +1 ([] +3).
[] You may recharge a card to add 1d4 ([] 2d4) ([] 3d4) and the Piercing trait to a combat check by a character at your location.
[x] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.


Vika takes the first check to defeat Captain Horrus Riptooth
Difficulty to defeat is increased by six, and also Skizza's Strength die
Skizza's Strength addition: 1d4 ⇒ 4 I wouldn't have it any other way.
Combat 38 to defeat Captain Horrus Riptooth, recharging Greatclub +3 to use Melee plus 1d10 plus 3 plus d10, recharging Pillaging Mace to add d6 plus 2, and asking Athnul to discard Blessing of Gorum to Bless twice: 1d10 + 4 + 2 + 1d10 + 3 + 1d10 + 1d6 + 2 + 2d10 ⇒ (6) + 4 + 2 + (2) + 3 + (3) + (5) + 2 + (3, 5) = 35 Failure; Hero Point to reroll
Hero Point reroll of Combat 38 to defeat Captain Horrus Riptooth, recharging Greatclub +3 to use Melee plus 1d10 plus 3 plus d10, recharging Pillaging Mace to add d6 plus 2, and asking Athnul to discard Blessing of Gorum to Bless twice: 1d10 + 4 + 2 + 1d10 + 3 + 1d10 + 1d6 + 2 + 2d10 ⇒ (7) + 4 + 2 + (3) + 3 + (4) + (2) + 2 + (8, 7) = 42 Success; on to second check. Don't forget to add d6 +1 for Jorgenfist Spear, Skizza. It's one less than Vika's usual combat assistance because she needed her two Bludgeoning Weapons for this check.


Skizza Deck Handler

Turn 16, Blessing of Abadar

Skizza heads over to the Hall of Champions which appears to be the final place where Horrus can possibly be hiding. On arrival he finds a flaming bow that someone has left behind in their hurry to escape.

Flaming Longbow+2-CtA: Ranged 13: 1d10 + 6 ⇒ (7) + 6 = 13 Success. Draw Mountaineer for success at Hall.

Skizza is more than a little familiar with ranged weapons and that definitely has the fine craftmanship of a good one, he packs it up, knowing it will sell for something decent.

As he finds Vika, he passes over some Ambrosia to help heal her for the inevitable confrontation.

Vika Heal: 1d4 + 1 ⇒ (4) + 1 = 5

Discard Mountaineer to explore.

Skizza has no sooner completed that then they turn the corner and find Horrus waiting in his seat of power. He gets up and rushes the pair!

Vika's Str added to CtD: 1d10 ⇒ 6

Vika handles the first. (Recharging Flaming Longbow+2) for that.
For Skizza's combat, bury Ghostbane Shotgun +2 for combat, utilize Dragonbreath Shot, spending BoAchaekek on second check, Vika's spear as well.

Horrus Riptooth-CtD: Combat 42 (32+6+6): 3d10 + 6 + 2d4 + 2 + 2d4 + 2d6 + 1d6 + 1 ⇒ (10, 10, 1) + 6 + (1, 1) + 2 + (1, 4) + (1, 6) + (1) + 1 = 45 ones count as 2's, so really 50. Either way defeated!

Skizza allows Vika to engage him Horrus first as he lines up the perfect shot. Skizza sights carefully on Horrus's left eye and when Vika disengages slightly and before Horrus can rush them again, Skizza fires cleanly through the eye, and then the dragonbreath shot goes off. It's not pretty, but highly effective.

Skizza feels the curse fade away as he resumes his natural form!


6-E: Blood in the Water

Development:

With the final blow, you end the life of Horrus Riptooth, and with his last breath, you feel the curse lift. Free at last of the curse you ponder the future ahead. You have a strong ship and nothing beats the life of a pirate! There is a lot more to see out in the Shackles, it would be a waste to just hang out here. With that thought you gather up the loot and head back to Abrogail's Fury to see what plunder and treasure you can find just waiting to be claimed.

Reward:
Each character chooses three blessings from the box.
I would read this as PACS characters get three blessing upgrades of their choice, plus the standard upgrade for scenario victory.

Adventure Reward:
Gain a HP

Adventure Path Reward:
Gain a HP

Acquired cards will be posted to the discussion.

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