[PFSACG]The Complete Adventure

Game Master TColMaster

Digital Chronicle Sheets

Shared Hand Tracker

Player Turn Order
TColMaster - Cogsnap
Gimry - Kess
Abraham Z - Shardra
The Chu - Seoni

Mythic Charges:

After you gain a mythic path card, you begin each scenario with
a number of mythic charges equal to that scenario’s adventure deck
number. Use the provided counters to track your mythic charges. If
you encounter a bane that has the Mythic trait, when it is defeated,
you get 1 charge. You may expend charges for certain powers. When
you reset your hand at the end of your turn, if you have more mythic
charges than the scenario’s adventure deck number, expend charges
down to that number.

S&S Ship Rules:

Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location,
you are commanding your party’s ship. All characters at your location
are on the ship; characters at other locations are not on the ship. If
you move or are moved while commanding the ship, other characters
on the ship may choose to move with you. Effects that restrict
movement still apply—if something prevents you from moving, you
can’t move; if something is preventing another character at your
location from moving, that character cannot move with you. Any
character who does not move with you is no longer on the ship.

Whenever it is your turn, if your ship is anchored and you are
at the ship’s location, you are commanding your party’s ship; all
characters at your location are on the ship. You may not choose to
move an anchored ship. If your character moves or is moved from the
ship’s location, you are no longer on the ship or commanding it, and
other characters may not choose to move with you.
ENCOUTERING SHIPS
While you are commanding a ship, you may encounter other ships. If
you are not commanding a ship, banish any ship you would encounter.

Even though a ship is neither a bane nor a boon, encountering
a ship is much like encountering a bane: 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, and your ship is not wrecked, stash a
plunder card (see Plunder Cards below). If you fail a check to defeat
a ship, it does not deal damage to your character; instead, it deals
Structural damage to your ship (see Structural Damage below).
Whether you succeed or fail to defeat a ship, unless you seize it (see
Seizing Ships below), return it to wherever it came from.

Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship,
it replaces your current ship, which is banished. Take any plunder
cards that were under your original ship and put them under your
new ship. Seizing a ship does not allow you to check it off on your
fleet card.
If your ship is anchored, and you seize another ship, that ship is
now anchored.

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.
PLUNDER TABLE
d6 Card Type
1 weapon
2 spell
3 armor
4 item
5 ally
6 choose 1 of the above 5 card types
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 (see page 7).
You also stash 1 plunder card if you defeat a ship while your ship is
not wrecked (see Encountering Ships on page 17).
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.)


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When players have been accepted, please start to discuss what character(s) you wish to play and what planned direction you wish to take with them.


When deciding what Character(s) to play, don't forget the Core Conversion Guide. It can change dramatically how your character is played.

Check it out here!


For Season 0 I am totally open to playing whatever the group needs me to play.

When we do settle on our characters, don't forget to register them at The ACG online scenario builder/player


Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

Oloch Reporting In!!


STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

Reiko at your service.


Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

Jirelle, ready for adventure!


Deck Handler

Cogsnap is all set too.


Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

Hero Point: Hand +1

Deck Upgrade

Choice 1 Weapon 1: 1d1000 ⇒ 385
Longsword Upgrade to Giantbane Greataxe

Choice 2 Blessing 1: 1d1000 ⇒ 610
Orison Upgrade to Gorum's Iron

If I get choice 1 or 2, will let someone else use my spell or weapon box draw.


Deck Handler

Hero Point: Power (1): "During recovery, you may discard Alchemical boons instead of banishing them." One Hero Point remaining.

Deck Upgrade:

Weapon 1: 1d1000 ⇒ 618 Replace Heavy Crossbow with Fire Lance

Blessing 1: 1d1000 ⇒ 116

No interest in Item 1

If I get one of the two above options then I will give my weapon/spell choice to someone who hasn't gotten a preferred upgrade. Otherwise, I'll use it for a Weapon.

Replace all banished items from my deck with copies of themselves.


STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

Looks like there will be a lot of competition for Weapons with this group.

If there is an extra weapon after the draws, I will roll on that, but if not, I'll go Item or Blessing.

Weapon 1: 1d1 ⇒ 1
Item 1: 1d1000 ⇒ 202
Blessing 1: 1d1000 ⇒ 514

Spend Hero Point on Power Feat: (or Acrobatics or Stealth) - Zero remaining

Replace Banished Good Omen with Good Omen.


UPDATED LEVEL 1 UPGRADES

Weapon x3
Item x1
Blessing x1


Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

Hero Point:
Skill Feat - Dexterity +1

Upgrade Preference Order:
Weapon 1: 1d1000 ⇒ 748
Blessing 1: 1d1 ⇒ 1
Item 1: 1d1 ⇒ 1


-01b Rewards
REWARD
Each character gains a skill feat.

Wooden Shield (Armor B)
Potion of Heroism (Item 1)
Powder Horn (Item B)


Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

Reward: STR +1

If no other player wants the Item 1
RNG: 1d1000 ⇒ 47
Hero Point: Item +1
Add Sacred Candle to deck

If someone else wants the Item 1
Hero Point: Ally +1
Add Pig to deck.


Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

Hero Point:
Power Feat - - On your Swashbuckling check (□ or your check to defeat a ship), you may reroll 1 die (☑ or 2 dice).

Skill Feat Reward - Dexterity +2

Upgrade Preference Order:
Item 1: 1d1000 ⇒ 336 Would replace Magnifying Glass with Gem of Physical Prowess


STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

Reward:
Skill Feat: Dex +1

Hero Point
Skill Feat: Dex +1

Upgrades
None


Deck Handler

Reward: Skill Feat (1): Dex +1

Hero Point: Card Feat (1): Item - fill new empty slot with Elixir of Energy Resistance.

Now have 1 Hero Point remaining.

Upgrades: None


Rewards

Each player gains a power feat.

Old Salt (Ally B)
Cabin Boy (Ally B)
Coral Capuchin (Ally 1)
Coral Capuchin (Ally 1)
Benevolent Buckler (Armor 1)
Chain Shirt (Armor B)
Chain Mail (Armor B)
Buckler (Armor B)
Magic Chain Shirt (Armor B)
Blessing of Gorum (Blessing B)
Blessing of Besmara (Blessing 1)
Blessing of Achaekek (Blessing B)
Blessing of the Gods (Blessing B)
Alchemical Glue (Item 1)
Tot Flask (Item B)
Potion of Healing (Item B)
Rum Bottle (Item B)
Aid (Spell B)
Black Spot (Spell B)
Find Traps (Spell B)
Falcata (Weapon B)
Light Crossbow (Weapon B)


Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

Hero Point: STR +2

Reward: Power Feat (get cards back at start of turn)

Armor 1: 1d1000 ⇒ 188
Replace Chain Mail with Magic Chain Mail


Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

Hero Point:
Card Feat - Ally (Priest of Abadar if I get the Ally 1 below, Marianix Karn if not)

Power Feat Reward - Hand Size 6

Upgrade Preference Order:
Ally 1: 1d1000 ⇒ 229 - Priest of Abadar
Blessing 1: 1d1000 ⇒ 113 - The Demon's Lantern
Armor 1: 1d1 ⇒ 1 - Armor of Insults


Deck Handler

Hero Point: Skill Feat (Dex +2); 1 hero point remaining.

Reward: (Bonus) Power Feat - hand size 7

Upgrades:
Ally 1: 1d1000 ⇒ 436 Replace Embalmer with Gentleman Explorer
Armor 1: 1d1000 ⇒ 711 Replace Armored Coat with Lab Coat
Blessing 1: 1d1000 ⇒ 467


STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

Hero Point
Card Feat - Ally (Add Daggermark Poisoner.
Power Feat - (☐ or your Charisma skill)

Upgrades
Blessing 1: 1d1000 ⇒ 834

I think that means we all get our first choice.


Deck Handler

Hey everyone, sorry to slow things down. Back from vacation and catching up. Will try to get a post in gameplay tonight.


Welcome back! Thought we lost you!


Deck Handler
TColMaster wrote:

Welcome back! Thought we lost you!

Nope, sorry for any confusion. I expected to be able to post while on vacation but that turned out to be kind of impractical. It was a great break though.


0-1D

REWARDS
Randomly choose a type of boon other than loot. Each character draws a random card of that type from the box.

d6 Card Type
1 weapon
2 spell
3 armor
4 item
5 ally
6 Blessing

Chanty Singer (Ally B)
Carver (Ally B)
Coral Capuchin (Ally 1)
Deckhand (Ally B)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Besmara (Blessing 1)
Blessing of the Gods (Blessing B)
Blessing of Pharasma (Blessing B)
Blessing of Milani (Blessing B)
Alchemical Glue (Item 1)
Alchemical Glue (Item 1)
Potion of Fortitude (Item B)
Holy Stone (Spell 1)
Aid (Spell B)
Force Missile (Spell B)
Quarterstaff (Weapon B)
Falcata +1 (Weapon 1)
Cutlass (Weapon B)
Cutlass +1 (Weapon B)


Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

Hero Point: Bank

Blessing 1: 1d1000 ⇒ 995
Orison -> Gorum's Iron

Ally 1: 1d1000 ⇒ 864
Pig -> Craftsman

Weapon 1: 1d1000 ⇒ 272
Warhammer -> Earthbreaker

Loot: 1d6 ⇒ 2


Arcane Armor:

SS Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spell 0. Worthless


Jirelle Roll

Benevolent Buckler:

SS Armor 1
Traits: Shield Magic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Adds in an ARMOR 1


STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

Random Card: 1d6 ⇒ 6

Weapon 1: 1d1000 ⇒ 217
Armor 1: 1d1000 ⇒ 389

Bank Hero Point


Deck Handler

Random reward: 1d6 ⇒ 4

Save hero point (now have 2).

Upgrades:
Armor 1: 1d1000 ⇒ 642
Spell 1: 1d1000 ⇒ 123
Blessing 1: 1d1000 ⇒ 737
Ally 1: 1d1000 ⇒ 282


Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

Whoops, sorry for posting the roll in Gameplay.

Hero Point:
Saved

Upgrade Preference Order:
Blessing 1: 1d1000 ⇒ 954 - The Demon's Lantern
Ally 1: 1d1000 ⇒ 25 - Gang Enforcer
Weapon 1: 1d1000 ⇒ 944 - Keen Rapier


Reiko -

Blessing of Besmara:

SS Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Adds in a Blessing 1

Cogsnap -

Potion of Healing:

SS Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Adds in an Item B


Reward

Each character chooses item or ally and draws a random card of that type from the box.

Swab (Ally B)
Wooden Shield (Armor B)
Blessing of Gorum (Blessing B)
Blessing of the Gods (Blessing B)
Potion of Heroism (Item 1)
Powder Horn (Item B)
Potion of Healing (Item B)
Rum Bottle (Item B)
Potion of Healing (Item B)
Alchemical Glue (Item 1)
Call Weapon (Spell B)
Falcata (Weapon B)
Cat-o'-Nine-Tails (Weapon B)
Morningstar (Weapon B)
Heavy Crossbow (Weapon B)
Falcata +1 (Weapon 1)
Pepperbox (Weapon 1)


Hero Point: Bank

Item or Ally = Pass for Others to use.

Weapon 1: 1d1000 ⇒ 471
Warhammer -> Cruel Longsword.


Add in 3 Ally B, 1 Ally 1


Deck Handler

Save Hero Point (now have 3 in the bank).

Choose Ally for reward.

No interest in Weapon 1 or Item 1.

If an Ally 1 turns up: 1d1000 ⇒ 114 Replace Lookout with TBD


Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

Hero Point:
Saved

Upgrade Preference Order:
Ally 1: 1d1000 ⇒ 882 - Gang Enforcer
Weapon 1: 1d1000 ⇒ 535 - Keen Rapier

Neither of those are must-haves, though, so if someone else needs the upgrade, I'll pass.


STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

Hero Point:
Saved

Upgrades
Weapon 1: 1d1000 ⇒ 51


Rewards

For the rest of the Adventure Path, when setting up each scenario, you may choose 1 player to temporarily replace 1 item in her deck with the loot Besmara’s Tricorne and another player to temporarily replace 1 weapon with the loot Vindictive Harpoon +1. Return both cards to the box at the end of each scenario.

Each player unlocks the ability to play Jirelle from the Skull & Shackles Base Set with the Rogue Class Deck.

Surgeon (Ally B)
Jinx Eater (Ally B)
Master-at-Arms (Ally B)
Leather Armor (Armor B)
Magic Leather Armor (Armor B)
Rum Bottle (Item B)
Potion of Healing (Item B)
Alchemical Glue (Item 1)
Potion of Healing (Item B)
Potion of Fortitude (Item B)


Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

Hero Point: Bank
Loot: Pass
Deck Upgrade: Pass
Level up to Tier 2


STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

Hero Point:
Bank - 2 Remaining

Upgrades
Pass

Loot
Pass

Misc
Add Daggermark Poisoner back into my deck[/ooc]


Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

Hero Point:
Saved

Upgrade Preference Order:
None

Loot:
None

Level to Tier 2


Deck Handler

Hero Point saved: 4 remaining

No upgrades

No Loot

Tier up to 2.0


REWARDS

Each character draws an ally from the box.

(Allies from reward already RNG'd into the acquired cards list)

Carver (Ally B)
Cabin Boy (Ally B)
Swab (Ally B)
Royster McCleagh (Ally 2)
Parrot (Ally B)
Surgeon (Ally B)
Rotgut (Ally 2)
Crimson Cogward (Ally 1)
Leather Armor (Armor B)
Liquid Ice (Item 2)
Potion of Glibness (Item B)
Spyglass (Item B)
Potion of Fortitude (Item B)
Astrolabe (Item 1)
Toxic Blunderbuss +1 (Weapon 2)
Sap (Weapon B)
Shock Musket +1 (Weapon 1)
Boarding Axe (Weapon B)
Falcata +1 (Weapon 1)
Falcata (Weapon B)
Mace (Weapon B)


STR d6 | DEX d10+4 (Acrobatics +3) (Ranged +2) (Stealth +3) | CON d6 | INT d6 | WIS d6 | CHA d8+1 Reiko Deckhandler

Hero Point
Skill Feat: Dex

Upgrades
Weapon 2: 1d1000 ⇒ 518
Weapon 1: 1d1000 ⇒ 221
Ally 2: 1d1000 ⇒ 184
Item 2: 1d1000 ⇒ 652


Jirelle's Deck Handler STR d6 | DEX d10 (Acrobatics +1)| CON d6 (Fortidude +2) | INT d4| WIS d8 (Survival +3) | CHA d8

Hero Point:
Card Feat - Ally (Naval Hero if I get an Ally 2, Marianix Karn if not)

Upgrade Preference Order:
Weapon 2: 1d1000 ⇒ 124 - Humanbane Rapier
Ally 2: 1d1000 ⇒ 626 - Naval Hero
Weapon 1: 1d1000 ⇒ 280 - Keen Rapier


Oloch Deck Handler|||Divine Pack |||Smash Pack|||Tank Pack

Hero Point: Power Feat

When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 ([X] 2) to the check

Weapon 2: 1d1000 ⇒ 576
Scythe -> Shock Glaive

Item 2: 1d1000 ⇒ 108
Orc War Drum ->J Banner of Ancient Kings

Ally 2: 1d1000 ⇒ 515

Pig-> Tayce Soldado


Deck Handler

Hero Point: power feat (hand size 8)

Upgrades:
Ally 2: 1d1000 ⇒ 645 Replace Lookout with Flensing Jelly (Core)
Item 2: 1d1000 ⇒ 519


Musket:

SS Weapon B
Traits: Firearm Ranged Piercing 2-Handed Elite
To Acquire: Dexterity Ranged Craft 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Keen Falcata +1:

SS Weapon 2
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 6.

Repelling Pike +1:

SS Weapon 1
Traits: Polearm Melee Piercing 2-Handed Magic Elite
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.

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