[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.)


51 to 100 of 499 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Master Gunner (Ally B)
Cloth Armor (Armor B)
Blessing of Hshurha (Blessing 2)
Liquid Ice (Item 2)
Potion of Healing (Item B)
Potion of Fortitude (Item B)
Potion of Heroism (Item 1)
Worn Leather Skullcap (Item 2)
Potion of Heroism (Item 1)
Ring of the Beasts (Item 1)
Potion of Healing (Item B)
Tot Flask (Item B)
Protect (Spell 2)

Draws
Weapon B, 1, 2


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

Hero Point: Weapon +1
Weapon 2: 1d1000 ⇒ 388
Add in Cleaving Battleaxe

If lose on weapon.
Hero Point: Blessing +1
Blessing 2: 1d1000 ⇒ 214
Add in Urgathoa's Gluttony


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

Hero Point
(□ Then you may either examine the top card of your location or move.)

Upgrades
Weapon 2: 1d1000 ⇒ 999
Item 2: 1d1000 ⇒ 509


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 +3

Upgrade Preference Order:
Weapon 2: 1d1000 ⇒ 810 - Humanbane Rapier
Blessing 2: 1d1000 ⇒ 8 - Blessing of Zon-Kuthon
Weapon 1: 1d1000 ⇒ 866 - Keen Rapier


Deck Handler

Hero Point: Card Feat (Item)
4 hero points remaining

Upgrade:
Item 2 - fill new Item slot with Elixir of Focus

I think my card draw is still unused in case there's a chance of getting another Weapon 2 for one of you.


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

Hero Point" STR +1

Item 2: 1d1000 ⇒ 467

Orc War Drum -> Banner of the Ancient Kings


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: Blessing

Reward:
Draw Armor

Upgrades
Weapon 2: 1d1000 ⇒ 655
Armor 2: 1d1000 ⇒ 33
Item 2: 1d1000 ⇒ 842


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

Reward:
Draw an armor

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

Upgrade Preference Order:
Weapon 2: 1d1000 ⇒ 404 - Humanbane Rapier
Armor 2 (if available): 1d1000 ⇒ 956 - Glamered Leather Armor
Blessing 1: 1d1000 ⇒ 66 - Shelyn's Song


Deck Handler

oops, I made my upgrade roll in the gameplay thread. But it looks to me like we all get our first choice.

Cogsnap will use one of the Item 2 upgrades to add Liquid Ice, replacing Noxious Bomb.


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

Actually, I'm going to change my Card Feat to be Weapon instead of Blessing.


Reward

Each character draws a blessing from the box.

For the rest of the Adventure Path, when setting up each scenario, you may temporarily replace a card in your deck with a loot card of the same type that has an adventure deck number of 2. At the end of each scenario, return the loot to the game box.

Besmaran Priest (Ally B)
Deckhand (Ally B)
Tidepool Dragon (Ally 1)
Master-at-Arms (Ally B)
Magic Leather Armor (Armor B)
Magic Leather Armor (Armor B)
Cloth Armor (Armor B)
Magic Leather Armor (Armor B)
Buckler (Armor B)
Blessing of Gorum (Blessing 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 the Gods (Blessing B)
Spyglass (Item B)
Emerald of Dexterity (Item B)
Potion of Fortitude (Item B)
Sapphire of Intelligence (Item B)
Geyser (Spell 2)
Main-Gauche (Weapon B)
Harpoon (Weapon B)
Sap (Weapon B)
Toxic Blunderbuss +1 (Weapon 2)
Musket (Weapon B)
Mace (Weapon B)
Rapier (Weapon B)
Whip (Weapon B)


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

Weapon 2: 1d1000 ⇒ 182
Battleaxe -> Vicious Scythe

Spell 2: 1d1000 ⇒ 603
Enchant Weapon -> Deathgrip

Loot Reward: Pass on all Level 2 reward Loot

Tier up to Level 3

Bank Hero Point


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:
Weapon 2: 1d1000 ⇒ 309 - Menacing Backsword +1
Blessing 1: 1d1000 ⇒ 49 - Shelyn's Song

Loot Reward:
Pass

Advance to Tier 3


Deck Handler

Hero Point saved - now have 5 in the bank.

Upgrades:
Spell 2: 1d1000 ⇒ 496
Blessing 1: 1d1000 ⇒ 867

Loot Reward: I'm not sure - is there a place where I can see what the loot options are? No interest in any of the loot.

Tier up to level 3.


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 2: 1d1000 ⇒ 139

Pass on Loot cards

Tier up to Tier 3.


Deck Handler

Use Blessing 1 upgrade to replace Sands of the Hour with the Inquisitor.


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

Giffer Tibbs (Ally B)
Leather Armor (Armor B)
Magic Chain Shirt (Armor B)
Magic Buckler (Armor B)
Illusory Wall (Barrier B)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Potion of Glibness (Item B)
Jolly Roger (Item 2)
Liquid Ice (Item 2)
Liquid Ice (Item 2)
Tot Flask (Item B)
Potion of Flying (Item 3)
Potion of Healing (Item B)
Tot Flask (Item B)
Force Missile (Spell B)
Arcane Armor (Spell B)
Strength (Spell B)


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

Reward: Armor
Hero Point: Power Feat
[X] When a character plays a blessing on your combat or Strength check, that character may recharge (☐ that blessing of) a random card from her discard pile.
Role Card: Battle Champion


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

Reward:
Armor

Hero Point:
Power Feat - ☑ When you defeat a monster on your turn, and your check to defeat has the Swashbuckling trait, you may discard (☐ or recharge) a card to immediately explore.

Role:
Duelist


Deck Handler

Reward: Armor

Hero Point: Power Feat
After you defeat a monster, you may discard (☐ or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box. ([X] or you may draw 2 and return 1 to the box.)

Note for BR: this will mean that I'll need twice as many Cogsnap Goodies on the board - hope that's not a hassle for you.

Role: Bloodbomber

5 hero points in the bank.


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

Reward:
Armor

Hero Point
□ When you defeat a barrier, you may draw a new blessing then discard a card.
Role: Saboteur

Upgrade
Item 3: 1d1000 ⇒ 584

I want the Item 3 first, then either an Item 2 or an armor if we get a good one.


Deck Handler

Ok, I've got some questions about potential upgrades:

Ambrosia (Item 3): "Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them." So far it doesn't seem like we've seen many (any?) scourges - are they not a thing in this set? If they aren't then this isn't much of an upgrade over Elixir of Healing (though it does have another power too).

Liquid Persuasion (Item 3): "Banish this card to add your Intelligence or Craft skill to a Charisma or Wisdom check by a character at your location." - I think this isn't *that* useful for us because I think none of us are primarily Cha or Wis based. Correct?

Potion of Restoration (Item 2): "Display this card to choose a character at your location to draw 2 card from his deck. At the end of the turn, banish this card." - I can't tell whether this card can work with Cogsnap's powers or not. Relevant rules:

Conversion Guide wrote:

The rules for which older cards get put into recovery need to be broadened in certain cases.

The Transition Guide on page 26 of the Core Set Rulebook says "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." You should also put it in a recovery pile if you have a power on your character card or on a displayed card that can allow you to do something other than banish that card.
Conversion Guide wrote:
On Alchemical items that you banish to play and that have Craft in the check to acquire, but do not already have a During Recovery power, add “DURING RECOVERY If proficient, you may succeed at a Craft X check to recharge this card” where X is equal to the Craft check to acquire the card + 2.
Cogsnap's power wrote:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
Cogsnap's power wrote:
[X] During recovery, you may discard ([ ] or recharge) Alchemical boons instead of banishing them.

Based on these rules, for example, I've been assuming that I can send Fire Lance to Recovery when I play it (or send another card in its stead), even though it has no Recharge power because Cogsnap's power lets him do something other than banishing a card. But is it different for Potion of Restoration since that is not banished when played but at the end of the turn? I'm confused!

Liquid Courage (Item 2): "Display. While displayed:
Remove your scourge Frightened.
You may banish to ignore a monster's before acting powers." - I think that, given Cogsnap's power to send a different alchemical card to Recovery, I could keep using Liquid Courage indefinitely (as long as I still had other alchemical cards I was willing to send to Recovery). Correct?


There are no scourges/curses until you get to Mummies Mask or Core.

I don't see why the potion wouldn't work with Cogsnaps ability. End of turn -> goes to recovery for the check, discard instead of banish. Yes?

Liquid Courage - When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. That would allow you to put another Alchemy/Liquid card in there.


Fortified Leather Armor:

SS Armor 1
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand.

Magic Chain Shirt:

SS Armor B
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand.

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.

Fortified Shell Armor:

SS Armor 3
Traits: Heavy Armor Magic Aquatic Elite
To Acquire: ConstitutionFortitude 8
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check. 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.


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

Armor 3: 1d1000 ⇒ 26


Deck Handler

Cogsnap will take one of the Item 2 upgrades.


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

I'm good with no upgrades this scenario.


Deck Handler

Thanks for the answers, TCol. I'll use the Item 2 upgrade to replace Elixir of Love with Liquid Courage.


1 person marked this as a favorite.
Cogsnap Z. wrote:
Thanks for the answers, TCol. I'll use the Item 2 upgrade to replace Elixir of Love with Liquid Courage.

I ain't saying 2 and 3 are or aren't correct, but they sound valid so lets go with them. 1, though, is pretty certain.


REWARD
Each character chooses weapon or spell and draws a card of that type from the box.

Besmaran Priest (Ally B)
Coral Capuchin (Ally 1)
Benevolent Buckler (Armor 1)
Fortified Shell Armor (Armor 3)
Blessing of Sivanah (Blessing B)
Blessing of Achaekek (Blessing B)
Blessing of Abadar (Blessing B)
Blessing of Kelizandri (Blessing 3)
Blessing of the Gods (Blessing B)
Alchemical Glue (Item 1)
Helpful Haversack (Item 1)
Powder Horn (Item B)
Old Salt's Bandana (Item B)
Navigator Musket +1 (Weapon 3)
Longsword (Weapon B)
Dragon Pistol +1 (Weapon 2)
Throwing Axe (Weapon B)
Pepperbox (Weapon 1)
Quarterstaff (Weapon B)


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

Hero Point: Card Feat - Armor +1

Take the Armor 3, add in Magic Spiked Full Plate

Give Spell/Weapon draw to someone else.


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 - Weapon if I win the Weapon 3
Skill Feat - Dexterity +4 if not

Upgrade Preference Order:
Weapon 3: 1d1000 ⇒ 491 - Shadowless Sword
Blessing 3: 1d1000 ⇒ 85 - Blessing of the Midnight Lord

Reward:
Weapon


Deck Handler

Draw Spell. Wait to decide about upgrades and spending hero point - could potentially make use of any of the options we already have but replacing my level 0 spell is a priority.


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

Draw a weapon and depending on what the results are I'll see what I want.


Boarding Axe:

SS Weapon B
Traits: Axe Melee Slashing Swashbuckling Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Icy Boarding Pike +1:

SS Weapon B
Traits: Polearm Melee Piercing 2-Handed Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Force Missile:

SS Spell B
Traits: Magic Arcane Attack Force Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Main-Gauche:

SS Weapon B
Traits: Knife Melee Piercing Finesse Offhand Swashbuckling Elite
To Acquire: Strength Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card. For your combat check, reveal this card to use your Strength or Melee skill + 1d4. Discard this card to reduce Combat damage dealt to you by 2.


Deck Handler

Upgrades:

Blessing 3: 1d1000 ⇒ 11
Weapon 3: 1d1000 ⇒ 424

Hero Point: Skill Feat (4): Int +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
Skill Feat: Dex

Upgrades
Armor 3: 1d1000 ⇒ 452
Blessing 3: 1d1000 ⇒ 984


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

armor 3: 1d1000 ⇒ 185
Weapon 3: 1d1000 ⇒ 901

Change Hero Point to Weapon +1


REWARDS
Each character gains a card feat.
Monkey (Ally 3)
Blessing of Milani (Blessing B)
Blessing of Pharasma (Blessing B)
Blessing of Hshurha (Blessing 2)
Alchemical Glue (Item 1)
Powder Keg (Item 3)
Potion of Fortitude (Item B)
Instant Armor (Spell B)
Humanbane Crossbow +2 (Weapon 3)
Harpoon (Weapon B)
Sap (Weapon B)


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

Hero Point: STR +1

Card Feat: Depends on upgrade

Weapon 3: 1d1000 ⇒ 134
Blessing 2: 1d1000 ⇒ 691
Ally 3: 1d1000 ⇒ 107
Item 3: 1d1000 ⇒ 630


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 - Blessing

Upgrade Preference Order:
Blessing 2: 1d1000 ⇒ 911 - Blessing of Zon-Kuthon
Weapon 3: 1d1000 ⇒ 115 - Shadowless Sword
Ally 3: 1d1000 ⇒ 235 - Evangelist
Item 3: 1d1000 ⇒ 928 - Mask of Stolen Mien

Reward:
Card Feat - Weapon

Fallback Cards if I don't get either a Blessing or Weapon:
Blessing - Song of Shelyn
Weapon - Keen Rapier


Deck Handler

Hero Point: Card Feat (3): Item (8). Spent two hero points during that last scenario so now have 3 hero points in the bank.

(Bonus) Card Feat (4): Blessing (4).

Fill both new slots with TBD, depending on upgrades.

Upgrades:
Ally 3: 1d1000 ⇒ 709
Item 3: 1d1000 ⇒ 819
Blessing 2: 1d1000 ⇒ 945

If I get the Ally 3: replace Gentleman Explorer with Deathtrap in a Jar.
Fill empty Blessing slot with: The Uprising (I think I can take a Blessing 1 since we are tier 3)
fill empty Item slot with: Canteen (ditto as above with taking an Item 1)


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 Item
Reward: Card Feat: Weapon

Looks like we all get first choice.


Deck Handler

I'll be playing online games at GenCon this weekend, Thursday night through Sunday so my posting may be a bit sporadic.


REWARDS

Each character chooses a type of boon other than loot and draws a card of that type from the box. Each player chooses one of her Pathfinder Society RPG characters. That character may purchase potions of water breathing as though their market price were 375 gp.

Each character chooses a type of boon other than loot, then draws a card of that type that has an adventure deck number of 3 from the box. Adventure Card Guild characters may treat this card as an additional deck upgrade. Each character chooses a role card and gains a power feat.

Chanty Singer (Ally B)
Sailor (Ally B)
Surgeon (Ally B)
Sailor (Ally B)
Chain Shirt (Armor B)
Magic Buckler (Armor B)
Blessing of Kelizandri (Blessing 3)
Blessing of Kelizandri (Blessing 3)
Blessing of Erastil (Blessing B)
Blessing of Kelizandri (Blessing 3)
Potion of the Ocean (Item 3)
Potion of Fortitude (Item B)
Potion of the Ocean (Item 3)
Potion of Fortitude (Item B)
Potion of Fortitude (Item B)
Potion of Glibness (Item B)
Potion of Heroism (Item 1)
Detect Magic (Spell B)
Detect Magic (Spell B)
Geyser (Spell 2)
Boarding Pike (Weapon B)
Chanty Singer (Ally B)
Sailor (Ally B)
Surgeon (Ally B)
Sailor (Ally B)
Chain Shirt (Armor B)
Magic Buckler (Armor B)
Blessing of Kelizandri (Blessing 3)
Blessing of Kelizandri (Blessing 3)
Blessing of Erastil (Blessing B)
Blessing of Kelizandri (Blessing 3)
Potion of the Ocean (Item 3)
Potion of Fortitude (Item B)
Potion of the Ocean (Item 3)
Potion of Fortitude (Item B)
Potion of Fortitude (Item B)
Potion of Glibness (Item B)
Potion of Heroism (Item 1)
Detect Magic (Spell B)
Detect Magic (Spell B)
Geyser (Spell 2)
Boarding Pike (Weapon B)


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

Role Card: SHield of Gorum
Hero Point: Bank
Power Feat: Reveal Armor to Heal

Deck Upgrade 1
Bonus Deck Upgrade:

Reward: Player CHoice.
Level 3 Reward: Blessing 3 (w/ upgrade

Actual Deck Upgrade: TBD, probably Blessing 3.


Deck Handler

Normal scenario rewards:
Hero Point: save it. Now have 4 in the bank.

Return scenario loot (Farglass) to the box and put Elixir of Energy Resistance back in my deck.

Deck upgrade:
Blessing 3: 1d1000 ⇒ 931 Replace Blessing of the Elements with Prince of Pain
Item 3: 1d1000 ⇒ 494

REWARDS: Each character chooses a type of boon other than loot and draws a card of that type from the box. Choose TBD, depending on what the party needs (I assume this isn't a bonus upgrade, but just a card that is added to the upgrade pool?).

REWARDS: Each character chooses a type of boon other than loot, then draws a card of that type that has an adventure deck number of 3 from the box. Adventure Card Guild characters may treat this card as an additional deck upgrade. Choose Blessing 3. Does this mean I get to pick an additional Blessing 3 as a bonus upgrade? Or does it mean that I get a specific Blessing 3 card, randomly chosen, that I can add as a loot card if I wish?

REWARDS: Each character chooses a role card and gains a power feat.
Role Card: previously taken (after 0-3A) - Bloodbomber
Power Feat: this would be Power Feat #5 (since a bonus power feat was previously awarded back in 0-1C). If another power feat is allowed then take "[X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them." Otherwise, bank another hero point, leaving me with 5 saved.

Also, I think we have to tier up to level 4?


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

I had already Chosen my Saboteur Role.

Hero Point:
Banked - 2

Level 3 Reward - Ally. Replace Dags with Sable Company Marine

Bonus Draw - Weapon. Looking for a Weapon 3 here as well.


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

Already chose Duelist as my role.

Hero Point:
Saved x2 --> 3 Total

Reward 1:
Tier 3 Upgrade - Armor (Sable Company Leathers)

Reward 2:
Bonus Draw - Weapon

Upgrade Preference Order:
TBD based on draws


Dragon Pistol:

SS Weapon B
Traits: Firearm Ranged Piercing Elite
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck. Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.

Harpoon:

SS Weapon B
Traits: Spear Ranged Piercing 2-Handed Swashbuckling Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a 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.

Morningstar +1:

SS Weapon 2
Traits: Mace Melee Piercing Magic Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4. You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

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