[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.)


351 to 400 of 494 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Scenario Reward
Choose Ally.

Champion
Ranged - Dex +5

Hero Point
Saved - 7 Remaining

Upgrade
Ally


Deck Handler

Save hero point (also spent one during the scenario): now have 6 remaining.

Upgrades: Instead of taking the Spell 6, use the scenario reward to choose Ally 6. Replace Cleric of Nethys with Autumn Witch.

Scenario Reward: check Mythic Medal of Valor: Melee: Strength + 5


REWARDS
Each character gains a card feat, a skill feat, and a power feat.

For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Deskari’s Tooth. At the end of each scenario, return the loot to the game box.

Deskari's Tooth:

Loot
Type: Weapon
Traits: Knife Ranged Piercing Magic Mythic
To Acquire:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 3d4+6; you may additionally expend a mythic charge to add another 1d20 and the Acid or Poison trait. When playing another weapon, you may discard this card to add 2d4+2 and the Acid or Poison trait to your combat check. After you draw the last card of your deck, bury this card to shuffle 5 random cards from your discard pile into your deck.

Each character gains a medal on the troop Champions of Mendev.
(Note the medal on your Chronicle sheet instead of checking it off on the troop card.)

Each player unlocks the ability to play Alain and the cohort Donahan from the Wrath of the Righteous Base Set using the Paladin Class Deck.

Merchant Lord (Ally 4)
Pit Gladiator (Ally 4)
Demon Hunter (Ally B)
Animal Tamer (Ally B)
Expeditious Chain Mail (Armor 4)
Mantle of Faith (Armor 6)
Spellcaster's Shield (Armor 1)
Black Dragonhide Breastplate (Armor 4)
Ebon Thorn (Armor 4)
Fire Shield (Spell 3)
Form of the Dragon (Spell 6)
Charm Monster (Spell 2)
Shocking Lance +1 (Weapon 3)


Cogsnap Deck Handler|||Alchemy Class Deck||| Alchemy Pack

Hero Point: Bank

Skill Feat: Bank as Hero Point (already have 7)
Power Feat: Bank as Hero Point (already have 7)
Card Feat: Armor +1

Deck Upgrade: Armor 4 (Brass Sentinel)

Use Deskari's Tooth (only ranged/dex character)

Hero Points now at 7.


Deck Handler

Hero points: spent one during the scenario (down to 5). Save the newest one, along with two bonus ones. Current total: 8

Card Feat: Armor

Upgrade:
Spell 6: 1d1000 ⇒ 505
Armor 6: 1d1000 ⇒ 936

Champions of Mendev: Mythic Medal of Agility: Ranged: Dexterity + 5


Hero Points
Card Feat: Blessing
Bank 2 Hero Points: 9 left

Card Upgrades
Pass


Seoni's Deck Handler STR d6 | DEX d4 | CON d6 | INT d8 (Knowledge +2) | WIS d6 (Perception +2)| CHA d12 (Arcane +2)

Scenario Reward:
Gain 1 Skill Feat (Converts to Hero Point - 7 Remaining)
Gain 1 Power Feat (Converts to Hero Point - 8 Remaining)
Gain 1 Card Feat - Blessing (Blessing of Abadar 2)

Champions of Mendev:
Mythic Medal of Agility: Ranged: Dexterity + 5

Hero Point:
Saved - 9 Remaining

Upgrade Preference Order:
None

Adventure Reward:
N/A


Deck Handler

Use spell 6 upgrade to replace Cloudburst (everythign is immune to Electricity anyway) with Sign of Wrath.

Fill new Armor slot with Lifecollar Coat (and then swap it for Stole of the Inheritor, which puts Reflecting Shield back in my deck).


Uliah's Deck Handler STR d6 (Melee +2) | DEX d6 | CON d6 | INT d6 | WIS d10 (Divine +3)| CHA d8 (Diplomacy +2)

Season 2 - Uliah joins the party!


Zetha Deck Handler|||Summoner Deck |||Ultimate Magic ||STR: d4 | DEX: d10 + 1 (Stealth +3) | CON: d6 | INT: d8 | WIS: d4 | CHA: d10 (Arcane +2, Diplomacy +1)

Season 2 - Zetha follows behind!


Deck Handler

Season 2 - Merisiel is here!


Reward
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the adventure deck 1 loot Sihedron Medallion. At the end of each scenario, return the loot to the game box.

Sihedron Medallion:

Loot
Type: Item
Traits: Accessory Magic Sihedron
To Acquire:
Discard this card to reduce damage dealt to you by 4. Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

Amulet of Life (Item B)
Giant Hermit Crab (Monster 1)
Goblin Cutpurse (Monster 1)
Warlord (Monster B)
Goblin Commando (Monster B)
Scorching Ray (Spell 1)
Sleep (Spell B)
Dogslicer (Weapon 1)
Dogslicer +1 (Weapon 1)
Heavy Crossbow (Weapon B)
Longspear (Weapon B)
Dagger +1 (Weapon 1)


Zetha Deck Handler|||Summoner Deck |||Ultimate Magic ||STR: d4 | DEX: d10 + 1 (Stealth +3) | CON: d6 | INT: d8 | WIS: d4 | CHA: d10 (Arcane +2, Diplomacy +1)

Hero Point: Dex +1

Spell 1: 1d1000 ⇒ 803
Replace Create Pit with Summon Minor Monster

https://pacg.fandom.com/wiki/Summon_Minor_Monster


Deck Handler

Hero Point:
Power Feat (1): On your combat check (☐ or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.

Loot:
No interest in Sihedron Medallion.

Upgrade:
Weapon 1: replace Rapier with Animalbane Dagger +1


Uliah's Deck Handler STR d6 (Melee +2) | DEX d6 | CON d6 | INT d6 | WIS d10 (Divine +3)| CHA d8 (Diplomacy +2)

Hero Point:
Card Feat - Weapon

Upgrade Preference Order:
Weapon 1: 1d1000 ⇒ 899 - Cruel Longsword


Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

Hero Point
Power Feat: Flurry of Blows 1d10

Upgrades
Weapon 1: 1d1000 ⇒ 558


REWARD
The party adds one of each type of boon other than loot from the game box to the cards acquired during this scenario. (I will auto add it to the entire loot section)

Guide (Ally B)
Grizzled Mercenary (Ally 1)
Magic Chain Mail (Armor B)
Blessing of Shelyn (Blessing B)
Potion of Healing (Item B)
Token of Remembrance (Item B)
Wand of Shield (Item 1)
Potion of Ruggedness (Item 1)
Crowbar (Item B)
Potion of Ruggedness (Item 1)
Holy Water (Item B)
Goblin Pyro (Monster 1)
Attic Whisperer (Monster 1)
Yeth Hound (Monster 1)
Siren (Monster B)
Zombie Giant (Monster B)
Goblin Cutpurse (Monster 1)
Speed (Spell 1)
Frost Ray (Spell 1)
Arcane Armor (Spell B)
Levitate (Spell B)
Holy Light (Spell B)
Dogslicer +1 (Weapon 1)


Zetha Deck Handler|||Summoner Deck |||Ultimate Magic ||STR: d4 | DEX: d10 + 1 (Stealth +3) | CON: d6 | INT: d8 | WIS: d4 | CHA: d10 (Arcane +2, Diplomacy +1)

Will take the upgrade that is left after group takes theirs. Will spend the Hero Point on Card +1 for the specific upgrade.

Spell = Augury
https://pacg.fandom.com/wiki/Augury

Item: Binder's Tome
https://pacg.fandom.com/wiki/Binder%27s_Tome

Ally: Bound Imp
https://pacg.fandom.com/wiki/Bound_Imp


Deck Handler

Skill Feat (1): Dex +1

Upgrades:
Item 1: 1d1000 ⇒ 42 replace Magnifying Glass with Quick-Change Mask


Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

Hero Point
Skill Feat: Str

Upgrades
Item 1: 1d1000 ⇒ 974


Uliah's Deck Handler STR d6 (Melee +2) | DEX d6 | CON d6 | INT d6 | WIS d10 (Divine +3)| CHA d8 (Diplomacy +2)

Hero Point:
Card Feat - Skill (Strength +1)

Upgrade Preference Order:
Spell 1: 1d1000 ⇒ 135 - Holy Light
Weapon 1: 1d1000 ⇒ 54 - Glorious Warhammer


Each character chooses a type of boon other than loot and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.

Ilsoari Gandethus (Ally 1)
Wand of Force Missile (Item 1)
Potion of Gracefulness (Item 1)
Speed (Spell 1)


Zetha Deck Handler|||Summoner Deck |||Ultimate Magic ||STR: d4 | DEX: d10 + 1 (Stealth +3) | CON: d6 | INT: d8 | WIS: d4 | CHA: d10 (Arcane +2, Diplomacy +1)

Hero Point:
[X] or to add 1d6 to your check to defeat a barrier

Will take base deck upgrade based on what is left from the Ally, Item, and Spell:

Ally: https://pacg.fandom.com/wiki/Bound_Imp Replace Toad
Item: Ruby of Charisma replace TOken of Rememberance
Spell: https://pacg.fandom.com/wiki/Locate_Object Replace Detect Magic

BONUS:
Replace Prophesize with CURE

Will hold off on box draw to see what I get here. If I manage to get 2 I will donate the draw to someone in the group.


Deck Handler

Hero Point: Card Feat: Item

Upgrades:
Item: 1d1000 ⇒ 815 Fill new empty slot with Cockroach Coat

Haven't reviewed the other categories of upgrades yet so I'll just roll for something else if someone else wants the Item 1 and beats my roll.

Not sure about the Bonus Upgrade yet - probably an Ally - but will wait to see whether I get the Item 1 on the table.


Uliah's Deck Handler STR d6 (Melee +2) | DEX d6 | CON d6 | INT d6 | WIS d10 (Divine +3)| CHA d8 (Diplomacy +2)

Hero Point:
Power Feat - Hand Size (6)

Upgrade Preference Order:
Spell 1: 1d1000 ⇒ 63 - Augury
Ally 1: 1d1000 ⇒ 458 - Retriever

Will likely donate my draw to someone, but if available, I'll look for a Weapon or Blessing.


Blessing of Desna:

RotR Blessing B
Traits: Desna Divine
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.


Deck Handler

I'll choose Ally for the bonus draw.


Night Watch:

RotR Ally B
Traits: Basic Human
To Acquire: Wisdom Perception 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Perception check. Discard this card to explore your location.

Mayor Kendra Deverin:

RotR Ally B
Traits: Human Mayor
To Acquire: Charisma Diplomacy 10
Banish this card to examine your location deck and then shuffle it.

Blessing of the Gods:

RotR Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


REWARD
Each character chooses weapon, spell, or item and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.

Leather Armor (Armor B)
Blast Stone (Item B)
Spyglass (Item B)
Crowbar (Item B)
Boots of Elvenkind (Item B)
Potion of Hiding (Item B)
Caltrops (Item B)
Bugbear (Monster B)
Cultist (Monster B)
Siren (Monster B)
Goblin Warrior (Monster B)
Mace (Weapon B)
Mace (Weapon B)
Light Crossbow (Weapon B)
Quarterstaff (Weapon B)
Shortbow (Weapon B)


Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

Hero Point
Saved - 1 Remaining

Upgrades
Pass


Uliah's Deck Handler STR d6 (Melee +2) | DEX d6 | CON d6 | INT d6 | WIS d10 (Divine +3)| CHA d8 (Diplomacy +2)

Hero Point:
Saved - 1 Remaining

Upgrades:
Draw for Weapon


Zetha Deck Handler|||Summoner Deck |||Ultimate Magic ||STR: d4 | DEX: d10 + 1 (Stealth +3) | CON: d6 | INT: d8 | WIS: d4 | CHA: d10 (Arcane +2, Diplomacy +1)

Hero Point - Save
Draw: Spell


Detect Evil:

RotR Spell B
Traits: Divine Magic
To Acquire: Wisdom Divine 4
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it. If you do not have the Divine skill, banish this card. Succeed at a Divine 6 check to recharge this card instead of discarding it.

Longbow +1:

RotR Weapon 1
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.


Deck Handler

Hero point: save (now have 1 in reserve).

Draw: give to other party members to choose

Upgrades: None


Frost Ray:

RotR Spell 1
Traits: Arcane Attack Cold Magic
To Acquire: Intelligence Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Cure:

RotR Spell B
Traits: Basic Divine Healing Magic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.


Rewards
Each character chooses armor, ally, or blessing and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.

Soldier (Ally B)
Night Watch (Ally B)
Ven Vinder (Ally 1)
Elven Chain Shirt (Armor 1)
Tome of Knowledge (Item B)
Bracers of Protection (Item B)
Caltrops (Item B)
Enchanter (Monster B)
Mercenary (Monster B)
Goblin Warrior (Monster B)
Warlord (Monster B)
Goblin Warchanter (Monster 1)
Scout (Monster B)
Sleep (Spell B)
Dogslicer (Weapon 1)
Dagger (Weapon B)
Short Sword (Weapon B)
Shortbow (Weapon B)


Deck Handler

Choose Blessing to draw from the game box unless someone else wants the Ally 1 upgrade already on the table; if so, then choose Ally (I really want to upgrade out of useless Burglar).

Hero Point: save, now have 2 in the bank.

Upgrades:
Ally 1: 1d1000 ⇒ 29 replace Burglar with Sharper

Bonus Upgrade (if possible):
Blessing 1: 1d1000 ⇒ 401 replace Spy 2 with Abadar 2


Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

Hero Point
Bank - 2 Remaining

Upgrades
Weapon 1: 1d1000 ⇒ 359

Bonus (If Available)
Blessing 1: 1d1000 ⇒ 55


Blessing of Iomedae:

RotR Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessing of Lamashtu:

RotR Blessing 1
Traits: Divine Lamashtu
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessing of Iomedae:

RotR Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessing of Lamashtu:

RotR Blessing 1
Traits: Divine Lamashtu
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.


Zetha Deck Handler|||Summoner Deck |||Ultimate Magic ||STR: d4 | DEX: d10 + 1 (Stealth +3) | CON: d6 | INT: d8 | WIS: d4 | CHA: d10 (Arcane +2, Diplomacy +1)

Hero Point: Bank

Base Upgrade: Blessing 1
Replace Blessing of the Gods with Sivanah


Uliah's Deck Handler STR d6 (Melee +2) | DEX d6 | CON d6 | INT d6 | WIS d10 (Divine +3)| CHA d8 (Diplomacy +2)

Hero Point:
Saved - 2 Remaining

Upgrade Preference Order:
Armor 1: 1d1000 ⇒ 227 - Covering Heavy Shield

Bonus Upgrade Preference Order:
Blessing 1: 1d1000 ⇒ 895 - The Keep


REWARDS
2-1F
Each character chooses a blessing with an adventure deck number of 1 from the game box. Adventure Card Guild characters may gain that card as a bonus deck upgrade.
2-1 Reward
Once during this Adventure Path, you may choose 1 character to temporarily replace 1 item in her deck with the item Holy Candle. Note this reward on your Chronicle sheet. At the end of the scenario in which this benefit is used, return the item to the game box and cross this reward off your Chronicle sheet.

Acolyte (Ally B)
Toad (Ally 1)
Chain Mail (Armor B)
Blessing of Irori (Blessing B)
Blessing of Sarenrae (Blessing B)
Blessing of Pharasma (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Lamashtu (Blessing 1)
Blessing of the Gods (Blessing B)
Token of Remembrance (Item B)
Potion of Ruggedness (Item 1)
Codex (Item B)
Crowbar (Item B)
Caltrops (Item B)
Ghost (Monster B)
Goblin Cutpurse (Monster 1)
Yeth Hound (Monster 1)
Traitor (Monster B)
Spectre (Monster B)
Cultist (Monster B)
Skeleton (Monster B)
Strength (Spell B)
Sleep (Spell B)
Levitate (Spell B)
Augury (Spell B)
Light Crossbow (Weapon B)


Zetha Deck Handler|||Summoner Deck |||Ultimate Magic ||STR: d4 | DEX: d10 + 1 (Stealth +3) | CON: d6 | INT: d8 | WIS: d4 | CHA: d10 (Arcane +2, Diplomacy +1)

Hero Point: Bank

Reward Blessing: Blessing of Lamashtu (Replace Blessing of the Gods)

BONUS UPGRADE (only if no one else wants. A side grade for me)
1000: 1 = 1
Replace Researcher with Bound Imp


Uliah's Deck Handler STR d6 (Melee +2) | DEX d6 | CON d6 | INT d6 | WIS d10 (Divine +3)| CHA d8 (Diplomacy +2)

Hero Point:
Saved - 2 Remaining

Upgrade Preference Order:
None (just using the bonus upgrade, so that Blessing 1 is still available for others)

Bonus Upgrade Preference Order:
Blessing 1 - Iomedae's Justice


Deck Handler

Hero Point: save it; now have 3 in reserve.

Upgrade:
None.

Bonus Upgrade:
Blessing 1: replace Blessing of the Spy 2 with Blessing of Abadar 2


Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

Hero Point
Bank - 3 Remaining

Upgrades
Blessing 1: 1d1000 ⇒ 236

Bonus Upgrade
Take Gorums Iron for Bonus Upgrade

(Yes, I'm after 2 blessings)


Deck Handler

Just a heads up that I'll be on a trip from this Friday through June 28. I'll probably still be able to post from time to time but it'll be erratic.


REWARD
Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat. Note this reward on your Chronicle sheet, and cross it off when used.

Standard Bearer (Ally B)
Brodert Quink (Ally 2)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Masterwork Tools (Item B)
Token of Remembrance (Item B)
Cape of Escape (Item B)
Boots of Elvenkind (Item B)
Thieves' Tools (Item B)
Chime of Unlocking (Item 2)
Potion of Glibness (Item B)
Codex (Item B)
Yeth Hound (Monster 1)
Scout (Monster B)
Faceless Stalker (Monster 2)
Goblin Commando (Monster B)
Toxic Cloud (Spell 2)
Cure (Spell B)
Augury (Spell B)
Sickle +1 (Weapon 2)
Heavy Crossbow (Weapon B)


Uliah's Deck Handler STR d6 (Melee +2) | DEX d6 | CON d6 | INT d6 | WIS d10 (Divine +3)| CHA d8 (Diplomacy +2)

Hero Point:
If I get the Spell 2, Card Feat: Spell
Otherwise, Skill Feat: Wisdom +1

Upgrade Preference Order:
Spell 2: 1d1000 ⇒ 649 - Deathgrip
Item 2: 1d1000 ⇒ 570 - Banner of the Ancient Kings
Weapon 2: 1d1000 ⇒ 844 - Warhammer +2


Sajan Deckhandler Str d8 (Melee +1) | Dex d8 (Acrobatics +2) | Con d6 (Fort +2) | Int d6 | Wis d8 (Per +1) | Cha d6

Hero Point
If I get the Item 2 - Card feat Item
Otherwise - Skill Feat - Dex

Upgrades
Item 2: 1d1000 ⇒ 498
Weapon 2: 1d1000 ⇒ 127
Ally 2: 1d1000 ⇒ 620

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