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

The Rise of the Runelords Sajan doesn't use weapons. I think that might be the only one, but since it was the first Sajan, it just kinda sticks in people mind.


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.

Lizard (Ally 4)
Clockwork Librarian (Ally 4)
Magic Studded Leather Armor (Armor 3)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Norgorber (Blessing 3)
Spyglass (Item B)
Headband of Alluring Charisma (Item 3)
Chime of Unlocking (Item 2)
Staff of Minor Healing (Item 1)
Wand of Scorching Ray (Item 3)
Headband of Alluring Charisma (Item 3)
Amulet of Fiery Fists (Item 4)
Boots of Elvenkind (Item B)
Haste (Spell 2)
Lightning Bolt (Spell 2)
Teleport (Spell 4)
Venomous Dagger +2 (Weapon 3)
Heavy Crossbow (Weapon B)
Shock Longbow +1 (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)

Ally 4: 1d1000 ⇒ 959
Hero Point: Ally +1
Add in Bound Shadow Demon.

Give Boon Draw up. Hold for bonus upgrade.


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

Boon Draw:
If more people want allies, then another ally.
Otherwise, add a blessing.

Hero Point:
Card Feat - Pending Upgrade(s)

Upgrade Preference Order:
Spell 4: 1d1000 ⇒ 523 - Divine Blaze
Ally 4: 1d1000 ⇒ 656 - Hippogriff Fledgeling
Blessing 3: 1d1000 ⇒ 529 - Blessing of the Everlight
Item 4: 1d1000 ⇒ 545 - Wand of Restorative Touch


Deck Handler

I also acquired Magic Spyglass so that's another Item 4 upgrade available.


Deck Handler

Tier up to Tier 4.

Use boon draw for Ally.

Upgrades:
Ally 4: 1d1000 ⇒ 185
Ally 3: 1d1000 ⇒ 229
Item 3: 1d1000 ⇒ 267
Weapon 4: 1d1000 ⇒ 379

Snakeskin Tunic was banished. Since this is a loot card, I think (?) that the card from my deck that I had swapped for it is banished instead. Yes? In which case Magic Leather Armor (Core) is banished. I'll replace it with itself and then again swap it for Snakeskin Tunic.

Hero Point:
Use for Card Feat (3): Ally (4)
1 Hero point in reserve.


Lizard:

RotR Ally 4
Traits: Animal Arcane
To Acquire: Intelligence Arcane Wisdom Survival 8
Discard this card to succeed at your Stealth or Survival check. Discard this card to explore your location.

Cat:

RotR Ally 3
Traits: Animal Arcane
To Acquire: Wisdom Survival Intelligence Arcane 8
Reveal this card to add 2 to your check to recharge a spell. Discard this card to explore your location.

Blessing of Calistria:

RotR Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity 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.


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

Hero Point
Card Feat - Item

Upgrades
Blessing 3: 1d1000 ⇒ 86
Item 3: 1d1000 ⇒ 271


Deck Handler

Upgrades:
Ally 4: fill new empty Ally card slot with Zealot.

Bonus Upgrade:
I *think* there's an unclaimed Ally 3? In which case replace Archer with Monkey.


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 - Ally

Upgrade Preference Order:
Spell 4 - Divine Blaze
Ally 4 (bonus upgrade) - Hippogriff Fledgeling


Deck Handler

Btw, I have family visiting this weekend. Posting will be a little limited through Monday but I'll do my best to keep up.


Deck Handler

My kid starts her week-long spring break today and we are going to visit Grandma. I'll still be able to post but likely with reduced frequency until after April 13. I appreciate your understanding.


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

Yay, have fun!


Rewards
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.

Vale Temros (Ally 3)
Merchant (Ally 2)
Magic Leather Armor (Armor B)
Magic Full Plate (Armor 3)
Blessing of Shelyn (Blessing B)
Blessing of the Gods (Blessing B)
Cloak of Elvenkind (Item 2)
Potion of Healing (Item B)
Potion of Energy Resistance (Item B)
Tome of Knowledge (Item B)
Greater Luckstone (Item 4)
Potion of Healing (Item B)
Boots of Elvenkind (Item B)
Chime of Unlocking (Item 2)
Chime of Unlocking (Item 2)
Staff of Heaven and Earth (Item 4)
Potion of Ruggedness (Item 1)
Speed (Spell 1)
Fiery Weapon (Spell 1)
Web (Spell 2)
Detect Evil (Spell B)
Shortspear +3 (Weapon 4)
Longbow (Weapon B)


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

Boon Draw:
Spell

Hero Point:
Skill Feat - Wisdom (+3)

Upgrade Preference Order:
Pending additional draws


Deck Handler

Boon draw: weapon (unless no one else wants the weapon 4 upgrade, in which case choose item, unless no one else wants one of the item 4 upgrades (actually only need 3), in which case choose spell).

Hero point:
power feat (4): hand size 6
1 hero point in reserve

Upgrades:
Weapon 4: 1d1000 ⇒ 358 replace sword cane with invigorating kukri +1
other upgrades and bonus pending the results of the draws. Looking for an Item 3 for the bonus upgrade.


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 (total 4)

Pass on all loot.


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

I'll grab one of the Item 4s so that Merisiel can have the Weapon 4 which both of our draws can be Spells for Uliah.

Hero Point
Skill Feat: Wis

Upgrades
Item 4


Consecration:

RotR Spell 2
Traits: Divine Magic
To Acquire: Wisdom Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

Fiery Weapon:

RotR Spell 1
Traits: Arcane Divine Fire Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Incendiary Cloud:

RotR Spell 3
Traits: Arcane Attack Fire Magic
To Acquire: Intelligence Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Enfeeble:

RotR Spell 1
Traits: Arcane Attack Magic Mental
To Acquire: Intelligence Arcane 6
Discard this card to evade a monster; return it to the top of the deck. 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.


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

No upgrades for me


Deck Handler

Upgrades:
Weapon 4: replace sword cane with invigorating kukri +1

Bonus Upgrade (unless someone else wants it?):
Item 4 (using as an Item 3) to replace Black Marsh Spider Venom with Belt of Incredible Dexterity


Rewards
Each character draws a random ally with an adventure deck number of 3 or 4 from the box.
RNG Ally Number: 1d2 + 2 ⇒ (1) + 2 = 3
RNG Ally Number: 1d2 + 2 ⇒ (1) + 2 = 3
RNG Ally Number: 1d2 + 2 ⇒ (2) + 2 = 4
RNG Ally Number: 1d2 + 2 ⇒ (2) + 2 = 4

Black Arrow Ranger (Ally 3)
Magic Leather Armor (Armor B)
Deathbane Shield (Armor 2)
Amulet of Fiery Fists (Item 4)
Staff of Minor Healing (Item 1)
Poison Blast (Spell 4)
Longbow (Weapon B)
Warhammer (Weapon B)
Glaive (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 +1

Pass on all loot.


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

Upgrade Preference Order:
Spell 4: 1d1000 ⇒ 657 - Major Cure
Ally 4: 1d1000 ⇒ 297 - Lyrune-Quah Truthspeaker


Deck Handler

Hero Point: saving it - now have 1 in the bank.

Item 4 (using for level 3): replace Thieves' Tools with Mask of Stolen Mien


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

Hero Point
Banked - 3 Remaining

Upgrades
Item 4: 1d1000 ⇒ 521


Rewards
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Robe of Runes. At the end of each scenario, return the loot to the game box.

Robe of Runes:

Loot
Type: Item
Traits: Clothing Magic
To Acquire:
Reveal this card to add 2 to your Intelligence check. You may play another item on this check. Recharge this card to add a spell of your choice from your discard pile to your hand.

For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

Note this reward on your Chronicle sheet.

Elven Chain Shirt (Armor B)
Magic Half-Plate (Armor B)
Blessing of the Gods (Blessing B)
Blessing of Shelyn (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Norgorber (Blessing 3)
Potion of Gracefulness (Item 1)
Boots of Elvenkind (Item B)
Staff of Heaven and Earth (Item 4)
Spyglass (Item B)
Incendiary Cloud (Spell 3)
Major Cure (Spell 3)
Acid Arrow (Spell B)
Restoration (Spell 4)
Frost Ray (Spell 1)
Enfeeble (Spell 1)
Warhammer (Weapon B)
Starknife (Weapon B)
Longbow (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
Banked - 4 remaining

Upgrades
Pass


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)

If no one else wants: Take the Loot Robe and use it, Replace Gem of Mental Acuity with it.

Hero Point: Bank.

Spell 4: 1d1000 ⇒ 962
Replace Detect Magic with Blazing Servant


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:
Spell 4: 1d1000 ⇒ 919 - Major Cure
Blessing 3: 1d1000 ⇒ 86 - The Healing Light


Deck Handler

Sorry for the delay!

No interest in the Robe of Runes.

Hero Point: skill feat 4: Dex +1 (to Dex +4)
Now have 1 hero point in the bank.

This was Merisiel's 3rd xp at Tier 4, so I think she can tier up to tier 5? Or does she have to wait until she has 4 xp?

Upgrades:
Blessing 3: 1d1000 ⇒ 186 Replace Abadar 2 with Blessing of the Midnight Lord.

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