[PACS] Season of the Shackles by Nathan

Game Master Nathan Davis

Turn Order
1. Flenta/Hawkmoon
2. Crimsi/Gimry
3. Telessel/Iceman91
4. Lini/Noasarc
5. Siwar/NathanDavis

Shared Tracker (Hands/Loot/Ships/Summons)

Currently playing 0-4D: The Impossible Bottle on Kraken

RULES: SHIPS:

A ship is a support card. It is neither a bane nor a boon.
In some scenarios, a ship may be anchored at a specific location.

Commanding
If the ship is not anchored: you are commanding the ship on your turn.
If the ship is anchored: you also have to be at the ship’s location.
Any characters at the commander’s location are also on the ship.
If the commander moves or is moved, and the ship is not anchored or wrecked, any characters at the old location may also move to the new location.

Encountering
Only the commander can encounter another ship. (If a ship would be encountered by someone else, banish it instead.)
If the encountered ship is undefeated, it deals Structural damage instead of Combat damage.

Structural Damage
Structural damage is dealt to the ship, rather than to a character.
Any characters may discard any number of cards to prevent that much Structural damage.
If an intact ship takes any Structural damage, it becomes wrecked.
If a wrecked ship takes Structural damage, discard that many cards from the Blessing deck.

Repairing
At the start of the move step, the commander may attempt to repair a wrecked ship.
If successful, the ship is no longer wrecked.

Seizing
When you seize a ship, record the seized ship on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead. (This is different in SoTT than in S&S)
A seized ship replaces your current ship, which is banished. (The new ship keeps any plunder and anchoring of the old ship.)

Plunder
At the start of the scenario, stash a plunder.
If you defeat another ship, stash a plunder.
Wrecked ships cannot gain plunder.
At the end of the turn, banish 1 random plunder from a wrecked ship.
If you win the scenario, add the plunder to the acquired cards.

Plunder:
    1) Weapon
    2) Spell
    3) Armor
    4) Item
    5) Ally
    6) Player's choice

Ships:
    1) Merchantman
    Spoiler:
    Ship B
    Class 0

    When Encountering
    To Defeat:
    Wisdom/Survival 5
    OR
    Perception 7
    If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

    When Commanding
    When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    If you fail to defeat a bane that has the Pirate trait, bury a card.


    2) Shackles Pirate Ship
    Spoiler:
    Ship B
    Class 0

    When Encountering
    To Defeat:
    Dexterity/Disable 8
    OR
    Wisdom/Survival 6
    If your check to defeat has the Swashbuckling trait, add 1 to it.

    When Commanding
    If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.

    When Commanding (Wrecked)
    To Repair:
    Craft 5
    When your ship is dealt damage, add 1 to the amount of damage dealt.


    3) Feathered Devil
    Spoiler:
    Ship 1
    Class 1

    When Encountering
    To Defeat:
    Charisma/Diplomacy 5
    OR
    Wisdom/Survival 7
    You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.

    When Commanding
    When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.

    When Commanding (Wrecked)
    To Repair:
    Craft 4
    When you would discard an ally for its power, bury it instead.


    4) Man's Promise
    Spoiler:
    Ship 1
    Class 1

    When Encountering
    To Defeat:
    Wisdom/Survival 6
    OR
    Charisma/Diplomacy 8
    If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.

    When Commanding
    You may discard a card from the blessings deck to explore your location.

    When Commanding (Wrecked)
    To Repair:
    Craft 6
    Other characters may not move with this ship.


    5) Truewind
    Spoiler:
    Ship B
    Class 1

    When Encountering
    To Defeat:
    Intelligence/Knowledge 8
    OR
    Wisdom/Survival 6
    You may discard an ally that has the Pirate trait to add 2 to your check to defeat.

    When Commanding
    You may discard a card from the blessings deck to recharge a random card from your discard pile.

    When Commanding (Wrecked)
    To Repair:
    Craft 7
    The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.


    6) Sea Chanty
    Spoiler:
    Ship B
    Class 3

    When Encountering
    To Defeat:
    Wisdom/Survival 6
    OR
    Charisma/Diplomacy 8
    You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.

    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.

    When Commanding (Wrecked)
    To Repair:
    Craft 5
    The difficulty of your check to acquire a boon is increased by 1.


    7) Wormwood
    Spoiler:
    Ship B
    Class 5

    When Encountered
    To Defeat:
    Dexterity/Acrobatics 9
    OR
    Wisdom/Survival 7
    The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.

    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.

    When Commanding (Wrecked)
    To Repair:
    Craft 8
    At the start of your turn, banish this card and exchange it for the ship Merchantman.


    8) Dominator
    Spoiler:
    Ship B
    Class 6

    When Encountering
    To Defeat:
    Wisdom/Survival 8
    OR
    Dexterity/Ranged 11
    If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2.
    This ship cannot be seized.

    When Commanding
    You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.

    When Commanding (Wrecked)
    To Repair:
    Craft 7
    Remove the Swashbuckling trait from all of your checks.


    9) Goblin Weilding
    Spoiler:
    Goblin Weilding
    Ship P
    Class 0

    Check to Defeat
    Dexterity
    Stealth
    5
    OR
    Wisdom
    Survival
    4

    When Encountered
    Before you act, summon and encounter the henchman Riptide Grindylow.
    When Commanding
    Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.

    Check to Repair
    Strength
    4

    When Commanding (Wrecked)
    When you encounter a card, all other characters at this same location move to a random closed location.


    10) Mistmourn
    Spoiler:
    Mistmourn
    Ship P
    Class 5

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Dexterity
    Acrobatics
    11

    When Encountered
    If any character would discard any cards during the check to defeat the Mistmourn, bury those cards instead.
    When Commanding
    Reduce Structual damage dealt to this ship by 2.
    You may discard a card from the blessings deck to evade a bane.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    Whenever you banish cards, banish 1 additional card from your hand.


    11) Magpie Princess
    Spoiler:
    Magpie Princess
    Ship P
    Class 6

    Check to Defeat/i]
    Dexterity/Acrobatics 10
    OR
    Wisdom Survival 8

    [i]When Encountered
    Before you act, each character at this location must bury a card.

    When Commanding
    Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
    If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.

    Check to Repair
    Craft 6

    When Commanding Wrecked
    At the start of your turn, roll 1d4; on a 1, bury a card.


    12) Devil's Pallor
    Spoiler:
    Devil's Pallor
    Ship 2
    Class 2

    Check to Defeat
    Wisdom
    Survival
    7
    OR
    Constitution
    Fortitude
    9

    When Encountered
    If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
    When Commanding
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.


    13) Thresher
    Spoiler:
    Thresher
    Ship 2
    Class 2

    Check to Defeat
    Intelligence
    Knowledge
    9
    OR
    Wisdom
    Survival
    7

    When Encountered
    Before you act, bury a random card from your discard pile.
    When Commanding
    Reduce Structural damage to this ship by 1.
    At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, summon and encounter the henchman Hammerhead Shark.


    14) Deathknell
    Spoiler:
    Deathknell
    Ship 2
    Class 7

    Check to Defeat
    Divine
    7
    OR
    Wisdom
    Survival
    9

    When Encountered
    You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check against a monster.
    If your character would die, draw a number of cards from your discard pile equal to your hand size and bury all your other cards.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Wisdom or Divine 7 check or bury 1 card.


    15) Dowager Queen
    Spoiler:
    Dowager Queen
    Ship 3
    Class 3

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    When Encountered
    You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    The difficulty of your check to acquire an ally is increased by 2.


    16) Kraken
    Spoiler:
    Kraken
    Ship 3
    Class 3

    Check to Defeat
    Strength
    Melee
    10
    OR
    Wisdom
    Survival
    8

    When Encountered
    On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
    When Commanding
    Reduce Structural damage to this ship by 2.
    You may discard a card from the blessings deck to add 1d12 to your Strength check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.


    17) Sanbalot
    Spoiler:
    Sanbalot
    Ship 3
    Class 3

    Check to Defeat
    Dexterity
    Stealth
    9
    OR
    Wisdom
    Survival
    7

    When Encountered
    Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
    When Commanding
    This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
    At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.


    18) Blood Moon
    Spoiler:
    Blood Moon
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Arcane
    Divine
    11

    When Encountered
    Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.
    When Commanding
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    When you encounter a bane, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat that bane is increased by 3.


    19) Come What May
    Spoiler:
    Come What May
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    11

    When Encountered
    You may recharge any number of cards that have the Aristocrat or Captain trait; for each such card recharged, add 3 to your check to defeat the Come What May.
    When Commanding
    Reduce Structural damage to this ship by 1.
    At the end of your turn, you may discard a card from the blessings deck to examine your plunder cards, banish 1 plunder card, and stash 1 plunder card of the same type.

    Check to Repair
    Craft
    8

    When Commanding (Wrecked)
    After you reset your hand, discard any cards that have the Aristocrat or Captain trait.


    20) Wavecrest
    Spoiler:
    Wavecrest
    Ship 4
    Class 4

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Constitution
    Fortitude
    11

    When Encountered
    If your check to defeat the Wavecrest has the Swashbuckling trait, add 2 to it.
    When Commanding
    Reduce Structural damage to this ship by 1 for each character on the ship.
    If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 8 check or bury 1 card.


Summoned Henchmen:

The Ancient Mariner
Spoiler:

Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.

Buccaneer
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 8

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.


Enemy Ship
Spoiler:

Henchman Barrier B

Traits
Skirmish
Aquatic

Check
None

Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.


Hammerhead Shark
Spoiler:
Henchman Monster B

Traits
Animal
Aquatic
⭐Veteran⭐

Check
Combat 9

Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.


Hirgenzosk
Spoiler:

Henchman Monster B

Traits
Dragon
Aquatic

Check
Combat 30

Powers
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.


Pirate Shade Haunt
Spoiler:

Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.


Riptide Grindylow
Spoiler:

Henchman Monster B

Traits
Aberration
Goblin
Aquatic

Check
Combat 11

Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Ruffian
Spoiler:

Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 7

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.


Scurvy Zombie
Spoiler:

Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits. Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie. If defeated, you may immediately attempt to close the location this henchman came from.

Sea Devil
Spoiler:

Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.

Shipwreck
Spoiler:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.


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Telessel: Dawnflower's Petal (Weapon P=2)
Lini: Fear (Spell B)

Updated:
Ally -
Armor 22
Blessing 1
Item 1
Spell 21
Weapon 221


Deck Handler

Hero Point spent on Wisdom skill bump.

Upgrade preference
Spell 2: 1d1000 ⇒ 563


Deck Handler

Spend hero point on skill feat: +1 Dex

Deck upgrade:
Weapon 2: 1d1000 ⇒ 297
Blessing 1: 1d1000 ⇒ 902
Armor 2: 1d1000 ⇒ 667


Deck Handler STR d6 | DEX d10+2 (Ranged + 1) | CON d6 | INT d6+1 (Craft +3) | WIS d8 (Survival +2) | CHA d6

Hero Point
Card Feat: Weapon

Upgrades
Weapon 1: 1d1000 ⇒ 15


Deck Handler // Searching for: Blessing 4 > Item 4 > Ally 4

Upgrade
Replace Blessing 0 Blessing of the Spellbound with Blessing 1 Pharasma's Knowing Another one!


Deck Handler

Hero point
Power feat: Armor proficiency

Upgrade:
Weapon 2: Vicious Scythe


0-2C: REVENGE OF THE FISHFOLK
Ally 222111
Armor 2
Blessing -
Item 2
Spell 21
Weapon 21

Plus an Armor or Item draw from each character.


Deck Handler // Searching for: Blessing 4 > Item 4 > Ally 4

Upgrade Preferences
Ally 2: 1d1000 ⇒ 849
Ally 1: 1d1000 ⇒ 232

Hero Point
Card Feat
Item 3 ☑ 4 ☐ 5

Add Flame Staff to empty slot.

Will draw Item or Armor whatever we short on


Deck Handler

Spend hero point on card feat: blessing
Add Blessing of Gozreh

Deck Upgrades:
Weapon 2: 1d1000 ⇒ 731
Ally 2: 1d1000 ⇒ 906
Armor 2: 1d1000 ⇒ 651


Deck Handler

Spend hero point on power feat: Hand size 6

No upgrades needed.


Deck Handler STR d6 | DEX d10+2 (Ranged + 1) | CON d6 | INT d6+1 (Craft +3) | WIS d8 (Survival +2) | CHA d6

Hero Point
Power Feat: At the start (☑ or end) of your turn, you may examine

Deck Upgrades
Ally 2: 1d1000 ⇒ 884
Armor 2: 1d1000 ⇒ 964


Deck Handler // Searching for: Blessing 4 > Item 4 > Ally 4

Upgrade
Replace Ally 0 Talisman Crafter with Ally 2 Bound Elemental


Deck Handler

Hero point for skill feat (Strength +2)
Armor 2 to replace Spike Half-Plate with Helm of the Valkyrie


0-2D: WHO RULES HELL HARBOR?
Ally 21
Armor -
Blessing 2
Item 221
Spell 2
Weapon 2

Plus...
Flenta: Weapon 2
Crimsi: Ally 2
Telessel: Spell 2
Lini: Spell 21
Siwar: Ally 2211, Item 2, Spell 1


Deck Handler // Searching for: Blessing 4 > Item 4 > Ally 4

Upgrade Preferences
Blessing 2: 1d1000 ⇒ 67
Spell 2: 1d1000 ⇒ 491
Ally 1: 1d1000 ⇒ 550

Interested in Farglass or Totem Necklace Loot

Hero Point
Kept!


Deck Handler STR d6 | DEX d10+2 (Ranged + 1) | CON d6 | INT d6+1 (Craft +3) | WIS d8 (Survival +2) | CHA d6

Hero Point
Saved - 4 Remaining

Upgrades
Ally 2: 1d1000 ⇒ 201


Deck Handler

Save the hero point. Have three now.

Deck upgrade:
Blessing 2: 1d1000 ⇒ 808
Ally 2: 1d1000 ⇒ 633

Only vaguely interested in Svingli's Eye (Lini would do better with it) and Rekkish (nice after-roll and healing effects, but no exploration).


Deck Handler

Weapon 2
Save the hero point

Haven't really looked at the loot before now. I'd be interested in:
Brine's Sting
Buccaneer's Breastplate
Besmara's Tricorne


Deck Handler

Saving Hero point.

Blessing 2: 1d1000 ⇒ 878

I currently don't have room for Svingli's Eye, I've been using Besmara's Tricorne(since it affects most of my combat checks as well) and I wouldn't have room for both.


Deck Handler // Searching for: Blessing 4 > Item 4 > Ally 4

Upgrade
Replace Spell 1 Pyrotechnic Blast with Spell 2 Fly

Loot
Swapping in Farglass for Flame Staff for the foreseeable future.


Deck Handler

Ally 3:1d1000 ⇒ 197

Spend hero point on +1 Wisdom.


0-3A: WRECKING BALL
Ally 31
Armor 33321
Blessing -
Item 33
Spell 3
Weapon 322

plus additional Item(s) and Armor(s)


Deck Handler // Searching for: Blessing 4 > Item 4 > Ally 4

Upgrade Preferences
Spell 3: 1d1000 ⇒ 385
Item 3: 1d1000 ⇒ 146
Ally 3: 1d1000 ⇒ 806

Hero Point
Power Feat: Gain Manipulator
If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.


Deck Handler

Spend hero point on power feat: Lantern Bearer and +1 handsize
Two hero points left.

Deck upgrade
Ally 3: 1d1000 ⇒ 869 Gentleman Explorer -> Elk
Armor 3: 1d1000 ⇒ 373 Magic Chain Shirt -> Impervious Chain Shirt
Weapon 3: 1d1000 ⇒ 903 Light Crossbow -> Animalbane Crossbow
Item 3: 1d1000 ⇒ 906 Belt of Physical Prowess -> Red Mantis Mask


Deck Handler STR d6 | DEX d10+2 (Ranged + 1) | CON d6 | INT d6+1 (Craft +3) | WIS d8 (Survival +2) | CHA d6

Hero Point
Card Feat: Armor

Upgrade
Armor: 1d1000 ⇒ 363
Ally 3: 1d1000 ⇒ 401
Weapon 3: 1d1000 ⇒ 780


Deck Handler

0-3A: WRECKING BALL
Power feat: Role: Arcane Pretender
☐You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.

Upgrade
Item 3: 1d1000 ⇒ 923
Weapon 3: 1d1000 ⇒ 510
Armor 3: 1d1000 ⇒ 179


Deck Handler // Searching for: Blessing 4 > Item 4 > Ally 4

Upgrade
Replacing Spell 1 Sphere of Fire with Spell 3 Ice and Fire


Deck Handler

I took Wand of Enervation and dropped one of my 2 Staves of Healing for anyone keeping score at home.


0-3B: ON TOP OF THE WORLD
Ally 3321
Armor 3
Blessing 2
Item 332
Spell 3
Weapon 33

Plus Weapon or Spell for each character.


Deck Handler // Searching for: Blessing 4 > Item 4 > Ally 4

Upgrades
Spell 3: 1d1000 ⇒ 329
Item 3: 1d1000 ⇒ 599
Ally 3: 1d1000 ⇒ 558

Hero Point
Skill Feat
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4


Deck Handler

Spend hero point on skill feat: Dex
Have two remaining

Deck upgrades:
Armor 3: 1d1000 ⇒ 627 Magic Chain Shirt -> Impervious Chain Shirt
Weapon 3: 1d1000 ⇒ 62 Light Crossbow -> Animalbane Crossbow
Item 3: 1d1000 ⇒ 805 Belt of Physical Prowess -> Red Mantis Mask


Deck Handler STR d6 | DEX d10+2 (Ranged + 1) | CON d6 | INT d6+1 (Craft +3) | WIS d8 (Survival +2) | CHA d6

Hero Point
Skill Feat: Dex (4 Remaining)

Deck Upgrages
Weapon 3: 1d1000 ⇒ 38
Ally 3: 1d1000 ⇒ 841


Deck Handler // Searching for: Blessing 4 > Item 4 > Ally 4

Adjusting my previous Hero Point Spend to be Card Feat instead of Skill Feat.
Spell 3 ☑4 ☑5 ☐6

Upgrade
Filling empty space with Spell 3 Swipe


Deck Handler

Since we have ample weapons, I'll switch primary deck upgrade choices and grab the new crossbow.


Deck Handler

Ally 3 1d1000 ⇒ 878

Upgrade: Ally card feat!


0-3C: JUNGLE BOOGIE
Ally -
Armor 3
Blessing -
Item 33
Spell 32
Weapon 333


Deck Handler // Searching for: Blessing 4 > Item 4 > Ally 4

Upgrade Preferences
Item 3: 1d1000 ⇒ 645
Spe11 3: 1d1000 ⇒ 139


Deck Handler

Spend hero point on card feat: Blessing.
Use scenario reward to gain a card feat: Item

Two hero points remain.

Deck upgrades:
Armor 3: 1d1000 ⇒ 500 Magic Chain Shirt -> Impervious Chain Shirt
Item 3: 1d1000 ⇒ 509 add Red Mantis Mask


Deck Handler

Passing on card upgrades.

Spend Hero Point, take +1 hand size power.


Deck Handler STR d6 | DEX d10+2 (Ranged + 1) | CON d6 | INT d6+1 (Craft +3) | WIS d8 (Survival +2) | CHA d6

Hero Point
Power Feat: 1b8 to bows

Upgrades
Weapon 3

Bonus Card Feat
Ally


Deck Handler // Searching for: Blessing 4 > Item 4 > Ally 4

Reward
Card Feat
Item 3 ☑4 ☑5

Hero Point
Card Feat
Ally 5 ☑6 ☐7
Add Priest of Pharasma to empty space.

Upgrade
Add Wand of Flying to empty space.


Deck Handler

03-C
Bonus card feat: Spell 5

Hero point:
Skill feat: Intelligence +1

Upgrade Weapon 3 > Dragonbane Greatsword
Dropping


0-3D: GOING UNDER
Siwar draws a Blessing: Blessing of the Gods
Ally 3221
Armor 3
Blessing -
Item 2
Spell 2111
Weapon 333

Everyone chooses a boon type to draw and throw into the pot!
From the pot, up to 2 upgrades.

Then each player get's a deck 3 upgrade of their choice. If you tapped out of upgrades you can put it into the pot as well.


Flenta:

Blessing of Hshurha:

SS Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted by a character on a ship. 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.

Crimsi:
Blessing of the Gods:

SS Blessing B
Traits: Divine Basic
To Acquire: None 0
When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Telessel:
Blessing of the Gods:

SS Blessing B
Traits: Divine Basic
To Acquire: None 0
When you encounter this card, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Lini:
Blessing of Kelizandri:

SS Blessing 3
Traits: Divine Kelizandri
To Acquire: Constitution Divine 5
Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check against a card that has the Aquatic 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.

Blessing: 32


Deck Handler // Searching for: Blessing 4 > Item 4 > Ally 4

Upgrades
Replacing Blessing 0 Blessing of Abraxas with Blessing 3 The Lady of Mysteries
Replacing Blessing 0 Blessing of the Spellbound with Blessing 3 Blessing of Qi Zhong
Replacing Ally 0 Magical Child with Ally 3 Valet
This was a huge deck upgrade for me!

Hero Point
Stored. Up to 4.


Deck Handler STR d6 | DEX d10+2 (Ranged + 1) | CON d6 | INT d6+1 (Craft +3) | WIS d8 (Survival +2) | CHA d6

Hero Point
Saved - 4 Remaining

Upgrades
Draw Ally 3 - Rogue Ape


Deck Handler

Save the hero point. Have two.

Deck upgrades
Blessing 2: 1d1000 ⇒ 371 Prayer -> The Twin
Draw Item 3: Desna's Star -> Red Mantis Mask

And maybe take Lini's "Draw Blessing 3" and upgrade Blessing of Gozreh to The Savored Sting.


Deck Handler

Deck Upgrade:

Blessing 3, Blessing of Nivi Rhombodazzle


Deck Handler

Use the second upgrade for Weapon 3 instead, then. :)


Deck Handler

Upgrades:
Weapon 3 Greatclub > WOUNDING SPEAR-AXE
Blessing 3 form the reward: Blessing of Gorum > OUR LORD IN IRON

Hero point saved

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