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Scarab Sages *****

Thanks a lot for this thread. It made it clear to me I should have quit PFS a long time ago.

I also notice Paul Jackson is no longer on the Venture Agent list. I wonder why...

Scarab Sages

Weapon 1: 1d1000 ⇒ 947
Armor 1: 1d1000 ⇒ 933
Spell 1: 1d1000 ⇒ 404
Spell 1: 1d1000 ⇒ 97
Blessing 0: 1d1000 ⇒ 219

Scarab Sages

Zombie fight!!!!

Combat 9: 1d8 + 1d10 + 1 + 1d8 ⇒ (1) + (7) + 1 + (8) = 17

End turn, redraw

Zvarbel wrote:

Hand: Magic Weapon, Compass, Scimitar +1, Spellcharger Jerkin,

Displayed:
Deck: 12 Discard: 11 Buried: 1
Notes: Re-roll not used. Playmats available for all. My playmat used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

The secondary success condition for this scenario is disgusting.

Please either change it, or retire the scenario.

Secondary Success Condition:
You get an extra PP if you recruit a slaver, someone who is kidnapping people and forcing them to labor in the equivalent of magical sweat shop as slaves, into the Society.

Scarab Sages

Start of turn, discard Magus Arcana using playmat power. Draw Blessing of the Gods 2

Start of turn, examine top card of deck.

A harpoon is on the edge of the cliff, but Zvarbel's approach causes it to slide over the edge.

Explore, card 2

Zvarbel sees a bar ahead! She enters and asks for a wine list. This provokes a riot.

Barroom Brawl:

Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Str 6: 1d10 + 1 ⇒ (5) + 1 = 6

Since the barrier is guaranteed to be defeated, I will draw it into my hand and continue my turn.

Turn continued:

Discard Blessing to explore again

Yikes, a Zombie!

Banish Barrier for d8

Combat 9, with d8+d10+1, or everyone else has to fight one too. So I would like a Blessing or some such, will pause while everyone deals with the brawl.

Paused for others to catch up

Scarab Sages

Zvarbel has little choice but to cry out to the Gods for aid.

Use Blessing of the Gods to copy the Blessing of Milani

Dex 6: 3d4 ⇒ (4, 3, 1) = 8

Zvarbel manages to get her faithful sword up to block the blast of electricity. Sadly, the sword melts under the onslaught.

Discard Gallivance

Scarab Sages

Zvarbel calls upon her new spell knowledge to deal with the Skeletal Crew.

Cast Sphere of Fire, then discard it.

combat 10: 1d8 + 2 + 2d6 ⇒ (3) + 2 + (3, 2) = 10

Scarab Sages

Hour of Gods.

Trying to dodge a giant monster...

Hirgenzosk?: 1d12 ⇒ 4

Dead Man's Chest:

Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13 If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.

Recharge Masterwork Tools, draw the barrier into my hand.

Draw random cards: Shortbow, Onyx of Constitution, Sphere of Fire (spell 1)

Discard Shortbow, Deadman's Chest, Onyx of Constitution draw Magus Arcana

Zvarbel deals with a nice chest of loot, but it takes her entire day.

Zvarbel wrote:

Hand: Galivance, Magus Arcana, Blessing of the Gods 3, Sphere of Fire,

Displayed:
Deck: 17 Discard: 6 Buried: 1
Notes: Re-roll not used. Playmats available for all. My playmat not used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

Reveal Galivance

Combat 10: 1d10 + 1d6 + 1 ⇒ (2) + (6) + 1 = 9

Put Magus Arcana on top of deck to reoll the 2.

1d10 ⇒ 8

Defeated

Scarab Sages

Int 7: 1d8 ⇒ 6

Using Galivance

Bury Swabbing the Decks to add Arcane Skill

Combat 10: 1d10 + 1 + 1d6 + 1 + 1d8 + 2 ⇒ (9) + 1 + (3) + 1 + (7) + 2 = 23

Scarab Sages

Why did we sail here again?

Use Blessing of the Gods on Wisdom check.

Wisdom 5: 2d6 ⇒ (4, 4) = 8

The Gods' aid lets Zvarbel navigate forward.

Some Masterwork Tools were left on the deck.

Disable 7: 1d8 + 2 ⇒ (6) + 2 = 8

Zvarbel wrote:

Hand: Magus Arcana, Galivance, Swabbing the Decks, Masterwork Tools,

Displayed:
Deck: 14 Discard: 3 Buried: 1
Notes: Re-roll not used. Playmats available for all. My playmat not used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

Don't forget your play mat power!

Scarab Sages

Recharge Deckhand due to Swabbing.

"The is beneath me..." mutters Zvarbel as she picks up a mop.

Discard Blessing of Kols to add to Fort check

Fort 8: 2d8 + 2 ⇒ (3, 5) + 2 = 10

Draw barrier into hand

Redraw. Done.

Zvarbel wrote:

Hand: Magus Arcana, Galivance, Swabbing the Decks, Blessing of the Gods ,

Displayed:
Deck: 13 Discard: 2 Buried: 1
Notes: Re-roll not used. Playmats available for all. My playmat not used. Blessing available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

Zvarbael brings Gallivance to the fray.

BYA Combat 10: 1d10 + 1 + 1d6 + 1 ⇒ (3) + 1 + (5) + 1 = 10

Scarab Sages

Beached at Tempest Cay, Zvarbel draws her new sword, Galivance, and heads onward.

Cut-Throat Grok:

Ally 1
Traits:
Half-Orc
Fighter
Pirate To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7 Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Fortitude 5: 1d8 + 2 ⇒ (5) + 2 = 7

The Half-Orc volunteers to aid the party, and leads Zvarbel on.

Discard Grok to explore again. Tempest Cay card 2.

Deckhand:

Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration

Charisma 6: 1d6 ⇒ 4

Zvarbel calls upon her Magus powers to impress the reluctant sailor.

Place Magus Arcana on top of deck to reroll

Charisma 6: 1d6 ⇒ 6

Shockingly, it works. Zvarbel sits down for dinner with her newfound friend.

End turn, redraw Magus Arcana and draw one new card.

Zvarbel wrote:

Hand: Magus Arcana, Galivance, Deckhand, Blessing of Kohls,

Displayed:
Deck: 14 Discard: 1 Buried: 1
Notes: Re-roll not used. Playmats available for all. My playmat not used. Blessing available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

Buried Defensive Shock from previous ship encounter.

Scarab Sages

What do bone and an orchestra leader have in common?

They both conduct.

Use Lightning Touch

Combat 10: 1d8 + 2 + 2d4 ⇒ (3) + 2 + (2, 3) = 10

Recharge Lightning Bolt - Arcane 6: 1d8 + 2 ⇒ (5) + 2 = 7

Scarab Sages

Zvarbel wrote:

Hand: Magus Arcana, Lightning Touch, Defensive Shock, Galivance,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Re-roll not used. Playmats available for all. My playmat not used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

Zvarbel replaces Dwarven Clawhammer and Longsword with Gallivance and [b]Scimitar +1[/dice].

Scarab Sages

Weapon 1 Loot roll: 1d1000 ⇒ 445
Weapon B

Scarab Sages

Alright, you ghastly beast, prepare to re-die!

Use one of Harsk's blessings]

BYA Fort 8: 2d8 + 2 ⇒ (3, 4) + 2 = 9

[ooc]Reveal and discard Emplorer's Staff

Combat 11: 1d10 + 1 + 2d6 ⇒ (8) + 1 + (4, 5) = 18

Reveal Clawhammer, place Magus Arcana on top of deck to add Int die, use one blessing each from Harsk and Mother Myrtle

Combat 13: 1d10 + 1 + 1d8 + 1d4 + 2d10 ⇒ (3) + 1 + (8) + (2) + (8, 10) = 32

The villain falls, departing for Pharasma's Boneyard at last.

Zvarbel takes one last survey of Ghol Gan ruins, but the Water Elemental there is best avoid.

Victory is ours.

Scarab Sages

Eratil and Zvarbel were never that close.

Zvarbel sense victory as she searches the docks.

Arron Ivy:

Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Need temp closes

Scarab Sages

Forgot to search for a monster

Docks card 2 - Tot Flask
Docks card 3 - Ruffian - Banished
Deck needs shuffling

Scarab Sages

Reveal Clawhammer, Put Magus Arcana on top of deck to add Int. Discard BoG

Combat 17: 1d10 + 1 + 1d8 + 1d10 ⇒ (7) + 1 + (4) + (5) = 17

The strange beast breathes no more.

Discard Spellcharger Jerkin to cycle hand.

Zvarbel wrote:

Hand: Explorer's Staff, Compass, Dwarven Clawhammer, Magus Arcana,

Displayed:
Deck: 7 Discard: 5 Buried: 0
Notes: Re-roll not used. Playmats available for all. My playmat not used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

Forgot Magus Arcana again so don't have Compass

Casually watching as Mother Myrtle drowns, Zvarbel decides to explore on.

Ahead is a creature

Owlbeartross:

Monster P
Traits:
Aberration
To Defeat:
Combat 13
THEN Combat 15 Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.

A riptide Grindylow joins the party.

Reveal Claw Hammer.

combat 11-2: 1d10 + 1 + 1d4 ⇒ (10) + 1 + (4) = 15

Phew.

Oh yeah, there was the other thing...

Pause to consult

Scarab Sages

1 person marked this as a favorite.

Besmara rules! Arrrr...

Scarab Sages

Harsk adds d4+1

Combat 14: 1d10 + 1 + 1d4 + 1d8 + 1d4 + 1 ⇒ (5) + 1 + (4) + (8) + (2) + 1 = 21

The creature falls to the shore, dying.

End turn

Zvarbel wrote:

Hand: Spellcharger Jerkin, Blessing of the Gods 2, Dwarven Clawhammer, Compass,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: Re-roll not used. Playmats available for all. My playmat not used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

Besmara continues to rule the hour.

Meanwhile, under the boardwalk...

Explore Docks Card 1

It's a strange bird person.

Jinx Eater:

Ally B
Traits:
Tengu
Assassin
Basic To Acquire:
Charisma
Diplomacy 8 Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.

Sadly the two do not share a common language.

Autofail

Discard Blessing of the Gods to explore again.

Zvarbel ventures to the water, and soon regrets it.

Sea Drake:

Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14 The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.

Auto fail dex check

Electricity damage: 1d4 ⇒ 1

Discard Terhk Fourwinds

Reveal Clawhammer and put Magus Arcana on top of the deck

[dice=Combat 14][/dice]
Current dice d10+1+d4+d8

Pause to discuss.

Scarab Sages

Aba-darba-do!

Zvarbel gets a hankering for fresh seafood and heads to the docks. She stumbles upon a Powder Horn.

Int 6: 1d8 ⇒ 3

Discard Defensive Shock to cycle hand.

Zvarbel wrote:

Hand: Magus Arcana, Blessing of the Gods , Dwarven Clawhammer, Terhk Fourwinds,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: Re-roll not used. Playmats available for all. My playmat not used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

Today, all the gods get together and have a party.

Zvarbel heads to the Lonely Island, in hopes of some solitude.

She finds a strange object on the ground.

Dragon Pistol:

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.

She tosses it away.

End turn

Zvarbel wrote:

Hand: Magus Arcana, Defensive Shock, Dwarven Clawhammer, Terhk Fourwinds,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Re-roll not used. Playmats available for all. My playmat not used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

Zvarbel wrote:

Hand: Magus Arcana, Defensive Shock, Dwarven Clawhammer, Terhk Fourwinds,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Re-roll not used. Playmats available for all. My playmat not used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

Replacing Unerring Weapon with Call Weapon.

Scarab Sages

Zvarbel would really benefit from a Spell-B

Spell B: 1d1000 ⇒ 511

My power feat will be the ability to discard a barrier to recharge a random weapon or spell from my discard pile.

Scarab Sages

reroll str 6: 1d10 + 4 ⇒ (9) + 4 = 13

Reroll not used.

Scarab Sages

Zvarbel wrote:

Hand: Magus Arcana, Blessing of the Gods 2, Blessing of the Gods 3, Explorer's Staff,

Displayed:
Deck: 6 Discard: 8 Buried: 0
Notes: Re-roll used. Playmats available for all. My playmat used. Blessings available if needed.
Sideboard cards:

[spoiler=Skills and Powers]SKILLS

Strength d10 [X] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

Start of turn - Use Playmat

Discard Defensive Shock draw Strength

Wisdom 3: 1d6 ⇒ 1

Structural Damage: 1d4 - 3 ⇒ (4) - 3 = 1

The waves drive the ship against the rift. Even the sturdy Mistmourn is damaged in the crash.

Though shark's are something Zvarbel usually prefers in soup, she heads to the island all the same.

Shark Island card 1

Wave Crash!

Spoiler:
Henchman 1
Type: Barrier
Traits:
Weather
Veteran
To Defeat:
Strength
Constitution
Fortitude
Survival 5 Before you act, your ship is dealt 1d4-1 Structural damage.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, each character buries an ally.
If defeated, you may immediately attempt to close
the location this henchman came from.

Cast Strength

Str 6: 1d6 + 4 ⇒ (3) + 4 = 7

Use shirt re-roll

Str 6: 1d6 + 4 ⇒ (4) + 4 = 8

Using her magic. Zvarbel bolsters her strength enough to grab the helm and wrench it. The ships turns from the deadly waves.

However, Zvarbel is washed overboard, where she is attacked by a shark!

Draw the barrier

Put Magus Arcana on top of deck to add Intelligence. Discard Barrier. Recharge Eye Patch.

Combat 11: 1d10 + 4 + 1d8 + 1d8 + 1 + 1d4 ⇒ (3) + 4 + (7) + (6) + 1 + (3) = 24

The shark dies a horrible death, and Shark Island is shark-free at last.

Recharge Strength spell?

Arcane 8: 1d8 + 3 ⇒ (3) + 3 = 6

Scarab Sages

The Venture Captain nods at your caution.

We have enough dirt on Bey to bring him down with you, should he betray us.

Scarab Sages

Yes. I'll poke Jen to log in.

Yes, make purchases

Scarab Sages

Int 8: 1d8 ⇒ 8

Random Item #2

Eye Patch:

Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

Scarab Sages

We have begun!

Scarab Sages

A single, dim lantern sheds uncertain light in the cabin of Venture-Captain Retief VanSchuyver. The deck of his ship, the Maelstrom, sways and rocks with the gentle swells in the predawn darkness off the coast of Rahadoum. The captain scratches his patchy beard as he speaks. “I’m not sure how much you know about the nation of Rahadoum. Its position on the mouth of the Inner Sea keeps it prosperous enough, I think, but the strangest thing about the nation has nothing to do with trade. You may already know this, but they’re not too keen on the gods. Any of ’em. Not Desna, nor Abadar, nor Gozreh, much less the bleaker crew like Asmodeus or Lamashtu. Them Rahadoumi want nothing to do with them—had a war over ’em, in fact. Even Sarenrae can’t get her foot in the door!” The captain leans back, turns, and spits tobacco juice into a brass spittoon. “Despite all that, Rahadoum is a peaceful nation, eh.

Education is highly valued, and civic duty held in high esteem. At least it hasn’t had to deal with any religious wars in a long time. But turnin’ your back on the gods has its downside. Famine always looms on their horizon. The desert claims more and more of their farmland every year, it seems. And, worst of all, plagues wreak stark havoc among ’em. Thousands die every year from one ailment or another for want of a decent cleric. They have no power, no divine will, to stem the tide of disease, and they struggle and they starve and they die so dreamlessly, knowin’ that when they enter the Boneyard, there’ll be no deity to meet ’em there with open arms, no paradise waiting on the other side. “Just lately, things have been much worse. A new plague sprang up several weeks ago in the outlying villages around Manaket—Rahadoum’s center of learning. They call it the Night Plague, and it’s a killer. Very few infected have recovered from it but the handful who made it across the borders or out through the ports have been easily cured by clerical magic. This Night Plague’s a killer, but it doesn’t have to be. “That brings me to why we’re bobbing here off Rahadoum’s coast in the dead of night. Despite Rahadoum’s current social agenda, it’s an ancient, storied land. There’re a lot of secrets buried in those forgotten sands. As a result, let’s just say that the Pathfinders have ‘assets in place’ in the area not ‘officially’ associated with the Swordmeet Lodge in Manaket and leave it at that. But with plague striking the area, and those assets having no clerical support, they are now in jeopardy. We’ve got to protect our people and their research, and to do that we’ve got to get a handle on this plague before it becomes epidemic, or at least shield our folks before they’re exposed to it.” He looks up, his eyes dark and fierce. “So we’re going to give Rahadoum a little help… whether they like it or not.”

He gestures behind him to a shadowed figure sitting on a sea-chest. “This is Agosa Agion, a holy hand of Sarenrae and Pathfinder field operative.” A human male rises from his seat and bows low. He wears a desert dweller’s robes on his slender frame and a green turban around his angular head. His forked beard is golden-colored and dyed with henna at its tips. Captain VanSchuyver clears his throat and continues. “Agosa normally serves as a healer in the Sothis Lodge and his expertise should serve him well as a plague doctor. I don’t intend for you folk to play nursemaid to a bunch of plague victims, that’s what we’ve got Agosa here for, but getting him into the country and to the action is where you come in.

“Your job is to sneak him into Rahadoum and get him to the village of Wadi al-Hesr, avoiding the nation’s priest-hunting military forces—they’re called the Pure Legion—and taking care of any ‘entanglements’ that you may run into along the way. For all the gods’ sakes, don’t let them know you’re even in the country! Right now, we’re anchored just off Rahadoum’s northern coast near the Qassabah Heb Amar. As far as the Rahadoumi government knows, it is the home of Bey Sarkris El Makkra, jefe of several of the local villages. The truth is, the good bey uses his stronghold as a secret smugglers’ port. Tonight, you are the smugglers, and Agosa here is your contraband. Get him into the tunnels where you’ll meet one of the bey’s servants; he’ll direct you from there.

“Don’t mess this thing up. Once you get Agosa to Wadi al-Hesr—only a few miles from the bey’s fortress—he’ll know where to go. Questions? If not, then get to the tunnels before the tides change. Someone from the bey’s staff is surely already waiting.”

Scarab Sages

Banish the barrier to add d8+1, put Magus Arcana on top of deck to add Int.

Combat 12: 1d10 + 1 + 1d8 + 1 + 1d8 ⇒ (1) + 1 + (8) + 1 + (4) = 15

The Ghost is vanquished, for now.

Ghost shuffles back into location

Discard Blessing of the Gods to explore again, rolling a random card at the location

Random card from the location: 1d6 ⇒ 1

It's the Ghost again...

I'm going to fail, discard Magic Weapon as damage and shuffle the ghost in again

EoT

Random cards: 1d4 ⇒ 4
Random open location: 1d3 ⇒ 2

Four are shuffled into Shark Island

Zvarbel wrote:

Hand: Magus Arcana, Defensive Shock, Blessing of the Gods 3, Explorer's Staff,

Displayed:
Deck: 7 Discard: 6 Buried: 0
Notes: Re-roll not used. Playmats available for all. My playmat not used. Blessing available if desperately needed. I really need a weapon...
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

SoT structural damage minus ship bonus: 1d4 - 3 ⇒ (3) - 3 = 0

Feeling peckish, Zvarbel heads to Cannibal Isle to join Flenta.

Explore Card 1

G-g-g-g-ghost!!!

Pausing to check for sources of the Magic trait

Scarab Sages

SoT Structural damage: 1d4 - 3 ⇒ (1) - 3 = -2

Zvarbel continues her exploration of the Fringes of the Eye.

Master-at-Arms

diplomacy 6: 1d6 ⇒ 2

Discard Terhk Fourwinds to explore again.

Drowning Spikes Trap:

Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7 If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

Difficulty increased by 3

Taking BoG from Harsk, and another from Myrtle

Disable 10: 3d8 + 2 ⇒ (1, 8, 5) + 2 = 16

The trap is disabled, Zvarbel gathers the parts to use for her own purposes later.

Drawing the barrier into hand.

eot

random cards: 1d4 ⇒ 4

random location: 1d4 ⇒ 4

Zvarbel wrote:

Hand: Magus Arcana, Magic Weapon, Drowning Spikes Trap, Blessing of the Gods ,

Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes: Re-roll not used. Playmats available for all. My playmat not used. Blessing available if desperately needed. I really need a weapon...
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

Discard Spellcharger Jerkin as 1 structural damage

Scarab Sages

This is for extra stuff like PFS info.

Scarab Sages

Please post your character info in the discussion thread.

Scarab Sages

SoT: 1d4 - 3 ⇒ (2) - 3 = -1

Fringes of the Eye Card 1 - Blessing of Erastil

Dex 4: 1d4 ⇒ 3

Discard Compass to explore again

Fringes of the Eye Card 2 - Coral Capuchin

Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

Survival 6: 1d6 ⇒ 6

Surprisingly, I made a friend. But, that friend is useless.

Discard the new ally, redraw, turn ended

EoT

Random cards: 1d4 ⇒ 1

Random location: 1d6 ⇒ 2

Zvarbel wrote:

Hand: Magus Arcana, Magic Weapon, Spellcharger Jerkin, Terhk Fourwinds,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Re-roll not used. Playmats available for all. My playmat not used. Blessing available.
Sideboard cards:

[spoiler=Skills and Powers]SKILLS

Strength d10 [X] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

Plunder roll: 1d6 ⇒ 5

Zvarbel wrote:

Hand: Magus Arcana, Magic Weapon, Spellcharger Jerkin, Compass,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Re-roll not used. Playmats available for all. My playmat not used. Blessing available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

Zvarbel sucks it up, and heads to Fringes of the Eye to tackle the many barriers.

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