Gambler

Mighty Vexing's page

Organized Play Member. 10 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.


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Character Name: Oloch
Role Card: Battle Chaplain
Skill Feats: Constitution +2, Wisdom +2.
Power Feats: Display Blessings and weapons, Add 2 to the check. Return displayed cards at the start of your turn.
Shuffle 1d4+2 into her deck.+1 Hand Size
Card Feats: Spell +1, Armor +1, Blessing +1.
Weapons: Trident +2, Brine's Sting, Seaborn Trident +1,Keen Falcata +1.
Spells: Call Weapon, Find Traps, Charm Animal.
Armors: Fortified Leather Armor, Magic Chain Shirt, Magic Leather Armor,Fortified Shell Armor.
Items: Letter of Marque.
Allies:
Blessings: Blessing of Milani,Blessing of Cayden Cailean, Blessing of Achaekek, Blessing of Gozreh,Blessing of Pharasma.
Current Party Ship: The Kraken

Died once.

Character Name:Liranne
Role Card: Deadeye
Skill Feats: Dexterity +2, Intelligence +1, Wisdom +1.
Power Feats: Hand Size +1, Add 1d4 +2 to any combat check, When you move to a different location you may examine the top card of that location.You gain the skill Diplomacy: Charisma +3
Card Feats: Item +1, Blessing +2.
Weapons: Sharpshooter's Blade, Toxic Blunderbuss +1, Dragon Pistol +1, Musket +1.
Spells:
Armors: Magic Wooden Armor, Magic Chain Shirt.
Items: Jalhazar's Wheel, Svingli's Eye, Besmara's Tricorne.
Allies: Coral Capuchin, Imp, Cut-Throat Grok.
Blessings: Blessing of Gorum, Blessing of Besmara, Blessing of Achaekek, Blessing of Erastil x2, Pirate's Favor.

Died twice

Character Name:Jirelle
Role Card: Pirate Queen
Skill Feats: Wisdom +1, Charisma +3.
Power Feats: Hand Size +1, Or is a check to defeat a ship, Or 2 Dice.
Card Feats: Item +2, Ally +1.
Weapons: Vindictive Harpoon, Humane Crossbow+2, Seeking Harpoon +1, Animalbane Dagger+1,.
Spells:
Armors: Blackcloth Armor.
Items: Astrolabe, Ring of the Iron Skull, Helpful Haversack, Farglass.
Allies: Lady Agasta Smythee, Ambrose "Fishguts" Kroop, Merrill Pegsworthy, Rotgut.
Blessings: Blessing of Achaekek, Blessing of Abadar, Blessing of Gozreh, Blessing of Milani x2.


NyteJKL wrote:

Ran through On The Horizon with a few friends this past weekend, and had a question regarding upgrading after completing this scenario.

but are they able to do 2 upgrades? One based on the standard upgrade system (pick a loot/take equivalent from the class deck) and another for the special reward for completing a mini-chronicle sheet? We upgraded based on this.

We had this discussion in my group recently as well. While I agree with Theryon that with this specific scenario you only get a single upgrade, I don't feel that is not how it normally be. You should definitely read the reward section of each scenario carefully :).

The reason I say this is the next scenario - it gives a reward of a weapon or spell. The question came up should it just be the 1 reward card, or are 2 cards possible. I believe page 7 last paragraph of Earning Scenario Rewards says both are applicable- "If the party ran out of the allotted time for the scenario, players do not earn scenario rewards, but they can upgrade their decks."

This would indicate that players get the scenario reward + an additional deck upgrade from the loot you have come across in the scenario. Otherwise, you would get people "running out of time" the first time through just to get 2 rewards. It also makes sense that eventual rewards will be feats, but most players will still want to upgrade their decks weekly.


Adding to what has been said - While a Henchman doesn't close a location, if you kill the villain at the location, it automatically closes without having to make a when closing roll card drop, ect.


I'll toss out the age old reason 4 is best:

4 = muscle/magic/heals/thiefyness

Can't beat the "standard" party size :)


Gunsmith Paladin wrote:

Okay, I've got another question. What happens when you fail to complete a scenario?

We got close a couple times, even getting down to the last blessing, but we haven't failed yet. The book says you just try again, but it doesn't seem to mention anything bad happening if you do fail. Do you get to keep the boons you've acquired or do you have to reset your deck to what it was before the attempt?

Nothin bad happens except u don't get to advance to the next scenario and you don't get the reward till u complete it. Running the blessing deck (aka clock) out to avoid death is a valid tactic.


RedDogMT wrote:

I played a few demo games of the Skull & Shackles PACG as our local game store was preparing for Organized play.

One of the elements that I was really disappointed in was the limited way in which characters are able to interact with each other. play and possibly loosing interest in purchasing the game.

A good example occurred during one of the demos we were playing. The alchemist had gone to a location and got caught in an underwater spike trap. At the start of each turn, he had to discard the top card of his deck (he was basically bleeding to death). The difficulty to get out of it was something like a DC 9 Dexterity check and I believe his Dexterity die was a 1d4. At the time, there little to no way for him to succeed (even with blessings from the rest of us). However, there was this Goblin player (1d12 Dexterity die) at another location who could handily take care of such a trap, but the rules do not allow the Goblin to interact with the Alchemist's trap...so over the next three turns, the Alchemist slowly died.

Hmm, I kinda thought the opposite. This game is very geared towards team play rather than each person getting to a location encountering and closing it. I find many times it is very helpful to go to a location with another person. That allows the giving of cards, and better synergy of powers. Now I will agree S&S it seems you can get into more trouble traveling together, but based on the amount I have played I don't think it's overwhelming.

However I have lost a few games or spent time "curing"/healing a toon to keep them out of deaths hands until the deck ran out. In our group we consider that if we get stuck like you did, and we run out the clock it is the same as the party coming together to save their party member. Then we try the scenario again.

I may not be reciting the rule correctly, but I recall that when a person encounters a bane they only have to succeed at one check. Others at the same location can help with other checks (if I read it correctly). May not get you out of the trap or that specific example, but sure is helpful taking out a villian every now and them.


I play solo w/ 2 chrs, and then a dif game of 3 toons with my 2 teen daughters. We stalled round adventure 4 of rune lords and just finished up this weekend after 3 weekend marathon secessions.

Looking forward to organized play.


fine_young_misanthrope wrote:
I like the game, but will my swashbuckler even matter at higher levels?

Yes, in the endgame all Characters are close wether weapons or spells. Due to the hand u draw it sometimes seems unbalanced. Just remember the caster most of the time discards/ recharges. Weapons always seem to just "reveal"


Congrats. You are in for many hours of adventuring. Have fun


Love that Paizo came out with a new "game" in S&S. And I am enjoying learning some of the new things.

But this one for some reason is stumping me.
3 characters are all at Tempest Cay, and the location deck is clear, so all that remains is closing the location.

Jirelle misses the roll, but Alahazra's turn is up next, and she makes the roll with a bit of help from Lem.

When Tempest Cay is Permanently Closed, it says
"On closing, move to a random other location"

So off to a random location Alahazra goes. The question is this:
Does the ship (and she is captain since she is the active player) go with her, and do the other 2 have the option of tagging along.

Thematically it seems like they would, but for some reason I just can't get this figured out in my head.

Thanks for any and all insight.