PACG 0-1C: Brine Dragon Hunt (Inactive)

Game Master jduteau

Third scenario of our online play of the Season of the Shackles for the Adventure Card Game.


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Explore, check note.

Sweet, free force missile.

Explore again.
find traps +acolyte: 1d12 + 1d4 + 3 ⇒ (10) + (3) + 3 = 16
Cool, another free explore. I'll take it.


Turn 19
Blessing: Blessing of Gozreh
19/11
Ezren

Fog Bank

Onwu Azu
Henchman - Monster 1

Traits
Animal
Aquatic

Check
Combat 8 (10 - 2 for Sea Fort power)

Powers
The Onwu Azu may not be evaded.
If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.


Ezren, Seeker of Knowledge wrote:

Explore again.

[dice=find traps +acolyte]1d12+1d4+3
Cool, another free explore. I'll take it.

I didn't look at your check until it was too late, but the Find Traps is a Wisdom/Divine 6 and not an Arcane check, so you either roll 1d6 for Wisdom or 2d4 for Divine+Acolyte.

Once you re-roll, if you don't make it, we either have to all ignore that I revealed the card, or you could use your Detect Magic to reveal it.

If you do make it, then do what you will. :)


D'oh! My bad! Makes me wonder why Ezren is in the picture of Find Traps.
Wisdom+Acolyte: 1d6 + 1d4 ⇒ (1) + (3) = 4
Okay then, Detect MAgic shows the henchman on top, but then the deck is shuffled and I auto-recharge. Turn over.

Sage, Force Missile x2, Sphere of Fire, Sling, Eye PAtch


Turn 20
Blessing: Blessing of Besmara
20/10
Koren

Locations:

Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
CLOSED

Fog Bank
At This Location: After you play a card or use a power that examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 Henchman:1 (Total: 4)
Ezren, Jirelle

Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
CLOSED

Holy Isle
At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:2 Henchman:1 (Total: 3)
Koren

Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1 (Total: 7)
Note: Dead Man's Chest Barrier on top
Vika

Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by 1 (the adventure deck number of the current scenario).
When Closing: Succeed at a Strength or Constitution check with a difficulty of 6 (5 plus the adventure deck number of the current scenario).
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1 (Total: 7)


Holy Isle - Koren

Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence/Craft 7
Divine 5


Two blessings to get and a fish to fight....

Divine 5: 1d8 + 3 ⇒ (8) + 3 = 11

I then use the Blessing to explore again...


Holy Isle - Koren

Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
Auto-Acquire


I get this last blessing automatically which leaves the Henchman fish to feel my wrath!

I use the Blessing to explore again...

To fight the big fish, I use Sphere of Fire and discard it. I also reveal my Sage's Journal to help fight the fish.

Combat 8: 1d8 + 3 + 1d6 + 1d6 + 1d4 ⇒ (2) + 3 + (4) + (6) + (1) = 16

Sushi!!

I then discard the top of my deck (Longsword) to get to close the location.

I cast Sagacity on myself to get +3 Wisdom and try a Wisdom 7 check (rather than Divine which is based off of my Charisma).

Wisdom 7: 1d10 + 3 ⇒ (8) + 3 = 11

The Holy Isle is closed and I get to recharge all of my cards that have Divine in my discard pile, which is all of them except for a Mace and a Longsword.

I then try to recharge the Sagacity...

Divine 8: 1d8 + 3 ⇒ (6) + 3 = 9

It is recharged and I am completely refreshed with 13 cards in my deck!

Koren(jduteau) wrote:

Hand: Heavy Pick, Magic Scale Mail, Paladin's Helm, Sage's Journal, BotG

Deck: 13 Discard: 2 Buried: 0
Note: @Holy Isle, heading to Ghol-Gan Ruins, can give up BotG if needed


Turn 21
Blessing: Blessing of Gorum
21/09
Vika

Locations:

Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
CLOSED

Fog Bank
At This Location: After you play a card or use a power that examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 Henchman:1 (Total: 4)
Ezren, Jirelle

Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
CLOSED

Holy Isle
At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
CLOSED
Koren

Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1 (Total: 7)
Note: Dead Man's Chest Barrier on top
Vika

Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by 1 (the adventure deck number of the current scenario).
When Closing: Succeed at a Strength or Constitution check with a difficulty of 6 (5 plus the adventure deck number of the current scenario).
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1 (Total: 7)


Vika - if you're exploring the Coastline, then it's the Dead Man's Chest for you!

The Exchange

Dead Man's Chest:

Barrier B

Traits
Cache
Lock
Pirate

Check
Dexterity/Disable 11
Strength/Melee 13

Powers
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.

I can't hit either check on my own, Koren Can I use that BotG?

Would be Melee: 2d10+2 vs. 13.


You may use my Abadar for +2 dice if you think it's a good idea Vika

The Exchange

Jirelle The Pirate Queen wrote:
You may use my Abadar for +2 dice if you think it's a good idea Vika

Potential Upgrades!

Its weird playing with this added meta-game.

Onward! GREED!

Dead Man's Chest Melee (13): 3d10 + 2 ⇒ (3, 8, 4) + 2 = 17

Excellent!

GM: I'll take those cards, and most likely explore with the MAA so spoiler me the next card as well, please


Things found in the Dead Man's Chest:

Rapier
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic

Check
Strength/Melee 5

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Magic Weapon
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence/Arcane/Wisdom/Divine 4

Powers
When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Blast Stone
Item B

Traits
Object
Alchemical
Basic

Check
Intelligence/Craft 4

Powers
Banish this card to add 1d4 to any combat check attempted by a character at your location.

Nothing really useful


Coastline-Vika:

Siren Caller
Monster B

Traits
Siren
Aquatic
Veteran

Check
Wisdom 7 (8 - 2 for Sea Fort power + 1 for adventure deck number)

Powers
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

The Exchange

I was sooooo much happier at Ghol-Gan Ruins...

[dice="Their song, though irresistibly sweet, was no less sad than sweet, and lapped both body and soul in a fatal lethargy, the forerunner of death and corruption." (Wisdom 7)]1d8[/dice]

The Exchange

I owe 6 cards, which wipes my hand.

Top 3 cards: BotG, Signal Whistle and Longsword

Draw Up:

Vika(cosined) wrote:

Hand: Staff of Minor-Healing, Signal Whistle, Quartermaster, BotG

Deck: 3 Discard: 13 Buried: 0
Note: At Coastline. BotG for Jirelle?

At the start of next turn, I'll use my Staff:

1 Greatclub
2 Warhammer
3 Lucerne Hammer
4 Mace
5 Chain Mail
6 Crowbar
7 Master-At-Arms
8 BotG
9 Rapier
10 Magic Weapon
11 Blast Stone
12 Chain Shirt
13 Fire Lance

Recharge: 1d13 ⇒ 7

Vika(cosined) wrote:

Hand: Signal Whistle, Quartermaster, BotG

Deck: 5 Discard: 12 Buried: 0
Note: At Coastline. BotG for Jirelle?


Turn 22
Blessing: Blessing of Pharasma
22/08
Jirelle

Only location that changed:

Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M:2 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1 (Total: 6)
Vika


So we're getting a bit low on turns...

We have three locations left and need two explores each for the worst case. We know that the Fog Bank has a henchman, so the villain is either at the Ruins or the Coastline.

Do we leave Ezren at the Fog Bank just to close it, while Jirelle heads to either the Coast or the Ruins?

Without a weapon and not much left, does Vika even explore?

Jirelle to the Ruins to explore and find a villain or henchman. Ezren stays at Fog Bank and explores in case he finds the Henchman and closes it. Koren to the Coastline to explore and find a villain or henchman?

Let's not forget that Vika and Koren both have a BotG to use if needed for checks.

The Exchange

The BotG with my Melee skill is still 2d10+2 and I could Signal Whistle Koren over in a pinch. Just a thought. I am pretty beat up so I'm fine sitting out a turn.

Man, I've had a bad day at the office if that's the best I can do in the final lap...


I will head to the coastline allowing Vika to move to the ruins as her Strength is needed there


Coastline - Jirelle

Onwu Azu
Henchman - Monster 1

Traits
Animal
Aquatic

Check
Combat 8 (10 - 2 for Sea Fort power)

Powers
The Onwu Azu may not be evaded.
If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Never mind all that worry. :)


Fog BAnk is fine with me. I'll have trouble closing anything else.


Combat with a a fish? seems a tad unfair

1d10 + 2d4 + 2 - 0 ⇒ (7) + (3, 3) + 2 - 0 = 15


I banish a cutlass to close the locatioN

I have nothing in my discard pile eligible for recharge


You have to discard the top card of your deck to attempt the close.

Basically, discard the top card of your deck, banish the cutlass, and then recharge a card (if your discard has the right traits).


Jirelle(Troymk1) wrote:

Hand: Rapier, Amulet of Life, Burglar, Standard Bearer, Erastil

(Displayed: )
Deck: 4 Discard: 5 Buried: 0
Note: Coastline

OK I'll have to be very careful from now on. A hand wipe will kill me


?

When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.


Ah the Henchman! OK adjustment coming


Jirelle(Troymk1) wrote:

Hand: Rapier, Amulet of Life, Burglar, Erastil, Abadar

(Displayed: )
Deck: 3 Discard: 6 Buried: 0
Note: Coastline


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jduteau wrote:

You have to discard the top card of your deck to attempt the close.

Basically, discard the top card of your deck, banish the cutlass, and then recharge a card (if your discard has the right traits).

Vika gets to recharge a card with Pirate/Swashbuckling in her discard pile as well.


Turn 23
Blessing: Blessing of Erastil
23/07
Ezren

Fog Bank Card:

Kuru
Monster B

Traits
Human
Cannibal
Basic

Check
Combat 10

Powers
If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.


I can recharge my whip...doing so as that adds 33% to my life right now :)


Exploring...
Kuru meets Force Missile: 1d12 + 2d4 + 3 ⇒ (6) + (1, 3) + 3 = 13
recharge: 1d12 + 3 ⇒ (8) + 3 = 11


Discard Sage to explore again.


Fog Bank - Ezren

Onwu Azu
Henchman - Monster 1

Traits
Animal
Aquatic

Check
Combat 8 (10 - 2 for Sea Fort power)

Powers
The Onwu Azu may not be evaded.
If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.


Force Missile: 1d12 + 2d4 + 3 ⇒ (7) + (3, 3) + 3 = 16
Force Missile recharge: 1d12 + 3 ⇒ (3) + 3 = 6
Played a spell, top of deck is Augury, I'll recharge it.
Defeated henchman, I'll discard top of deck, Lightning Touch to close.
Fog Bank closes, I recharge my hand and draw 3 cards then end my turn.
Hand: Force Missile x2, Magic Weapon, Detect Magic, Arcane Armor, Acolyte
May use Magic Weapon


Turn 24
Blessing: Blessing of the Gods
24/06
Koren

Locations:

Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
CLOSED

Fog Bank
At This Location: After you play a card or use a power that examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
CLOSED
Ezren

Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
CLOSED

Holy Isle
At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
CLOSED
Koren

Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
CLOSED
Vika, Jirelle

Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by 1 (the adventure deck number of the current scenario).
When Closing: Succeed at a Strength or Constitution check with a difficulty of 6 (5 plus the adventure deck number of the current scenario).
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:1 Villain:1 (Total: 7)


I travel to the Ghol-Gan Ruins and encounter...

Bucket Brigade
Monster B

Traits
Task
Fire
Elite

Check
Constitution/Fortitude 7 (6 + 1 due to Ruins)

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.


Fort 7: 1d6 + 3 ⇒ (4) + 3 = 7

Use my BotG to explore again...


Marine
Monster B

Traits
Human
Warrior
Veteran

Check
Combat 10 (8 + 1 for Ruins + 1 for adventure deck number)

Powers
If the check to defeat has the Swashbucking trait, the damage dealt by the Marine is increased by 2.


Hmm, I keep waffling on what to do. I could discard the Heavy Pick but it's my only weapon, so I'd be relying on Sphere of Fire. I could use the Magic Weapon for 1d8 + 1d6 + 1d4 + 2 or Vika's BotG for 2d8 + 1d6 + 2.

I'll go with Ezren's Magic Weapon...

Combat 10: 1d8 + 2 + 1d6 + 1d4 ⇒ (5) + 2 + (1) + (3) = 11

Okay, good call. The Marine is dead.

Reset, I'll recharge my Magic Scale Mail and draw for next turn...

Koren(jduteau) wrote:

Hand: Heavy Pick, Paladin's Helm, Sage's Journal, BoGorum, Sphere of Fire

Deck: 12 Discard: 3 Buried: 0
Note: @Ghol-Gan Ruins, can discard the top card of my deck to give 1d6 to any check if you're at my location


Turn 25
Blessing: Blessing of the Gods
25/05
Vika

Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by 1 (the adventure deck number of the current scenario).
When Closing: Succeed at a Strength or Constitution check with a difficulty of 6 (5 plus the adventure deck number of the current scenario).
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:1 Villain:1 (Total: 5)
Koren

Fog Bank
Ezren

Coastline
Vika, Jirelle

The Exchange

jduteau wrote:


Vika gets to recharge a card with Pirate/Swashbuckling in her discard pile as well.

Recharge Rapier

Move to Ruins

End turn by discarding Signal Whistle and Quartermaster

Vika(cosined) wrote:

Hand: Longsword, Elven Breastplate, BotG, BotG

Deck: 2 Discard: 14 Buried: 0
Note: At Ruins. BotG x2


MW recharge: 1d12 + 3 ⇒ (10) + 3 = 13


Turn 26
Blessing: Blessing of Gorum
26/04
Jirelle

Fog Bank
Ezren

Coastline
Jirelle

Ghol-Gan Ruins
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:1 Villain:1 (Total: 5)
Vika, Koren


Ghol-Gan Ruins Next Card:

Blood Moon Pirate
Monster B

Traits
Lycanthrope
Pirate
Elite

Check
Combat 14 (13 + 1 for Ruins)

Powers
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.


I guess I am headed to the ruins?

Oh No, Blood Moon Pirate

Using the Rapier and one of Koren's discards.

Pirate: 1d10 + 1d6 + 2d4 + 2 - 0 ⇒ (8) + (1) + (2, 3) + 2 - 0 = 16


Nice! Discarding Abadar to continue

(We also lose top card of blessings deck so this is my last turn)

(Actually what is on top now in case it matters?)

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