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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Scenario:
For days, you’ve been traveling as the “guests” of a pirate crew. Captain Redclaw has set a course for the Shackles, a dangerous journey across a sea that’s dark and deep and full of terrors. One of those unfathomable horrors is stalking your ship right now, lurking several fathoms below your ship. Nervous crewmen have caught glimpses of a leviathan prowling through these waters. The beastie has only raised its monstrous head for a moment, long enough for the ship’s oldest salt to identify it as a brine dragon. A scavenging school of onwu azu swims in its wake, anticipating a feast. The sea monster just needs the right moment to strike.
As you stand on the deck of the ship, Captain Redclaw smirks at you, her mechanical hand held firmly in a fist at her side. “Our oldest sailor has told me this beast has a name,” she says. “They call him Kelizar! He’s ancient and greedy, and he demands tribute from any who pass through his realm. He wants our plunder. He wants our gold! But he’s not going to get it! I wonder. Should we offer him a few poor souls instead?” She glares at you and smiles cruelly. “Best get your swords and spells ready, heroes. One or two of ya would fit real nice in his belly.” As the captain bellows a hearty laugh at her own jest, the ship lurches, and with a massive thump, the brine dragon rams its head against the side of the merchantman vessel. Any moment now, Kelizar might attack...

Villain - Kelizar the Brine Dragon:

Villain Monster B
Traits
Dragon
Aquatic

Check
Combat 16

Powers
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check. Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage.

The Henchmen is not in the normal set as it is made specific for this scenario.

Henchmen - Onwu Azu:

Henchmen Monster 1
Traits
Animal
Aquatic

Check
Combat 10

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.

YOUR SHIP:
The Merchantman
WHEN COMMANDING THIS SHIP:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
Check to Repair:
Craft 6


Jirelle(Troymk1) wrote:

Hand: Rapier, Thieves Tools, Troubadour, Erastil, Gods

(Displayed: )
Deck: 10 Discard: 0 Buried: 0
Note: Opening Hand

The Exchange

Vika(cosined) wrote:

Hand: Greatclub, Mace, Crowbar, Quartermaster

Deck: 11 Discard: 0 Buried: 0
Note: Initial Hand, +1 Constitution from 0-1B


Hand: Sling, Fox, Magic Missile x2, Magic Weapon
Deck: 9 Discard: 0 Buried: 0
May use Magic Weapon


Oh, I suppose technically we're supposed to choose start location first...


1 person marked this as a favorite.
Ezren, Seeker of Knowledge wrote:
Oh, I suppose technically we're supposed to choose start location first...

Yes, I was going to mention that. :)

I'll get the locations post out asap.


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.
M:1 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:1 Bl:0 ?:1(Total: 10)

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:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1(Total: 10)

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.
M:3 Ba:0 W:2 Sp:0 Ar:3 I:0 Al:1 Bl:0 ?:1(Total: 10)

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:1 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:4 ?:1 (Total: 10)

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:1 Ar:2 I:1 Al:1 Bl:0 ?:1 (Total: 10)

Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased 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:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1 (Total: 10)


I'll start at the Harbor. Turn order doesn't matter to me.
New hand, after having chosen start location:
Arcane Armor, Magic Weapon, Lightning Touch, Augury, Sage, Codex


Closing Sea Fort quickly will be a good thing to get that -2 to the henchmen and villain. I have a bunch of armours so could go there, but I also have the Divine skill to handle Holy Isle. I'll start at Holy Isle and hopefully close it quickly with a bunch of blessings.

Koren(jduteau) wrote:

Hand: Mace, Sagacity, Strength, Paladin's Helm, BotG

Deck: 10 Discard: 0 Buried: 0
Note: Holy Isle

The Exchange

I think I'll head to the Fog Bank, though I'm leery of those barriers. I'd be fine at the Ghol-Gan Ruins too, but again more barrier leeriness!

I actually think I'll go to Ghol-Gan Ruins unless I hear a compelling argument otherwise.

Roll for initiative!
1d100 ⇒ 22


Okay, just need to hear from Jirelle...

Random turn order...

Ezren: 1d100 ⇒ 69
Vika: 1d100 ⇒ 56
Jirelle: 1d100 ⇒ 6
Koren: 1d100 ⇒ 99

Turn order: Jirelle, Vika, Ezren, Koren

The Exchange

Koren, Defender of Innocents wrote:

Okay, just need to hear from Jirelle...

Random turn order...

[dice=Ezren]1d100
[dice=Vika]1d100
[dice=Jirelle]1d100
[dice=Koren]1d100

Turn order: Jirelle, Vika, Ezren, Koren

Great minds...


I will start at Holy Isle, but I will move to the Sea Fort on my turn

The Exchange

Jirelle The Pirate Queen wrote:
I will start at Holy Isle, but I will move to the Sea Fort on my turn

I think I'm having an obtuse moment, but why this strategy?


Jirelle The Pirate Queen wrote:
I will start at Holy Isle, but I will move to the Sea Fort on my turn

There are no "At the start" penalties, so I'm assuming you'll just be at the Sea Fort?


No if someone goes earlier I will miss out on any everyone at location encounters :)


Jirelle The Pirate Queen wrote:
No if someone goes earlier I will miss out on any everyone at location encounters :)

Ah but you are going first.


Turn 01
Blessing: Blessing of the Achaekek (1 die to any check/2 dice to any check to defeat a villain or henchman).
01/29
Jirelle

Sea Fort Card:

ONWU AZO

Henchmen Monster 1
Traits
Animal
Aquatic

Check
Combat 10

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.

(I always hate it when the henchman or villain are the first card out, but the shuffle is what it is!)


Using my rapier I will dispatch this foul beasty

1d10 + 2d4 + 2 - 0 ⇒ (9) + (4, 2) + 2 - 0 = 17


ONWU AZO filet anyone?

I discard Leather armor from the top of my deck I believe this closes Sea Fort?


Jirelle(Troymk1) wrote:

Hand: Rapier, Thieves Tools, Troubadour, Erastil, Gods

(Displayed: )
Deck: 9 Discard: 1 Buried: 0
Note: Im open to someone using the BotG but give me a yell first?


Jirelle The Pirate Queen wrote:

ONWU AZO filet anyone?

I discard Leather armor from the top of my deck I believe this closes Sea Fort?

No, you have to discard the top card of the deck to attempt to close the Fort. And to close the fort, you have to banish an armor.

Since you didn't have an armor, I don't think you bother with the discard, since you couldn't close the location.


Because you defeated a monster, you get to immediately explore again - before you reset your hand.


Turn 01
Blessing: Blessing of the Gods
01/39
Jirelle

Sea Fort Card:

Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat 8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.


Bummer. The one we wanted most to close.


Ezren, Seeker of Knowledge wrote:
Bummer. The one we wanted most to close.

Yeah, here's a case where the early arrival of the henchman is not a good thing!

Luckily there are four monsters, including the henchman, here so it should be quickly closable.


oiy

Sorry lads! misread. So the armor is discarded and the henchman dead.

~sigh~

Fighting the rat swarm!

1d10 + 2d4 + 2 - 0 ⇒ (7) + (4, 3) + 2 - 0 = 16

Next!


The armor doesn't have to be discarded - you would only do that if you were going to try to close the location.

Turn 01
Blessing: Blessing of the Gods
01/39
Jirelle

Sea Fort

Magic Chain Shirt
Armor B

Traits
Light Armor
Magic
Swashbuckling
Elite

Check
Constitution/Fortitude 5

Powers
Recharge this card to reduce Combat damage dealt to you by 1, or by 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armours, bury this card instead.
If you are proficient with light armours, you may recharge this card when you reset your hand.


Alright, Armor back to top of deck

Fortitude: 1d6 + 3 - 0 ⇒ (1) + 3 - 0 = 4


Does my check have the swashbuckling trait if the boon I am trying to acquire does?

If so I can reroll

Fortitude: 1d6 + 3 - 0 ⇒ (4) + 3 - 0 = 7


No, it would depend on how you're attempting to acquire it. You're using Fort., so the check has the Fortitude and Constitution traits, but not Swashbuckling.


Alright will explore once more with the Blessing of the Gods.


Turn 01
Blessing: Blessing of Achaekek
01/29
Jirelle

Sea Fort

Boarding Pike
Weapon B

Traits
Polearm
Melee
Piercing
2-Handed
Basic

Check
Strength/Melee 6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and preroll the dice. You must take the second result.


I will roll the d6 in case anyone needs this Strength: 1d6 ⇒ 2


I will call the turn there & Pick up the leather armor from top of deck


Jirelle(Troymk1) wrote:

Hand: Rapier, Leather Armor, Thieves Tools, Troubadour, Erastil

(Displayed: )
Deck: 9 Discard: 1 Buried: 0
Note: Sea Fort. Probably saving my erastil for a nasty combat


Turn 02
Blessing: Blessing of the Gods
02/28
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.
M:1 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:1 Bl:0 ?:1(Total: 10)
Ezren

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:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1(Total: 10)

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.
M:2 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:0(Total: 6)
Jirelle

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:1 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:4 ?:1 (Total: 10)
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:1 Ar:2 I:1 Al:1 Bl:0 ?:1 (Total: 10)

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:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1 (Total: 10)
Vika


Ghol-Gan Ruins

Fire Lance
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite

Check
Dexterity/Ranged/Craft 5

Powers
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

The Exchange

A Craft check!

Lance(5): 1d10 + 1 ⇒ (9) + 1 = 10

Mine!

I'll use my Quartermaster to explore again (adds Swashbuckling to non-combat checks).


nice !


Ghol-Gan Ruins

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.


My friend Damiel the Alchemist loved that Fire Lance!

The Exchange

Magic Weapon: 1d8 ⇒ 2

Oh well. Ending my turn.

Vika(cosined) wrote:

Hand: Greatclub, Mace, Crowbar, Fire Lance

Deck: 11 Discard: 1 Buried: 0
Note: At Ghol-Gan Ruins, nothing to offer.


Turn 03
Blessing: Blessing of the Cayden Cailean (1 die to any check/2 dice to any non-combat Strength or Constitution check)
03/27
Ezren

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.
M:1 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:1 Bl:0 ?:1(Total: 10)
Ezren

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:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1(Total: 10)

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.
M:2 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:0(Total: 6)
Jirelle

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:1 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:4 ?:1 (Total: 10)
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:1 Ar:2 I:1 Al:1 Bl:0 ?:1 (Total: 10)

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:2 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1 (Total: 8)
Vika


Harbor - Ezren

Man Overboard!
Barrier B

Traits
Obstacle
Aquatic
Basic

Check
Dexterity 7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.


Did you mean for that to have a spoiler tag? Because I was going to use Augury before exploring.


For monsters, specifically.


ah, sorry. i did assume that you were just going to explore. should have put it in a spoiler tag. just act like I had turned the card over without asking you.

The three cards revealed are Man Overboard (Barrier B), Leather Armor (Armor B), and the Henchman.

The other two cards are shuffled in and you can let me know where you want the Henchman.


Kill it! Kill it with fire!


Hench goes on top.
Augury+Sage: 1d12 + 3 + 1d6 ⇒ (4) + 3 + (5) = 12
Explore.
Kill it! Kill it with Lightning!: 1d12 + 2d4 + 3 ⇒ (12) + (2, 1) + 3 = 18
recharge?: 1d12 + 3 ⇒ (12) + 3 = 15

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