PACG 0-1E: Nature's Wrath (Inactive)

Game Master jduteau

The fifth scenario in the first adventure of the Season of the Shackles.


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DURING THIS SCENARIO:
The difficulty of checks to defeat banes that have the Animal trait is increased by 4.

Villain: Brinebood Queen:

Villain - Monster 1
Traits
Aberration
Goblin
Aquatic
Mutant

Check
Combat 13

Powers
The Brinebrood Queen may not be evaded.
Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.

Villain: The Whale:

Villain - Monster 1
Traits
Aberration
Goblin
Aquatic
Mutant

Check
Combat 11

Powers
The Whale may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or discard the top 1d4 cards of the blessings deck.

Henchmen: Botfly Swarm:

Henchman - Monster 1
Traits
Animal
Swarm

Check
Combat 16 (12 + 4 for scenario)
Wisdom/Survival 12 (8 + 4 for scenario)

Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top deck of your deck; return the Botfly swarm to the top of a random location deck, if it came from one.
If defeated, you may immediately attempt to close the location this henchman came from.

Henchmen: Higrenzosk (for Pinnacle Atoll:

Henchman - Monster B
Traits
Dragon
Aquatic

Check
Combat 30

Powers
If you fall 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.

YOUR SHIP:
Goblin Weidling
WHEN COMMANDING THIS SHIP:
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.
WHEN WRECKED:
When you encounter a card, all other characters at this location move to a random closed location.

Check to Repair:
Strength 4

Locations:

Jungle
At This Location: The difficulty of any check to acquire a boon is increased by 1.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:1 ?:1 (Total: 10)

Tempest Cay
At This Location: If your ship is dealt Structural damage, increase the damage by 1.
When Closing: Succeed at a Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1 (Total: 10)

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1 (Total: 10)

Pinnacle Atoll
At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
M:2 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:1 (Total: 10)

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Succeed and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:1 (Total: 10)

Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location random chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M:1 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:1(Total: 10)

The Exchange

Vika(cosined) wrote:

Deck: Greatclub, Warhammer, Lucerne Hammer, Longsword, Mace,

Elven Breastplate, Chain Mail,
Staff of Minor-Healing, Crowbar, Helpful Haversack,
Master-At-Arms, Quartermaster,
Blessing of Gorum, Blessing of Cayden Cailean, Blessing of the Gods
Note: Con +1, Hand Size 5

I'll start at Mangrove Swamp.

Starting disposition:

Vika(cosined) wrote:

Hand: Greatclub, Warhammer, Lucerne Hammer, Chain Mail, Helpful Haversack

Deck: 10 Discard: 0 Buried: 0
Note: At Mangrove Swamp. Had to mulligan due to lack of Weapon in initial draw.


I'll join Vika at the Swamp.

Jirelle(Troymk1) wrote:

Hand:

(Displayed: Cutlass Deathbane Light Crossbow Rapier Acidic Whip +1 Leather Armor Amulet of Life Masterwork Tools Burglar Standard Bearer Troubadour Erastil Abadar Abadar Erastil Gods )
Deck: 0 Discard: 0 Buried: 0
Note:

Initial Hand;

Jirelle(Troymk1) wrote:

Hand: Deathbane Light Crossbow, Amulet of Life, Troubadour, Abadar, Gods

(Displayed: )
Deck: 10 Discard: 0 Buried: 0
Note: Mangrove Swamp

My Abadar is available if you hit a nasty barrier ok?

The Exchange

Jirelle The Pirate Queen wrote:
I'll join Vika at the Swamp.

I can recharge Bludgeoning weapons for you to get a 1d6 on your combat at my location, FYI (I have 3 right now)


I almost want to go to the Swamp with you two, but I'll head out to the Sea Caves. I'm going to start at the Atoll, just so I avoid the initial start of your turn check.

Koren(jduteau) wrote:

Hand: Mace, Sagacity, Sage's Journal, BotG, BotG

Deck: 10 Discard: 0 Buried: 0
Note: @ Pinnacle Atoll but heading to Sea Caves


Start at Tempest Cay.
Hand:Augury x2, Eye patch, Sage, Fox, Acolyte
May use Fox


Okay, initiative rolls:

Vika: 1d100 ⇒ 86
Jirelle: 1d100 ⇒ 84
Ezren: 1d100 ⇒ 97
Koren: 1d100 ⇒ 32

Koren, Jirelle, Vika, Ezren

Turn 01
Blessing: Blessing of Besmara (1 die/2 dice to Swashbuckling)
01/29
Koren


After moving from the Pinnacle Atoll to Sea Caves,

Sea Caves

Lookout
Ally B

Traits
Elf/Pirate/Basic

Check
Charisma/Diplomacy 6

Powers
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.


Ahoy, up there!

Charisma: 1d8 ⇒ 2

Umm, hello! Anyone? No? *sigh*

Discarding my BotG to explore again.


Sea Caves

Harpoon Trap
Barrier 1

Traits
Trap/Basic

Check
Dexterity/Acrobatics 9
Disable 6

Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.


My Dex is only a d4, so I might as well try to disable this trap.

Using Jirelle's Abadar and my BotG will give me 4d4 to get a 6...

Disable 6: 1d4 + 2d4 + 1d4 ⇒ (4) + (1, 4) + (1) = 10

Ah, would have beat the plain Dexterity roll as well! Okay, avoided that Harpoon Trap, so I'm going to stop and reset.

Koren(jduteau) wrote:

Hand: Mace, Sagacity, Detect Evil, Holy Water Grenade, Sage's Journal

Deck: 8 Discard: 2 Buried: 0
Note: @Sea Caves


Turn 02
Blessing: Blessing of Achaekek (2 dice to defeat a villain or henchman)
02/28
Jirelle

Locations:

Jungle
At This Location: The difficulty of any check to acquire a boon is increased by 1.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:1 ?:1 (Total: 10)

Tempest Cay
At This Location: If your ship is dealt Structural damage, increase the damage by 1.
When Closing: Succeed at a Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1 (Total: 10)
Ezren

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1 (Total: 10)
Jirelle, Vika

Pinnacle Atoll
At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
M:2 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:1 (Total: 10)

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1 (Total: 8)
Koren

Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location random chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M:1 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:1(Total: 10)


The Sea Caves closing info says Succeed instead of summon


Ezren, Seeker of Knowledge wrote:
The Sea Caves closing info says Succeed instead of summon

Bad copy and pasting! I've fixed it going forward.


Stay at the swamp


Mangrove Swamp - Jirelle

Bunyip
Monster B

Traits
Bunyip/Aquatic/Elite

Check
Combat 9

Powers
Damage dealt by the Bunyip may not be reduced.
BYA, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of your turn.


Wisdom 9 is unobtainable with a d8

I will add a d6 from Vika!

Bunyip 10: 1d10 + 1d8 + 1d6 + 1 - 0 ⇒ (3) + (2) + (1) + 1 - 0 = 7


~grumbles~ Stoopid crossbow don't get no reroll....

I discard the Amulet of Life for the 3 damage.

then I will end my turn and sulk in a very un-pirate-like manner

Jirelle(Troymk1) wrote:

Hand: Deathbane Light Crossbow, Rapier, Masterwork Tools, Troubadour, Gods

(Displayed: )
Deck: 8 Discard: 2 Buried: 0
Note: Mangrove Swamp

I will keep the blessing for now, seems I need it. (That is unless you have the chance to close a location!)


Mangrove Swamp - Vika:

Cutlass
Weapon B

Traits
Sword/Melee/Slashing/Finesse/Swashbuckling/Basic

Check
Strength/Melee 6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

The Exchange

Cutlass (6): 1d10 + 2 ⇒ (9) + 2 = 11
Which I discard and end my turn

Vika(cosined) wrote:

Hand: Greatclub, Warhammer, Lucerne Hammer, Chain Mail, Helpful Haversack

Deck: 10 Discard: 1 Buried: 0
Note: Discard Bludgeoning for other's combat check +1d6


Jirelle used one of your weapons for her try at the Bunyip. So you might be keeping the Cutlass in your hand.


Turn 04
Blessing: Blessing of Erastil (2 dice to combat Dexterity)
04/26
Ezren

Waiting because Ez has Auguries on hand...

The Exchange

1 person marked this as a favorite.
jduteau wrote:
Jirelle used one of your weapons for her try at the Bunyip. So you might be keeping the Cutlass in your hand.

Noted. Lot of good it did.

Vika(cosined) wrote:

Hand: Greatclub, Lucerne Hammer, Chain Mail, Helpful Haversack, Cutlass

Deck: 11 Discard: 0 Buried: 0
Note: Recharge Bludgeoning for other's combat check +1d6


Yep. I'll Augur for Monsters. Regular ones will go to the bottom, Hench/Villain on top.
Augury+Acolyte: 1d12 + 1d6 + 3 ⇒ (10) + (3) + 3 = 16
Top of deck is a Sling.


Cards revealed were:

Pirate Hunting - summon and defeat an enemy ship
Chain Mail
Swabbing the Decks - Con/Fort 7 check

They are all shuffled in.

Encountering the next card?


Well, I can't afford to find a monster to fight so I'll do the same thing with my other Augury and use the sage to recharge.
Augury redux + Sage: 1d12 + 1d6 + 3 ⇒ (12) + (5) + 3 = 20
Hand: Force Missile x2, lightning, Sling, Fox, Eye patch


Cards revealed were:

Arcane Armor - Spell B
Acolyte - Ally B
Blood Moon Pirate - Monster B

Shuffle the two cards into the deck and then put the Pirate on the bottom.

And I assume that you ended your turn and reset your hand.


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

Locations:

Jungle
At This Location: The difficulty of any check to acquire a boon is increased by 1.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:1 ?:1 (Total: 10)

Tempest Cay
At This Location: If your ship is dealt Structural damage, increase the damage by 1.
When Closing: Succeed at a Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1 (Total: 10)
Blood Moon Pirate is on bottom
Ezren

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:1 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1 (Total: 9)
Jirelle, Vika

Pinnacle Atoll
At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
M:2 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:1 (Total: 10)

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1 (Total: 8)
Koren

Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location random chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M:1 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:1(Total: 10)


Sea Caves - Koren

Siren Caller
Monster B

Traits
Siren/Aquatic/Veteran

Check
Wisdom 9 (8 + 1 for adventure deck number)

Powers
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.


First I have the Con/Fort 6 check for being at the Sea Caves.

Fortitude 6: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6

Passed.

Then I cast Sagacity on myself and try to resist the Siren's charms.

Wisdom 9: 1d10 + 3 ⇒ (5) + 3 = 8

I fail, but I don't have any allies, so it's just 1 damage and I discard the Holy Water Grenade.

I then cast Detect Evil to examine the next card.


I think if you do something that gives you an explore you give up your free explore.


Next card is:

Botfly Swarm
Henchmen - Monster B

And I try to recharge my spells and reset my hand:

Detect Evil Recharge 6: 1d8 + 3 ⇒ (1) + 3 = 4

Sagacity Recharge 8: 1d8 + 3 ⇒ (4) + 3 = 7

Neither recharge. Yuck.

Koren(jduteau) wrote:

Hand: Mace, Magic Scale Mail, Paladin's Helm, Sage's Journal, BoIomedae

Deck: 5 Discard: 5 Buried: 0
Note:


Jirelle The Pirate Queen wrote:
I think if you do something that gives you an explore you give up your free explore.

We posted over each other but I'm not sure what you were referring to.


It was the detect Evil. Typically if you do something that gives you an explore (like that spell if you find a monster) then you give up your free explore for the turn. But you immediately reset, so no harm done


1 person marked this as a favorite.

ah, i did my free explore - I got the Siren Caller and failed. Then I cast the Detect Magic.


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

Locations:

Jungle
At This Location: The difficulty of any check to acquire a boon is increased by 1.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:1 ?:1 (Total: 10)

Tempest Cay
At This Location: If your ship is dealt Structural damage, increase the damage by 1.
When Closing: Succeed at a Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1 (Total: 10)
Blood Moon Pirate is on bottom
Ezren

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:1 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1 (Total: 9)
Jirelle, Vika

Pinnacle Atoll
At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
M:2 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:1 (Total: 10)

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 Henchman:1 (Total: 8)
Henchman on top
Koren

Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location random chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M:1 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:1(Total: 10)


Mangrove swamp!


Mangrove Swamp

Lookout Duty
Barrier B

Traits
Task/Veteran

Check
Wisdom/Perception 7 (6 + 1 for adventure deck number)

If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier face on the location deck; characters at this location encounter this barrier as their first exploration each turn.


I will recharge the masterwork Tools, then use the Blessing to progress


Mangrove Swamp - Jirelle

Botfly Swarm
Henchmen - Monster B

Check
Combat 16 (12 + 4 for scenario)
Wisdom/Survival 12 (8 + 4 for scenario)

Powers
Immune to Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.


I have a blessing and Vika has the weapons to recharge for an assist.


It's going to have to be a survival roll

(Using Koren's Blessing of Iomedae)

Ezren because it's a wisdom Check may I use the fox?


Yes.


Survival: 2d8 + 1d4 + 3 - 0 ⇒ (8, 4) + (4) + 3 - 0 = 19


To Close we have a Fortitude 6 check

I am at d6 +4 Fortitude: 1d6 + 4 - 0 ⇒ (6) + 4 - 0 = 10


Clutch!

Mangrove swamp is closed


Turn 07
Blessing: Blessing of Besmara
07/23
Vika

Locations:

Jungle
At This Location: The difficulty of any check to acquire a boon is increased by 1.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:1 ?:1 (Total: 10)

Tempest Cay
At This Location: If your ship is dealt Structural damage, increase the damage by 1.
When Closing: Succeed at a Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1 (Total: 10)
Blood Moon Pirate is on bottom
Ezren

Mangrove Swamp
CLOSED
Jirelle, Vika

Pinnacle Atoll
At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
M:2 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:1 (Total: 10)

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 Henchman:1 (Total: 8)
Henchman on top
Koren

Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location random chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M:1 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:1(Total: 10)


Swamp is closed and the henchman is on top of the Sea Caves so I'm hoping to close that location. That's a good start!

The Exchange

I'll head to the Jungle.


Jungle - Vika

Crocodile
Monster B

Traits

Check
Combat 17 (13 + 4 for scenario)

Powers
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.

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