[PACG] The Dragon's Demand by SirRogue

Game Master SirRogue

Turn Order:

1 - Cogsnap/MorkXII
2 - Reiko/Cthonicthul
3 - Kess/wkover
4 - Lini/eddiephlash

Random Story Banes:

Story bane level is in parentheses. Roll 2d6 to determine heading, then monster. If you roll a monster whose level is higher than #, roll again.

1. Artifice
1. Bandit (0)

Spoiler:

Core Story Bane 0
Type: Monster
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.

2. Chemist (0)
Spoiler:

Core Story Bane 0
Traits: Alchemist Human
To Defeat: Combat 11+## OR Craft Diplomacy 6+#
Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned.

3. Clockwork Guardian (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 13+## OR Arcane Knowledge 7+#
Immune to Mental and Poison. Vulnerable to Electricity. If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead. If defeated, draw a new weapon.

4. Cultist (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Cultist Human
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

5. Inferno Trap (1)
Spoiler:

Story Bane
Type: Barrier
Traits: Fire Obstacle
To Defeat: Dexterity Constitution Acrobatics Fortitude 5+#
Before acting, each local character suffers 1 Fire damage. If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

6. Poison Dart Trap (1)
Spoiler:

Core Story Bane 1
Type: Barrier
Traits: Poison Trap
To Defeat: Dexterity Acrobatics 9 OR Disable 7
If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

2. Beyond
1. Accuser Devil (1)

Spoiler:

Core Story Bane 1
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 14
Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded.

2. Diabolical Imp (1)
Spoiler:

Core Story Bane 1
Traits: Devil Outsider
To Defeat: Combat 10 OR Arcane Divine 7
Immune to Fire and Poison. Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated. If undefeated, suffer the scourge Poisoned.

3. Grioth (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Aberration Grioth
To Defeat: Combat 10+##
Immune to Cold. If undefeated, discard the top card of your deck and suffer the scourge Dazed.

4. Planar Rift (1)
Spoiler:

Core Story Bane 1
Type: Barrier
Traits: Magic Obstacle
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.

5. Shae (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Outsider Shadow
To Defeat: Combat 11+## OR Diplomacy Arcane 8+#
Immune to Cold. Before acting, 2 random local characters suffer 1 Force damage. While acting, damage suffered from this monster is Cold damage.

6. Lich (3)
Spoiler:

Story Bane
Type: Monster
Traits: Lich Undead
To Defeat: Combat 12+## THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened.

3. Eldritch
1. Animated Object (1)

Spoiler:

Core Story Bane 1
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 12+## OR Arcane 7+#
A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 3. Armor 2. Spell 4. Item

2. Elemental (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Elemental Veteran
To Defeat: Combat 11+##
Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire After acting, suffer # damage.

3. Homunculus (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Construct
To Defeat: Combat 10 OR Intelligence Craft 7
Immune to Mental and Poison. Before acting, choose a card type and examine the top card of your location. If no examined card is of that type, the difficulty to defeat is increased by 4. If undefeated, suffer the scourge Exhausted.

4. Mysterious Relic (1)
Spoiler:

Core Story Bane 1
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.

5. Screaming Rock (1)
Spoiler:

Core Story Bane 1
Type: Barrier
Traits: Lock Magic
To Defeat: Dexterity Arcane Disable 8
Before acting, each local character suffers 1 Mental damage that cannot be reduced. If undefeated, suffer the scourge Dazed.

6. Trapped Furniture (1)
Spoiler:

Core Story Bane 1
Type: Barrier
Traits: Trap Trigger
To Defeat: Wisdom Perception 8 OR Craft Disable 6
When examined, encounter this barrier. If undefeated, summon and encounter a barrier.

4. Natural
1. Collapse (0)

Spoiler:

Core Story Bane 0
Type: Barrier
Traits: Obstacle Veteran
To Defeat: Dexterity Wisdom 8+# OR Acrobatics Perception 6+#
If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.

2. Dire Wolf (0)
Spoiler:

Core Story Bane 0
Type: Monster
Traits: Animal
To Defeat: Combat 12 OR Survival 6
Cannot be evaded. Damage is increased by 1d4.

3. Rescue (0)
Spoiler:

Core Story Bane 0
Type: Barrier
Traits: Task Veteran
To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4. If defeated, draw a new ally that lists Diplomacy in its check to acquire.

4. Goblin Marauder (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Check To Defeat Type Monster Combat Goblin Veteran
To Defeat: Combat 9+##
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you fail, roll 1d4: 1. Suffer 1d4 Ranged Combat damage. 2. Suffer 2 Fire damage. 3. Suffer the scourge Poisoned. 4. Bury a card.

5. Green Faith Druid (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Druid Human
To Defeat: Combat 11+## OR Diplomacy Survival 6+#
Immune to Animal and Plant. Before acting, a random local character summons and encounters a monster.

6. Witness (1)
Spoiler:

Core Story Bane 1
Traits: Task Veteran
To Defeat: Charisma Diplomacy Knowledge 7+#
If undefeated, discard a card from the hourglass. If defeated, examine the top card of any location; you may ignore effects that happen when examined.

5. Reptilian
1. Drake (1)

Spoiler:

Core Story Bane 1
Type: Monster
Traits: Dragon Veteran
To Defeat: Combat 10+## THEN Combat 11+#
Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

2. Kobold Champion (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Kobold Veteran
To Defeat: Combat 10+##
Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.

3. Kobold Horde (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Kobold Swarm
To Defeat: Combat 11 OR Diplomacy 8
If not defeated by at least 4, suffer 1 Ranged Combat damage, then shuffle this monster into its location.

4. Kobold Sorcerer (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Kobold Sorcerer
To Defeat: Combat 10+##
Before acting, suffer 1 Acid damage. If the check to defeat does not have the Attack trait, and you succeed, reroll. After acting, suffer 1 Acid damage.

5. Dragon (3)
Spoiler:

Story Bane
Type: Monster
Traits: Dragon Veteran
To Defeat: Combat 16+## OR Diplomacy 12+#
Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.

6. Lunar Naga (3)
Spoiler:

Story Bane
Type: Monster
Traits: Aberration Naga
To Defeat: Combat 19 OR Diplomacy 10
Before acting, each local character must succeed at a Wisdom or Charisma 6 check or they may play only 1 card on the check to defeat. If undefeated, suffer 1d4 Poison damage and the scourges Dazed and Poisoned.

6. Undead
1. Ancient Skeleton (1)

Spoiler:

Core Story Bane 1
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.

2. Wight (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Undead Wight
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.

3. Zombie Minions (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

4. Mummy (2)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Undead Mummy
To Defeat: Combat 21
The Mummy is immune to the Cold, Mental, and Poison traits. If your check to defeat the Mummy has the Fire trait, add 1d8. If undefeated, after you act, bury your discard pile.

5. Vampire (2)
Spoiler:

Story Bane
Type: Monster
Traits: Undead Vampire
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

6. Wraith (2)
Spoiler:

Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.

Scourges:

Dazed
Spoiler:

Core Scourge 0
Traits:
WHILE MARKED You may not examine locations. If you explored this turn, you may not explore again. If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.

Drained

Spoiler:

Core Scourge 0
Traits:
WHILE MARKED On your checks, subtract 1 for each die rolled. At the end of your turn, you may bury a Divine boon to remove this scourge.

Entangled

Spoiler:

Core Scourge 0
Traits:
WHILE MARKED You cannot evade or move. When your location is closed, remove this scourge.

Exhausted

Spoiler:

Core Scourge 0
Traits:
WHILE MARKED On each check or step, you may play no more than 1 boon. At the start of your move step, you may end your turn to remove this scourge.

Frightened

Spoiler:

Core Scourge 0
Traits:
WHILE MARKED When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced. When your location is closed, you may remove this scourge.

Poisoned

Spoiler:

Core Scourge 0
Traits:
WHILE MARKED After you reset, recharge a random card. When you would heal any number of cards, you may remove this scourge instead.

Wounded

Spoiler:

Core Scourge 0
Traits:
WHILE MARKED At the start of your turn, discard the top card of your deck. When you would heal any number of cards, you may remove this scourge instead.


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Hero Point: Card Feat: Item [x]3

Item 2: 1d1000 ⇒ 650 Angelstep
Blessing 1: 1d1000 ⇒ 834 Pharasma
Spell 0: 1d1000 ⇒ 617 Bloodscent
Blessing 0: 1d1000 ⇒ 600 Gozreh

If I don't win the item 2, replace hole with basic item: Desna's Star.


Cogsnap: Tier 2, 5 XP
Hero Point saved.
1 Hero Point used in 2A, 2 remaining

Item 2: 1d1000 ⇒ 327 Liquid Ice


Sorry for the delay! I am the worst.

Card feat: Spell (taking Good Omen)

Will pass on upgrades to avoid cluttering the lists.


Upgrades and advancement for DD-2A:

Kess:
Upgrade - pass
Hero point - Card feat: blessing

Lini:
Upgrade - Item 2
Hero point - Card feat: item

Cogsnap:
Upgrade - ? (lost Item 2 roll; second choice?)
Hero point - Saved

Reiko:
Upgrade - pass
Hero point - Card feat: spell


TDD-2B ACQUIRED CARDS:

Flaming Mace (Weapon 2)
Throwing Axe (Weapon 0)

Viper Strike (Spell 0)
Detect Magic (Spell 0)
Fly (Spell 2)
Holy Light (Spell 1)

Half-plate (Armor 0)
Light Shield (Armor 0)

Elixir of Energy Resistance (Item 0)
Elixir of Healing (Item 0)
Spyglass (Item 0)
Gem of Physical Prowess (Item 1)
Cape of Escape (Item 1)
Boots of Friendly Terrain (Item 1)

Snake (Ally 0)

Plus the loot reward:

Wall of Light:

Spell
Traits: Arcane Attack Divine Loot Magic
To Acquire: Intelligence Wisdom Arcane Divine 8
Display. While displayed: * For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane. * On another local character's combat check, add 1d4 and the Magic trait. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

Post upgrade preferences and let me know if you are spending a hero point (and on what!). Thanks!


STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1)

Using hero point for strength skill feat.

No card upgrades.


Cogsnap: Advance to Tier 3, 0 XP
Hero Point saved. 3 remaining.

Weapon 2: 1d1000 ⇒ 169 Javelin of Lightning

I would be interested in the Loot spell, but only if no one else takes it.


I can use my Hero point to go to Dexterity [X]+2? I would do that.

Spell 2: 1d1000 ⇒ 416 Happy to cede this if someone has a better use for it, if I win.

Otherwise, I guess I'd forgo the upgrades.

No loot.


Will take hero point to upgrade Wisdom again to +2.

Upgrades:
Spell 2: 1d1000 ⇒ 493 Aspect of the Bat
Spell 0: 1d1000 ⇒ 732 Animal Friendship


Reiko's spells are dope, will gladly cede the Spell 2 and pick up Animal Friendship, in for Aspect of the Snake.


Great, upgrade summary:

KESS
No upgrade
Skill feat - Str

COG
Weapon 2
HP banked
Tiering up

REIKO
Spell 2
Skill feat - Dex

LINI
Spell 0
Skill feat - Wis


TDD-2C ACQUIRED CARDS:
Quarterstaff (Weapon 0)
Light Crossbow (Weapon 0)

Locate Object (Spell 1)

Helm (Armor 0)
Heavy Shield (Armor 0)

Elixir of Focus (Item 2)
Elixir of Healing (Item 0)

Crow (Ally 1)
Horse (Ally 0)
Archer (Ally 0)
Flensing Jelly (Ally 2)
Fox (Ally 1)
Dog (Ally 0)
Teamster (Ally 0)

Cayden Cailean's Revelry (Blessing 1)
Zon-kuthon's Pain (Blessing 2)

Plus the loot:

Voidglass Armor:

Armor
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 9
Display. While displayed: * When you suffer any damage, you may recharge to reduce it by 1. * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead. * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

I think everyone has fully feated up this adventure, but let me know if I'm wrong and you are spending your HP on something. And let me know what you are taking for your Adventure reward card.


2C:
Cogsnap is now Tier 3 with 1 XP, and will spend his new hero point on a Power feat, earning him his role card!
Role card: Bloodbomber
Power feat: Add 1d6 (☐ +2) to your Ranged combat check that has the Alchemical trait.
Reward card: Item 2 - Liquid Ice

Item 2: 1d1000 ⇒ 805 - Potion of Focus
Ally 2: 1d1000 ⇒ 840 - Flensing Jelly


Will spend Hero Point to take hand size power feat [x] 6

Upgrades:
Blessing 2: 1d1000 ⇒ 265 Ketephys
Ally 2: 1d1000 ⇒ 796 Sedja

Adventure Reward: If I don't get the Bo Ketephys, that, otherwise, Aspect of the Bat.

Also, since we'l be in Adventure lvl 3, I will replace my Wolverine with the one from Curse (lvl 3) and Crow with the one from Core (lvl 1).


STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1)

Use hero point for hand size power feat [x] 6

Upgrades:

Ally 2: 1d1000 ⇒ 849 - Verdant Rager
Item 2: 1d1000 ⇒ 838 - Topaz of Strength
Blessing 2: 1d1000 ⇒ 534 - B of Gozreh 2
Blessing 1: 1d1000 ⇒ 790 - B of Gorum

Will also grab armor loot (Voidglass) if no one else wants it.


Upgrades: Reiko will take whatever numbered thing is left after folks are served, if any.

Hero point: Power now reads with both boxes checked:

If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([X] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).


STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1)

Looks like I got Ally 2: Quartermaster -> Verdant Rager.

For adventure reward, grabbing item 2: Cloud Puff -> Topaz of Strength.

Also grabbing Voidglass Armor if available.


Okay, TDD-2C upgrade summary:

KESS
Ally 2
Power feat - HS6
Reward card: Topaz of Strength

COG
Item 2
Power feat at Tier 3 triggers Role card: Bloodbomber
Power feat: Add 1d6 (☐ +2) to your Ranged combat check that has the Alchemical trait.
Reward card: Liquid Ice

LINI
Blessing 2
Power feat - HS6
Reward card: Aspect of the Bat

REIKO
Blessing/Ally/Spell 1?
Power feat - If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([X] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
Reward card?


Aspect of the Bat replaces Animal friendship.


Reiko will take the Ally 1 to exchange Quartermaster for Majordomo.

For the adventure reward, she'll take Gem of Physical Prowess.


TDD-3A ACQUIRED CARDS:

Throwing Axe (Weapon 0)

Knock (Spell 1)
Confusion (Spell 0)
Restorative Touch (Spell 3)

Bodyguard (Ally 1)

Sarenrae's Light (Blessing 1)
Urgathoa's Gluttony (Blessing 2)
Lamashtu's Madness (Blessing 2)

Lion's Helm:

Core Armor 3
Traits: Heavy Armor Helm
To Acquire: Constitution Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, when you suffer any damage, freely reveal to reduce it by 1. Discard to remove the scourges Exhausted and Frightened from all local characters. After playing this armor, you may not play a Helm boon this encounter.

Ring of Protection:

Core Item 2
Traits: Accessory Magic
To Acquire: Constitution Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1. When you suffer any damage, recharge to reduce it by 3.


Reiko will take numbered blessing if one is left over, but only then. If it is a situation where rolling needs to happen, she just cedes the cards to whoever needs it.

No loot for her.

Boon?: 1d20 ⇒ 11


I also acquired Norgorber's Shadow (Blessing 2).


DD-3A:
Cogsnap is Tier 3 with 2 XP.
Hero point spent on skill feat: Dexterity +1.
No hero points used in 3A, 3 remaining.

Spell 3: 1d1 ⇒ 1 Lightning Bolt

PACS Boon?: 1d20 ⇒ 10 Nope.


Ah yes. Thanks, Mork. Don't forget your boon rolls!

1d20 ⇒ 13


Lini will spend her Hero Point on her third power feat, which will be taken on the World Walker Role card, On a local check [x] At a wild location or that invokes the animal trait, add 1d4.

Only 1 upgrade I'm interested in:
Blessing 2: 1d1000 ⇒ 825 Ketephys, replacing Green Faith.


STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1)

Spending my hero point on a power feat: When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.

(I'm choosing the Bruiser role, but not taking any Bruiser powers yet.)

Card upgrades:

Blessing 1: 1d1000 ⇒ 99 (Green Faith -> Gorum)


Boon!: 1d20 ⇒ 19


Reiko takes role card: Saboteur

She also takes a Power feat: ☐ When a character at another location attempts a combat check, you may recharge a card to add 1d4.


STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1)

Boon?: 1d20 ⇒ 20

Cool! Per hangouts, this is the Boon reward:

[ ] [ ] [ ]Stick with Me!: On your check during recovery, check a box that precedes this reward to add 1d6.


Okay here's a summary of the 3A upgrades:

Cogsnap
Upgrade: Spell 3
HP: Skill Feat - Dex

Lini
Upgrade: Blessing 2
Role card: World Walker
HP: Power feat -On a local check [x] At a wild location or that invokes the animal trait, add 1d4.

Kess
Upgrade: Blessing 1
Role card: Bruiser
HP: Power feat - ([X]or 3) cards

Reiko
Upgrade: Blessing 2
Role: Saboteur
HP: Power feat - When a character at another location attempts a combat check, you may recharge a card to add 1d4 (☐ and add 2 if the card has the Poison trait.


TDD-3B ACQUIRED CARDS:

Lucky Starknife (Weapon 2)

Detect Magic (Spell 0)

Wayfinder (Item 3)
Elixir of Energy Resistance (Item 0)
Elixir of Focus (Item 2)
Acid Flask (Item 0)

Raccoon (Ally 3)

Asmodeus's Tyranny (Blessing 2)


(the list above also includes four level 3 blessings, and we get two deck upgrades)


Reiko will take Blessing of Urgathoa for her Blessing 3.

Not a ton of upgrades to choose from; pity this is the list...

I guess Reiko will search the dragon hoard for a weapon to replace the one lost oin the dragon's fiery blood.

Weapon 2: 1d1000 ⇒ 966


Yeah, not super pleased, but this scenario is rough. I'll have a look tomorrow at my options, but probably leaning towards the Ally.

Boon!: 1d20 ⇒ 3


DD-3B:
Cogsnap is Tier 3 with 3 XP.
Hero point spent on card feat: Item [X]6.
No hero points used in 3B, 3 remaining.

Item 2: 1d1000 ⇒ 349 Twitch Tonic (CotCT)
Blessing 3: 1d1000 ⇒ 127 Blessing of Isis

PACS Boon?: 1d20 ⇒ 8


STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1)

Boon?: 1d20 ⇒ 16

Hero point spent on: (might depend on upgrades)

Card upgrades:

Ally 3: 1d1000 ⇒ 55 - Reed Moccasin or Eagle
Blessing 3: 1d1000 ⇒ 284 - B of Abadar
Item 3: 1d1000 ⇒ 736 - Belt of Teeth
Item 2: 1d1000 ⇒ 460 - Angelstep


Hero Point: Card Feat: Blessing [x]3

Upgrades:
Ally 3: 1d1000 ⇒ 626 Snow Leopard
Blessing 3: 1d1000 ⇒ 291 Nivi Rhombodazzle


STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1)

Will spend hero point on strength feat.

Card upgrades: blessing 3 and item 3.


Hero point spent on Card Feat: Blessing


Okay here's a summary of the 3B upgrades:

Cogsnap
Upgrade: Item 2
Bonus upgrade: Blessing 3
HP: Card Feat - Item

Lini
Upgrade: Ally 3
Bonus upgrade: Blessing 3
HP: Card feat - Blessing

Kess
Upgrade: Blessing 3
Bonus upgrade: Item 3
HP: Skill feat - Strength

Reiko
Upgrade: Blessing 3
Bonus upgrade: Weapon 2
HP: Card feat - Blessing


Trading Rochin for Stormrune Knife.


Snow Leopard Replaces Crow.


TDD-3C ACQUIRED CARDS

Deathbane Light Crossbow (Weapon 1)

Frostbite (Spell 0)

Shield of Resistance (Armor 2)
Magic Leather Armor (Armor 1)

Elixir of Energy Resistance (Item 0)
Noxious Bomb (Item 0)
Crowbar (Item 0)

Frog (Ally 0)
Troubadour (Ally 0)
Sage (Ally 0)
Snake (Ally 0)
Bodyguard (Ally 1)
Tinker (Ally 1)
Standard Bearer (Ally 1)
Droogami (Ally 1)
Giant Slug (Ally 1)

Iomedae's Justice (Blessing 1)

Not a lot of great stuff, but two cards of your choice should make up for it.

SCENARIO REWARD:
Each character gets a new boon of any type.

ADVENTURE REWARD:
Each character searches their Class Deck box for a level 3 boon and gets it.

For the books, let me know your upgrade preferences, cards of choice, and if you are going to spend your hero point on anything.

And congratulations!


STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1)

Scenario reward: I'll add an Ally to the pile.

Will add an Ally feat with my hero point and - for adventure reward - will grab a Reed Moccasin (ally 3) from my deck box.

Note: I acquired a Shock Glaive, so there's also a weapon 2 added to the above card list.


Scenario reward: add an Ally as well.

Adventure Reward: Add Steel Ibis Lamellar (Armor 3) to my deck.

No other deck upgrades.

Save my hero point (4 remaining).

Tier up to tier 4 (0 XP).

One last boon?: 1d20 ⇒ 11 Nope.


I can't imagine running into a situation where I'll get to play this iteration of this character again, but will process rewards on that very slim chance...

Save Hero point.

Scenario reward: add a Blessing.

Adventure Reward: add Weapon 3: Defending Sansetsukon +1 to my deck.


Will choose ally for Scenario reward.

Spend Hero point on third Wis skill feat.

Boon: 1d20 ⇒ 5

Upgrades:
Ally 2: 1d1000 ⇒ 832 Sedja (Replaces Porky)

Will use Adventure reward to pick Reed Moccasin, replace Bat.


Added random cards of chosen type for scenario rewards (and the missed Weapon 2). New additions in ooc blue.

TDD-3C ACQUIRED CARDS

Deathbane Light Crossbow (Weapon 1)
Shock Glaive (Weapon 2)

Frostbite (Spell 0)

Shield of Resistance (Armor 2)
Magic Leather Armor (Armor 1)

Elixir of Energy Resistance (Item 0)
Noxious Bomb (Item 0)
Crowbar (Item 0)

Porcupine (Ally 0)
Frog (Ally 0)
Troubadour (Ally 0)
Sage (Ally 0)
Snake (Ally 0)
Fox ((Ally 1)
Bodyguard (Ally 1)
Tinker (Ally 1)
Standard Bearer (Ally 1)
Droogami (Ally 1)
Giant Slug (Ally 1)
Noble (Ally 2)
Flensing Jelly (Ally 2)

Iomedae's Justice (Blessing 1)
The Eternal Rose (Blessing 3)

SCENARIO REWARD:
Each character gets a new boon of any type.

ADVENTURE REWARD:
Each character searches their Class Deck box for a level 3 boon and gets it.
ADVENTURE PATH REWARD:
When any of your characters starts a scenario using the Core Set, you may replace 1 card from your deck with one of the following cards from the vault: the weapon Dagger, the spell Soothing Word, the armor Chain Mail, the item Balmberry, the ally Guide, or the blessing Incitation. (Only 1 character at each table may choose each card.) That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck.


1d20 ⇒ 1

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