[PACG] The Dragon's Demand by SirRogue (Inactive)

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.


101 to 102 of 102 << first < prev | 1 | 2 | 3 | next > last >>

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

Boon?: 1d20 ⇒ 3


1 person marked this as a favorite.
Deck Handler

Boon for the road?: 1d20 ⇒ 20

101 to 102 of 102 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [PACG] The Dragon's Demand by SirRogue Discussion All Messageboards

Want to post a reply? Sign in.