PACG WOTR ADV1: The Worldwound Incursion (Inactive)

Game Master jduteau

Online play of the Adventure 1 of PACG's Wrath of the Righteous


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Kenebres will never survive this demonic onslaught. The Storm King has decapitated the dragon Terendelev, scattering her glittering scales. The city is collapsing, yet somehow, you must make it through this catastrophe alive. One of the surviving heroes must remain to avenge the dragon champion.

Scenario Rules: Shuffle the villain Khorramzadeh into the blessings deck. When Khorramzadeh is put on top of the blessings discard pile, each character at a random location moves and is dealt 1d4+1 Fire damage; shuffle Khorramzadeh into the blessings deck.
After you encounter the henchman Ulkreth, close its location.
To win the scenario, close all of the locations.

Scenario Reward: Each character gains a skill feat. Loot: 1 Scale of your choice.

Locations:

Cathedral of St. Clydwell
At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:2 Bl:4 Henchman:1(Total: 10)

Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat 11 check.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 Henchman:1(Total: 10)

Occult Library
At This Location: When you play a book that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:2 Al:1 Bl:0 Henchman:1(Total: 10)

Collapsing Bridge
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, banish all boons in this deck.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location deck to your hand.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 Henchman:1(Total: 10)

Defender's Heart
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M:4 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:3 Bl:0 Henchman:1(Total: 10)

Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monsters that have the Cultist trait by characters at any location is decreased by 2.
M:4 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 Henchman:1(Total: 10)

Henchman - Ulkreth:

Outsider/Demon

Check
Combat 16
Acrobatics 12

Powers
May not be evaded; Immune to Electricity and Poison.
If the check to defeat has the Acid, Cold, or Fire trait, succeed at a Knowledge 8 check to add 5 to it.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to 1 + the number of cards in your location deck.

Henchman - Cultist of Deskari (Gray Garrison):

Human/Cleric/Cultist/Veteran

Check
Combat 12

Powers
If undefeated, shuffle a number of 1card from the blessings deck into your location deck.

Servitor Demon - Sloth Demon:

Outsider/Demon/Servitor

Check
Combat 9

Powers
Immune to Electricity and Poison traits.
BYA, each character at your location must succeed at a Constitution or Fortitude 6 check or discard 1 card.


I'm going to start at the Gray Garrison.

Imrijka(jduteau) wrote:

Hand: Hand Crossbow, Mysterious Disk, Demon Hunter, BoA, Sacred Weapon

Deck: 11 Discard: 0 Buried: 0
Note: @Gray Garrison

Initiative Roll:: 1d100 ⇒ 26


Defender's Heart
Hand: Belthis, Mend. Crusdaer, Frigid blast, BoA, BoA

I'll use Belthis, anyone may claim a Boon.

May use BoA's

initiative: 1d100 ⇒ 21

The Exchange

Crowe(cosined) wrote:

Hand: Longsword, Longspear, Heavy Pick, Blood Periapt, BoA

Deck: 11 Discard: 0 Buried: 0
Note: @ Citadel. Keeping BoA for Explore

Initiative: 1d100 ⇒ 1


Seelah(Troymk1) wrote:

Hand: Longsword, Glaive +1, Magic Scale Mail, Baphomet

(Displayed: )
Deck: 12 Discard: 0 Buried: 0
Note: Collapsing Bridge

Initiative: 1d100 ⇒ 51

The Exchange

I'll explore the Citadel!


Turn 01
Blessing: Blessing of Ascension
01/30
Crowe

Citadel

Riding Horse - Ally B
Animal/Mount/Basic

Check
Wisdom/Survival 7


Kyra, Sarenrae's Light wrote:
I'll use Belthis, anyone may claim a Boon.

Weapon: Javelin - Weapon B

Armor: Helm - Armor B
Item: Portable Altar - Item B


None of those besides the Portable Altar seems of any use. Portable Altar adds 1 to your Divine checks if displayed, 1d6 if discarded and can also be used to recharge a blessing by discarding. Might be useful for Seelah or Kyra. Not sure if it's worth use of Belthis though.

The Exchange

jduteau wrote:
Riding Horse - Ally B

1d6 + 3 ⇒ (4) + 3 = 7

Hey Horse! Go check the rest of the Citadel for me!

Explore!


Imrijka -Judge,Jury,Executioner wrote:

Not sure if it's worth use of Belthis though.

Agreed


Citadel - Crowe

Worm Demon - Monster B
Outsider/Undead/Demon

Check
Combat 10

Powers
Immune to Electricity and Poison.
If undefeated, bury an ally from your hand or your discard pile.


Imrijka -Judge,Jury,Executioner wrote:

None of those besides the Portable Altar seems of any use. Portable Altar adds 1 to your Divine checks if displayed, 1d6 if discarded and can also be used to recharge a blessing by discarding. Might be useful for Seelah or Kyra. Not sure if it's worth use of Belthis though.

Nope, I don't want those.

The Exchange

jduteau wrote:
Worm Demon - Monster B

Longspear vs. Worm Demon (10): 1d12 + 1 + 1d8 ⇒ (11) + 1 + (8) = 20

I was expecting something much lower, for some reason; that even dictated my choice in weapon! Well, I guess the Worm is squished...

Discard BoA to Explore again.


Citadel - Crowe

Helm of the Valkyrie - Armor 1
Heavy Armor/Magic

Check
Constitution/Fortitude 6

The Exchange

1d6 + 2 ⇒ (4) + 2 = 6
Done.

Crowe(cosined) wrote:

Hand: Longsword, Longspear, Heavy Pick, Blood Periapt, Helm of the Valkyrie

Deck: 11 Discard: 2 Buried: 0
Note: @ Citadel.


Turn 02
Blessing: Blessing of Torag
02/39
Kyra

Locations:

Cathedral of St. Clydwell
At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:2 Bl:4 Henchman:1(Total: 10)

Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat 11 check.
When Permanently Closed: On closing, end your turn.
M:1 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:2 Bl:0 Henchman:1(Total: 7)
Crowe

Occult Library
At This Location: When you play a book that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:2 Al:1 Bl:0 Henchman:1(Total: 10)

Collapsing Bridge
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, banish all boons in this deck.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location deck to your hand.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 Henchman:1(Total: 10)
Seelah

Defender's Heart
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M:4 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:3 Bl:0 Henchman:1(Total: 10)
Kyra

Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monsters that have the Cultist trait by characters at any location is decreased by 2.
M:4 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 Henchman:1(Total: 10)
Imrijka


Defender's Heart - Kyra:

Man-Eating Aurochs - Monster B
Animal/Elite

Check
Combat 11

Powers
If undefeated, each character no matter what location! attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage; characters who fail are dealt 1d4 Combat damage.


frigid blast+boa: 2d12 + 2d4 + 2 ⇒ (4, 7) + (1, 3) + 2 = 17
reharge: 1d12 + 2 ⇒ (6) + 2 = 8
Done
Crusader, boa x 2, sagacity, skitter
May use boa's


Turn 03
Blessing: Blessing of Iomedae
03/28
Imrijka

only changed location...

Defender's Heart
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M:3 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:3 Bl:0 Henchman:1(Total: 9)
Kyra


Gray Garrison - Imrijka

Dire Rat - Monster B
Animal/Basic

Check
Combat 8
Dexterity/Stealth 6

Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution/Fortitude 6 check or discard the top card of your deck.


I'll use my Hand Crossbow and recharge the Sacred Weapon to get an additional 1d4.

Combat 8: 1d10 + 1 + 1d6 + 1d4 ⇒ (8) + 1 + (6) + (3) = 18

Ouch! Skewered that Rat!

Can I explore again?

4,5,6: 1d6 ⇒ 1

Not that way, but I'll discard my Demon Hunter to explore again (and get 1d6 for checks against any Demons!)


Gray Garrison - Imrijka

Sagacity - Spell B
Magic/Arcane/Divine/Basic

Check
Intelligence/Arcane/Wisdom/Divine 6


Divine 6: 1d8 + 1 ⇒ (2) + 1 = 3

Nope.

I'll discard my BoA to explore again.


Gray Garrison - Imrijka

Sickle - Weapon B
Knife/Melee/Slashing/Finesse/Basic

Check
Strength/Melee 5


Oh look! Another sickle!: 1d10 ⇒ 5

Got it. I'll end my turn.

Imrijka(jduteau) wrote:

Hand: Hand Crossbow, Corrosive Dagger +1, Mysterious Disk, BoAbraxas

Deck: 10 Discard: 2 Buried: 0
Note:

The Exchange

1 person marked this as a favorite.
jduteau wrote:
Sickle - Weapon B

I'm sick(le) of these mother f#%&ing sickles on the mother f#$*ing sickle - Samuel L. Imrijka (Probably while holding a sickle)


Turn 04
Blessing: Blessing of Ascension
04/27
Seelah

only changed location...

Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monsters that have the Cultist trait by characters at any location is decreased by 2.
M:3 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:1 Henchman:1(Total: 7)
Imrijka


Stay at bridge please


Collapsing Bridge - Seelah

Grizzled Mercenary - Ally B
Human/Hireling

Check
Charisma/Diplomacy 6


Diplomacy: 1d10 + 1 - 0 ⇒ (8) + 1 - 0 = 9


Use him to explore. Let's save these people!


Collapsing Bridge - Seelah

Ulkreth - Henchman/Monster B
Outsider/Demon

Check
Combat 16
Acrobatics 12

Powers
May not be evaded; Immune to Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat. Updated the power in line with the FAQ
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt 9 damage (1 for adventure deck number + 8 for number of cards in location deck) So don't fail!

The Exchange

jduteau wrote:
So don't fail!

Ha.

I have nothing to offer, you Seelah. Other than "Good Luck!"


Discarding longsword and my Blessing. And a card from the top of deck for added spice (BofA)

Back to hell with you!: 3d8 + 2d6 + 3 - 0 ⇒ (1, 1, 3) + (5, 6) + 3 - 0 = 19

d6s saved me!

Ok I bury the armor to take the 4 damage


Seelah the Chosen wrote:

Discarding longsword and my Blessing. And a card from the top of deck for added spice (BofA)

[dice=Back to hell with you!]3d8 + 2d6 + 3 + -0

d6s saved me!

Ok I bury the armor to take the 4 damage

It is auto-closed, no need to do the closing check, so there is no damage and your armor is still safe.

You get the following allies added to your hand:

Mendevian Crusader - Ally B
Riding Horse - Ally B
Retainer - Ally B
Bat - Ally B

The Exchange

jduteau wrote:
Riding Horse - Ally B

Ride that Horse elsewhere!!


Nice! Scenario rules are my absolute weakness

I use the Horse to Move to the Cathedral just in case and also discard the Bat.

Seelah(Troymk1) wrote:

Hand: Glaive +1, Magic Scale Mail, Mendevian Crusader, Retainer

(Displayed: )
Deck: 11 Discard: 5 Buried: 0
Note: Cathedral


Turn 05
Blessing: Blessing of Deskari
05/26
Crowe

Locations:

Cathedral of St. Clydwell
At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:2 Bl:4 Henchman:1(Total: 10)
Seelah

Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat 11 check.
When Permanently Closed: On closing, end your turn.
M:1 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:2 Bl:0 Henchman:1(Total: 7)
Crowe

Occult Library
At This Location: When you play a book that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:2 Al:1 Bl:0 Henchman:1(Total: 10)

Collapsing Bridge
CLOSED

Defender's Heart
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M:3 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:3 Bl:0 Henchman:1(Total: 9)
Kyra

Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monsters that have the Cultist trait by characters at any location is decreased by 2.
M:3 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:1 Henchman:1(Total: 7)
Imrijka

The Exchange

Ill stick to the Citadel.


Citadel - Crowe

Blackwing Librarian - Ally B
Human/Wizard/Basic

Check
Intelligence/Knowledge 6
Diplomacy 8

The Exchange

Can't get the trust and loyalty of a Librarian on Charisma alone? ::scoff::
I can't swing any of those checks.

Crowe(cosined) wrote:

Hand: Longsword, Longspear, Heavy Pick, Blood Periapt, Helm of the Valkyrie

Deck: 11 Discard: 2 Buried: 0
Note: @ Citadel.


Turn 06
Blessing: Blessing of Sarenrae
06/25
Kyra

only changed location...

Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat 11 check.
When Permanently Closed: On closing, end your turn.
M:1 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:1 Bl:0 Henchman:1(Total: 6)
Crowe


Defender's Heart - Kyra:

Carrion Golem - Monster
Construct/Golem/Eilte

Check
Combat 14

Powers
You may not play spells that have the Attack trait.
BYA, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.


Ugh! I hate these guys!
Book o' lore is discarded.
With a BoA and defender's recharge, I'd have 2d6+1d4 for a terrible chance at success. Can anyone offer more?


I have a Blessing of Abraxas that you can use for another d6. That's still less than 50% that you'll beat him, but it's better than nothing.


Not unless the Crusader can do something :/


Punch + BoA + Abraxas + Crusader: 3d6 + 1d4 ⇒ (3, 2, 3) + (2) = 10
Hand wipe, plus I lose another BoA.
Hand: Scale Mail, Qstaff, cure, detect demon, BoA
Almost dead so I'll cure.
Cure: 1d4 + 1 ⇒ (3) + 1 = 4
Cured?: 1d12 + 2 ⇒ (4) + 2 = 6
Got back skitter, sagacity, BoA, lore
Deck: 8
discards: 1
bury: 1
may use BoA, sagacity


Kyra, Sarenrae's Light wrote:

[dice=Punch + BoA + Abraxas + Crusader]3d6+1d4

Hand wipe, plus I lose another BoA.
Hand: Scale Mail, Qstaff, cure, detect demon, BoA
Almost dead so I'll cure.
[dice=Cure]1d4+1
[dice=Cured?]1d12+2
Got back skitter, sagacity, BoA, lore
Deck: 8
discards: 1
bury: 1
may use BoA, sagacity

I'm a bit confused as to what you have in hand and in your discard pile.

You say - may use sagacity, but that was something you cured so it's in your deck right?


Turn 07
Blessing: Blessing of Shax
07/24
Imrijka

Gray Garrison - Imrijka

Ulkreth - Henchman/Monster

Check
Combat 16
Acrobatics 12

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