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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Mo ile kyra

Time to cinish the scenario.

divine friid blast: 1d12 + 1d8 + 2 ⇒ (7) + (7) + 2 = 16

I'll choose divne i spell. No preference on scAles.


Random Divine spell drawn from the box:

Skitter - Spell B
Magic/Arcane/Divine/Elite

Powers
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
Recharge check: Arcane 8/Divine 9

NOTE: We had three more turns before Khorramazadeh showed up. I believe that, in the three times I've played through this scenario, I've never actually had him show up.


Scenario Reward: Each character gains a skill feat. We have 1 Scale to distribute amongst ourselves.

Scales:

Scale of Cloudwalking: At the end of your turn, recharge this card to move.
Scale of Disguise: Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check.
Scale of Resistance: Recharge this card to reduce all damage to you by 1, or Cold or Electricity damage dealt to you by 2.
Scale of Sacred Weaponry: Recharge this card to add 1 to your combat check, or 2 if you played a weapon on the check.


I'm either going to take Strength or Wisdom as my skill check. I had initially thought of Wisdom to help my Divine and eventual Perception checks. But since I hit monsters a lot, Strength is appealing. No preference on the scales either. Perhaps the Sacred Weaponry for Crowe or Seelah?


I would think Cloudwalking?

I think I will take something unusual, and that will be Charisma.


Imrijka -Judge,Jury,Executioner wrote:
I'm either going to take Strength or Wisdom as my skill check. I had initially thought of Wisdom to help my Divine and eventual Perception checks. But since I hit monsters a lot, Strength is appealing. No preference on the scales either. Perhaps the Sacred Weaponry for Crowe or Seelah?

I'm taking Wisdom and I'm keeping the Viper Strike that I found. I have the following extra boons:

Force Missile - Arcane Spell
Sacred Weapon - Divine Spell
Sickle - Weapon (duh!)

I don't want to exchange either of my items for a Scale, so it's up to you guys. We do eventually get all four of them over the next three scenarios, so it's really which one do you want first.


Only card I picked up is that Skitter, which I don't want.

I'm definitely taking Wisdom.

Deck:
Q-staff
Fiery Glare
Skitter
Cure
Detect Demon
Frigid Blast
Sagacity
Scale Mail
Book o' Lore
Belthis Loumis
Mendevian Crusader
Dawnflower
BoA
BoA
BoA
BoA

+1 Wis
+1 Spell


Dropping Glibness, Bat, Retainer, Grizzled Merc, Riftwarden, Riding Horse, Teamster, BoA

Seelah(Troymk1) wrote:

Hand:

(Displayed: Longsword Mace Longspear Glaive +1 Magic Scale Mail Magic Shield Paladin's Helm Sage's Journal Mendevian Crusader Interrogator Cure Baphomet Iomedae Ascension Ascension Cure )
Deck: 0 Discard: 0 Buried: 0
Note:

Seelah

Strength d8
Melee +3
Dexterity d4
Constitution d8
Fortitude +1
Intelligence d4
Wisdom d8
Divine +1
Charisma d10 +1
Diplomacy +1

Hand Size 4
Proficiencies; Light Armor, Heavy Armor, Weapons

When you attempt a check before you act, you may use your Charisma skill

You may discard the top card of your deck to add 1d6 to any check by a character at your location

When you acquire a boon with the corrupted trait, bury it

Weapons 4
Spells 2
Armor 3
Items 1
Allies 2
Bless 4

The Exchange

Crowe(cosined) wrote:

Deck: Mace, Longsword, Longspear, Heavy Pick, Mace, Frigid Blast, Lightning Touch, Force Missile, Stalking Armor, Leather Armor, Sacred Prism, Blood Periapt, BoA, BoA, Blessing Baphomet, Blessing of Shax

Note: +1 Spell, +1 Charisma

Extras: Riding Horse, Helm of the Valkyrie

Taking the Force Missile (WHEN DO WE GET A POWER FEAT, CROWE WANTS TO BURN THINGS!).
Scales: Would take either Resistance or Sacred Weaponry, but I'm not desperate.


Not soon enough. I need to be able to use Blessings to smite Demons.


Okay, one of you (Seelah or Crowe) take a scale and get it over with. ;) I'll set up the new scenario.


1B: Under the Broken City
Cut off from civilization, you and your compatriots wander through the caverns under Kenebres. Here you will find mongrels, some of the strangest inhabitants of the Worldwound. The mad dwarf Millrun has taken refuge here. He is not above reducing these realms to rubble.

Locations:

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength 6 check.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?: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 ?:1(Total: 10)

Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M:1 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:3 Bl:1 ?:1(Total: 10)

Canyon
At This Location: When you encounter a non-henchman, non-villain monster, each other character at this location encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing, shuffle each location deck.
M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1(Total: 10)

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter a Sloth Demon.
When Closing: Succeed at a Wisdom/Perception 6 check.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1(Total: 10)

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1(Total: 10)

Scenario Rules
After you draw starting hands, each character buries 1d4+1 cards from the top of her deck.
When you move, any other characters at your location may move with you; if you move from an open location your turn, shuffle a random monster from the box into that location.
At the end of your turn, recharge a random card from your discard pile.

Scenario Rewards
Loot: 1 Scale of your choice

Scenario Cohorts:

Anevia Tirabade
Human/Ranger/Mendevian/Veteran

Powers
Recharge this card to add 1d6+1 to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck.

Aravashnial
Elf/Wizard/Mendevian/Veteran

Powers
Recharge this card to add 1d6+1 to any Intelligence, Arcane, or Knowledge check by a character at your location.
Bury this card to add a random spell from your discard pile to your hand.

Horgus Gwerm
Human/Aristocrat/Mendevian/Veteran

Powers
Recharge this card and another boon to add 1d4 + 1 to any check to acquire a boon by a character at this location.
Bury this card to explore your location. During this exploration, add 1d4 + 1 to your checks to acquire boons.

Millorn - Villain/Monster 1:

Dwarf/Wizard

Check
Combat 11

Powers
BYA, each character at your location attempts a Wisdom 6 check; each character that fails is dealt 1 Mental damage that may not be reduced and may not play weapons or spells during this encounter.

Giant Bat - Scenario Henchman/Monster 1:

Animal

Check
Combat 10

Powers
BYA, succeed at a Wisdom/Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to return the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Mongrel Traitor - Mongrel Village Henchman/Monster 1:

Mongrel/Soldier

Check
Combat ?? - see Powers

Powers
The difficulty of the check to defeat the Mongrel Traitor is the highest difficulty to defeat a random monster from the box.
If undefeated, bury 1 random card from your discard pile.

Corrupted Soldier - Guardpost Henchman/Monster B:

Human/Soldier/Veteran

Check
Combat 11 (9 + twice the adventure number)
Charisma/Diplomacy 8 (6 + twice the adventure number)

Powers
If undefeated, the Corrupted Soldier does not deal damage as normal; instead, it deals 3 Combat damage.

Sloth Demon - Servitor Demon Henchman/Monster 1:

Outsider/Demon/Servitor

Check
Combat 9

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

The Exchange

Next scenario: I'll take the scale. Seelah gets this one. I want another round with my Blood Periapt.

“’tis But A Scratch”: 1d4 + 1 ⇒ (4) + 1 = 5
My thoughts.

Crowe(cosined) wrote:

Hand: Longsword, Heavy Pick, Stalking Armor, Sacred Prism, BoA

(Buried: Mace, Longspear, Lightning Touch, Force Missile, Blood Periapt)
Deck: 6 Discard: 0 Buried: 0
Note: Starting at Cavern


I'm happier with the Sage's Journal to be honest. First to post has dibs!

Meanwhile; What was the roll for Crowe?

The Exchange

Seelah the Chosen wrote:
Meanwhile; What was the roll for Crowe?
jduteau wrote:

Scenario Rules

After you draw starting hands, each character buries 1d4+1 cards from the top of her deck.
When you move, any other characters at your location may move with you; if you move from an open location your turn, shuffle a random monster from the box into that location.
At the end of your turn, recharge a random card from your discard pile.


No Blessing, so had to mulligan.

Burying: 1d4 + 1 - 0 ⇒ (4) + 1 - 0 = 5

Ouch! Cure, Magic Scale, Longsword, Mace, Longspear

Seelah(Troymk1) wrote:

Hand: Glaive +1, Paladin's Helm, Cure, Ascension

(Displayed: )
Deck: 7 Discard: 0 Buried: 5
Note: Collapsing Bridge

The Exchange

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Seelah the Chosen wrote:
Burying: 1d4 + 1 - 0 ⇒ (4) + 1 - 0 = 5

This scenario is going to go swimmingly


Start at Mongrel Village.

Hand: Scale Mail, Fiery glare, crusader, detect demon, BOA

may use BoA

Buried: 1d4 + 1 ⇒ (2) + 1 = 3

Two BoA's and Dawnflower

Deck: 8
Buried: 3


Scenario rules are my achilles heel....


Remember that we also have three cohorts to take. These are added after you've drawn your deck. Details are above in the scenario listing.


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Since no one stepped forward, I took the Scale of Sacred Weaponry, exchanging it for my Holy Water Grenade.

Bury?: 1d4 + 1 ⇒ (2) + 1 = 3

Shortbow, Hand Crossbow, BoA

Since I'm all about the Ranged attacks, I'll take Anevia Tirablade for her Ranged (+other) recharge bonus.

Imrijka(jduteau) wrote:

Hand: Corrosive Dagger +1, Corrosive Dagger +1, Mysterious Disk, BoAbraxas, Viper Strike, Anevia Tirablade

Deck: 8 Discard: 0 Buried: 3
Note: @ Canyon


Initiative Rolls:

Crowe: 1d100 ⇒ 4
Kyra: 1d100 ⇒ 78
Imrijka: 1d100 ⇒ 48
Seelah: 1d100 ⇒ 64

So order is Crowe, Imrijka, Seelah, Kyra.


No preference on Cohorts. People who buried the most cards should probably get them.


I'll take Horgus Gwerm simply for the extra explore at the very least if no one else wants?


Seelah the Chosen wrote:
I'll take Horgus Gwerm simply for the extra explore at the very least if no one else wants?

Makes sense. And I think Kyra should get Aravashinial since it relates to spells and Knowledge checks.


Turn 01
Blessing: Blessing of Ascension
01/29
Crowe

Assuming Crowe will explore the Cavern...

Cavern - Crowe:

Giant Fly - Monster B
Vermin/Elite

Check
Combat 9

Powers
If undefeated, bury a random card from your discard pile.
AYA, shuffle this card into a random other open location.


Hand: Scale Mail, Fiery glare, crusader, detect demon, BOA, Arashvanial

may use BoA

Deck: 8
Buried: 3

@Mongrel Village

The Exchange

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Heavy Pick, Discarded (6=>7) v. Giant Fly (9): 1d12 + 1 + 1d6 + 1d6 ⇒ (8) + 1 + (2) + (6) = 17
Well. Bye, Fly. See you again shortly, I'm sure...
I stay put and end my turn:
Recharge Heavy Pick (Scen. Rules)

Crowe(cosined) wrote:

Hand: Longsword, Stalking Armor, Sacred Prism, BoA, Blessing Baphomet

Deck: 6 Discard: 0 Buried: 5
Note: @ Cavern


Where does the fly buzz to?: 1d5 ⇒ 1

And the fly moves from the Cavern to the Collapsing Bridge...

Turn 02
Blessing: Blessing of Deskari
02/28
Imrijka

Locations:

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength 6 check.
When Permanently Closed: On closing, move to a random open location.
M:2 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1(Total: 9)

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:3 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:1(Total: 11)

other locations are the same


Canyon - Imrijka

Arboreal Blight - Barrier B
Skirmish/Demon

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were defeated, roll 1d20; if the result is less than or equal to that number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.


Should that be a spoiler?

The Exchange

Seelah the Chosen wrote:
Should that be a spoiler?

Its his character. That cat's out of the ole bag.


Crowe, Conveyor-of-Chaos wrote:
Seelah the Chosen wrote:
Should that be a spoiler?
Its his character. That cat's out of the ole bag.

Ha! I forget that :)

Need fiendish tree stats I guess :/


Fiendish Tree - Henchman/Monster B
Plant/Demon/Veteran

Check
Combat 14 (13 + 1 for adventure deck number)

Powers
Immune to Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
BYA, the Fiendish Tree deals 1 Ranged Combat damage to you.
AYA, the Fiendish Tree deals 1 Ranged Combat damage to you.


I will discard my Mysterious Disk for the BYA damage.

Then I'll throw one of my Corrosive Daggers at the tree (recharging it) and use Anevia Tirablade for her help (recharging her).
Friggin' Evil Trees! (14): 1d10 + 2 + 2d4 + 1d6 ⇒ (8) + 2 + (3, 1) + (5) = 19

I'll then discard the Viper Strike as my AYA damage.

The Exchange

jduteau wrote:

Canyon - Imrijka

Arboreal Blight - Barrier B
Skirmish/Demon

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were defeated, roll 1d20; if the result is less than or equal to that number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

(╯°□°)╯ ︵ ┻━┻


Tree Choppin': 1d10 + 1d8 + 4 - 0 ⇒ (4) + (4) + 4 - 0 = 12

Well my miraculous helm, takes the BYA damage, then it takes the Combat damage (2), then it takes the AYA damage!

But yes. I failed to defeat.


Discard Crusader for BYA.

recharged Detect demon: 1d12 + 1d8 + 2 ⇒ (9) + (2) + 2 = 13

Recharge scale for damage, discard BoA for AYA.

heal: 1d2 ⇒ 1

Crusader. I also failed to defeat.


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Seelah wrote:
But yes. I failed to defeat.
Kyra wrote:
I also failed to defeat.

You guys just want to see me take on an Ulkreth! :)


We took on a bunch last scenario, so we know you can handle one! :)

The Exchange

BYA Damage: BoA
Longsword + Baphomet v. a Walking Plant: 1d12 + 1 + 1d8 + 2d12 ⇒ (3) + 1 + (5) + (5, 3) = 17
AYA Damage: Stalking Armor


Does a Demon come and attack me? (1-2): 1d20 ⇒ 11

No, so I'm safe.

Can I re-explore due to defeating the Fiendish Tree?

4,5,6: 1d6 ⇒ 2

No, but I'll discard my BoAbraxas to explore again.


Canyon - Imrijka

Hand Crossbow - Weapon B
Bow/Ranged/Piercing/Basic

Check
Dexterity/Ranged 5


I could use another crossbow...: 1d10 + 1 ⇒ (2) + 1 = 3

No. :(

I recharge Viper Strike from my discard pile.

Imrijka(jduteau) wrote:

Hand: Corrosive Dagger +1, Fiery Glare, Demon Hunter, BoA, BoA

Deck: 7 Discard: 2 Buried: 3
Note: @ Canyon


Turn 03
Blessing: Blessing of Ascension
03/27
Seelah

Locations:

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength 6 check.
When Permanently Closed: On closing, move to a random open location.
M:2 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1(Total: 9)

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:3 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:1(Total: 11)

Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M:1 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:3 Bl:1 ?:1(Total: 10)

Canyon
At This Location: When you encounter a non-henchman, non-villain monster, each other character at this location encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing, shuffle each location deck.
M:3 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1(Total: 8)

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter a Sloth Demon.
When Closing: Succeed at a Wisdom/Perception 6 check.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1(Total: 10)

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1(Total: 10)


Collapsing Bridge - Seelah:

Retainer - Ally B
Elf/Hireling

Check
Charisma/Diplomacy 4

Powers
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.


Retaining the Retainer: 1d10 + 2 - 0 ⇒ (8) + 2 - 0 = 10

let's use him to explore


Collapsing Bridge - Seelah

Apprentice - Ally B
Half-Elf

Check
Arcane/Divine/Charisma/Diplomacy 8

Powers
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.


Appraising the Apprentice: 1d10 + 2 - 0 ⇒ (8) + 2 - 0 = 10

She too will help us save more souls (explore)


Collapsing Bridge - Seelah

Rallying Cry - Barrier B
Task/Cache

Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Allies:

Seelah - Mongrel Archer - Ally 1
Mongrel/Elite

Check
Charisma/Diplomacy 5 (from random Weapon = Bolas)

Kyra - Researcher - Ally B
Human/Hireling/Basic

Check
Intelligence/Knowledge 7 or Charisma/Diplomacy 6

Crowe - Kimroth Otai - Ally 1
Human/Fighter

Check
Charisma/Diplomacy 7

Imrijka - Demon Hunter - Ally B
Human/Ranger

Check
Melee/Ranged 7 or Charisma/Diplomacy 6

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