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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Turn 03
Blessing: Blessing of Shelyn
03/27
Kyra

Locations:

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:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:1(Total: 9)


Forsaken Cloister - Kyra

Trapsmith Gloves - Item B
Accessory/Magic/Basic

Check
Dexterity/Disable 7


No chance. Discard boa to explore.


Forsaken Cloister - Kyra

Giant Cockroach - Monster B
Vermin/Basic

Check
Combat 8

Powers
If the check to defeat has the Bludgeoning trait, add 1d8.


qstaff: 2d6 + 1d8 ⇒ (4, 4) + (6) = 14
I'm done.

Hand: arashvanial, book o lore, boa, qstaff, skitter
May use boa


Turn 04
Blessing: Blessing of Ascension
04/26
Imrijka

Forsaken Cloister
At This Location: When you moved or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat a Sloth Demon.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:2 Ar:1 I:0 Al:1 Bl:2 ?:1(Total: 8)


Gray Garrison - Imrijka

Sagacity - Spell B
Magic/Arcane/Divine/Basic

Check
Intelligence/Arcane/Wisdom/Divine 6


Divine 6: 1d8 + 2 ⇒ (6) + 2 = 8

Acquired.

Discard the Demon Hunter to explore again (+1d6 against Demons).


Gray Garrison - Imrijka

Full Plate - Armor B
Heavy Armor/Elite

Check
Constitution/Fortitude 5


Constitution 5: 1d6 ⇒ 3

Didn't get it.

Discard the Blessing of Abraxas to explore again.


Gray Garrison - Imrijka

Blessing of Pulura - Blessing B
Divine/Pulura

Check
Charisma 7
Divine 5


Divine 5: 1d8 + 2 ⇒ (6) + 2 = 8

Acquired and I'll discard to explore again...


Gray Garrison - Imrijka

Cambion - Monster B
Outsider/Demon/Elite

Check
Combat 12

Powers
Immune to Electricity and Poison traits. BYA, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.


I'll use my Hand Crossbow and recharge Anevia Tirabade for help...

Combat 12: 1d10 + 1 + 1d6 + 1d6 ⇒ (9) + 1 + (4) + (5) = 19

Whoosh! the Hand Crossbow makes quick work of that demon!

4,5,6 to explore again: 1d6 ⇒ 1

Nope. I'm done...

Imrijka(jduteau) wrote:

Hand: Hand Crossbow, Fiery Glare, BoA, Viper Strike, Sagacity

Deck: 10 Discard: 4 Buried: 0
Note: @ Gray Garrison


Turn 05
Blessing: Blessing of Ascension
05/25
Seelah

Locations:

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

Temple of Imoedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charisma 7 check.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M:0 Ba:0 W:0 Sp:2 Ar:1 I:0 Al:1 Bl:2 ?:1(Total: 7)

Wardstone Chamber
At This Location: When the Gray Garrison is open, the difficulty of checks against banes is increased by 2.
When Closing: Banish a boon that has the Magic trait.
When Permanently Closed: On closing, draw the loot Wardstone Fragment from the box.
M:5 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:2 ?:1(Total: 10)

Forsaken Cloister
At This Location: When you moved or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat a Sloth Demon.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:2 Ar:1 I:0 Al:1 Bl:2 ?: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)

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 ?:1(Total: 10)


Temple of Iomedae - Seelah:

Stalking Armor - Armor B
Light Armor/Basic

Check
Constitution/Fortitude 4


Fort: 1d8 + 1 - 0 ⇒ (5) + 1 - 0 = 6


discard Interrogator to explore


Temple of Iomedae - Seelah

Blessing of Ascension - Blessing B
Divine/Mythic/Basic

Check
Charisma 6
Divine 5


Cha: 1d10 + 1 - 0 ⇒ (7) + 1 - 0 = 8


use it to explore!


Temple of Iomedae - Seelah

Uziel - Henchman/Monster 1
Pitborn/Demon/Rogue

Check
Combat 10 + 1d6 ⇒ 6 (for being the only character at your location)

Powers
All damage dealt by Uziel is Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.


Combat discarding long sword and Glaive from top of deck: 2d8 + 2d6 + 3 - 0 ⇒ (2, 3) + (6, 6) + 3 - 0 = 20

May I have a blessing to close?


1 person marked this as a favorite.

Take Kyra's as she gets to auto-heal.


Yup. Both cards in my discards pre-heal are BoA's so no roll needed.


Charisma + blessing: 2d10 + 1 - 0 ⇒ (8, 10) + 1 - 0 = 19

Closed, draw a magic weapon from box.

I cast cure Cure: 1d4 + 1 - 0 ⇒ (2) + 1 - 0 = 3 Mastiff, Interrogator, Glaive +1

Recharge Cure +top deck Sages Journal: 1d8 + 1d6 + 1 - 0 ⇒ (3) + (2) + 1 - 0 = 6 fail

End turn recharge Stalking armour.

Seelah(Troymk1) wrote:

Hand: Paladin's Helm, Ascension, Cure, Mastiff

(Displayed: )
Deck: 10 Discard: 5 Buried: 2
Note: Temple of Imoedae


a)Magic Weapon

Ranseur of the Gargoyle - Weapon 1
Polearm/Melee/Piercing/2-Handed/Magic/Elite

Strength/Melee + 2d4 + 1; if you fail, you may discard to reroll. Recharge this card to reduce Combat damage dealt to you by 3.

b) Stalking Armor has no Recharge power, i.e. you can't recharge it at the end of your turn. So you have Stalking Armor, Paladin's Helm, and the Ranseur (that you got for closing the location) and draw one card.

c) Not related to your move, but Cultist of Baphomet is added to 1d5 ⇒ 2 (Wardstone Chamber) due to Scenario condition.


Turn 06
Blessing: Blessing of Abraxas
06/24
Crowe

Locations:

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:2 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1(Total: 5)
Crowe, Imrijka

Temple of Imoedae
CLOSED
Seelah

Wardstone Chamber
At This Location: When the Gray Garrison is open, the difficulty of checks against banes is increased by 2.
When Closing: Banish a boon that has the Magic trait.
When Permanently Closed: On closing, draw the loot Wardstone Fragment from the box.
M:5 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:2 Henchman:1 ?:1(Total: 11)

Forsaken Cloister
At This Location: When you moved or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat a Sloth Demon.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:2 Ar:1 I:0 Al:1 Bl:2 ?:1(Total: 8)
Kyra

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)

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 ?:1(Total: 10)

The Exchange

I'll explore the Gray Garrison.


Gray Garrison - Crowe

Blasphemous Priest - Monster B
Undead/Cleric/Elite

Check
Combat 10

Powers
Immune to Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.


I will discard stalking then


Seelah the Chosen wrote:
I will discard stalking then

Okay - so you have Paladin's Helm, Cure, BoA, and Ranseur in your hand?

The Exchange

Discarded Mace vs BP(10): 1d12 + 1 + 1d8 + 1d4 ⇒ (12) + 1 + (5) + (3) = 21
Discard BoA to explore again.


Gray Garrison - Crowe

Demonbane Light Crossbow - Weapon 1
Bow/Ranged/Piercing/Magic/Elite

Check
Dexterity/Ranged 10

Oh man, Imrijka would love this! But even with a blessing it would be tough for you to get

The Exchange

jduteau wrote:

Gray Garrison - Crowe

Demonbane Light Crossbow - Weapon 1
Bow/Ranged/Piercing/Magic/Elite

Check
Dexterity/Ranged 10

Oh man, Imrijka would love this! But even with a blessing it would be tough for you to get

1 in 6 chance if you want to give it a whirl.


Sure, what the heck - it is a great crossbow. I'll discard a BoA for you to try.

The Exchange

Fingers Cross(bow)ed: 1d6 + 1d6 ⇒ (1) + (4) = 5
Sorry!

Crowe(cosined) wrote:

Hand: Longsword, Longspear, Heavy Pick, Force Missile, Sacred Prism

Deck: 8 Discard: 3 Buried: 0
Note: @ Gray Garrison


jduteau wrote:
Seelah the Chosen wrote:
I will discard stalking then
Okay - so you have Paladin's Helm, Cure, BoA, and Ranseur in your hand?
Seelah(Troymk1) wrote:

Hand: Paladin's Helm, Ascension, Cure, Ransuer Gargoyle's

(Displayed: )
Deck: 10 Discard: 6 Buried: 2
Note: Temple of Imoedae


Turn 07
Blessing: Blessing of Baphomet
07/23
Kyra

Locations:

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:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1(Total: 3)
Crowe, Imrijka

Temple of Imoedae
CLOSED
Seelah

Wardstone Chamber
At This Location: When the Gray Garrison is open, the difficulty of checks against banes is increased by 2.
When Closing: Banish a boon that has the Magic trait.
When Permanently Closed: On closing, draw the loot Wardstone Fragment from the box.
M:5 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:2 Henchman:1 ?:1(Total: 11)

Forsaken Cloister
At This Location: When you moved or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat a Sloth Demon.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:2 Ar:1 I:0 Al:1 Bl:2 ?:1(Total: 8)
Kyra

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)

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 ?:1(Total: 10)


Forsaken Cloister - Kyra:

Steel Shield - Armor B
Shield/Offhand/Elite

Check
Constitution/Fortitude 5


Exploring...
con 5: 1d6 ⇒ 1
Done
Hand: Aravashnial, book o lore, qstaff, skittter, frilled lizard
discards: 1


Turn 08
Blessing: Blessing of Ascension
08/22
Imrijka

Forsaken Cloister
At This Location: When you moved or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat a Sloth Demon.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:2 ?:1(Total: 7)
Kyra


Gray Garrison - Imrijka

Spiked Pit Trap - Barrier B
Trap/Veteran

Check
Wisdom/Perception 8 (7 + 1 for scenario number)
Dexterity/Acrobatics 9 (8 + 1 for scenario number)


I'll cast Sagacity on myself for the +3.

Can I use Seelah's BoA to make sure that I get past this trap (and explore again?)


Yes you may


Wisdom 8: 1d8 + 4 + 1d8 ⇒ (3) + 4 + (6) = 13

Avoided that trap! And I explore again...


Gray Garrison - Imrijka

Hosilla - Villain/Monster 1
Human/Inquisitor

Check
Combat 13

Powers
All damage dealt by Hosilla to characters that have the Human trait is increased by 1.
BYA, Hosilla deals 1d4 Combat damage to a random character at your location.
AYA, Hosilla deals 1 Combat damage to you.

For Kyra's Temp Close of the Cloister:

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.


Trying to defeat Hosilla:

First, random character takes damage: 1-Imrijka, 2-Crowe: 1d2 ⇒ 2. Since Crowe is human, it is +1: Crowe's damage: 1d4 + 1 ⇒ (3) + 1 = 4 (Sorry)

Since my Wisdom is greater due to Sagacity, I'll cast Viper Strike against her and recharge Fiery Glare for the extra 1d4...

Combat 13: 1d8 + 5 + 3d4 ⇒ (6) + 5 + (3, 1, 3) = 18

She is defeated and I take 1 Combat damage which will be my Hand Crossbow.

Viper Strike recharges automatically.

Sagacity recharge 8: 1d8 + 5 ⇒ (6) + 5 = 11

I'm done and reset my empty hand...

Imrijka(jduteau) wrote:

Hand: Shortbow, Corrosive Dagger +1, Mysterious Disk, BoIomedae, BoBaphomet

Deck: 8 Discard: 6 Buried: 0
Note:


con 6: 1d6 ⇒ 3
Discard book o lore.
Skitter: 1d12 + 1d8 + 3 ⇒ (10) + (1) + 3 = 14
heal: 1d2 ⇒ 1 BoA
Temp closed! Won't really be able to do anything on my turn, though.


Turn 09
Blessing: Blessing of Iomedae
09/21
Seelah

Locations:

Gray Garrison
CLOSED
Crowe, Imrijka

Temple of Imoedae
CLOSED
Seelah

Wardstone Chamber
At This Location: When the Gray Garrison is open, the difficulty of checks against banes is increased by 2.
When Closing: Banish a boon that has the Magic trait.
When Permanently Closed: On closing, draw the loot Wardstone Fragment from the box.
M:5 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:2 Henchman:2 ?:1(Total: 12)

Forsaken Cloister
At This Location: When you moved or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat a Sloth Demon.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:2 ?:1(Total: 7)
Kyra

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 Henchman:1 ?:1(Total: 11)

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 ?:1(Total: 11)

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