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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The Exchange

Well you said sorry, so I guess I have to forgive you.

Turn 8:
Discard: Longsword, Longspear, Heavy Pick, & Force Missile
Turn 9:
Bury Sacred Prism
Healz: 1d4 ⇒ 2
Sigh.
Shuffle in Longsword and Longspear
H: 0, De: 10, Di: 5, B: 1
Discard: BoA x2, Mace, Force Missile, Heavy Pick


Crowe, Conveyor-of-Chaos wrote:

Well you said sorry, so I guess I have to forgive you.

If you were my youngest son, you'd say "okay" grudgingly and then a) pout for the rest of the game and b) refuse to use blessings to help me again in this session and even c) hide the fact that you had blessings (we play with the cards open).

:)

The Exchange

Who said I wasn't doing A) and B) right now?


:)


Great Hall since Kyra is busy


Great Hall - Seelah

Potion of Striding - Item B
Liquid/Alchemical/Basic

Check
Intelligence/Craft 4


What is this foul liquid?: 1d4 + 0 - 0 ⇒ (4) + 0 - 0 = 4

Does it let you move??


1 person marked this as a favorite.

Powers for Potion of Striding: Since I wasn't sure if that was a rhetorical or in-character question

At the start or end of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.


Cure amount: 1d4 + 1 - 0 ⇒ (2) + 1 - 0 = 3

which : 3d6 + 0 - 0 ⇒ (4, 2, 3) + 0 - 0 = 9

Cure,Ascension, Sage's Journal

cure recharge: 1d8 + 1 - 0 ⇒ (4) + 1 - 0 = 5

nope

Seelah(Troymk1) wrote:

Hand: Paladin's Helm, Iomedae, Ransuer Gargoyle's, Potion of Striding

(Displayed: )
Deck: 12 Discard: 5 Buried: 2
Note: Temple of Imoedae


Turn 10
Blessing: Blessing of Abadar
10/22
Crowe

Locations:

Gray Garrison
CLOSED
Crowe, Imrijka

Temple of Imoedae
CLOSED

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

The Exchange

Move to Citadel and explore.


Citadel - Crowe

Pitborn Scoundrel - Monster B
Pitborn/Demon/Rogue/Elite

Check
Combat 12

Powers
If the check to defeat has the Cold, Electricity, or Fire trait, the difficulty is increased by 3.
BYA, if you are the only character at your location, the PItborn Scoundrel deals 1d4-1 Combat damage to you.
WYA, damage dealt by the Pitborn Scoundrel may not be reduced.

The Exchange

Well, I don't have a hand, so this is moot:
Pitborn Scoundrel Damage: 1d4 - 1 ⇒ (4) - 1 = 3

Unarmed Melee vs Pitborn Scoundrel 12: 1d12 + 1 ⇒ (9) + 1 = 10

Crowe(cosined) wrote:

Hand: Mace, Longsword, Longspear, Lightning Touch, Blood Periapt

Deck: 5 Discard: 5 Buried: 1
Note: @ Citadel


Turn 11
Blessing: Blessing of Ascension
11/19
Kyra

no change to locations

Forsaken Cloister - Kyra:

Life Drain - Spell 1
Magic/Arcane/Divine/Attack/Healing/Elite

Check
Intelligence/Arcane 7
Wisdom/Divine 9


Well, I only have my q-staff for fighting but there's only a 1 in 7 chance for a monster so...

Oh, that would be nice. I've got 1d12+3, may I have a blessing?


I have two and one is Baphomet, so you could get two dice. Or I can just use the Iomedae for one die. Take your pick.


Divine+Baphomet: 3d12 + 3 ⇒ (1, 11, 3) + 3 = 18

Wow, needed that third die!

I'm done.

Hand: Lizard, Arashvanal, Qstaff, life drain, belthis

I'll use Belthis and anyone can claim her crafts.

And I'm off. Be checking in tomorrow.


Three cards from Belthis Loumis:

Heavy Crossbow - Weapon B
Hide Armor - Armor B
Holy Water Grenade - Item B

As she once again proves her worth....not!


Turn 12
Blessing: Blessing of Ascension
12/18
Imrijka

Locations:

Gray Garrison
CLOSED
Imrijka

Temple of Imoedae
CLOSED

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:1 Ar:0 I:0 Al:1 Bl:2 ?:1(Total: 6)
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:1 Al:1 Bl:0 Henchman:1 ?: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:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 Henchman:1 ?:1(Total: 11)
Crowe


Imrijka moves to the Wardstone Chamber and explores...

Wardstone Chamber - Imrijka

Giant Cockroach - Monster B
Vermin/Basic

Check
Combat 8


Using my Corrosive Dagger and recharging my Shortbow...

Combat 8: 1d10 + 2 + 2d4 ⇒ (3) + 2 + (1, 3) = 9

Do I get to explore again?

4,5,6: 1d6 ⇒ 5

Yes.


Wardstone Chamber - Imrijka

Cultist of Baphomet - Henchman/Monster B
Human/Cleric/Cultist/Veteran

Check
Combat 9 (10 + 1 for scenario - 2 for closed Gray Garrison)


I'll use my Corrosive Dagger to its full extent (i.e. recharged) against this Cultist...

Combat 9: 1d10 + 2 + 2d4 ⇒ (8) + 2 + (3, 1) = 14

To close the Chamber, I banish my Mysterious Disk. There is no Villain so it really is closed and I get the Wardstone Fragment as a reward for closing it.

The cultist is shuffled into 1d3 ⇒ 1 the Forsaken Cloister.

And I reset my hand...

Imrijka(jduteau) wrote:

Hand: Hand Crossbow, Corrosive Dagger +1, BoA, BoIomedae, Wardstone Fragment

Deck: 7 Discard: 7 Buried: 0


Turn 13
Blessing: Blessing of Ascension
13/17
Seelah

Locations:

Gray Garrison
CLOSED

Temple of Imoedae
CLOSED

Wardstone Chamber
CLOSED
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:1 Ar:0 I:0 Al:1 Bl:2 Henchman:1 ?: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:1 Al:1 Bl:0 Henchman:1 ?: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:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 Henchman:1 ?:1(Total: 11)
Crowe


Plow ahead at the Great hall methjinks


Great Hall - Seelah

Wrecker Demon - Monster 1
Outsider/Demon

Check
Combat 14

Powers
Immune to Electricity and Poison.
If undefeated, bury a non-Basic item or banish an item.


topdecking for a d6 (Mastiff)

Ransuer time: 1d8 + 1d6 + 2d4 + 4 - 0 ⇒ (1) + (6) + (1, 3) + 4 - 0 = 15


Iomedae to explore


Great Hall - Seelah
Light Armor/Magic/Elite

Check
Constitution/Fortitude 6


what armour is it?


Seelah the Chosen wrote:
what armour is it?

Ah, I skipped a line. :) Elven Chain Shirt


Fort: 1d8 + 1 - 0 ⇒ (5) + 1 - 0 = 6


recharge that

Seelah(Troymk1) wrote:

Hand: Paladin's Helm, Cure, Ransuer Gargoyle's, Potion of Striding

(Displayed: )
Deck: 11 Discard: 7 Buried: 2
Note: Temple of Imoedae


Turn 14
Blessing: Blessing of Ascension
14/16
Crowe

Locations:

Gray Garrison
CLOSED

Temple of Imoedae
CLOSED

Wardstone Chamber
CLOSED
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:1 Ar:0 I:0 Al:1 Bl:2 Henchman:1 ?: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:0 Ba:1 W:2 Sp:1 Ar:0 I:1 Al:1 Bl:0 Henchman:1 ?:1(Total: 8)
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:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 Henchman:1 ?:1(Total: 11)
Crowe

The Exchange

I'll explore my location, please.


Citadel - Crowe

Hide Armor - Armor B
Light Armor/Basic

Check
Constitution/Fortitude/Craft 3

The Exchange

Fort. vs. Hide Armor 3: 1d6 + 2 ⇒ (6) + 2 = 8

Discard Lightning Touch and End:

Crowe(cosined) wrote:

Hand: Mace, Longsword, Longspear, Blood Periapt, Hide Armor

Deck: 5 Discard: 6 Buried: 1
Note: @ Citadel

Yay, crap-turn.


Turn 15
Blessing: Blessing of Abraxas
15/15
Kyra

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:2 I:0 Al:3 Bl:0 Henchman:1 ?:1(Total: 10)
Crowe

Forsaken Cloister - Kyra:

Caravan Guard - Ally B
Human/Hireling/Elite

Check
Bury an Armor
Charisma/Diplomacy 8


Exploring...
Dipl: 1d6 + 2 ⇒ (6) + 2 = 8
Ooh, okay.
I'll discard it to explore again.


Forsaken Cloister - Kyra

Mongrel Traitor - Henchman/Monster 1
Mongrel/Soldier

Check
Combat 10 (Random monster was Blasphemous Priest)

Powers
If undefeated, bury 1 random card from your discard pile.

If you win and wish to attempt to close the location...

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.


Life Drain: 1d12 + 2d4 + 3 ⇒ (11) + (1, 4) + 3 = 19
heal: 1d2 ⇒ 1 book o lore
recharge: 1d12 + 3 ⇒ (1) + 3 = 4 nope

Demon
con: 1d6 ⇒ 4
discard Arashvanal
discard qstaff+imrijka's BoA: 4d6 ⇒ (6, 5, 6, 2) = 19
wow, much better than average

Closed!

Hand: frilled liz, fiery glare, scale mail, boax2

may use boa's

discards; 4, buried: 1


Due to closing the Forsaken Cloister, Cultist of Baphomet is shuffled into 1d2 ⇒ 1 - Great Hall.

Turn 16
Blessing: Blessing of Ascension
16/14
Imrijka

Locations:

Gray Garrison
CLOSED

Temple of Imoedae
CLOSED

Wardstone Chamber
CLOSED
Imrijka

Forsaken Cloister
CLOSED
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:0 Ba:1 W:2 Sp:1 Ar:0 I:1 Al:1 Bl:0 Henchman:2 ?:1(Total: 9)
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:2 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:3 Bl:0 Henchman:1 ?:1(Total: 10)
Crowe


Imrijka will move to the Citadel and assist Crowe...

Citadel - Imrijka

Researcher - Ally B
Human/Hireling/Basic

Check
Knowledge/Intelligence 7
Charisma/Diplomacy 6


I can't impress her with my charming personality, but perhaps my knowledge will suffice...

Knowledge 7: 1d8 + 3 ⇒ (8) + 3 = 11

Yes, and I will discard to explore again.


Citadel - Imrijka

Mongrel Traitor - Henchman/Monster 1
Mongrel/Soldier

Check
Combat 6 (Giant Maggot Swarm was the random monster)


I will use my Hand Crossbow and recharge the Wardstone Fragment (it's Divine) for 1d4 + Magic just to be sure.

Combat 6: 1d10 + 1 + 1d6 + 1d4 ⇒ (7) + 1 + (1) + (2) = 11

Next is the Combat 11 check to close the Citadel.

I'll use my Hand Crossbow, recharge my Corrosive Dagger for the bonus and use my BofIomedae.

Combat 11: 1d10 + 1 + 1d6 + 1d8 + 1d10 ⇒ (8) + 1 + (3) + (3) + (8) = 23

And the Citadel is closed.

A Cultist of Baphomet is shuffled into the Great Hall.

Imrijka(jduteau) wrote:

Hand: Hand Crossbow, Fiery Glare, Scale of Sacred Weaponry, Viper Strike, Anevia Tirablade

(Displayed: )
Deck: 5 Discard: 10 Buried: 0
Note:


Turn 17
Blessing: Blessing of Deskari
17/13
Seelah

Locations:

Gray Garrison
CLOSED

Temple of Imoedae
CLOSED

Wardstone Chamber
CLOSED

Forsaken Cloister
CLOSED
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:0 Ba:1 W:2 Sp:1 Ar:0 I:1 Al:1 Bl:0 Henchman:3 Villain:1(Total: 10)
Seelah

Citadel
CLOSED
Crowe, Imrijka


Wow, three henchman and one villain in one location.

Did Imrijka discard the BoA I used? I have two available for use.


Yes. And I had a BofIomedae, so I just used my own blessing. I thought Seelah could use your BoA in case she encountered a henchman/villain as she would have to fight a Sloth Demon first (due to location).


Great Hall - Seelah

Hosilla - Villain/Monster 1
Human/Inquisitor

Check
Combat 13

Powers
BYA, Hosilla deals 1d4+1 Combat damage to you (the only character at your location).
AYA, Hosilla deals 2 Combat damage to you.

===
Before you encounter Hosilla, you have to encounter the Sloth Demon:

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.

It appears that only Kyra has help for you with two BoAs.

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