PACG WotR Into The Worldwound (Inactive)

Game Master jduteau

An online play through of PACG Wrath of the Righteous' initial adventure Into The Worldwound.


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Wounded Lands - Kyra

Brimorak
Henchman - Monster B

Traits
Outsider/Demon/Veteran

Check
Combat 12

Powers
Immune to Electricity and Fire damage.
All damage dealt is Fire damage.
AYA, if the check had Piercing or Slashing, deal 2 Fire damage to you.
If defeated, attempt to close your location.


Recharge Fiery Glare for channeling, cast Sagacity to boost Wisdom.
Not-Fiery Glare: 1d12 + 1d8 + 5 ⇒ (12) + (7) + 5 = 24
Heal: 1d3 ⇒ 2 Dawnflower
Then to close
Wisdom 8+Abraxas (no corruption): 2d12 + 5 ⇒ (4, 10) + 5 = 19
I'll bury Scale mail and cure Crowe.
Be Healed!: 1d4 + 1 ⇒ (4) + 1 = 5
recharge: 1d12 + 5 ⇒ (9) + 5 = 14
Then recharge Sagacity?: 1d12 + 5 ⇒ (1) + 5 = 6
Boo! End turn.

Hand: Fiery Glare, Qstaff, Book o lore, BoA, BoDawnflower
Buried: 2
Discards: 4
may use blessings.


It turns out that Savash is hiding out in the Wounded Lands, so your Scale Mail is not buried, since you can't close the location.

Turn 11
Blessing: Blessing of Iomedae
11/19
Imrijka

Locations:

Befouled Altar (Abyssal)
At This Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
When Closing: Summon and defeat the henchman Cultist of Baphomet.
When Permanently Closed: On closing, bury a blessing from your discard pile.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:2 Henchman:1(Total: 5)
Imrijka

Family Tomb
At This Location: When a character dies, all characters at this location die.
[When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
CLOSED
M:1 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:1(Total: 5)

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:1 Henchman:1(Total: 11)

Wounded Lands (Abyssal)
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
Villain:1(Total: 1)
Kyra, Crowe

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 5 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:0 Bl:1 Henchman:1(Total: 10)
Seelah

Armory
At This Location: When you acquire a weapon, you may draw a card.
CLOSED


Befouled Altar - Imrijka

Researcher

Check
Intelligence/Knowledge 7
Charisma/Diplomacy 6


Come help me with this book!

Knowledge 7: 1d8 + 2 ⇒ (3) + 2 = 5

Racist! Just because I have Orc blood!

Done.

Imrijka(jduteau) wrote:

Hand: Hand Crossbow, Hand Crossbow, Magic Scale Mail, BoA, Sir Ilivan

Deck: 8 Discard: 1 Buried: 2
Note: @Befouled Altar


Turn 12
Blessing: Blessing of Ascension
12/18
Seelah

Locations:

Befouled Altar (Abyssal)
At This Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
When Closing: Summon and defeat the henchman Cultist of Baphomet.
When Permanently Closed: On closing, bury a blessing from your discard pile.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 Henchman:1(Total: 4)
Imrijka

Family Tomb
At This Location: When a character dies, all characters at this location die.
[When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
CLOSED
M:1 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:1(Total: 5)

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:1 Henchman:1(Total: 11)

Wounded Lands (Abyssal)
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
Villain:1(Total: 1)
Kyra, Crowe

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 5 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:0 Bl:1 Henchman:1(Total: 10)
Seelah

Armory
At This Location: When you acquire a weapon, you may draw a card.
CLOSED


It seems to me that Seelah keeps searching the Caverns, Crowe goes to the Guardpost, and then we're all ready for Kyra to put the big hurt on Savash, armed with our blessings and such!

Or we can keep exploring...


A nasty barrier or two can easily derail a scenario in this adventure, so I'd vote for drawing it to a close.
I need to randomly undraw a card: 1d5 ⇒ 3
Scale mail replaces the book.


Crowe, Conveyor-of-Chaos wrote:
Seelah the Chosen wrote:
right it should be a 50-50 Guardpost or Wounded Lands?

A) You missed the check at the Caverns (I peaked).

B) Why wouldn't the villain have been shuffled with N-1 blessings and shuffled into the open locations? (N = # of open locations, so 3)

So right! I had forgotten I had failed the roll :/


Caverns (Apologies I mistakenly didn't think it was my go when I last checked)


Cavern - Seelah

Blessing of Baphomet

Traits
Divine/Baphomet/Corrupted

Check
Melee 7
Divine 5


Recharging Teamster

Divine: 1d8 + 1 ⇒ (6) + 1 = 71d6 ⇒ 4

Ok formatting was weird but since that is corrupt it is buried :/ (Which I forgot of course)


Seelah(Troymk1) wrote:

Hand: Mace, Longspear, Paladin's Helm, Ascension, Ascension

(Displayed: )
Deck: 9 Discard: 1 Buried: 1
Note: Cavern


Ah good! You get some Blessings for the ultimate showdown!


Turn 13
Blessing: Blessing of Shelyn
13/17
Crowe

Locations:

Befouled Altar (Abyssal)
At This Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
When Closing: Summon and defeat the henchman Cultist of Baphomet.
When Permanently Closed: On closing, bury a blessing from your discard pile.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 Henchman:1(Total: 4)
Imrijka

Family Tomb
At This Location: When a character dies, all characters at this location die.
[When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
CLOSED
M:1 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:1(Total: 5)

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:1 Henchman:1(Total: 11)

Wounded Lands (Abyssal)
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
Villain:1(Total: 1)
Kyra, Crowe

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 5 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:0 Bl:0 Henchman:1(Total: 9)
Seelah

Armory
At This Location: When you acquire a weapon, you may draw a card.
CLOSED


I believe my hand size is 4 therefore only 1 blessing


Ah well, at least one will help. :)


I'll move to the Guardpost but NOT explore.
I'll end my turn, discarding my Longspear..
Drew a blessing!

Crowe(cosined) wrote:

Hand: Longsword, Heavy Pick, Lightning Touch, BoA, Blessing of Shax

Deck: 6 Discard: 5 Buried: 2
Note: At Guardpost. BoA and Shax are available, but reserved for Villain ideally.


Turn 14
Blessing: Blessing of Abraxas
14/16
Kyra

Locations:

Befouled Altar (Abyssal)
At This Location: If you fail a check to defeat a monster, discard a card from the blessings deck.
When Closing: Summon and defeat the henchman Cultist of Baphomet.
When Permanently Closed: On closing, bury a blessing from your discard pile.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 Henchman:1(Total: 4)
Imrijka

Family Tomb
At This Location: When a character dies, all characters at this location die.
[When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
CLOSED
M:1 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:1(Total: 5)

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:1 Henchman:1(Total: 11)
Crowe]

Wounded Lands (Abyssal)
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
Villain:1(Total: 1)
Kyra

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 5 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:0 Bl:0 Henchman:1(Total: 9)
Seelah

Armory
At This Location: When you acquire a weapon, you may draw a card.
CLOSED


Here is my temp close of the Altar, recharging my 2nd Hand Crossbow...

Combat 10: 1d10 + 1 + 1d6 + 1d8 ⇒ (10) + 1 + (5) + (4) = 20

Now that's a good roll!

I have a BoA available for anyone who needs it for the temp close check or the Villain fight.

The Exchange

Corrupted Soldier (9):

Use stock Longsword and bury Lightning Touch (1d10/Force Trait):
Soldierin' On: 1d12 + 1 + 1d8 + 1d10 ⇒ (2) + 1 + (5) + (9) = 17

Seelah use my BoA for your check and Kyra use my Blesing of Shax for yours!


You may use one of my blessings for the cavern check; I will still have two (mine and crowe's).


Inventory of Blessings:

BoA from Imrijka
BoA, BoDawnflower from Kyra
BoA, BoShax from Crowe
BoA from Seelah

We are certainly set up well for this!


Cavern close: 2d8 + 0 - 0 ⇒ (2, 4) + 0 - 0 = 6


phew close!!!


Fire damage: Q-staff
Savash vs. Holy Fiery Glare + Dawnflower + Shax + 3 BoA's: 6d12 + 1d8 + 2 ⇒ (1, 6, 7, 2, 7, 9) + (3) + 2 = 37
He's toast! But not actually burnt, since he's immune to Fire.


And we're done B3!

The scenario rewards are an ally with Hireling or Soldier trait. The allies pulled in order are:

Crowe: Belthis Loumis - Reveal to draw armor, item, weapon. Banish 2, set aside 1, banish this card to add the card or bury this card to banish the card. Discard this card to explore.

Kyra:Mendevian Crusader - Discard this card to reduce BYA damage to a character at your location to 0. Discard this card to explore, adding 1 to your combat checks.

Imrijka:Researcher - Recharge this card to add 1d6 to non-combat Intelligence/Charisma. Discard to card to explore.

Seelah:Grizzled Mercenary - Bury this card to add 1d8 to any combat check by a character at your location. Discard this card to explore - if you encounter a boon, banish it.


Once everyone has reset their decks, I'll get B4 - The Traitor's Lodge set up.


I'll stay with my existing hand, so the Researcher is available for anyone who wants her.

Imrijka(jduteau) wrote:

Hand: Hand Crossbow, Hand Crossbow, Javelin, Bolas, Corrosive Dagger +1, Fiery Glare, Magic Scale Mail, Mysterious Disk, Holy Water Grenade, Athlete, BoA, BoA, BoA, BoA, BoBaphomet


Mercenary is available

Seelah(Troymk1) wrote:

Hand:

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


Crowe can't keep allies, right? I'll take Belthis if nobody else wants her.

I have a BoA and Fireblade I'm not keeping.

Q-staff
Fiery Glare
Cure
Detect Demon
Frigid Blast
Sagacity
Scale Mail
Book o' Lore
Researcher
Athlete
Abraxas
Dawnflower
Baphomet
BoA
BoA

The Exchange

Crowe(cosined) wrote:

Deck: Mace, Longsword, Longspear, Heavy Pick, Mace, Frigid Blast, Lightning Touch, Stalking Armor, Leather Armor, Potion of Striding, Blood Periapt, BoA, BoA, BoA, Blessing of Shax

Note: Swapped out Hide Armor for Stalking Armor


Okay, I have everyone's decks. We have the following left over:

Lance
Hide Armor x 2
Researcher, Mendevian Crusader, Grizzled Mercenary, Belthis Loomis

Kyra - if you want Belthis, let me know who you're dropping to take her.

Otherwise, I'll setup B4 and we can get started.


I'll drop the researcher.


Scenario B-4: The Traitor's Lodge

Villain: Karsos
Traits: Undead/Ghost/Minotaur/Incorporeal
Checks:Combat 14 / Divine 11
Powers: Immune to Mental and Poison traits. If the check to defeat does not have the Magic trait, Karsos is undefeated.
BYA, if this is your first exploration of the turn, Karsos deals you 1d4-1 Combat damage.
If undefeated, summon and build the location Maze and move there.

Henchman: Ghalcor
Traits: Undead/Incorporeal/Wraith/Cleric
Checks:Combat 12 / Wisdom/Divine 10
Powers: Immune to Mental and Poison traits. If the check to defeat does not have the Magic trait, Ghalcor is undefeated.
When you attempt a check to defeat Ghalcor, after you attempt the roll, roll 1d6. On a 1 or 2, start the check over. Cards played on the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Unfettered Eidolon
Traits: Outsider/Eidolon
Checks:Combat 11
Powers: If you have the Summoner trait, add 1d8 to your check to defeat.
If undefeated, the Unfettered Eidolon deals 1d4 Combat damage to any character that has the Summoner trait.
Banish the Unfettered Eidolon from your hand to explore your location.
If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Wights
Traits: Undead/Wight
Checks:Combat 10 / Wisdom/Divine 8
Powers: Immune to Mental and Poison traits.
BYA, the Wight deals 1 Cold damage to a random character at your location; when that character is dealt damage, she buries those cards instead of discarding them.
If defeated, you may immediately attempt to close the location this henchman came from.

Servitor Demon: Demonling

Scenario Rules:
When you defeat a non-villain bane that has the Undead trait on your turn, choose weapon, spell, armor, or item; display a random card of that type from the box. You may shuffle that bane into a random open location to put that boon under this card; otherwise, banish that bane and the chosen card.
When the first location is closed, the character that closed it draws the loot Sacred Prism from the box.

Scenario Reward:
Gain all the cards under this card, or gain no reward and you may immediately attempt this scenario again.

Loot: Sacred Prism
Traits: Object/Divine/Alchemical
Powers:
Recharge this card to add the Magic trait to any check by a character at your location.
Bury this card to shuffle 1d4 cards from the discard pile of a character at your location into her deck.
Bury this card to defeat a bane that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Locations:

Cemetary
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1(Total: 10)

Laboratory
At This Location: When you would banish an item for its power, bury it instead.
[When Closing: Succeed at an Intelligence 7 or Craft 5 check.
When Permanently Closed: On closing, draw a random item from the box.
M:2 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:1 ?:1(Total: 10)

Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M:0 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:2 Bl:0 ?:1(Total: 10)

Torture Chamber
At This Location: Combat or Fire damage to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1(Total: 10)

Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1(Total: 10)

Cell
At This Location: When you encounter a henchman or villain, BYA, summon and encounter a Demonling.
When Closing: Succeed at a Wisdom or Perception 5 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)


Rolls for initiative:

Crowe: 1d100 ⇒ 17
Kyra: 1d100 ⇒ 88
Imrijka: 1d100 ⇒ 10
Seelah: 1d100 ⇒ 57

Imrijka, Crowe, Seelah, Kyra

Let me know where you start and your starting hand and then we'll begin.


Imrijka(jduteau) wrote:

Hand: Javelin, Fiery Glare, Holy Water Grenade, Athlete, BoA

Deck: 10 Discard: 0 Buried: 0
Note: @ Torture Chamber

The Exchange

Crowe(cosined) wrote:

Hand: Mace, Longsword, Frigid Blast, Leather Armor, BoA

Deck: 10 Discard: 0 Buried: 0
Note: @Manor House


Hand: Detect Demon, Book ' Lore, BoAx2, BoDawnlfower
Deck: 10
At Cemetery

You have the Great Hall labeled as another Cell.


Kyra, Sarenrae's Light wrote:
You have the Great Hall labeled as another Cell.

Duouh! Fixed in my file.


Manor House since I have no weapons

Seelah(Troymk1) wrote:

Hand: Magic Shield, Teamster, Racounteur, Ascension

(Displayed: )
Deck: 11 Discard: 0 Buried: 0
Note: Manor House


Turn 01
Blessing: Blessing of Shelyn
01/29
Imrijka

Torture Chamber

Bunyip

Check
Combat 9

Powers
BYA, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

And what exactly is a Bunyip doing in a Torture Chamber?!?


I can't make a Wisdom 9 check, so everything is increased by 1.

I'll throw my Javelin at the creature...

Combat 10: 1d10 + 1 + 2d6 ⇒ (6) + 1 + (4, 2) = 13

Killed.

4,5,6 to explore again: 1d6 ⇒ 2

I'll discard the Athlete to explore again instead.


Torture Chamber - Imrijka

Steel Shield

Check
Constitution/Fortitude 5


Con 5: 1d6 ⇒ 6

Hmm, now I have a shield!

Without a weapon and with a Fire spell, I'll hold off exploring for now...

Imrijka(jduteau) wrote:

Hand: Fiery Glare, Holy Water Grenade, BoA, BoA, Steel Shield

Deck: 9 Discard: 1 Buried: 1
Note: @Torture Chamber

Hmmph, still no weapon... oh well.


Turn 02
Blessing: Blessing of Iomedae
02/28
Crowe

Locations:

Cemetary
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1(Total: 10)

Laboratory
At This Location: When you would banish an item for its power, bury it instead.
When Closing: Succeed at an Intelligence 7 or Craft 5 check.
When Permanently Closed: On closing, draw a random item from the box.
M:2 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:1 ?:1(Total: 10)

Manor House
At This Location: When you encounter a boon of a type other than loot here, draw a random boon of that type from the box; encounter 1 and banish the other.
When Closing: Summon and acquire a random ally.
When Permanently Closed: No effect.
M:0 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:2 Bl:0 ?:1(Total: 10)

Torture Chamber
At This Location: Combat or Fire damage to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:2 Ba:3 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1(Total: 8)

Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1(Total: 10)

Great Hall
At This Location: When you encounter a henchman or villain, BYA, summon and encounter a Demonling.
When Closing: Succeed at a Wisdom or Perception 5 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)

The Exchange

I'm at the Manor House. Free-Explore me!


Manor House - Crowe

Item #1 - Caltrop Bead

Check
Dexterity 6

Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

Item #2 - Trapsmith Gloves

Check
Dexterity/Disable 7

Powers
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.

The Exchange

I'll try the Caltrop Bead as the other is an auto fail.

Caltrop's shouldn't work on Skeletons: 1d6 ⇒ 5

I'll discard a BoA to explore.


Manor House - Crowe

Ally #1 - Researcher

Check
Intelligence/Knowledge 7
Charisma/Diplomacy 6

Powers
Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
Discard this card to explore your location.

Ally #2 - Frog

Check
Wisdom/Survival 6

Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

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