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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Yuck!!!! Can't use my Fiery Glare on the Golem!

Magic Scale Mail is discarded.

I'll just punch it, using my Blessing and Kyra's and recharging my Holy Water Grenade.

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

just made it!

4,5,6: 1d6 ⇒ 4

And I can explore again...


Torture Chamber - Imrijka

Arboreal Blight

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 not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Fiendish Tree

Check
Combat 13

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

blech


1 Boa 2Dawn: 1d2 ⇒ 1

BYA: Hide recharge
Divine Frigid Blast: 1d12 + 1d8 + 2 ⇒ (12) + (3) + 2 = 17

AYA: Discarding Book.

Dawnflower gets healed.

Hand: Book o Lore, DDemon
Discards: 0


Kyra, Sarenrae's Light wrote:

[dice=1 Boa 2Dawn]1d2

BYA: Hide recharge
[dice=Divine Frigid Blast]1d12+1d8+2

AYA: Discarding Book.

Dawnflower gets healed.

Hand: Book o Lore, DDemon
Discards: 0

Okay, Kyra in WOTR is just the bomb! That power of hers is awesome! I don't feel bad using her blessings!

And your hand is just DDemon since the Book of Lore was discarded as damage. (Sorry)


Being at the Torture Chamber means that my damage is Torture Chamber: 1d4 + 1 ⇒ (2) + 1 = 3 and I recharge the Steel Shield for it (which takes it since it is Ranged Combat damage!).

I then cast Fiery Glare on the tree, taking advantage of the bonus due to fire...

Combat 13: 1d8 + 1 + 2d4 + 1d8 ⇒ (3) + 1 + (2, 4) + (3) = 13

And the AYA damage doesn't do anything because I have no cards left.

I'm done for now.

Imrijka(jduteau) wrote:

Hand: Hand Crossbow, Hand Crossbow, Bolas, BoA, BoA

Deck: 5 Discard: 5 Buried: 1
Note: @Torture Chamber


1 person marked this as a favorite.

You're right about the Book - I wrote it but forgot to move it.

The Healing gets even better when I can use it on my checks, too. But I plan to take the power to let me use blessings vs demons/undead first.

Kyra, Sarenrae's Light wrote:


Hand: DDemon
Discards: 1


Feral Tree of Feralness: 2d8 + 3 - 0 ⇒ (3, 6) + 3 - 0 = 12


Clarifying rules to see what my helm can do. Please continue otherwise.


Your awesome helm can protect you from the combat damage and the AYA damage, since they're different steps, if that's what you're wondering.


Ok her helm deflects the BYA damage, the combat damage, and the AYA damage.

I see no reason to use the ally for a reroll.

The Exchange

Grrreat. I'll recharge my Leather Armor for the BYA.
Discarded Longsword + Buried Mace
Trees, Why'd it have to be TREES?(13): 1d12 + 1 + 1d8 + 1d6 + 1d10 ⇒ (4) + 1 + (2) + (4) + (8) = 19
Nothing left in my hand, so no AYA damage for me!

I'll use my power to move to the Great Hall.


we have to do the d20 roll as I failed by 1


Can I assume that Crowe isn't exploring the Great Hall because he has no cards?

Hoping I don't have to fight another Demon: 1d20 ⇒ 6. Whew!!!


I'll explore.


Assuming that Crowe isn't exploring...

Cemetery - Kyra

Shortbow

Check
Dexterity / Ranged 3


Couldn't really use it , but good to bury for wights.
bow: 1d4 ⇒ 2

Done, but mobile right now.


Demon, hide armor, boa, baphomet, belthis.

May use blessings. I'll use belthis, others may decide on a card to keep from her.


It turns out that it was actually Seelah's turn.

Seelah, let me know where you are moving and exploring...


I have an ally in hand, so the cell


Cell - Seelah

Pitborn Scoundrel

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.
While you act, damage dealt by the Pitborn Scoundrel can not be reduced.

The Exchange

My turn was skipped in there right?

End of turn:

Crowe(cosined) wrote:

Hand: Longspear, Stalking Armor, Potion of Striding, Blood Periapt, BoA

Deck: 5 Discard: 4 Buried: 2
Note: At Great Hall


Crowe, Conveyor-of-Chaos wrote:

My turn was skipped in there right?

End of turn:

Crowe(cosined) wrote:

Hand: Longspear, Stalking Armor, Potion of Striding, Blood Periapt, BoA

Deck: 5 Discard: 4 Buried: 2
Note: At Great Hall

Yes, I had asked earlier if you were going to explore without any cards and then just assumed you were.


I believe I am alone :/

BYA Damage: 1d4 + 0 - 1 ⇒ (1) + 0 - 1 = 0


~pings off my armour~

I will discard both the mace and Ascension (I don't know what the turn's blessing is btw)

Pitborn: 3d8 + 1d4 + 3 - 0 ⇒ (1, 8, 8) + (1) + 3 - 0 = 21


Neither extra discard was necessary :/ But better to progress then to fail.

And now adjusting my spreadsheet I see I did not have that blessing! Sorry guys. my son knocked all my cards off the table in a spectacular act of carelessness. Adjusting, did not have blessing had the Loot Sacred Prism instead.

Will Bury the prism for its healing properties, heal: 1d4 + 0 - 0 ⇒ (4) + 0 - 0 = 4

End turn

Seelah(Troymk1) wrote:

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

(Displayed: )
Deck: 11 Discard: 1 Buried: 2
Note: Cell- Mace in discard


Okay, sorry about getting all out of order, but I blame the Easter holidays. :)

Turn 09
Blessing: Blessing of Ascension
09/21
Imrijka

Locations:

Cemetery
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:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 Henchman:1 ?:1(Total: 8)

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
CLOSED
Crowe, Seelah

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

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:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1(Total: 9)

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)

Kyra wrote:
I'll use belthis, others may decide on a card to keep from her.

Do you mean that you want to use it right away, i.e before Imrijka's turn?


Notwithstanding a use of Belthis Loumis from Kyra, here is Imrijka's turn...

Torture Chamber - Imrijka

Demon Hunter

Check
Melee/Ranged 7
Charisma/Diplomacy 6


Appealing to the archer in the hunter....

Ranged 7: 1d10 + 1 ⇒ (8) + 1 = 9

I'll use the Demon Hunter to explore again.


Torture Chamber - Imrijka

Explosive Runes

Check
Intelligence/Arcane 8
Dexterity/Acrobatics 10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.


Note your location summary doesn't have all our locations


Well, my knowledge of the Arcane leaves a lot to be desired, so it's trying to leap out of the way for me! I'll use a blessing to help me out...

Dexterity 10: 1d8 + 1d8 ⇒ (7) + (8) = 15

Woo hoo! Take that Runes!

I'll end my turn for now.

Imrijka(jduteau) wrote:

Hand: Hand Crossbow, Hand Crossbow, Bolas, Corrosive Dagger +1, BoA

Deck: 4 Discard: 7 Buried: 1
Note: @ Torture Chamber


Turn 10
Blessing: Blessing of Sarenrae
10/20
Crowe

Locations:

Cemetery
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:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 Henchman:1 ?:1(Total: 8)
Kyra

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
CLOSED

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:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1(Total: 4)
Imrijka

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:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1(Total: 9)
Seelah

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)
Crowe


I am currently at cell, Kyra?

The Exchange

I'm at the Great Hall.


Great Hall - Crowe

Corrupted Crusaders

Powers
BYA, draw a random ally from the box.
Each character at your location summons and encounters the henchman Corrupted Soldier. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Ally - Mendevian Crusader
Powers
Discard this card to reduce damage dealt BYA to a character at your location to 0.
Discard this card to explore your location. During this exploration, add 1 to your combat checks.

Corrupted Soldier

Check
Combat 9
Charisma/Diplomacy 6

Powers
If undefeated, the Corrupted Soldier does not deal damage as normal; instead, it deals 2 Combat damage.

The Exchange

Don't I have to encounter a Demonling First?


I was assuming that meant the scenario's henchman, but that's not explicit in the card, so you are probably right.

Demonling

Check
Combat 8

Powers
Immune to Electricity and Poison.
BYA, succeed at a Wisdom/Perception 7 check of the Demonling may not be evaded, and the difficulty of checks is increased by 3.
If undefeated, move to a random location.

The Exchange

This could get ugly.

BYA WIS 7: 1d6 ⇒ 1
Auto Fail!

Pissed Off Demonling (11): 1d12 + 1 + 1d8 ⇒ (3) + 1 + (2) = 6
Arg.
Bury my Stalking Armor.
Corrupted Mendevian Crusader (9): 1d12 + 1 + 1d8 ⇒ (12) + 1 + (1) = 14
By poking the Mendevian Crusader in the ribs with my Longspear, I dispelled the corruption and we embrace as equals on the battlefield. Since he's basically holding me up, I'm going to call it quits for this turn.

Crowe(cosined) wrote:

Hand: Longspear, Potion of Striding, Blood Periapt, BoA, Mendevian Crusader

Deck: 5 Discard: 4 Buried: 3
Note: At Great Hall, quietly crying.


Turn 11
Blessing: Blessing of Abraxas
11/19
Seelah

Locations:

Cemetery
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:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 Henchman:1 ?:1(Total: 8)
Kyra

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
CLOSED

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:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1(Total: 4)
Imrijka

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:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1(Total: 9)
Seelah

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:0 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1(Total: 9)
Crowe


Cell - Seelah

Abyssal Traveler's Kit

Check
Intelligence/Knowledge 7


cannot get it, discard blessing, explore again


Yes, I would like to use belthis now.


Okay, Kyra's use of Belthis first:

Weapon: Sickle
Armor: Corroded Helm
Item: Holy Water Grenade

Banish 2 and set aside 1. We don't need another Sickle and the Corroded Helm isn't that much use, so I suspect the Grenade is it.

Then banish Belthis to add that card to your hand, or bury Belthis and banish that card.


Cell - Seelah

Unfettered Eidolon

Check
Combat 11

Powers
a bunch of stuff dealing with Summoners
If defeated, you may immediately attempt to close the location this henchman came from.


Yeah, I'll keep belthis.


Discarding from deck for a d6 (longsword)

Melee: 2d8 + 1d6 + 3 - 0 ⇒ (7, 6) + (5) + 3 - 0 = 21


Should I close it? Many boons here


Seelah the Chosen wrote:
Should I close it? Many boons here

1 Weapon, 1 Armor, and 3 Allies. My opinion is that we should. I think that Crowe and I are running low in our decks.

The Exchange

Imrijka -Judge,Jury,Executioner wrote:
1 Weapon, 1 Armor, and 3 Allies. My opinion is that we should. I think that Crowe and I are running low in our decks.

Yah, Deadman walking over here.


Reluctantly I bury the Interrogator.

Cell is closed.

Seelah(Troymk1) wrote:

Hand: Longspear, Magic Shield, Paladin's Helm, Ascension

(Displayed: )
Deck: 9 Discard: 2 Buried: 3
Note: Cell

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