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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With closing the Cell, you must move to another location.


Turn 12
Blessing: Blessing of Shax
12/18
Kyra

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
CLOSED
Seelah (but moving somewhere soon!)

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


Cemetery - Kyra

Wight

Check
Combat 10
Wisdom/Divine 8

Powers
Immune to Mental and Poison.
BYA, the Wight deals 1 Cold damage; bury the card instead of discarding it.
If defeated, you may immediately attempt to close the location this henchman came from.


Great Hall


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We better hope the villain is in the Laboratory or that we can chase him their quickly. I don't think any of us can close that one without a lot of help.


Mobile kyra

Recharge hide armor for bya
detect demon vs wight+baphomet: 3d12 + 1d8 + 2 ⇒ (10, 6, 2) + (5) + 2 = 25
kyra, Heal thyself: 1d2 ⇒ 2
Baphomet
Defeated
Draw and bury athlete to close.
Do we want to push off the Witt somewhere or just get rid of it?

Hand: boa, dawn flower, sagacity, cure, fiery glare


I think we push it off again. Helps with closing locations and we can get another card for upgrades.


Assuming that we do push off the Wight: Laboratory, Torture Chamber, Great Hall: 1d3 ⇒ 1 (and let me know which random weapon/spell/armor/item you want to pick).

Turn 13
Blessing: Blessing of Ascension
13/17
Imrijka

Locations:

Cemetery
CLOSED
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 Henchman:1 ?:1(Total: 11)

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
CLOSED

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, Seelah


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.


Again, another trap!!

I'm going to use my BoA and use Kyra's BoA to make sure that I dodge this.

Dexterity 10: 1d8 + 2d8 ⇒ (3) + (3, 5) = 11

Whew, got past it again.

One monster, one ally, and either the henchman or villain left. My turn is done.

Imrijka(jduteau) wrote:

Hand: Hand Crossbow, Hand Crossbow, Bolas, Corrosive Dagger +1, Mysterious Disk

Deck: 3 Discard: 8 Buried: 1
Note:

To close the location, each character is dealt 1 damage. I'm getting a bit low, so a Cure from Kyra would be nice. Or I can leave and go to the Laboratory.


Turn 14
Blessing: Blessing of Baphomet
14/16
Crowe

only changed location:

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


In case Crowe doesn't want to explore, but go visit Kyra for healing...

Great Hall:

Codex

Check
Intelligence/Knowledge 8


Mobile

Let's do item for sending the wight packing.

blessing heal: 1d2 ⇒ 1

Book o lore

I think imeijka has 3 cards and crowe5. I can move to torturechamber and heal before I explore next turn.


Random item is

Caltrop Bead: Banish this card to add 1d4 to your combat check. Banish this card to defeat a monster you encounter whose highest diffculty to defeat is 9 or lower.

The Exchange

Kyra, is that Cure available for this guy?

I can't believe I have resisted the temptation of the Spoiler button...


It's here if you need it.

The Exchange

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Eh. Imrijka needs it more than I do. Fortune favours the bold, or something: I EXPLORE!

A Codex!? That's so anticlimactic. I just assumed I'd be Leeroy Jenkins-ing us into an Arboreal Blight or Demonic Horde...

Well I'm as dumb as bricks so I can't get that anyways. I end my turn:

Crowe(cosined) wrote:

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

Deck: 5 Discard: 4 Buried: 3
Note: At Great Hall


Turn 15
Blessing: Blessing of Baphomet
15/15
Seelah

Locations:

Cemetery
CLOSED
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 Henchman:1 ?:1(Total: 11)

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

Cell
CLOSED

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:1 Al:1 Bl:0 ?:1(Total: 8)
Crowe, Seelah


Great Hall - Seelah

Sickle
I am so sick of seeing these Sickles!!!

Check
Strength/Melee 5


Sickle: 1d8 + 3 - 0 ⇒ (7) + 3 - 0 = 10

We shall reap with this!

Discarding Blessing to explore

The Exchange

1 person marked this as a favorite.
Seelah the Chosen wrote:
We shall reap with this!

ISWYDT


Great Hall - Seelah

Ghoul

Check
Combat 9

Powers
Immune to Mental and Poison.
If undefeated, end your turn.


Discarding Sickle for extra damage!

Sickle: 1d8 + 2d6 + 3 - 0 ⇒ (5) + (4, 1) + 3 - 0 = 13


Recharging Magic Shield at reset

Seelah(Troymk1) wrote:

Hand: Longspear, Paladin's Helm, Sage's Journal, Ascension

(Displayed: )
Deck: 8 Discard: 4 Buried: 3
Note: Great Hall


Seelah the Chosen wrote:

Recharging Magic Shield at reset

Seelah(Troymk1) wrote:

Hand: Longspear, Paladin's Helm, Sage's Journal, Ascension

(Displayed: )
Deck: 8 Discard: 4 Buried: 3
Note: Great Hall

I have two BoA, a Mace, a Longsword, and the Sickle in your discard. So 7/5/3.


Turn 16
Blessing: Blessing of Abadar
16/14
Kyra

Locations:

Cemetery
CLOSED
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 Henchman:1 ?:1(Total: 11)

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

Cell
CLOSED

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:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1(Total: 6)
Crowe, Seelah


Assuming that Kyra does the "come to the Torture Chamber and heal Imrijka thing"...

Torture Chamber - Kyra:

Mendevian Crusader

Check
Divine 9
Charisma/Diplomacy 6


jduteau wrote:
Seelah the Chosen wrote:

Recharging Magic Shield at reset

Seelah(Troymk1) wrote:

Hand: Longspear, Paladin's Helm, Sage's Journal, Ascension

(Displayed: )
Deck: 8 Discard: 4 Buried: 3
Note: Great Hall
I have two BoA, a Mace, a Longsword, and the Sickle in your discard. So 7/5/3.

I physically have one blessing there. I will do some backtracking and see what I turn up


Spotted the problem. Tah!

Seelah(Troymk1) wrote:

Hand: Longspear, Paladin's Helm, Sage's Journal, Ascension

(Displayed: )
Deck: 7 Discard: 5 Buried: 3
Note: Great Hall


Mobile kyra
Moving to torture chamber.

be healed!: 1d4 + 1 ⇒ (3) + 1 = 4
recharge plus sagacity: 1d12 + 5 ⇒ (6) + 5 = 11
Explore
recruiting with divine: 1d12 + 5 ⇒ (7) + 5 = 12
20 cards left with 14 turns so I'll stop.
sagacity: 1d12 + 5 ⇒ (1) + 5 = 6
Fiery glare, abraxas, dawnflower, scale mail, crusader


Kyra, Sarenrae's Light wrote:

Mobile kyra

Moving to torture chamber.
[dice=be healed!]1d4+1

Well, that was nice. I'm all fresh for taking on whatever's left at the Torture Chamber!

I get a Magic Scale Mail, two Blessing of Ascensions, and an Athlete back.


Turn 17
Blessing: Blessing of Ascension
17/13
Imrijka

Locations:

Cemetery
CLOSED

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 Henchman:1 ?:1(Total: 11)

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

Cell
CLOSED

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:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1(Total: 6)
Crowe, Seelah


Torture Chamber - Imrijka

Karsos
Villain

Check
Combat 14
Divine 11

Powers
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, Karsos is undefeated.
BYA, if this is your first exploration, Karsos deals you 1d4-1 Combat damage.
If undefeated, summon and build the location Maze and move there.


So Seelah or Crowe need to succeed at a Wisdom/Perception 5 check to temp close the location.

Before I start, I have to take 1d4-1 Combat damage and it's increased by 1d4 due to the Torture Chamber. With no armor in hand, that is going to suck. I'm wondering about Kyra's Mendevian Crusader. It says "Discard this card to reduce damage dealt before you act to a character at your location to 0." Does that only apply to before *she* acts? Or would it apply here? i.e. If I get a low number, I can take the damage, but if I get more than 1 card, then the Crusader can take the damage?


I have also been wondering about using bya powers during someone else's encounter. Like Seelah's power. Does she have to be the one having the encounter or can she use it if someone else triggers he dragon's breath, for example.


Seelah's power says "When you attempt a check", so I think it only applies to her checks. Thus I also think I'm out of luck with the Mendevian Crusader, except that I'm unsure if "before you act" is just a stock phrase or not. I'll go ask on the forums.


Assuming that I can't benefit from Kyra's Crusader, first the damage...

Not peeking!: 1d4 - 1 + 1d4 ⇒ (2) - 1 + (1) = 2

Okay, that was lucky!

I'll discard the Mysterious Disk and the Bolas.

I'll use my Hand Crossbow and recharge the other Hand Crossbow for the extra dice. I'll also recharge the Corrosive Dagger with my power to add 1d4 and the Divine and Magic traits. Then I'll use Kyra's blessing (probably the Dawnflower?) for an extra die.

Combat 14: 1d10 + 1 + 1d6 + 1d8 + 1d4 + 1d10 ⇒ (10) + 1 + (4) + (4) + (3) + (6) = 28

Wow, guess I didn't need that blessing! In any case, the Villain is defeated and escapes to either the Laboratory or the Great Hall, depending on whether it is temp closed or not. The Torture Chamber is closed though.

Imrijka(jduteau) wrote:

Hand: Hand Crossbow, Magic Scale Mail, Steel Shield, BoA, BoA

Deck: 5 Discard: 6 Buried: 1
Note: @ Torture Chamber, can use BoAs

The Exchange

Did you forget Spoiler tags?

Disacrd BoA...

WIS 5: 2d6 ⇒ (5, 3) = 8

TO THE LAB-OR-A-TORY!


Crowe, let me roll first before you discard a blessing!

Wisdom: 1d8 + 0 - 0 ⇒ (4) + 0 - 0 = 4

bah!

I would have top decked for a d6, but I think we need my cure and I don't wish to lose it!


Want my blessing's heal?

With Seelah's power I was thinking of "bya, make a dexterity or acrobatics check or take damage."


Crowe wrote:
Did you forget Spoiler tags?

No, I mean that I was rolling the 2d4-1 hoping to get low. If I had gotten 3+ damage, I'd have been screwed so I'd have been waiting for the Crusader question to be answered. :)

Kyra wrote:
Want my blessing's heal?

I'll take it. I get another BoA shuffled into my deck.

Kyra wrote:
With Seelah's power I was thinking of "bya, make a dexterity or acrobatics check or take damage."

I think that those kind of checks would allow the Crusader to be used. And either of Seelah's powers would work as well (either the use Charisma or discard a top card).


Turn 18
Blessing: Blessing of Iomedae
18/12
Crowe

Locations:

Cemetery
CLOSED

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 Henchman:2 Villain:1(Total: 12)

Manor House
CLOSED

Torture Chamber
CLOSED
Kyra, Imrijka

Cell
CLOSED

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:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 Henchman:1(Total: 6)
Crowe, Seelah

The Exchange

Imrijka -Judge,Jury,Executioner wrote:
Crowe wrote:
Did you forget Spoiler tags?
No, I mean that I was rolling the 2d4-1 hoping to get low. If I had gotten 3+ damage, I'd have been screwed so I'd have been waiting for the Crusader question to be answered. :)

We're supposed to attempt Temp closings prior to your encounter; if you had lost we'd have known to not expend any resources, is all.

I move to the Lab and explore


Crowe wrote:
We're supposed to attempt Temp closings prior to your encounter; if you had lost we'd have known to not expend any resources, is all.

Ah, good point. I hadn't even thought of that. I keep wanting to make sure I'm not a hold-up, but things like this then get missed.


Laboratory - Crowe

Ghalcor
Undead/Incorporeal/Wraith/Cleric

Check
Combat 12
Wisdom/Divine 10

Powers
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, Ghalcor is undefeated.
When you attempt a check to defeat, 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.


Blech, I don't think you have a magic weapon on hand. Just try not to be killed!

The Exchange

Imrijka -Judge,Jury,Executioner wrote:

Blech, I don't think you have a magic weapon on hand. Just try not to be killed!

Thanks! Luckily I have my hand size in my draw deck...

What's a Nice Ghal Like You Doing in a Place Like This? (12): 1d12 + 1 + 1d8 ⇒ (11) + 1 + (5) = 17
Will we meet again?(1,2): 1d6 ⇒ 5

Hmm. That worked out a lot better than I expected. End and Draw:

Crowe(cosined) wrote:

Hand: Longspear, Potion of Striding, Blood Periapt, Blessing of Shax, Mendevian Crusader

Deck: 4 Discard: 5 Buried: 3
Note: At Labortaory; In the Danger Zone


Turn 19
Blessing: Blessing of Ascension
19/11
Seelah

No change in the locations.


Great Hall - Seelah:

Codex

Check
Intelligence/Knowledge 8


~sigh~

Discard Blessing, explore again

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