PACG WotR Into The Worldwound (Inactive)

Game Master jduteau

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


651 to 700 of 916 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

Great Hall - Seelah

Researcher

Check
Intelligence/Knowledge 7
Charisma/Diplomacy 6


Diplomacy: 1d10 + 1 - 0 ⇒ (3) + 1 - 0 = 4

No dice, Literally.

Seelah(Troymk1) wrote:

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

(Displayed: )
Deck: 6 Discard: 6 Buried: 3
Note: Great Hall

So, I did pull a cure. I have 6 cards in my deck. Who is worse off?


Seelah the Chosen wrote:
So, I did pull a cure. I have 6 cards in my deck. Who is worse off?

Crowe is worse off. I have six cards in my deck and rechargeable armor in hand. He only has 4 in his deck.


Turn 20
Blessing: Blessing of Ascension
20/10
Kyra

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)
Crowe

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:0 Al:0 Bl:0 Henchman:1(Total: 4)
Seelah


I plan to explore the great hall. Want to heal Crowe first?


Crowe Cure: 1d4 + 1 - 0 ⇒ (4) + 1 - 0 = 5

Recharge check: 1d8 + 1 - 0 ⇒ (7) + 1 - 0 = 8

Seelah(Troymk1) wrote:

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

(Displayed: )
Deck: 7 Discard: 6 Buried: 3
Note: Great Hall

Nice!


Kyra, Sarenrae's Light wrote:
I plan to explore the great hall. Want to heal Crowe first?

Done and Done


Don't you have to be at the same location for the Cure? Crowe is at the Laboratory and you're at the Great Hall.


I'm not sure how I missed that.


Perhaps that was my mistake, as I think I was remembering locations from the previous update. But there are no bane-spreading barriers at the Great Hall so I will just go and explore.


Great Hall - Kyra

Magic Padded Armor

Check
Constitution/Fortitude 4


extra padding: 1d6 ⇒ 5
With a demon plus henchman plus close check I think I have to stop there and recharge the padded armor.

I'm mobile, so I don't know what new card I pull.

The Exchange

Soooo I didn't get that cure, right?


Afraid not yet, anyway.

I drew frigid blast.


Turn 21
Blessing: Blessing of Ascension
21/9
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:2 Villain:1(Total: 12)
Crowe

Manor House
CLOSED

Torture Chamber
CLOSED
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:0 I:0 Al:0 Bl:0 Henchman:1(Total: 3)
Seelah, Kyra


Imrijka is moving to the Laboratory...

Laboratory - Imrijka

Karsos

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 of the turn Karsos deals you 1d4-1 Combat damage.
If undefeated, summon and build the location Maze and move there.

The Exchange

I twiddle my thumbs!


Ha ha, I keep finding him on my first exploration! He keeps sneaking up on me! At least this time I have armor!

I don't want to lose to him, but there does seem to be some good stuff left. Up to Kyra and Seelah to temp close the Great Hall or not. :)

I'll wait until they've done that and then take on the villain.


closing great hall: 1d12 ⇒ 10
You may use my Abraxas.


Okay, I'll use my trusty Hand Crossbow and recharge one of my BoAs to get the Divine and Magic traits and 1d4. I'll use my other BoA (for 1 die), Kyra's Abraxas (for 1 die), and Crowe's Shax (for 2 die).

First, I take damage because he sneaks up on me...

Boo!: 1d4 - 1 ⇒ (4) - 1 = 3

I recharge my Magic Scale mail for the damage.

You're going down, you ghosty Minotaur!: 1d10 + 1 + 1d4 + 1d10 + 1d1 + 2d10 ⇒ (2) + 1 + (3) + (2) + (1) + (9, 10) = 28

And Crowe's blessing comes through for us!

The villain is defeated and cornered, so we have successfully completed the Traitor's Lodge!

The Exchange

Whoa Whoa, I never said you could use my blessing!

But you can, I just never said so.

(upon further review)

You also robbed yourself a die from the crossbow and a d10 from Abraxas!


The scenario reward is all of the cards that we acquired for defeating undead:

Weapons: Lance, Corrosive Dagger +1
Items: Caltrop Bead

Everyone reset their hand and let us know what cards you aren't needing.


I'd like to have that Corrosive Dagger +1.

I'm contributing a Bolas, a Steel Shield, and an Athlete to the group pot. (I'm keeping my Magic Scale Mail instead of the Shield and the Demon Hunter instead of the Athlete).

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: Mendevian Crusader, Frog up for grabs


Dropping Sickle, Sacred Prism, Raconteur, Vulture.

Seelah(Troymk1) wrote:

Hand:

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

Sacred Prism should go to someone that otherwise cannot heal methinks!

The Exchange

1 person marked this as a favorite.

Who could that be? ::whistles::
I wouldn't mind taking it in lieu of the Potion of Striding, since I have a power that is for the most part superior save the defeat a bane requirement (But that's totally my thing!)


Crowe, Conveyor-of-Chaos wrote:

Who could that be? ::whistles::

I wouldn't mind taking it in lieu of the Potion of Striding, since I have a power that is for the most part superior save the defeat a bane requirement (But that's totally my thing!)

I think you should take it. I have my power which adds Magic to a check, so the Prism would also give you that ability as well.

The Exchange

Crowe(cosined) wrote:

Deck: Mace, Longsword, Longspear, Heavy Pick, Mace, Frigid Blast, Lightning Touch, Stalking Armor, Leather Armor, Sacred Prism (Yoink), Blood Periapt, BoA, BoA, BoA, Blessing of Shax

Note: Available: Mendevian Crusader, Frog, Potion of Striding


Q-staff
Fiery Glare
Cure
Detect Demon
Frigid Blast
Sagacity
Scale Mail
Book o' Lore
Belthis Loumis
Mendevian Crusader
Abraxas
Dawnflower
Baphomet
BoA
BoA

Available: Athlete, Hide Armor


B-5: Vengeance at Sundered Crag

Locations:

Abattoir
At This Location: The difficulty of any check to defeat a bane is increased by 4.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1(Total: 10)

Sanctum (Abyssal)
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M:3 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:1(Total: 10)

Abyssal Rift
At This Location: Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card. Blessings played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
When Closing: This side of this location is always open. Bury a blessing to flip this card. This side of this location is always temporarily closed.
When Permanently Closed: This location is never permanently closed.
M:3 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:1(Total: 10)

Torture Chamber
At This Location: Combat or Fire damage dealt 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)

Abyssal River (Abyssal)
At This Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1(Total: 10)

Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1(Total: 10)
NOTE: Not available until Thurl and Inhaz has been cornered and defeated.

Scenario Rules: When you defeat and corner the villain Thurl and Inhaz, summon and build the location Watchtower and shuffle the villain Tancred Desimire into it. You win the scenario only when you defeat and corner Tancred Desimire.

Villain #1: Thurl and Inhaz
Dwarf Summoner and Outsider Eidolon
Check
Combat 14 (Thurl)
then
Combat 12 (Inhaz)
Powers
All dealt by Inhaz is Poison damage. If you fail the check to defeat Inhaz, this card is evaded; set it aside, and for each other open location, stack 1 random monster from the box on top of it, then shuffle 1 random card from that stack into each open location.

Villain #2: Tancred Desimire
Human Conjurer
Check
Combat 15
Arcane 12
Powers
Before any character attempts to temporarily close a location, that character summons and encounters a random monster from the box; that monster may not be evaded.
BYA, if there are other cards in your location deck, succeed at an Intelligence/Knowledge 7 check or Tancred Desimire is evaded.

Henchmen: Unfettered Eidolon
Outsider Eidolon
Check
Combat 11
Powers
If defeated, you may immediately attempt to close the location this henchman came from.

Three cohorts are available:
Cecilia the Uprooter
Elf Ranger
Powers
When you encounter a bane that may be evaded, recharge this card to evade it or to add 1d4 to your checks to defeat it.
Bury this card to explore your location. During this exploration, you may evade any monster you encounter.

Vinst
Satyr Druid
When any character defeats a henchman from a location deck, return this card to the box to allow that character to automatically close that location.
Bury this card to search your deck or discard pile for an ally that has the Animal trait and add it to your hand.

Sir Ilivan
Half-Elf Cavalier
Powers
Reveal this card to add 1d8 to your check to defeat a bane that has the Outsider trait.
Bury this card to add 2d8 to your check to defeat a bane that has the Outsider trait.
During your give a card step, reveal this card to give it to another character at any location.


How do you wan to handle the rift? I usually try to take advantage of movement powers. In this case, for example, if Crowe starts there and it's flipped closed, move, kill something, then move back so it flips again to the closed side.


Yes, I usually use Alain for that :)


Any preference on cohorts?


None for me

I can only hold 4 cards.

The Exchange

I'll take Sir Ilivan if no one wants him. Maybe I can use him to ensure I get back to the Rift.

Crowe(cosined) wrote:

Hand: Mace, Longsword, Leather Armor, BoA, Blessing of Shax, Sir Ilivan

Deck: 10 Discard: 0 Buried: 0
Note: Abyssal Rift (Vacationing at the Abattoir)


I'll head to the Torture Chamber and take Vinst so that I can close it without taking the stupid damage. NOTE: We can also use him for the Sanctum if we don't have a Corrupted boon to get rid of. I can also take Cecilla if no one else wants her. I'll probably use her right away to explore again.

Imrijka(jduteau) wrote:

Hand: Corrosive Dagger +1, Mysterious Disk, BoA, BoA, BoBaphomet, Vinst

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

The Exchange

Imrijka -Judge,Jury,Executioner wrote:
I can also take Cecilla if no one else wants her. I'll probably use her right away to explore again.

One scenario cohort per character so you'd have to choose.


I could take cecilia for the free explore ?


Crowe, Conveyor-of-Chaos wrote:
Imrijka -Judge,Jury,Executioner wrote:
I can also take Cecilla if no one else wants her. I'll probably use her right away to explore again.
One scenario cohort per character so you'd have to choose.

Something new every day!

Then Seelah can have her. :)


Just need to know where Kyra and Seelah are starting and then we can start...

Initiative rolls:

Imrijka: 1d100 ⇒ 2
Crowe: 1d100 ⇒ 66
Seelah: 1d100 ⇒ 53
Kyra: 1d100 ⇒ 8

Imrijka, Kyra, Seelah, Crowe

Unless we want Crowe to start first for the Rift changing power (which I'm sure I'll get wrong!)?

The Exchange

I'm having turn withdrawal, so I'll go first and turn the Rift!

EXPLORE!!!!!!!!!!!!!!!!!!!!!!!


Seelah(Troymk1) wrote:

Hand: Sage's Journal, Teamster, Cure, Ascension, Cecelia

(Displayed: )
Deck: 11 Discard: 0 Buried: 0
Note: Abyssal River


Start: abyssal river
Hand: scale mail, abraxas, baphomet, boa sagacity

May use blessings but i can banish corrupt ones to close sanctum


And away we go...!!!

Turn 01
Blessing: Blessing of the Ascension
01/29
Crowe

Abyssal Rift - Crowe

Carrion Golem

Check
Combat 14

Powers
You may not play spells that have the Attack trait.
BYA, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

The Exchange

I kill it with kindness!

Oh that's not a PACG mechanic?

Stalking armor comes off the the top of my deck.
Longsword+Shax: 1d12 + 1 + 1d8 + 2d12 ⇒ (11) + 1 + (2) + (10, 10) = 34


Although that was a good set of die rolls, since you're at the Abyssal side of the Rift, the Shax blessing only gives you 2d4 instead of 2d12. It doesn't matter as you have 14 with just the longsword, but I wanted to point it out.

The Exchange

Hmm. The rest of my post was cut off.
Thanks for the heads up. I forgot that tidbit.
Partial Reroll: 14 + 2d4 ⇒ 14 + (1, 2) = 17

I'm down to my handsize so I'll stop there:

Crowe(cosined) wrote:

Hand: Mace, Longsword, Leather Armor, BoA, Sir Ilivan

Deck: 9 Discard: 2 Buried: 0
Note: Abyssal Rift, Heading to ABATTOIR on my next turn.


Torture Chamber - Imrijka

Vulture
Ally B
Animal/Basic

Check
WIsdom/Survival 5


Wisdom to attract this Vulture 5: 1d8 ⇒ 8

Ooh, cool. Not sure what it means that the first Ally I'm able to attract is a Vulture.

I'll discard the Vulture to explore again.


Torture Chamber - Imrijka

Explosive Runes

Man, I suck at finding these Runes in the Torture Chamber!

Check
Intelligence/Arcane 8
Dexterity/Acrobatics 10

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

651 to 700 of 916 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / PACG WOTR Into the Worldwound All Messageboards

Want to post a reply? Sign in.