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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After looking at the odds, I think using my BoA and Kyra's Abraxas blessing for an Arcane check gives me the better deal (4d4 for an 8)...

Arcane 8: 4d4 ⇒ (2, 2, 3, 3) = 10

Yep, avoided.

I'll discard my BofBaphomet to explore again.


Torture Chamber - Imrijka

Rat Swarm
Monster B
Animal/Swarm/Elite

Check
Combat 8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still counts as defeated.


Killing it softly with acid...: 1d10 + 1 + 1d4 + 1 ⇒ (8) + 1 + (2) + 1 = 12

Stupid rats!

Explore again (4,5,6): 1d6 ⇒ 6

Yep...


Torture Chamber - Imrijka

Baleful Shadows
Barrier B
Obstacle/Undead/Elite

Check
Wisdom/Divine/Stealth 11

Powers
If undefeated, a character at your location summons and encounters the henchman Wight.


Using Kyra's BoA since she gets the auto-heal!

I'm not afraid of no ghosts!: 1d8 + 1 + 1d8 ⇒ (5) + 1 + (2) = 8

I'll bury my Mysterious Disk to reroll the 2 and add another 1d8.

No really, I'm not afraid of you!: 5 + 1 + 1d8 + 1d8 ⇒ 5 + 1 + (8) + (1) = 15

And I'm done for now.

Imrijka(jduteau) wrote:

Hand: Hand Crossbow, Javelin, Corrosive Dagger +1, Corrosive Dagger +1, Vinst

Deck: 7 Discard: 4 Buried: 1
Note:


NOTE: Does the Rift turn back now?

Turn 3
Blessing: Blessing of Iomedae
3/27
Kyra

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 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 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)
Crowe

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

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)
Seelah, Kyra

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.

The Exchange

By the text, Rift stays flipped until either the end of my turn, or when I leave.


Crowe, Conveyor-of-Chaos wrote:
By the text, Rift stays flipped until either the end of my turn, or when I leave.

I see. So the idea is that you go somewhere else, defeat a monster, and then move back to the Rift to keep it with that side up. Makes sense.

The Exchange

I've never played it this way, since I've never had a good movement power to play with. I've just let the location tick-tock on the same character's turn (assuming they are alone).

But the way I see it, I should go elsewhere at the start of my next turn. The Rift flips back to the open side, then I hopefully find a monster at the Abattoir to bounce back to the Rift with. That ends my turn, which flips the Rift back to the temp. closed side.


That's the idea.

Shax was healed.

I'll explore the River.


Abyssal River - Kyra

Spiked Pit Trap
Barrier B
Trap/Veteran

Check
Wisdom/Perception 7
Dexterity/Acrobatics 8

Powers
If defeated,you may explore again.
If undefeated, each character at your location is dealt 1d4+1 Combat damage; then end your turn.


Ugh.
Wis+Baphomet: 3d12 ⇒ (8, 4, 5) = 17
Explore again.


Abyssal River - Kyra

Sacred Weapon
Spell B
Magic/Divine/Attack/Veteran

Check
Wisdom/Divine 6


Nice. Was afraid of a henchman.
Sacred Weapon: 1d12 + 2 ⇒ (6) + 2 = 8

All right then. Done.
Hand: Scale mail, Sagacity, Sacred Weapon, Fiery Glare, Qstaff


Abyssal River - Seelah

Potion of Healng
Item B
Liquid/Alchemical/Healing

Check
Intelligence/Craft 5


No time for items! Bury the cohort to explore :/


Abyssal River - Seelah

Mongrel Ranger
Monster B
Mongrel/Ranger/Elite

Check
Combat 10 (Random Monster was a Worm Demon)

Powers
BYA, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.


ranged damage: 1d4 + 0 - 1 ⇒ (2) + 0 - 1 = 1

Discard sage's journal

I will strangle him now! (discarding blessing & and another from top of deck for a d6)

barehanded: 2d8 + 1d6 + 3 - 0 ⇒ (3, 6) + (6) + 3 - 0 = 18


Casting cure: 1d4 + 1 - 0 ⇒ (4) + 1 - 0 = 5


all three cards shuffled in

recharging (adding teamster) recharge: 1d8 + 1d6 + 1 - 0 ⇒ (5) + (4) + 1 - 0 = 10


Seelah(Troymk1) wrote:

Hand: Glaive +1, Magic Shield, Interrogator, Ascension

(Displayed: )
Deck: 11 Discard: 0 Buried: 1
Note: Abyssal River

The Exchange

Seelah the Chosen wrote:

I will strangle him now! (discarding blessing & and another from top of deck for a d6)

[dice=barehanded]2d8 + 1d6 + 3 + -0

That is so Metal!


Turn 5
Blessing: Blessing of Shax
5/25
Crowe

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 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 temporarily closed.
When Permanently Closed: This location is never permanently closed.
M:2 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:1(Total: 9)
Crowe

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

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

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.

The Exchange

Abattoir!


Abattoir - Crowe

Arboreal Blight
Barrier
Skirmish/Demon

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
Henchman
Plant/Demon/Veteran

Check
Combat 13 (17 for Crowe at the Abattoir)

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


I assume my magic shield will work for the BYA and AYA damage? (It will not work for the combat check if I fail as the Glaive is two handed)


I will topdeck for a d6 (mace)

Fiendish Tree: 1d10 + 1d8 + 1d6 + 4 - 0 ⇒ (6) + (8) + (6) + 4 - 0 = 24


Nothing but woodchips now.

The Exchange

Moving to the Abbaitor flips Abyssal Rift to the Open side...
Recharge Leather Armor for BYA Damage.
Longsword+BoA+Bury Sir Ilivan (17): 1d12 + 1 + 1d8 + 1d12 + 1d10 ⇒ (9) + 1 + (8) + (4) + (8) = 30
Of course Sir Ilivan was overkill...
AYA Damage: Mace

I use my power and move back to the Abyssal Rift, ending my turn (which flips it back to the Temp Closed side)

Crowe(cosined) wrote:

Hand: Longsword, Longspear, Lightning Touch, Sacred Prism, BoA

Deck: 6 Discard: 4 Buried: 1
Note: Abyssal Rift, Heading to ABATTOIR on my next turn.


Crowe, Conveyor-of-Chaos wrote:

Recharge Leather Armor for BYA Damage.

[dice=Longsword+BoA+Bury Sir Il(17)]1d12+1+1d8+1d12+1d10

Hmmph, you'd think that a Fiendish Demon Tree would be considered an Outsider! Oh well, we knew thee well Sir Ilivan!


Okay, being at the Torture Chamber with no Armor is going to suck.

BYA damage is 1d4 + 1 ⇒ (3) + 1 = 4

Ouch!

I'll discard all but the Javelin and banish that on the tree.

1d10 + 1 + 2d6 + 2d6 ⇒ (1) + 1 + (3, 6) + (2, 2) = 15

No cards left for the AYA damage.


Recharge Scale Mail for BYA.
Fiery Glare: 1d12 + 2 + 2d4 + 1d8 ⇒ (3) + 2 + (1, 1) + (2) = 9
recharge: 1d12 + 2 ⇒ (1) + 2 = 3
Wow. Terrible. Hand wipe.


Okay, I'm just resetting my hand. I assume that Kyra is doing the same? I'll advance the blessings deck twice and its Seelah's tour. :(


Ouch have to do the d20 roll as well


For Ulkreth?: 1d20 ⇒ 9 No extra demon.

Turn 8
Blessing: Blessing of Pulura
8/22
Seelah

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

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 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 temporarily closed.
When Permanently Closed: This location is never permanently closed.
M:2 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:1(Total: 9)
Crowe

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

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

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.


Stupid tree with no stupid armor...

Imrijka(jduteau) wrote:

Hand: Hand Crossbow, Fiery Glare, Magic Scale Mail, Demon Hunter

Deck: 2 Discard: 8 Buried: 1
Note:


Abattoir


Hand: Frigid Blast, BoA, B o Lore, Detect Demon, Belthis.

I'll use belthis.

May use BoA, call something for Belthis to craft.


Abattoir - Seelah

Thurl and Inhaz
Villain
Dwarf/Summoner
Outsider/Eidolon

Check
THURL: Combat 18 (14 + 4 for Abattoir power)
THEN
INHAZ: Combat 16 (12 + 4 for Abattoir power)

Powers
All damage 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.


Although I'd normally temp close my location, since it requires me to take an irreducible point of damage, I'm wondering if I should not bother? OTOH, assuming Seelah can defeat them, we'd know that they're about the Sanctum and I can get cured by Kyra/Seelah/Crowe?


I'll have d10+d8+4 + blessings etc on both rolls. I'm out and about right now, but tell me what you all think


Crowe's blessing is a 1d12 due to the benefit of the Rift.
You also have the discard for a d6.
Assuming Kyra has just one blessing, then it looks like:

1d10+2d8+4+1d12 (Crowe plus yours) for first fight = 90.82%
1d10+2d8+4+1d6 (Kyra's plus discard) for 2nd fight = 91.54%

I'm betting on you defeating the Villain. Then it's just whether we want to force them to the Sanctum by me taking a point of damage.


I have one blessing to offer.


Ok up to you Imrijka!


Let's go for it! I'll discard my Fiery Glare to temp close the Chamber. I need a Cure as I have two cards in my deck and need one of them.

Kyra needs to discard a Divine card and I need to know what cards you have.


Discard detect demon. Blessing heals sagacity.
Hand: book o lore, frigid blast
Deck: 6
Discards: 7
Buried:1 (did you catch i wanted to use belths?)


Spoiler:
Discarding My Blessing, & Crowe's & topdecking for a d6 (mace)

THURL: 1d12 + 1d10 + 2d8 + 1d6 + 4 - 0 ⇒ (8) + (3) + (3, 8) + (3) + 4 - 0 = 29


Spoiler:
Kyra's blessing and topdecking for d6 (Ascension)

INHAZ: 1d10 + 1d8 + 1d6 + 4 - 0 ⇒ (5) + (8) + (1) + 4 - 0 = 18

on Closing, mace recharges.

Seelah(Troymk1) wrote:

Hand: Glaive +1, Magic Shield, Interrogator, Ascension

(Displayed: )
Deck: 9 Discard: 2 Buried: 1
Note: Abattoir

The Exchange

My blessing wasn't available, it was drawn at the end of my turn. It looks like you succeeded anyways.


It's my turn now though?

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