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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The Exchange

I'll attempt to defeat the GMS with my longsword.
I'll discard my Frigid Blast for the BYA damage.
Give me my long sword, ho!: 1d12 + 1 + 1d8 ⇒ (12) + 1 + (7) = 20
I'll discard my BoA to explore...


Dark Forest - Crowe

Card #1 - Mongrel Ranger

Check
Combat 6 (random monster was GMS)

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

Card #2 - Tangle Trap

Check
Strength/Dexterity/Stealth 7

Powers
Reveal a weapon that has the Slashing trait to add 1d4 to your checks against this barrier.

The Exchange

Hmm. A choice of choices. I'm still getting used to a World where Vinst matters so I guess I'll go after the Ranger for now and maybe try to get Vinst next turn...(No one has him right?)

Mighty Mongrel Ranger's Power: 1d4 - 1 ⇒ (4) - 1 = 3
I'll bury my Leather Armor to soak that up.
Longsword v 6: 1d12 + 1 + 1d8 ⇒ (1) + 1 + (8) = 10
End and draw up.

Crowe(cosined) wrote:

Hand: Mace, Longsword, Longspear, Hide Armor, Blessing of Shax

Deck: 4 Discard: 7 Buried: 1
Note: At Dark Forrest

What's Fiendish Tree's Power Text?


Fiendish Tree

Check
Combat 13

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


Turn 15
Blessing: Blessing of Ascension
15/15
Kyra

Locations:

Dark Forest
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: At the end of your turn, recharge your hand.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 Henchman:1 (Total: 3)
Crowe

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

Wounded Lands (Abyssal)
At This Location: When you encounter a bane, you may not plan allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1 (Total: 10)

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:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1 (Total: 5)
Kyra

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

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:0 ?:1 (Total: 10)


1 person marked this as a favorite.

I'm going to go for Vinst.

First I'll cast Sagacity.
Then discard a BoA for BYA.
Then cast Fire Blade to fight.
Burnin' down the tree: 1d12 + 5 + 2d4 + 1d8 ⇒ (5) + 5 + (3, 2) + (6) = 21
recharge: 1d12 + 5 ⇒ (11) + 5 = 16
Then discard a BoA for AYA.
Then Cure myself
cure: 1d4 + 1 ⇒ (2) + 1 = 3
recharge: 1d12 + 5 ⇒ (4) + 5 = 9
recharge Sagacity: 1d12 + 5 ⇒ (7) + 5 = 12
Hand:Vinst, BoA, Fireblade, Qstaff, Book o' Lore
May use Vinst and BoA.
Discards: 2, buried: 1

The Exchange

1 person marked this as a favorite.
Kyra, Sarenrae's Light wrote:
[dice=Burnin' down the tree]1d12+5+2d4+1d8

Kill it with Fire!


Lovely work!


Kyra, Sarenrae's Light wrote:

Then Cure myself

[dice=cure]1d4+1
Discards: 2, buried: 1

Just for my records, what three cards got cured? (or more easily, what is in your discard pile?)


Turn 16
Blessing: Blessing of Iomedae
16/14
Seelah

Abyssal River - Seelah:

Demon Hunter's Handbook

Check
Intelligence/Knowledge 9


Discards are Abraxas and BoA.

My hand seemed primed to take it on and heal aferwards, so I went for it.


No chance on gaining that booklet, I will discard a blessing to explore once again


Abyssal River - Seelah

Cambion
Monster B

Check
Combat 12

Powers
Immune to Electricity and Poison traits.
BYA, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.


Foul Demon, begone with you!

Using this Glaive I will behead thee!

Glaive +1: 1d10 + 2d8 + 4 - 0 ⇒ (3) + (1, 6) + 4 - 0 = 14

(Edit; forgot the blessing dice,)

Barely. But he is done.

Seelah(Troymk1) wrote:

Hand: Longsword, Glaive +1, Sage's Journal, Frog

(Displayed: )
Deck: 8 Discard: 4 Buried: 0
Note: Abyssal river


Turn 17
Blessing: Blessing of Torag
17/13
Imrijka

Locations:

only the river changed...

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


Watchtower - Imrijka

Wooden Shield

Check
Constitution/Fortitude 4


I'm going to take on a Monster to try and acquire the Shield (and then possibly explore again).

Worm Demon
Check
Combat 10

I'll banish the Holy Water Grenade to defeat him.

4,5,6 to explore again: 1d6 ⇒ 2

Nope.

I'll discard the Blessing to explore...


Watchtower - Imrijka

Bat

Check
Wisdom/Survival 6


Let's try to attract this bat...

Wisdom 6: 1d8 ⇒ 7

Yes, he is mine!

I will discard him to explore my location. I get 1d4 to my first Ranged or Survival check.


Watchtower - Imrijka

Giant Maggot Swarm

Check
Combat 6

Powers
BYA, deal 1 Acid damage to you.
If you do not defeat the GMS by at least 4, shuffle it into the deck it came from; the GMS still counts as defeated.


Although I need a weapon to close the Watchtower, I don't want to risk losing, so I'm going to use the Javelin, even though it is a Bury to use.

Combat 6/10: 1d10 + 1 + 2d6 + 1d4 ⇒ (1) + 1 + (6, 6) + (2) = 16

And that Worm Demon is sent back to the nether realms!

I'll reset, hopefully getting a weapon and I can close the Watchtower next turn.

Imrijka(jduteau) wrote:

Hand: Hand Crossbow, Bolas, Stalking Armor, Mysterious Disk, BoA

Deck: 2 Discard: 10 Buried: 1
Note: Closing Watchtower next turn.


Turn 18
Blessing: Blessing of Abadar
18/12
Crowe

Locations:

only Watchtower changed...

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


Dark Forest - Crowe

Card #1 - Tangle Trap
Henchman - Barrier B

Check
Strength/Dexterity/Stealth 7

Powers
Reveal a weapon that has the Slashing trait to add 1d4 to your checks against this barrier.

Card #2 - Rallying Cry
Barrier B

see above for powers - i'm not copying them again.

The Exchange

jduteau wrote:

see above for powers - i'm not copying them again.

That's just lazy, man

I'm going after the Tangle Trap in hopes of using Vinst.
Reveal Longsword. I'm pretty beat-up so no bury ability for this one..
Tanglin': 1d12 + 1d4 ⇒ (10) + (1) = 11
Vinst! Do your thang.

Tangle Trap defeated, Vinst returned to the box, Dark Forrest closed.

Soooo. At the end of the turn I recharge my hand. Does that come during or after the End Your Turn step? That is, do I recharge the draw back up, or do I draw up then recharge my hand (resulting in an empty hand)?


End Your Turn (page 9 of the WOTR rulebook):

First, apply any effects that happen at the end of the turn.
Then, reset your hand.
When you're done, the turn passes to the player on your left.

So you recharge what is in your hand currently, and then draw back up.


Turn 19
Blessing: Blessing of Shelyn
19/11
Kyra

Locations:

Dark Forest
CLOSED
Crowe

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

Wounded Lands (Abyssal)
At This Location: When you encounter a bane, you may not plan allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1 (Total: 10)

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:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1 (Total: 5)
Kyra

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

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:0 ?:1 (Total: 10)


We have a Villain, a Vescavor Swarm, and two Tangle Traps left.

Does Kyra go for Vinst again? Or, since we can cover all the locations now, do we not worry about closing Tangle Trap locations?

The Exchange

Imrijka -Judge,Jury,Executioner wrote:

We have a Villain, a Vescavor Swarm, and two Tangle Traps left.

Does Kyra go for Vinst again? Or, since we can cover all the locations now, do we not worry about closing Tangle Trap locations?

Only one location is closed, so we can't cover everywhere yet...

Crowe(cosined) wrote:

Hand: Longsword, Longspear, Potion of Striding, Blood Periapt, Steel Shield

Deck: 4 Discard: 7 Buried: 1
Note: At Dark Forrest


I drew Fireblade again, so might as well.
BYA: Qstaff
Burnin' down tha tree part 2: 1d12 + 2 + 2d4 + 1d8 ⇒ (8) + 2 + (3, 1) + (5) = 19
recharge: 1d12 + 2 ⇒ (1) + 2 = 3
AYA: book o' lore

Hand: Vinst, Frigid Blast, BoA, Researcher, Athlete
Discards: 5, buried:1

May use BoA and Vinst.

The Exchange

I'll be happy to go to the Watchtower to close it. I could use an upgrade.


Crowe, Conveyor-of-Chaos wrote:
Only one location is closed, so we can't cover everywhere yet...
Crowe, Conveyor-of-Chaos wrote:
I'll be happy to go to the Watchtower to close it. I could use an upgrade.

I was assuming we'd close the Watchtower pretty quickly.

It works out anyways. If Seelah encounters the Tangle Trap in her next two cards, then we have Vinst again.


Turn 20
Blessing: Blessing of Ascension
20/10
Seelah

Abyssal River - Seelah:

Corrupted Crusaders
Barrier B

Powers
BYA, draw a random ally from the box and display it next to the scenario.
Each character at your location summons the henchman Corrupted Soldier. The barrier is defeated or undefeated based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Random Ally - Raconteur
Ally B

Corrupted Soldier
Henchman - Monster B

Check
Combat 9
Charisma/Diplomacy 6

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


Let's bash some sense into this guy!

Glaive +1: 1d10 + 1d8 + 4 - 0 ⇒ (1) + (8) + 4 - 0 = 13


Welcome Raconteur to our Jolly group

I will use the Frog to leap ahead!


Abyssal River - Seelah

Vescavor Swarm
Henchman - Monster B

Traits
Outsider/Vermin/Swarm/Veteran

Check
Combat 11

Powers
Immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at least 4, you may immediately attempt to close the location this henchman came from.


More Abominations!

I will discard (banish) my longsword and add in My Study of the Sage's Journal.

Swarm Hunting: 2d8 + 1d6 + 1d4 + 3 - 0 ⇒ (6, 7) + (5) + (3) + 3 - 0 = 24


I cannot close the location. I forgot to hang on to a blessing :/


Seelah(Troymk1) wrote:

Hand: Longspear, Glaive +1, Sage's Journal, Racounteur

(Displayed: )
Deck: 7 Discard: 5 Buried: 0
Note: Abyssal river


Is it worth using Vinst? There's only a barrier left.


I don't think we need to use Vinst here.

I can go close the River as I have a Blessing on hand. Then Crowe can close the Watchtower as he has a weapon. I will be down to no cards in my deck, so will desperately need healing.

Alternatively, I can stay and close the Watchtower (doesn't use up my remaining two cards) and Crowe can go close the River since he has more cards in his deck.

Crowe - which do you want to close?

The Exchange

I have no cards that have the Divine trait, so the River's not possible for me.


Ah, that makes the decision then! I thought you had a blessing left.

I'll head to the River then.


I head to the River, discard my BoA to close the location and then discard my Mysterious Disk for the Poison damage I take on closing.

Imrijka(jduteau) wrote:

Hand: Hand Crossbow, Bolas, Stalking Armor, Athlete, Magic Scale Mail

Deck: 0 Discard: 12 Buried: 1
Note:


Turn 22
Blessing: Blessing of Shelyn
22/8
Crowe

Locations:

Dark Forest
CLOSED
Crowe

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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 (Total: 0)

Wounded Lands (Abyssal)
At This Location: When you encounter a bane, you may not plan allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1 (Total: 10)

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:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1 (Total: 5)
Kyra

Abyssal River (Abyssal)
CLOSED
Seelah, Imrijka

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:0 ?:1 (Total: 10)

The Exchange

I head to the Watchtower and banish my Longspear.
Location closed.
May I have a Weapon from the box please.


Corrosive Dagger +1
Weapon B

Traits
Knife/Ranged/Piercing/Magic/Elite

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.


Turn 23
Blessing: Blessing of Ascension
23/7
Kyra

Locations:

Dark Forest
CLOSED

Watchtower
CLOSED
Crowe

Wounded Lands (Abyssal)
At This Location: When you encounter a bane, you may not plan allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1 (Total: 10)

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:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1 (Total: 5)
Kyra

Abyssal River (Abyssal)
CLOSED
Seelah, Imrijka

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:0 ?:1 (Total: 10)


Imrijka could die if we find the wrong bane, like an Arboreal Blight (though I know she's got two armors). Do we want to keep going?


As long as I don't hang out with any of you, I should be fine. I'm hoping to wait until you get your Cure spell and then I'll be back in business. :)


Remember Kyra has some healing powers if you are co located too

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