Shoanti Tribeswoman

Hadassah's page

87 posts. Alias of Akinra.


RSS

1 to 50 of 338 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

BEST WIN EVER! Go go Red Leathers!

WooHoo! That's fantastic. What a way to end this awesome AP. :)


I can't really afford to bury 2 cards at this point so discarding a blessing I go. Looks like a Blessing of Horus. That's nice.

I'll move to the Festering Ulunat to try to close that out. Let's kill some Furies of the Drowned Desert. First the BYA:

Str 9: 1d6 + 1d8 + 3 ⇒ (5) + (8) + 3 = 16

Now it's hammer time! I'll toss the hammer at it, too.

Combat 21: 2d6 + 2d8 + 8 ⇒ (5, 4) + (7, 1) + 8 = 25 It's dead. Location is empty. That's 2d12 extra on Ulunat checks!

Examines don't matter since we know all the cards and no triggers are left.

Uliah wrote:

Hand: Gravewatcher Chain Mail, Blessing of the Everlight, Fire Snake, Blessing of the Lady of Graves, Cloudburst, Death's Touch,

Displayed:
Deck: 5 Discard: 1 Buried: 11
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


Oh, and I forgot to mention that the Black Kiss can be banished since we have our 6 allies displayed.


Burying Shield Cloak and Orcish Earthbreaker to avoid advancing the blessings deck.

Then I'll explore at the Festering Ulunat. A Scarab Swarm. I guess it's hammer time.

Combat 20/24: 1d6 + 2d8 + 1d4 + 10 ⇒ (6) + (5, 2) + (3) + 10 = 26 Dead.

Sand Elemental to go again. Ubashki Swarm. Wow, that's lucky. I can't fail those 2 Combat 10s with my hammer so that's dead.

Sadly, I need to stop there.

Examine Location: 1d2 ⇒ 2 => Festering
Cards Examined: 1d4 + 1 ⇒ (1) + 1 = 2 => Black Kiss ally and then a monster. No trigger.

Now for the location damage.

Combat dmg: 1d4 - 1 ⇒ (2) - 1 = 1
Acid dmg: 1d4 + 1 ⇒ (1) + 1 = 2

My armor blocks both.

Resetting my hand.

Uliah wrote:

Hand: Gravewatcher Chain Mail, Restorative Touch, Fire Snake, Blessing of the Lady of Graves, Disrupting Warhammer +3, Death's Touch,

Displayed:
Deck: 2 Discard: 4 Buried: 11
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.

And my deck is down to 2 cards, but I have a decent chance of getting Restoration back if I heal. I'm going to heal myself at the start of Merisiel's turn, and then I'll save Restoration for you Tup, assuming I can get it back and draw it.

Heal: 1d4 + 1 ⇒ (3) + 1 = 4
Divine Recharge 11: 1d10 + 7 ⇒ (6) + 7 = 13


Burying my Magnetic Grimoire and Giantbane Curve Blade to avoid advancing the hour.

I'll move back to the Festering Ulunat to try to pick up that Dredge.

I'll reveal my Evangelist and will use my blessing to make sure I get it.

Diplomacy 8: 2d8 + 3 ⇒ (4, 5) + 3 = 12 Acquired. Please display it.

I'll discard my Evangelist to go again and encounter the Ghul. I'll discard my Orcish Earthbreaker for the BYA. Then I'll hit it with my Disrupting Warhammer.

Combat 20: 1d6 + 3d8 + 8 ⇒ (3) + (7, 1, 7) + 8 = 26 Dead.

I can't go again, but before I end my turn, I'm going to cast Rejuvenation on myself.

Heal: 2d4 ⇒ (2, 2) = 4

Stopping here. Now I need to do my examine.

Examine Location: 1d2 ⇒ 1
Cards Examined: 1d4 + 1 ⇒ (1) + 1 = 2

That's the same 2 cards at the Smoking Den that we already know.

Now to take my damage from the location.

Combat Dmg: 1d4 - 1 ⇒ (4) - 1 = 3
Acid Dmg: 1d4 + 1 ⇒ (2) + 1 = 3

My armor blocks both of those. Now to try to recharge Rejuvenation. It's a long shot, but it can't hurt to try.

Divine Recharge 16: 1d10 + 7 ⇒ (6) + 7 = 13 Oh well.

Uliah wrote:

Hand: Gravewatcher Chain Mail, Sand ElEmental, Fire Snake, Blessing of the Lady of Graves, Disrupting Warhammer +3, Shield Cloak,

Displayed:
Deck: 4 Discard: 4 Buried: 9
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


Burying Good Omen and Autumn Witch to not advance the blessing deck.

Heading to the Festering Ulunat to start digging that out.

A Cenovath Swarm. Well crap. Burying my Mountain Dog so that's 2 damage. My Grimoire and Restorative Touch. I'll chuck my sword at it.

Combat 18/22: 1d6 + 1d10 + 2d4 + 8 ⇒ (1) + (7) + (1, 1) + 8 = 18

Let's use a hero point on that...

Combat 18/22: 1d6 + 1d10 + 2d4 + 8 ⇒ (2) + (2) + (4, 1) + 8 = 17

Maybe one more...

Combat 18/22: 1d6 + 1d10 + 2d4 + 8 ⇒ (1) + (10) + (4, 1) + 8 = 24 Better! We'll go with this one...

I'm going to stop here before I make even more of a mess.

Random Location: 1d3 ⇒ 3 -> Festering Ulunat
Cards: 1d4 + 1 ⇒ (1) + 1 = 2 -> Dredge (discarding Blessing of the Lady of Graves to save it), Shaitan Ghul.

Now taking my damage.
Combat Dmg: 1d4 - 1 ⇒ (1) - 1 = 0
Acid Dmg: 1d4 + 1 ⇒ (3) + 1 = 4 => Armor blocks 3, discard Death's Touch for the 4th. Sigh.

Uliah wrote:

Hand: Gravewatcher Chain Mail, Orcish Earthbreaker +2, Evangelist, Blessing of Abadar, Disrupting Warhammer +3, Rejuvenation,

Displayed:
Deck: 4 Discard: 6 Buried: 7
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


Burying Hand of the Honest Man and Rift Warden to not advance the blessings deck.

Looks like I'm at the Smoking Den so let's get rid of this Conflagration. I'll use Fire Snake.

Something or other 16: 1d10 + 1d8 + 1d4 + 9 ⇒ (2) + (6) + (3) + 9 = 20 Defeated.

I'll move to the Tooth and Hookah to kill the Aghash.

Combat 25: 1d6 + 1d10 + 1d8 + 2d4 + 10 ⇒ (2) + (3) + (4) + (2, 2) + 10 = 23

Uhh, that wasn't expected. Let's try this again. Rerolling the d10 I guess.

Combat 25: 1d10 + 20 ⇒ (10) + 20 = 30 Much better. Dead Aghash.

I guess I'll stop here, recharging my cloak to avoid the fire damage.

Now for the examines:
Examine location: 1d3 ⇒ 2 => Surgery
Examine cards: 1d4 + 1 ⇒ (4) + 1 = 5 => No cards to look at

I auto the fire snake recharge.

Uliah wrote:

Hand: Gravewatcher Chain Mail, Mountain Dog, Magnetic Grimoire, Death's Touch, Giantbane Curve Blade +3, Restorative Touch,

Displayed:
Deck: 10 Discard: 4 Buried: 4
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


First off, dealing with the Inevitable Trap from the Sandstorm.

I'll go with Wisdom.

Wisdom 10: 1d10 + 1d8 + 4 ⇒ (7) + (4) + 4 = 15 Defeated.

Now for my actual turn. I'll bury my Cleric of Nethys and my blessing of Nethys from my discard pile to not flip a blessing.

Then I'm going to head to the Surgery to kill the Aghash so we can stop examining it.

I'll use my sword, will reveal my grimoire, and will discard my Blessing of the Everlight.

Combat 25: 2d6 + 1d10 + 1d8 + 1d4 + 8 ⇒ (1, 2) + (10) + (3) + (2) + 8 = 26 Phew. Dead.

Stopping there. The fire damage is blocked by Safety Bubble. Now for the examine:

Location: 1d3 ⇒ 3 => Tooth and Hookah
Cards: 1d4 + 1 ⇒ (3) + 1 = 4 => Sophorina (I'll discard a card to keep her on top), banish the wrap and scimitar, and then I need to deal with this trap.

I don't have any cold, undead, or mummy cards.

Divine 11: 1d10 + 1d8 + 7 ⇒ (5) + (4) + 7 = 16 Defeated.

Uliah wrote:

Hand: Fire Snake, Mountain Dog, Magnetic Grimoire, Shield Cloak, Giantbane Curve Blade +3, Restorative Touch,

Displayed:
Deck: 10 Discard: 4 Buried: 2
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


It is the hour of Thoth.

I'll join Tup at the Surgery.

First off, encountering the Insanity Mist and displaying it.

Then I'll discard my Autumn Witch to go again and face that ranger. Recharging my Sand Elemental to avoid the BYA. I'll use my sword.

Combat 17: 1d6 + 1d10 + 1d8 + 1d4 + 10 ⇒ (1) + (5) + (6) + (3) + 10 = 25 Dead.

Cleric of Nethys to go again. Spite Cloud and Scarab Sand. I'll encounter the sand and then fail to pick it up.

Stopping here. Safety Bubble blocks the fire damage.

Time for my examines.

location: 1d3 ⇒ 2 => Surgery
Cards Examined: 1d4 + 1 ⇒ (4) + 1 = 5 =>

Spite Cloud: No trigger
Wing of Horus: I don't have a Horus card
Girtablilu Ranger: Deal with the trigger in a minute
Mumia Smugglers: No trigger
Aghash: Sigh. It was a Blessing of Nethys that gets discarded in favor of another sandstorm.

I'll discard the top card of my deck to put the Mumia Smugglers back on top of the Surgery.

Now to actually deal with the Girtablilu Ranger. I won't pass the stealth check so let's just fight it.

Poison Dmg: 1d4 ⇒ 3
Safety Bubble: 1d4 ⇒ 2

1 Damage. Hand of the Honest Man. I'll use my sword again. Also, Tup can I get a recharge since I don't have an ally any more?

Combat 17: 1d6 + 1d10 + 1d8 + 12 ⇒ (1) + (5) + (8) + 12 = 26

Uliah wrote:

Hand: Fire Snake, Blessing of the Everlight, Magnetic Grimoire, Shield Cloak, Giantbane Curve Blade +3, Restorative Touch,

Displayed:
Deck: 13 Discard: 3 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


Resetting back to my original starting hand.

I'll advance the hour so it's now the hour of the Lady of Graves.

Let's kill the Aghash. Going with Cloudburst. Does this feel like deja vu to anyone else? :)

Combat 25: 1d10 + 3d6 + 1d8 + 1d4 + 9 ⇒ (4) + (2, 4, 4) + (7) + (4) + 9 = 34 Dead again.

Now to sword the Graven Guardian.

Combat 19: 1d6 + 1d10 + 1d4 + 10 ⇒ (3) + (10) + (4) + 10 = 27 Also dead again. :)

Recharging Cloudburst:

Divine Recharge 13: 1d10 + 1d4 + 9 ⇒ (8) + (4) + 9 = 21

Now the examine:
Location: 1d4 ⇒ 1 => Smoking Den
Examined cards: 1d4 + 1 ⇒ (3) + 1 = 4 => 3 boons that banish and the villain. Good to find him...

Uliah wrote:

Hand: Cleric of Nethys, Blessing of the Everlight, Hand of the Honest Man, Autumn Witch, Giantbane Curve Blade +3, Sand Elemental,

Displayed:
Deck: 16 Discard: 0 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


I'll choose to not bury a card and advance the hour so it's the hour of the Elements.

I'll explore at the Golden Lake and encounter the Aghash. I'll go with Cloudburst, revealing the Autumn Witch for my power.

Combat 25: 1d10 + 3d6 + 1d8 + 1d4 + 9 ⇒ (3) + (6, 5, 2) + (8) + (4) + 9 = 37 Dead.

Now for the Graven Guardian. I'll use my sword.

Combat 19: 1d6 + 1d10 + 1d4 + 10 ⇒ (6) + (9) + (4) + 10 = 29 Dead and the Lake is closed!

Recharging cloudburst.

Divine Recharge 13: 1d10 + 1d4 + 9 ⇒ (6) + (3) + 9 = 18

Uliah wrote:

Hand: Cleric of Nethys, Blessing of the Everlight, Blessing of the Lady of Graves, Autumn Witch, Giantbane Curve Blade +3, Sand Elemental,

Displayed:
Deck: 16 Discard: 0 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


I'll take the Gravewatcher. Here's my starting hand:

Uliah wrote:

Hand: Claric of Nethys, Blessing of the Everlight, Cloudburst, Autumn Witch, Giantbane Curve Blade +3, Sand Elemental,

Displayed:
Deck: 17 Discard: 0 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


I'll start at the Golden Lake with Tup. And I would like either the Gravewatcher or Rhino Hide armor.


None of the upgrades are critical for me. I might swap out a blessing for a lower-level one that's more useful, but that would be it.


It is the hour of Daybane.

Time to go after the Villain.

Random Encounter: 1d6 ⇒ 1 => Pairaka and I get to draw a card.

The Pairaka is a divine 9. Well, that's easy. I can't fail it.

Divine 9: 1d10 + 1d8 + 1d4 + 9 ⇒ (7) + (8) + (4) + 9 = 28

So now for the true test:

Bury: 1d4 ⇒ 4
Discard: 1d4 ⇒ 1

4 and 1 makes 5, I have 6 in hand. We win!


It is the hour of the Mummy!

Looks like I get to play with an Ecorche. That sounds like something made for my Warhammer to smash.

Combat 20: 4d6 + 1d4 + 11 ⇒ (5, 6, 1, 2) + (4) + 11 = 29 That'll work.

I'd rather not go again since I want to keep my Evangelist.

Monster or Barrier: 1d2 ⇒ 2 => Baited Jewel Box

I'm going to Fire Snake the hell out of this.

Disable 12: 1d8 + 1d4 + 10 ⇒ (7) + (3) + 10 = 20 I get a Glyphbane Gloves.

Ravenous: 1d4 ⇒ 3 => Spells and Weapons so nothing.

I'm going to discard everything but my blessing to make sure I get a bunch of curse removals.

Uliah wrote:

Hand: Blessing of the Lady of Graves, Giantbane Curve Blade +3, Autumn Witch, Remove Curse, Hand of the Honest Man, Restorative Touch,

Displayed: Ravenous,
Deck: 4 Discard: 6 Buried: 7
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.

And on Merisiel's turn, I'm going to cast Restorative Touch on myself.

Heal: 1d4 + 1 ⇒ (2) + 1 = 3
Divine Recharge 11: 1d10 + 1d4 + 9 ⇒ (2) + (1) + 9 = 12 Sigh. Stupid Location.

I'll remove Withering and Ravenous.


It is the hour of Withering. Joy.

Let's see what we find. A Curse of the Netheshuun. At least I'm good at that. We're going with Divine clearly, also revealing my Evangelist for both it's power and mine.

Divine 16: 2d8 + 1d4 + 10 ⇒ (4, 4) + (2) + 10 = 20 That works!

Nethys to go again. Scarab of Khepri or Will of Ahriman. No triggers so that's good. I'll take the Will, assuming I can steal your Vaultmaster Merisiel. Tup, can I get a recharge too?

Wisdom 18: 3d8 + 8 ⇒ (4, 5, 5) + 8 = 22 Got it!

I'll stop here. I'm going to banish my Shield Cloak to avoid the fight.

Ravenous: 1d4 ⇒ 2 => Sigh. It was inevitable eventually. Allies means 4 buried.

Uliah wrote:

Hand: Blessing of the Lady of Graves, Disrupting Warhammer +3, Fire Snake, Gravewatcher Chain Mail, Evangelist, Cloudburst,

Displayed: Ravenous,
Deck: 8 Discard: 1 Buried: 7
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


It is the hour of Vulnerability. Meh.

Looks like up first is a Blessing of Maat. I auto that on pluses alone.

Sand Elemental to go again. Another Toxic Geyser. Seriously. Why do I do this to myself... Looks like it will be a Wisdom 17. I'm plus 5 with the Evangelist. Tup, can I get a recharge? That's 9. Maat would mean 12. I think that's the best I can do so let's go with that.

Wisdom 17: 1d10 + 9 ⇒ (8) + 9 = 17 Wow, got it without the Maat! I'll take that.

I need to stop here since I really don't want to go ally-less right now. I also need to cycle some cards so I think I'll banish the Maat to avoid the EOT monster/barrier. Hopefully I won't regret that later...

Ravenous: 1d4 ⇒ 3 => Spells and Weapons. Bye bye Death's Touch.

Uliah wrote:

Hand: Shield Cloak, Disrupting Warhammer +3, Blessing of Nethys, Gravewatcher Chain Mail, Evangelist, Cloudburst,

Displayed: Ravenous,
Deck: 10 Discard: 4 Buried: 3
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


Fixing my hand based on the offline conversation about Tup removing my fevered dreams with Remove Curse.

Uliah wrote:

Hand: Rejuvenation, Disrupting Warhammer +3, Sand Elemental, Gravewatcher Chain Mail, Evangelist, Magnetic Grimoire,

Displayed: Ravenous,
Deck: 10 Discard: 5 Buried: 2
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.

On Merisiel's turn, I'll also recharge my Magnetic Grimoire to get back Cloudburst and will cast Rejuvenation on Tup.

heal: 2d4 ⇒ (2, 3) = 5

Divine Recharge 16: 1d10 + 1d4 + 10 ⇒ (7) + (2) + 10 = 19


It is the hour of Fevered Dreams. Sigh.

Also, I forgot to actually recharge my Earthbreaker last time so I fixed that and now have my Mountain Dog with me.

Exploring to find some Advocate's Armor. Sure, we'll try for that.

Diplomacy 9: 1d8 + 2 ⇒ (2) + 2 = 4 Oh well.

Mountain Dog to go again. Looks like I found the armor shop. Silken Ceremonial Armor. Auto-fail.

Rift Warden for 1 more. Elemental Arachnid. And ha! I have Cloudburst in hand!

Combat 17: 1d10 + 3d6 + 2d4 + 9 ⇒ (2) + (4, 1, 3) + (1, 4) + 9 = 24 Dead.

Stopping here. Let's see what I find.

Monster or Barrier: 1d2 ⇒ 1 => Plasma Ooze.

Well, for the BYA, I don't have any weapons. I'll go with Death's Touch.

Combat 20: 1d10 + 3d6 + 2d4 + 12 ⇒ (3) + (4, 1, 1) + (1, 3) + 12 = 25 Dead.

Now for the Ravenous.

Ravenous: 1d4 ⇒ 3 => Spells and Weapons. I have none. :)

Now for recovery. I choose to fail Cloudburst. For Death's Touch:

Divine Recharge 14: 1d10 + 1d4 + 9 ⇒ (4) + (2) + 9 = 15 Sigh. Fail due to the stupid location.

And now I drew a wonderful hand including rejuvenation that just all got recharged for Fevered Dreams.

New Hand Size: 1d4 + 1 ⇒ (2) + 1 = 3

Uliah wrote:

Hand: Blessing of the Lady of the Graves, Blessing of Nethys, Shield Cloak,

Displayed: Ravenous, Fevered Dreams
Deck: 14 Discard: 5 Buried: 2
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


First off, casting Restorative Touch on Tup on his turn.

Heal: 1d4 + 1 ⇒ (2) + 1 = 3

I auto the recharge.

Now for my turn. It is the hour of the Ravenous.

I'll explore and find a Canteen. Well, that's anti-climatic. Still, I'll roll.

Int 6: 1d6 ⇒ 6 Sweet! Banish fodder!

Cleric of Nethys to go again. Wow, that was a bad plan. I should have just stopped. Tabe's Last Jest, at least not a trigger, and Insanity Mist, which does trigger. I'll recharge my Earthbreaker. Tup, can I also get a recharge?

Dex 11: 1d6 + 1d8 + 1d10 + 4 ⇒ (2) + (3) + (1) + 4 = 10

I'll reroll the 10...

Dex 11: 1d10 + 7 ⇒ (4) + 7 = 11 Got it...

Ok, now I need to encounter one. I guess I'll just display the mist since I'm not likely to pass Tabe's.

Stopping here. I'll banish the Canteen to avoid the monster or barrier.

Ravenous: 1d4 ⇒ 1 => Blessings. Sigh, that was 2 good ones.

Uliah wrote:

Hand: Sand Elemental, Death's Touch, Magnetic Grimoire, Rift Warden, Orcish Earthbreaker +2, Cloudburst,

Displayed:
Deck: 14 Discard: 1 Buried: 2
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


It is the hour of Daybane.

Yeah, I hate that one. I'm going to use the Remove Curse that Merisiel gave me on Tup and the Hand of the Honest Man on mine.

Now to explore. It's a Will of Ahriman. What fun. I'll go with Wisdom and will use my Abadar. Tup, can I get a recharge to be safe since it will do damage to all of us if I fail?

Wisdom 18: 3d10 + 1d4 + 8 ⇒ (6, 2, 10) + (3) + 8 = 29 Crushed it. I guess I was maybe worrying a bit much...

I'll use my Everlight to go again. It's the Greatclub Tup scouted!

Melee 8: 1d6 + 5 ⇒ (2) + 5 = 7 Dang it. I was planning to use that to avoid an encounter at the end of my turn. Oh well.

Random Encounter: 1d2 ⇒ 2 Barrier => Toxic Geyser. Crap. Wisdom 17. This is not going to end well. Tup, I hate to ask, but can I get one more recharge?

Wisdom 17: 1d10 + 1d4 + 8 ⇒ (10) + (3) + 8 = 21 Phew! I was really worried on that one...

Uliah wrote:

Hand: Sand Elemental, Death's Touch, Cleric of Nethys, Restorative Touch, Orcish Earthbreaker +2, Cloudburst,

Displayed:
Deck: 16 Discard: 1 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


Starting Hand:

Uliah wrote:

Hand: Sand Elemental, Death's Touch, Blessing of the Everlight, Hand of the Honest Man, Blessing of Abadar, Cloudburst,

Displayed:
Deck: 16 Discard: 0 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available
Canopic Conversion: Royal Naga AD 4"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


I wouldn't mind trading for the Gravewatcher if no one objects.


Armor trader for me too, please. :)


Blessing 6 for me. It will either be Lady of the Graves or All-Seeing Eye. I'm still deciding.


Sorry for the delay.

For the Acid Pool, I'll use Fire Snake.

Wisdom 15: 2d10 + 1d4 + 10 ⇒ (4, 2) + (3) + 10 = 19 Guarded.


It is the hour of the Elements.

Sounds like a plan Merisiel. I'll move to the Hall of the Crocodile Kings.

I'll explore once. Girtablilu Ranger. Maybe I shouldn't have bothered exploring... BYA poison:

dmg: 1d4 ⇒ 3 My armor blocks 2. Discarding Rejuvenation for the 3rd.

Now to kill it with my hammer.

Combat 17: 1d6 + 2d8 + 1d4 + 11 ⇒ (5) + (5, 2) + (1) + 11 = 24 Dead.

Stopping here.

More damage.

Dmg: 1d4 ⇒ 2 Armor blocks it.

Uliah wrote:

Hand: Fire Snake, Skyplate Armor, Blessing of the Elements 3, Evangelist, Disrupting Warhammer +3, Restorative Touch,

Displayed:
Deck: 14 Discard: 6 Buried: 1
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available
Canopic Conversion: Royal Naga AD 4"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


It is the hour of the Elements.

Let's keep pushing at this Crypt. Well, there we go. Usij Ghul. What a lovely henchman. 1d4 dmg to start.

Dmg: 1d4 ⇒ 3 Skyplate for 2. Discarding Orcish Earthbreaker for the last one.

Now I get to hit back. Let's go with Death's Touch.

Combat 34: 1d10 + 1d8 + 3d6 + 1d4 + 13 ⇒ (5) + (5) + (3, 6, 1) + (2) + 13 = 35 Phew. Got it.

Now I get some more damage.

Dmg: 1d4 ⇒ 1 Skyplate handles that.

And now I'll go with divine for the close and will auto it. Oh, and I get a shiny

And now I get some more damage at EOT. Yay!

Dmg: 1d4 ⇒ 1 Skyplate handles this too.

Oh, I need to recharge Death's Touch.

Divine Recharge 14: 1d10 + 1d4 + 10 ⇒ (3) + (1) + 10 = 14 Got it!

Uliah wrote:

Hand: Fire Snake, Skyplate Armor, Blessing of the Elements 3, Evangelist, Disrupting Warhammer +3, Rejuvenation,

Displayed:
Deck: 14 Discard: 5 Buried: 1
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available
Canopic Conversion: Royal Naga AD 4"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


Ooh, a Mace of Ruin sounds fun. Thanks Merisiel!

It is the hour of Osiris.

Guess I'll continue exploring at this Crypt. The Evil Eye. Good thing I didn't examine it. I'll go with Divine and a little Evangelist help.

Divine 18: 1d10 + 1d8 + 1d4 + 10 ⇒ (4) + (5) + (3) + 10 = 22 Defeated.

Well, I don't have armor at the moment, so I assume I'm going to bury my blessing to avoid the damage. I'll stop here with that in mind since I'd rather not burn the Evangelist on exploring quite yet.

Dmg type: 1d6 ⇒ 3
Dmg Amount: 1d4 ⇒ 4

Figures. 4 electricity. Burying the blessing to reduce by 2 and avoid the curse. The Mace of Ruin and the Magnetic Grimoire for the damage.

Uliah wrote:

Hand: Death's Touch, Skyplate Armor, Orcish Earthbreaker +2, Evangelist, Disrupting Warhammer +3, Rejuvenation,

Displayed:
Deck: 15 Discard: 4 Buried: 1
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available
Canopic Conversion: Royal Naga AD 4"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.

And now I have armor!


It is the hour of Bastet.

Time to start exploring this crypt. A Blessing of the Elements. I like that. I auto-acquire it by showing my Evangelist and using Wisdom.

Mountain dog to go again. An Elder Ifreeti. I'll reveal my Evangelist and Grimoire and will use my Orcish Earthbreaker.

Combat 19: 3d6 + 1d8 + 2d4 + 10 ⇒ (4, 2, 4) + (6) + (3, 4) + 10 = 33 Dead. I'll take a Blessing as Spoils. Oh look, another Blessing of the Elements.

Let's use the new blessing to go again. A Mummified Cat. I auto it, and will use it to examine the next card. Horn Lamellar. That's really nice but so not something I'm good at picking up. Anyone else want to try it?

Going to stop here. Checking my damage.

Dmg Type: 1d6 ⇒ 2
Dmg Amount: 1d4 ⇒ 3

3 Acid Damage. Recharging my Shield Cloak to block it.

Uliah wrote:

Hand: Death's Touch, Magnetic Grimoire, Orcish Earthbreaker +2, Evangelist, Disrupting Warhammer +3, Blessing of the Elements,

Displayed:
Deck: 17 Discard: 2 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available
Canopic Conversion: Royal Naga AD 4"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


I'll swap for the Skyplate.

Uliah wrote:

Hand: Mountain Dog, Magnetic Grimoire, Orcish Earthbreaker +2, Evangelist, Disrupting Warhammer +3, Shield Cloak,

Displayed:
Deck: 16 Discard: 0 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available
Canopic Conversion: Royal Naga AD 4"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 [x]+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


I'll start at the Crypt. I'll take my usual trades and head to the armor trader.


My hero point will be a Str feat.

In terms of upgrades, I wouldn't mind taking the spell 6 for Rejuvenation (2d4 heal + full curse removal on one char). I think it could be useful since one of the last few scenarios involves a million scourges if I heard correctly. I'm flexible, though, if you have a super good upgrade, Tup.


It is the hour of the Elements.

Time to finish this. First off, a healing potion. I guess I'll try it.

Int 5: 1d6 ⇒ 3 Meh.

Rift Warden to go again and find that pesky sigil. I'll go with Int and will reveal my Evangelist. Tup, can I get a recharge too?

Int 7: 1d6 + 5 ⇒ (4) + 5 = 9 Defeated and displayed.

Time to go after the warrior dolls. I'll discard my Rod of the Devoured Dawn and will reveal the Evangelist both for the +1 and my power. Tup, another recharge?

Combat 22/24: 3d6 + 1d4 + 15 ⇒ (1, 5, 5) + (4) + 15 = 30 Defeated!

Now the last Sepid to finish this. First the Dex check. Using Fire Snake and revealing the Evangelist.

Dex 12: 1d10 + 1d4 + 10 ⇒ (9) + (4) + 10 = 23

Now for the combat. I'll go with Death's Touch, will use my Nethys, and will reveal my Evangelist for both powers.

Combat 25: 2d10 + 3d6 + 1d8 + 1d4 + 13 - 7 ⇒ (3, 6) + (5, 2, 1) + (7) + (2) + 13 - 7 = 32 Dead!

We win! :)


It is the hour of Pharasma.

Looks like I'm off to the Sculptor's Lair since that's the only place left for me to wander into. Hi Tup! Nice running into you here.

Oh look, I found an Ammut. Joy. Let's see how much damage I take. You'll need to take it too, Tup.

Fire Dmg: 1d4 ⇒ 3 Ouch. And I have 0 damage mitigation right now. Whee! Discarding Hand of the Honest Man, Magnetic Grimoire, and my Mountain Dog. I also get a Curse of the Mummy! Yay! At least I get to smash it with my hammer, which I'll discard. I'll also get some help from my Rift Warden.

Combat 24: 2d6 + 2d8 + 1d4 + 9 ⇒ (3, 6) + (5, 2) + (3) + 9 = 28 Got it!

Now I'll cast Restorative Touch on myself.

Heal: 1d4 + 1 ⇒ (1) + 1 = 2 Well, at least it removes the curse...

And I'll stop here so I need to recharge Restorative Touch, which I auto with help from my Rift Warden.

Uliah wrote:

Hand: Death's Touch, Rod of the Devoured Dawn, Rift Warden, Evangelist, Fire Snake, Blessing of Nethys,

Displayed: Canopic Conversion,
Deck: 9 Discard: 10 Buried: 1
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available
Canopic Conversion: Royal Naga AD 4"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 []+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


It is the hour of Pharasma.

I don't have any elements so time to kill a Naga I guess. :)

Let's see how I get to kill it:

Random attack: 1d3 ⇒ 2 => Death's Touch. That works.

Combat 16: 1d10 + 3d6 + 10 ⇒ (1) + (3, 3, 1) + 10 = 18 I passed so no damage. The monster is also technically defeated. It's unclear if I still have to do the second combat per Death's Touch, but I think the answer may be yes based on the forums so I'll just do it.

Random attack: 1d2 ⇒ 2 => Canopic Conversion. Sure, why not.

Combat 16: 1d10 + 5d6 + 7 ⇒ (5) + (5, 1, 1, 3, 6) + 7 = 28 Dead and the naga is displayed on this card.

4 sigils are up and 3 cards are left so let's close. Well, that's an auto. But I need to kill the Sepid. I fail the dex check so time to take damage.

dmg: 1d6 ⇒ 4 I block 3 with my armor and then discard it for the 4th.

Now for the kill. I'll discard my sword and use my blessing.

Combat 25: 2d6 + 1d10 + 2d4 + 1d8 + 7 ⇒ (1, 1) + (8) + (3, 3) + (5) + 7 = 28 Dead. Location is closed.

And now I have to bury cards. Gee, darn. The only car left in my hand is Find Traps. It's almost like I planned it that way.

Recharging Death's Touch:

Divine Recharge 14: 1d10 + 7 ⇒ (9) + 7 = 16 Nice!

Uliah wrote:

Hand: Hand of the Honest Man, Disrupting Warhammer +3, Rift Warden, Restorative Touch, Mountain Dog, Magnetic Grimoire,

Displayed: Canopic Conversion,
Deck: 11 Discard: 8 Buried: 1
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available
Canopic Conversion: Royal Naga AD 4"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 []+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


It is the hour of the Elements.

Oh, hey Merisiel. Thanks for the spell. I totally missed you were here. :)

I don't have any elemental or bludgeoning things so skipping that.

Let's see what I can find. A Returning Throwing Axe +1. Meh, I'll pass on that.

Sand Elemental to go again since I don't want to discard my shiny new spell. A Blessing of Thoth. I guess I have to try since I don't have an ally anymore...

Divine 10: 1d10 + 7 ⇒ (8) + 7 = 15 Mine, and I'll use it to see what's next. A Royal Naga. Not undead so I can't encounter it. Oh well.

I'll stop here.

Uliah wrote:

Hand: Giantbane Curveblade +3, Rhino Hide Armor, Blessing of Abadar, Death's Touch, Canopic Conversion, Find Traps,

Displayed:
Deck: 16 Discard: 5 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 []+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


It is the hour of Bastet.

Well, I seem to be completely lost here. Guess I just move somewhere random...

New Location: 1d3 ⇒ 2 => Elemental Trenches it is. Oh look, a Shocking Chest. Well that's not great. No way I'll beat that. I'll just fail it and take the damage and then banish the barrier.

Damage: 1d4 ⇒ 3 Recharging my shield cloak to negate it.

Blessing of Sarenrae to go again. Oh joy, the Sigil Combination. Well, I guess I go with Int and just roll and see what happens. Worst case, it shuffles back in...

Int 7: 1d6 + 1d8 ⇒ (6) + (6) = 12 Ha! That actually worked! Sigil displayed!

Now I think I'll cast Major Cure on myself.

Heal: 1d4 + 2 ⇒ (4) + 2 = 6

Sweet! And I auto the recharge with an ally in hand.

Stopping here.

Uliah wrote:

Hand: Giantbane Curveblade +3, Rhino Hide Armor, Blessing of Abadar, Death's Touch, Sand Elemental, Canopic Conversion,

Displayed:
Deck: 16 Discard: 3 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 []+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


It is the hour of Horus.

Time to finish off this Garden. Hello! Canopic Conversion. I'd like that please.

Divine 14: 1d10 + 1d4 + 9 ⇒ (6) + (2) + 9 = 17 Yoink!

I'll end my turn here and attempt to close since there is only one card left. It's a Divine 9, which I auto.

Now to fight Sepid to make sure it sticks. Well, this is going to hurt. I'll auto-fail the Dex check so let's see how much damage I take.

Combat dmg: 1d6 ⇒ 1 Sweet! Discarding Magnetic Grimoire.

For the combat, I'll go with my Orcish hammer and will discard it. Also revealing my elemental.

Combat 25: 5d6 + 1d8 + 1d4 + 8 ⇒ (5, 2, 6, 3, 5) + (4) + (4) + 8 = 37 Dead and closed for good!

I'll take the Hand of the Honest Man as the cold damage.

Uliah wrote:

Hand: Shield Cloak, Major Cure, Blessing of Sarenrae, Death's Touch, Sand Elemental, Canopic Conversion,

Displayed:
Deck: 10 Discard: 8 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 []+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


It is the hour of Maat.

Thanks for handling that burning child, Tup! I'll find my armor someday.

In the meantime, let's keep exploring. A Desert Trapper. How quaint. I think I'll hit it with an orchish hammer that happens to be bludgeoning.

Combat 13: 4d6 + 1d4 + 8 ⇒ (4, 3, 5, 2) + (3) + 8 = 25 Well, that's dead.

Witch, let's go again. Oh look, this time we have an Ecorche. I'll discard my rod for this one (also bludgeoning) and pick up my undead bonus.

Combat 20: 4d6 + 1d8 + 8 ⇒ (6, 6, 3, 6) + (5) + 8 = 34 Very dead.

Ok, I'll call that good. Stopping here.

Uliah wrote:

Hand: Hand of the Honest Man, Major Cure, Magnetic Grimoire, Death's Touch, Sand Elemental, Orcish Earthbreaker +2,

Displayed:
Deck: 12 Discard: 5 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 []+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


It is the hour of Ra.

Great job, Tup! And you even found me a weapon. You rule. Now to pick it up. I don't suppose I could get a recharge to help?

Melee 12: 1d6 + 8 ⇒ (5) + 8 = 13 Got it!

Blessing of Nethys to go again. A Burglar's Buckler or the Burning Child. I'll go with the Buckler first.

Con 6: 1d6 ⇒ 1 Lol, nope.

Ok, now Cleric of Nethys to go one more time. The Burning Child or Hungry Fog. I'd rather use Charisma on the Child and don't have armor to eat the fire damage so I'll go with the fog and use my Abadar.

Wisdom 10: 3d10 + 4 ⇒ (1, 7, 1) + 4 = 13 Defeated.

I'll stop here.

Uliah wrote:

Hand: Hand of the Honest Man, Major Cure, Magnetic Grimoire, Autumn Witch, Rod of the Devoured Dawn, Orcish Earthbreaker +2,

Displayed:
Deck: 14 Discard: 3 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 []+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


I'll take the weapon 3. That's all for now, assuming the other 3s get taken. If not, maybe I'll look again to see if anything else is interesting. :)


Well this is a great starting hand...

Uliah wrote:

Hand: Hand of the Honest Man, Major Cure, Blessing of Abadar, Autumn Witch, Blessing of Nethys, Cleric of Nethys,

Displayed:
Deck: 16 Discard: 0 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 []+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


I wouldn't mind taking the Rhino Hide. Exact swap TBD once I see the scenario text, but it's likely Eagle Aerie.


Armor trader for me. And I'll start at the Garden of Ossumentals.


Forgot to spend my hero point. I'm going to go with an Ally card feat.


I'd like a weapon and ally 6 if that's ok. :)


It is the hour of Ra.

Back to the Forgery to try to end this. Oh look, the Tomb Artisan. Never saw that one coming. Let's see, we have Create Mindscape and a recharge from Tup. I'll also use Merisiel's Blessing and will Fire Snake it.

Diplomacy 14: 1d10 + 1d8 + 2d4 + 13 ⇒ (3) + (7) + (4, 3) + 13 = 30 I think I get it...

And now, I take a bunch of fire damage to close. We win!


It is the hour of Abadar.

Well, I don't have a weapon in hand so a Golem doesn't sound fun right now. I guess I'll try to finish out the Hall instead. Let's see what we have first. A Mockery of Ra. Sounds like fun. We'll go with Cloudburst to ignore the whole BYA thing. Plus, I'll reveal the Cleric for my ally bonus.

Combat 22: 1d10 + 3d6 + 1d4 + 9 ⇒ (5) + (6, 1, 2) + (1) + 9 = 24 Dead!

Ok, time to close. Let's see how this Acid Pool goes. I'll go with Wisdom and get the location bonus. I'll toss in my blessing, too.

Wisdom 15: 4d10 + 4 ⇒ (5, 6, 3, 3) + 4 = 21 Closed! And I get a new weapon. Ooh. Shiny! A Staff of the Hooded Cobra!

That's the end of my turn so time to recharge Cloudburst.

Divine Recharge 13: 1d10 + 1d4 + 9 ⇒ (6) + (4) + 9 = 19

I'll discard my new Jet of Anubis, Death's Touch, and the new Staff and then reset my hand.

Uliah wrote:

Hand: Golembane Hammer +2, Major Cure, Fire Snake, Restorative Touch, Rhino Hide Armor, Cleric of Nethys,

Displayed: Curse of the Mummy,
Deck: 8 Discard: 13 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+2 []+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([x] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.

And now I'll use Restorative Touch on myself to get rid of this curse.

Heal: 1d4 + 1 ⇒ (4) + 1 = 5
Divine Recharge 11: 1d10 + 1d4 + 9 ⇒ (10) + (3) + 9 = 22