RotR Feiya solo playthrough


Rules Questions and Gameplay Discussion


With the latest blog post discussing some guidelines for continuing your completed RotR or S&S characters, I decided that I'd like to continue with Feiya, whom I just completed S&S with. However, after thinking things over I'd rather have a Feiya with RotR cards for the WotR continuation, so I'm going to start a solo playthrough with her through RotR. I figure I'd keep a log of my progress through the adventure path because, why not? I'm sure playing a solo arcane caster will be quite the challenge.

I'm going to keep notes of my deck upgrades, amount of times needed to clear a scenario, and anything else I think is interesting. I'm also playing with the Wizard class deck included as there are a couple of spells from it I hope to be able to get.

Wish me luck!


Perils of the Lost Coast

Starting deck:

Spells: Force Missile x3, Lightning Touch x2, Detect Magic
Items: Thieves' Tools, Amulet of Life
Allies: Fox, Standard Bearer, Troubadour
Blessings: Blessing of the Gods x4

Brigandoom!: 1 attempt

Despite the reputation of this scenario it pretty much went off without a hitch. I started with the Farmhouse and had a couple of challenging fights, a ghost and an ogre, but beat both of them with the help of a blessing. The villain was in this location to start with but didn't really pose much of a challenge. Next I went to the Waterfront and caught a break by finding the henchman before any of the four monsters; I beat him and closed the location. I found the villain in the Woods after a couple of explores. A blessing and Lightning Touch later and he was dead.

Upgrades: none

The Poison Pill: 1 attempt

This one started out promising. At the town square I found a mystic inscription and used my Thieves' Tools on it to ensure I got some valuable spells; unfortunately I only got 1 spell, a cure, from it. I had to go all the way through the deck before I got to the villain, who I defeated. I next went to the Village House, and to my surprise the villain was waiting for me atop the deck for round 2. Again I sent him fleeing, then followed him to the City Gate.

Here's where things got a little intense. I encountered a scout who shot me, but thankfully he only did one damage and I was able to deal with it by discarding a quarterstaff I just picked up. Soon after I encountered the henchman, a poison trap, and failed the check. Luckily it didn't do any damage to me, and I was able to continue on. The villain was the 2nd to last card from the bottom, and I decided to do a little blessing scumming to see if I could get lucky. Sure enough after a couple of turns a Blessing of Pharasma appeared and I copied it with my Blessing of the Gods when I played it and a Lightning Touch to vaporize the villain.

Upgrades: None. I had a chance to replace my items with a Token of Remembrance and Spyglass, but as I have zero healing ability, I need to keep cards I can recharge.

Black Fang's Dungeon: 1 attempt

I'm kind of surprised I got through this scenario in one attempt, and frankly I'm a little annoyed. I was hoping to pick up some blessings to upgrade my deck with but it was not to be. I started at the temple, and found the villain on my second explore. I played a blessing to try to avoid betting breathed on and got lucky. I recharged my fox to help me with the combat and the villain was off.

When I reset my hand I had no attack spells. I figured I was doomed so I decided to go to the Temple of Lamashtu in the hopes of getting a blessing before damage would require that I abandon the scenario and start over. Well, as luck would have it a henchman was right on top for me. Despite the fact I had no spells I played a blessing and managed to punch it to death. I banished another blessing to close the location - forgetting its when permanently closed text. Oops.

When I went over to the Desecrated Vault I thought there was no way I was going to get through it as I hadn't managed to pick up any boons and my deck was starting to get thin. I continued on anyway and lo and behold, a henchman was sitting right on top for me. I beat it, used my last blessing to close the location, leaving only the villain behind. At that point I was faced with a tough choice. I was down to 3 cards in my deck, and no more blessings. Failing to defeat the villain would probably kill me. My only hope was to get lucky and hope my fox was on top of my deck. I played detect magic in that hope, and I was rewarded. I decided to take my chances. I didn't avoid getting acid breathed on me so it was do or die, but with my trusty fox and hex power making Black Fang a little softer, my Force Missile carried the day.

Upgrades: None. I selected blessing as my reward, but pulled a Blessing of the Gods. =(

Skill Feat: +1 Intelligence

So I'll be going into adventure 1 with the exact same deck I started with. Somehow I don't think I'll be one-shotting all of those scenarios.


Great idea and makes me think of doing the same thing. I've played RotR twice - both times with a party of 4 but there are two characters that I haven't tried - Amiri and Lem. My daughter is playing Lem in the WotR OP, so maybe a solo Amiri RotR play through with an eye towards taking her into the Worldwound would be great.

I'll definitely be following along on your progress...


Very cool. For me, it would have been a tough call to pass on the Spyglass but I know that solo play requires a different mindset. There's no setting up the deck for someone else.

Sovereign Court RPG Superstar 2011 Top 32

As a veteran solo player, yeah you've got to be careful with those discards. Once you pick up some healing things get less tight - Father Zantus, Staff of Minor Healing, and Poog all help a bunch with longevity.

I will warn you: the last scenario is downright brutal solo. Burying a card every turn plus the guaranteed damage from some of the cards, plus the semi-random nature of when you meet the villain (at least by that point you should have Scrying and such) - it's very easy to find yourself facing the villain with a 2 card hand or so. You'll want maximum hand size just to be able to have options during the final confrontation.


ryric wrote:
I will warn you: the last scenario is downright brutal solo. Burying a card every turn plus the guaranteed damage from some of the cards, plus the semi-random nature of when you meet the villain (at least by that point you should have Scrying and such) - it's very easy to find yourself facing the villain with a 2 card hand or so. You'll want maximum hand size just to be able to have options during the final confrontation.

I'm already figuring out the exact cards I'm going to need in my hand in order to beat Karzoug, and it's making me consider going up to an 8 handsize in order to give myself some margin for error.


Burnt Offerings

Starting Deck:

Spells: Force Missile x3, Lightning Touch x2, Detect Magic
Items: Thieves' Tools, Amulet of Life
Allies: Fox, Standard Bearer, Troubadour
Blessings: Blessing of the Gods x4

Skill Feats: Int +1

Attack on Sandpoint: 1 attempt

This scenario didn't start out very well. I encountered the villain in the town square on the 2nd turn and only had 1 spell in my hand. I was forced to try to punch out Stickfoot, and as you can imagine, that didn't go so well for Feiya. I only failed by 1, so only one card to discard, and beat Ripnugget. At that point I figured it was going to be a loss but decided to continue on and get whatever boons I could find. The spells in the location were unimpressive, and I didn't bother closing it when it was empty because I couldn't afford to banish a card.

I continued on to the Swallowtail Festival and found a henchman fairly quickly. I beat him, but decided against closing the location because I needed upgrades. I managed to snag a Blessing of Irori, but when I picked up the Grizzled Mercenary I hesitated using him for an explore. But since I was at 7 cards and was going to need to discard him anyway, I figured I might as well take a chance. Sure enough, the next card was a Blessing of Calistria, which the damn mercenary eagerly snapped up as his payment. I knew I shouldn't have trusted that guy.

After I emptied that location I went to the City Gate and found an Acolyte. Finally some good fortune! I eagerly brought her into my employ, and found a henchman soon after. I sent him off the mortal coil and closed the location, leaving only the villain. At that point I still had enough cards in my deck to consider trying to win the scenario, so I quick hopped over to the town square to close it, banishing my Detect Magic to do so - something I now worry I may regret. But with only the villain left I went to get my revenge from earlier. With 2 Force Missiles, my trusty fox, and my newly acquired acolyte, I sent Ripnugget to the grave.

Upgrades: Blessing of Irori, Acolyte, Lightning Touch
Replacing: Blessing of the Gods, Standard Bearer, Detect Magic

Skill Feat: Intelligence +1

Local Heroes: 2 attempts

Attempt 1 - Things were going fine until I got to the waterfront and found a trapped passageway. Even with a blessing and my fox, I failed the check and suffered 7 combat damage. Ouch! I managed to deal with it by only discarding 2 cards, but that brought ne down to 2 cards left in my deck after I reset my hand. Worse, since I failed to beat the barrier it got shuffled back in and would surely kill me if I found it again. I decided to play it safe and live to fight another day.

Upgrades: none

Attempt 2 – This time things went better. Although it started off with Feiya encountering a Hill Giant right away in the General Store, a hex and Lightning Touch later and its corpse was now decorating the front. Things proceeded uneventfully until she encountered some masterwork tools in the woods. Those would be a great upgrade! Unfortunately even with a blessing Feiya was only rolling 2d4 to get a 7 – a slim chance. I failed the roll and had to watch sorrowfully as those nice tools slipped through Feiya’s grasp. It was only a turn later that I realized I had the thieves’ tools in my hand and could’ve used them to add an extra d4 – that will remind me to always look at all of the cards in my hand before making an important check.

The trip through the Waterfront was mostly uneventful, although I failed the rolls to acquire a couple of allies, and the blessings deck was getting low. But all the monsters were gone and the barriers ended up being a pair of large chests, so there was nothing to prevent victory.

Upgrades: none


Burnt Offerings (continued)

Trouble in Sandpoint: 4 attempts

Attempt 1 – Right off the bat, I encountered a couple of blessings at the Shrine to Lamashtu and took a bunch of damage. I decided then that the scenario was probably lost and that I was going to go through and get what I could. I ended up picking up blessings of Lamashtu and Shelyn, but didn’t close the location because I didn’t have a blessing [I wanted] to banish or my acolyte in my hand.

I then headed over to the Glassworks to see how far I’d be able to get. The Glassworks is a brutal location – worse than the Shrine to Lamashtu, IMO – and my initial plan was to just go through it until I had to give up. Well, the henchman was sitting right on top. After beating him I had a choice: Do I close the location or not? I was already low on my deck from the Shrine and had to weigh sacrificing potential boons in the Glassworks against the likelihood of winning the scenario at the Catacombs. The Glassworks is painful but it’s a slow burn, while at the Catacombs one failed combat check could spell my doom. In the end I decided that I was already too low in my deck to chance the Catacombs, and that I was just going to get what I could from the Glassworks and call it a day. I did end up picking up an Enfeeble spell, so it wasn’t a total loss. However when I returned the cards from the Catacombs to the box I discovered that the villain was near the top and likely would’ve been able to win. Oh well, there’s always next time.

Upgrades: Blessing of Shelyn, Blessing of Lamashtu, Enfeeble
Replacing: Blessing of the Gods x2, Lightning Touch

Attempt 2 – This went very poorly. Got smacked by blessings and again had to go through the whole deck because I couldn’t close the location after beating the henchman. I had to give up before even getting through the whole location because I was down to 3 cards in my deck. On the plus side I did pick up a Blessing of Sarenrae and a sweet Augury spell.

Upgrades: Augury, Blessing of Sarenrae
Replacing: Lightning Touch, Blessing of the Gods

Attempt 3 – Started with my Augury in my hand and immediately scouted the Shine, sending a Blessing of Gorum to the bottom of the deck. Things were looking up! Unfortunately I failed to recharge my Augury. Then, my encounter was an ogre, and in my excitement I failed to notice I didn’t have any other spells in my hand. D’oh! I somehow managed to roll a 10 on my 2d6 punch (used a blessing) and then absorb the damage with my amulet of life. Unfortunately the ogre got shuffled back into the deck, which also meant that Blessing of Gorum was no longer on the bottom. Dammit.

The result was similar to the previous attempt. Got smacked by 3 blessings and had to give up. On the plus side, I found a Frost Ray in the Shrine and got an Acid Arrow courtesy of a mystic inscription.

Upgrades: Frost Ray, Acid Arrow
Replacing: Enfeeble, Lightning Touch

Attempt 4 – Screwed up again! On my first explore at the Shrine I encountered the henchman. I stupidly recharged my only blessing to hex him, not thinking ahead. So when it came to actually closing the location I had only 2d4 - and that was only because I recharged my acolyte. I failed. My only chance at victory now was to clear the other locations and get the villain over to the Shrine.

I decided to start clearing out the Glassworks until I drew into my Augury. The Glassworks was not being kind by giving me a bunch of boons with difficult checks for Feiya to acquire, necessitating the use of blessings. Once I drew into my Augury I headed over to the Catacombs and scouted for monsters. Found a henchman and put it on top and encountered it. I almost made a huge mistake when I recharged my Frost Ray to hex the henchman and use Acid Arrow on it, but before I rolled my dice I looked to see the closing condition on the Catacombs: Summon and defeat a Wrathful Sinspawn henchman. I quickly changed my strategy and recharged a different card to hex the location’s henchman, then used the Frost Ray to defeat the summoned one and successfully closed the Catacombs.

I headed back to the Glassworks and as luck would have it the next card was the villain. Feiya used her mastery of the arcane to send the villain scurrying over to the Shrine, where the final showdown was to take place.

By this time I had cycled back to my Augury, so I had a choice. Do I scout for monsters or blessings? Sending trash monsters to the bottom wouldn’t really help me that much, so if I scouted for monsters I’d be counting on the villain being near the top. I decided the safer route would be to scout for blessings. The villain was on the top of the deck! I did get a consolation prize of being able to send a blessing of the gods to the bottom of the deck. It turned out to not end up biting me in the ass, as after encountering a goblin I found the villain again. A few spells later and victory was finally mine!

Upgrades: none

Power feat: the ability to use the recharge (hex) power on barriers

Approach to Thistletop: 1 attempt

I started at the Goblin Fortress and did a single explore but then headed over to the Woods when I drew my Augury. I scouted a couple of zombies to the bottom, but more importantly learned that there were some Arcane Robes somewhere in that forest! I encountered the robes a few explores later and even used a blessing to make sure I picked them up. I encountered Bruthazmus with only one spell and him at +4 difficulty because of the scenario power, so I knew I couldn’t beat him. But I managed to only lose 1 card as a result of the encounter so it wasn’t so bad. A couple turns later when I encountered him again I had 2 attack spells in my hand, so there would be no more second chances for him. Unfortunately I couldn’t close the location so I had to finish it out. Feiya got the opportunity to use her newly acquired Arcane Robes and use them to close the woods.

I then went over and scouted the Goblin Fortress for monsters, getting lucky and being able to put the villain on top. I then headed over to the Treacherous cave to take care of business there. I found Tangletooth waiting for me, but not before I was able to pick up a Potion of Energy Resistance, which would come in very handy when fighting the villain. After killing Tanglefoot, a blessing a good roll later and the Treacherous Cave was closed.

Knowing Gogmurt was allowed me to set up my hand before facing him, but that meant discarding cards to do so. By the time I got 2 attack spells in my hand I was down to 3 cards in my deck, meaning it was kill or be killed. Feiya bravely ventured over to the Goblin Fortress to face her foe. Gogmurt was waiting for her and launched his fire bolt at her, but his aim was bad and he missed, doing no damage. A fortunate die roll meant he was only at +1 difficulty from the scenario, making him a total of +3 when combined with his fortified position in the Fortress. Nonetheless, Feiya was able to carry the day. Her trusty fox sniffed out Gogmurt’s hiding spot and allowed her to score a direct hit with her Acid Arrow, which she then followed up with a Frost Ray, bolstered by her acolyte’s assistance. Gogmurt was no match for Feiya’s mighty magic, and fell before her.

Upgrades: Arcane Robes
Replacing: Thieves’ Tools

Thistletop Delve: 1 attempt

Feiya started at the Thassilonian Dungeon and unfortunately encountered the villain about halfway through after picking up some Masterwork Tools. She got a good shot in on Feiya, who was forced to discard 3 cards. She was able to win the battle and send the villain fleeing, but the cost of victory was high.

Feiya then went over to the Throne Room and scouted for monsters, but came up empty. Worse, the very next card was the villain again. Round 2 didn’t go so well as Feiya only had 1 spell left. Luckily, Nualia’s force missile only grazed Feiya, causing her to discard a single card. She lost the fight, but didn’t lose any other cards because she managed to empty her hand.

She continued going through the Throne Room, picking up a Mirror Image and a couple of useless spells via Mystic Inscription before encountering the henchman. After sending her to her grave I used a blessing to close the Throne Room. One location left.

At the Warrens Feiya encountered Orik after a few turns. After an appropriate show of might and a little sweet talking, Feiya convinced him to hand over a Blessing of the Gods before sending him on his way. The blessing wasn’t enough to get the location closed, so Feiya prepared for the journey through the rest of the deck. A few turns later and after fighting off a surly werewolf, Feiya encountered Nualia for round 3. She got a good shot on Feiya, not getting fooled by Feiya’s mirror images and inflicting 3 damage on her, leaving only her two attack spells left. Despite Nualia’s vicious attack, Feiya’s two spells were enough to claim victory. An Acid Arrow followed by a Frost Ray left Nualia’s corpse lying on the ground and the city of Sandpoint safe, for now. Feiya claimed the strangely shaped medallion she found in the dungeon and returned to town for much needed recuperation.

Upgrades: Sihedron Medallion, Masterwork Tools, Acid Arrow
Replacing: Amulet of Life, Force Missile

Card Feat: +1 item


One thing about playing a solo character is that it really brings out the strengths and weaknesses of the character. Even though I played Feiya through S&S, playing her solo made me realize that while combat is trivial for her - I have yet to fail a combat check when I have a spell to play - she's really pretty poor at picking up boons aside from spells and potions. I'm definitely going to be getting power and card feats an a different order than when I took her through S&S with a friend, and I'll have to give some serious through to where I want her skill feats to go.


The Skinsaw Murders

Starting Deck:

Spells: Force Missile x2, Acid Arrow x2, Frost Ray, Augury
Items: Arcane Robes, Sihedron Medallion, Masterwork Tools
Allies: Fox, Acolyte, Troubadour

Skill Feats: Int +2
Power Feats: Recharge ability works on barriers
Card Feats: +1 Items

Undead Uprising: 1 attempt

Feiya started at the Mill and immediately moved to Have’s Sanatorium and scouted for monsters, sending two to the bottom of the deck. Right away she found a henchman, killing the skulking rat and hanging an out of business sign on Habe’s shady facility.

Feiya then went over to the Village House and found a battered chest with a spyglass inside, which she used and discovered the villain. Since it was only the 2nd turn, she decided to leave the villain be and head over to the Mill.

The Mill was a little dangerous, what with Dr. Habe hiding behind locked stone doors and dropping bells on Feiya. Once Feiya got her Augury back she decided she had enough and went back to the Village House. Since there were still 20 cards left in the Blessings deck, she felt safe in scouting the villain to the bottom of the deck and seeing if she could acquire more boons. She went through the deck, rescuing a few hostages held in the village house, including an intriguing gentleman by the name of Cyrdak Drokkus, before sending the villain fleeing to the Mill.

There weren’t many cards left at the Mill, so Feiya found the villain after a couple of explores. One Frost Ray later and victory was hers.

Upgrades: Cyrdak Drokkus
Replacing: Troubadour

Power Feat: Hex for card number +2

Crow Bait: 1 attempt

With a scarecrow golem lurking about, Feiya decided the best course of action was to head over to the Guard Tower and see if she could pick up a weapon to use against it, seeing how her spells were ineffective. A couple of turns later her Augury showed up and she scouted for monsters, finding the villain and sending him to the bottom of the deck. Why the bottom? Because during her scout she discovered there was a Staff of Minor Healing somewhere in the location, and she couldn’t pass up the chance to get it. She set aside some resources to help her get it, and pressed on. Constantly fighting off bandits was annoying, but eventually she came across her dearly needed staff. Using both a Blessing of Shelyn and her Arcane Robes to ensure she acquired the staff, she immediately used it to recharge the Augury she played earlier.

She eventually cleared the location save for the villain, leaving him for later. She managed to also pick up a quarterstaff along the way to help her fight the golem she had yet to encounter. Unfortunately, over at the Farmhouse a greedy little goblin cutpurse made off with it. So, she decided to go to plan B: Fight the villain over at the Guard Tower and hope he goes to the same location as the scarecrow so she doesn’t have to fight it at all. She sent the villain on his way, then banished a card to draw a random ally and got Sheriff Hemlock. Hmm, perhaps he could help her fight the scarecrow golem if needed.

She decided to go over to the Wooden Bridge to see what she could find, and after recruiting a grizzled mercenary she found what she was dreading, the scarecrow golem. She hexed it and used the mercenary’s aid, but to no avail. She had her Sihedron Medallion to stop its damage, but it disappeared across the bridge.

Now that she knew where the golem was hiding, she went over to the Farmhouse to clear it out. Wouldn’t you know it but the villain was right on top waiting for her. Luckily she had two spells in her hand and sent him fleeing toward the bridge.

She had cycled back into her Augury and scouted for monsters at the bridge, where she found both the golem and the villain waiting for her. She put the villain on top, ended her turn without exploring and reset her hand, drawing into the vital 2nd attack spell. Two acid arrows later and with the help a Sheriff Hemlock and a blessing, and Rogors Craesby would never again terrorize the Varisian countryside.

Upgrades: Staff of Minor Healing
Replacing: Masterwork Tools

Foul Misgivings: 1 attempt

Feiya decided to start at Foxglove Manor to see if she could find any new spells. The spells she did find were of little interest to her, but she found the Skinsaw Man! A pair of Acid Arrows (with the help of a blessing on the second check) and he went fleeing. Next up: the Farmhouse.

At the Farmhouse Feiya encountered a bunyip with no spells and failed to defeat it, but her Sihedron Medallion protected her. She drew into her Augury and scouted for monsters, finding the Skinsaw Man and putting him on top for round 2. A blessing, acolyte, Acid Arrow, and Frost Ray later and he was running for the Warrens. One location left.

At the Warrens, a successfully navigated trapped passageway provided another explore, but unfortunately that explore led to the (very angry, as he turned up at +4 difficulty) Skinsaw Man for round 3. Feiya’s Acid Arrow hit its mark, but her Force Missile did not. {This was the first time since the beginning of the adventure path that I failed a combat check after playing a spell} His victory was mostly hollow though, as there were no other locations to flee to and Feiya had no cards left to discard. He fled back into the Warrens, waiting for another opportunity to ambush her.

Unfortunately Feiya managed to get haunted, adding to her troubles. She decided to save her blessing for round 4 with the Skinsaw Man instead of trying to close the location, and several turns later he showed up. Fresh off his previous victory, he cocky and overconfident, as he was only at +1 difficulty (for a total of +2 with the haunt). Unfortunately for him Feiya was ready. Two blessings, an acolyte, a hex, Acid Arrow, and Frost Ray and Feiya made sure his reign of terror was at an end.

Upgrades: none

Skill Feat: Intelligence +1

The Cult Exposed: 1 attempt

After 11 scenarios Feiya finally got to step foot in the Academy! The exotic looking woman gathered many intrigued glances from the apprentices as she perused the Academy’s library, picking up a Toxic Cloud spell during her research. She eventually found a skinsaw cultist making trouble, but silenced him with an Acid Arrow. She continued her research until she found everything that was of use to her before closing its doors and making her way toward the Mill.

The Mill wasn’t as exciting this time around, aside from a monster in the closet and a battered chest that required a couple of whacks to open. Feiya eventually found the villain and a werewolf buddy, but a couple of spells later the villain was fleeing to the City Gate.

Feiya found a potion of healing at the City Gate, which was nice. She soon found the villain, who had a tickwood boar with him this time, and Feiya only had one spell in her hand. With a blessing and a lucky roll, however, she punched the boar to its demise. She then used the other blessing in her hand along with a Frost Ray to freeze the villain to death.

Upgrades: Toxic Cloud
Replacing: Force Missile

Angel in the Tower: 1 Attempt

This was looking tough. Feiya had to deal with the Shadow Clock quickly or watch it burn out the blessings deck because of the scenario rules. That was going to be difficult because closing the location required banishing an ally, and there were none to be had at any of the available locations. Furthermore, that damn scarecrow golem was back. She had to consider her strategy carefully.

She decided to start clearing out the Shadow Clock to get it over with. If she encountered the golem and was unprepared she could always flee to the Temple.

As luck would have it however Feiya had her Augury in her opening and and scouted the clock for monsters, finding the villain near the top. After placing her on top, she planned to go explore elsewhere until she was ready to fight the villain – which came next turn with the location recharge. A couple of spells later and the villain fled, closing the Shadow Clock and giving Feiya the opportunity to take her time with the rest of the scenario.

She then headed over to the Temple and made her way through, scouting some blessings to the top. She eventually defeated the henchmen but opted to leave the location open so she could scrounge for boons. She found Xanesha lurking there and used her arcane robe to initially trick Xanesha, then zapped her with a Force Missile immediately after. Xanesha fled to the Shrine to Lamashtu.

The Shrine smacked Feiya, who soon got her Augury back and scouted for monsters. She was able to send a skeleton to the bottom, but while scouting learned that there was a Blessing of Pharasma there! She decided she needed to acquire it at any cost, even if that meant deliberately losing to the villain. Two explores later and she had to do just that. She managed to recharge her important cards via hexing and casting, in the end only having to discard a couple of useless items she found in a battered chest. She was fortunate, but who knows how much longer such fortune would hold out?

She quickly cycled back to her Augury and managed to scout the villain to the bottom. Closing the Shadow Clock on the 2nd turn meant there were still plenty of blessings left in the blessings deck, and a potion of healing she found in the battered chest restored 4 of her cards. She was confident she was get her Pharasma blessing. The only thing standing in her way was that damn golem.

Fate was with Feiya and she found her precious Blessing of Pharasma behind a locked stone door – her enemies were wise to try to keep such a valuable boon from her. Immediately after she got her blessing the golem found her and roughed her up a bit, but her medallion took the brunt of its rage.

Resetting her hand she got her Augury back and scouted the golem right to the bottom. The Shrine smacked her again, but she finally found Xanesha for round 3. Like her first encounter, Feiya used her arcane robes to trick Xanesha before blasting her with a Pharasma empowered Frost Ray. Xanesha was no more.

Upgrades: Blessing of Pharasma, Sihedron Medallion {AD 2}, Force Missile (from box due to card feat), Blessing of Iomedae
Replacing: Blessing of Irori, Blessing of Torag, Shihedron Medallion {AD 1}

Card Feat: +1 spell


Thanks for doing this. I'm really enjoying following your journey.

Since you didn't mention it, I assume the roll after finding the haunt didn't turn up Ayesha?


The Hook Mountain Massacre

Starting Deck:

Spells: Force Missile x2, Acid Arrow x2, Toxic Cloud, Augury, Frost Ray
Items: Arcane Robes, Staff of Minor Healing, Sihedron Medallion
Allies: Acolyte, Cyrdak Drokkus, Fox
Blessings: Blessing of Iomadae, Blessing of Shelyn, Blessing of Saranrae, Blessing of Pharasma

Skill Feats: Int +3
Power Feats: Recharge ability at +1 and works on barriers
Card Feats: +1 Item, +1 spell

Them Ogres Ain’t Right: 1 attempt

Things did not get off to a good start. Right away at the Farmhouse Feiya got cut by a slashing blade, inflicting 3 damage on her. Without a way to deal with it after her hand reset she decided it might be better to explore over at Turtleback Ferry instead.

After a couple of explores Feiya found Mammy Graul and defeated her, although the location getting closed cost Feiya a chance to acquire a Dehydrating Touch and Brodert Quink, much to her consternation. Of course since Mammy gets a second lease on life she escaped and took a card from the blessings deck with her. Feiya grumbled and headed back to the Farmhouse.

At the Farmhouse Feiya finally put her plan for Cyrdak into motion. After exploring with her fox, she banished Cyrdak to get the fox back into hand. Now, once the scenario was over Feiya would be able to recruit an ally of her choice from previous adventures, and she had a particular goblin in mind…

(I realized many turns later I screwed this up and should’ve buried the fox instead, but had I remembered it at the time I would’ve explored with the fox at the Wooden Bridge instead. Since I felt it didn’t impact the overall outcome, I didn’t redo or undo the events.)

She decided to go over to the Wooden Bridge and clear it out, finding Crowfood Graul after her second explore. Unfortunately the only spell she had in her hand was her Toxic Cloud, which she would have to hope would be enough in addition to a hex and blessing. Luck was with her, and her fists defeated Crowfood. She then used her arcane robes to close the location, leaving only the Farmhouse.

She soon found Ruckus and his Hound, and sent them to their graves, leaving only Mammy left. She had to spend several turns setting up her hand for the final showdown, and ended Mammy’s vile necromancy forever by walloping her with a Pharasma empowered Force Missile.

Upgrades: Poog!!!!! (from the box because I was down an ally)
Replacing: Cyrdak Drokkus

Skill Feat: Intelligence +1

The Fort in Peril: 1 attempt

Feiya started at the City Gate. After a few uneventful turns she found Lucrecia. She shot at Feiya with her force missile, inflicting 3 damage, but Feiya’s medallion protected her from injury. Feiya then retaliated with her own force missile, hexing her for good measure, which became the end of Lucrecia. A fight with a bandit later and the City Gate was closed.

Next up was the Guard Tower. Unfortunately Feiya stumbled into a pit trap and took 3 damage, making her discard a bunch of spells. Fortunately Poog was there to recharge 2 of them. Feiya climbed out and continued on. The constant bandit attacks were getting really annoying, often leaving Feiya with no spells when she finally got to explore. Her perseverance paid off when she encountered a friendly cat and enticed it into her service. She then encountered the villain and defeated him, finally closing that awful place and putting an end to the local bandits.

The second turn at Fort Rannick found Feiya face to face with Jaagrath for the second time. Feiya was even better prepared and immediately used her toxic cloud before hexing him then shooting him with a force missile. She followed that up with a blessing powered acid arrow, putting him down for good.

Upgrades: Cat, Tome of Knowledge (mandatory due to card feat)
Replacing: Acolyte

Card Feat: +1 item

Here Comes the Flood: 1 attempt

Against her better judgment, Feiya started at the Academy instead of the Village House – there were spells to be had! Black Magga also decided to make its presence known at the Academy and wiped out 7 cards there in two turns, but not before Feiya rescued a merchant and found a Paralyze spell.

Once the Academy was empty Feiya headed to the Village House to rescue as many people as she could, getting lucky on her rolls and managing to save Jakardros and Yap the Pixie. Not to be undone, Black Magga quickly followed and took the bottom 4 cards. Feiya actually managed to get a Sphere of Fire spell, which made up for the loss of the Academy. She also picked up a Headband of Alluring Charisma to help her rescue people.

Once the Village House was empty Feiya went over to the Ferry. With the headband she managed to rescue a Standard Bearer, but couldn’t convince a grizzled mercenary to come with her. Black Magga finished destroying the town and moved on, but not before killing 4 townsfolk. Feiya had managed to save 4, so victory was hers.

Upgrades: Sphere of Fire, Paralyze, Headband of Alluring Charisma
Replacing: Force Missile x2, Tome of Knowledge

Battle at the Dam: 1 attempt

Feiya started out at the Shimmerglens, hoping for spells. She scouted the henchman to the bottom of the deck, giving her the chance to go through the whole location. She was rewarded with the excellent Swipe spell. She paralyzed an ogre, sending it to the bottom, and used her newly acquired Swipe to send the henchman to an early grave.

She then headed over to the Garrison. After throwing a bunch of weapons and armor away, she found the villain. She used her Sphere of Fire and a couple of hexes to make him flee to the Dam, where she soon followed.

She found a henchman right away and killed him, but the cost of closing her location was steep: 4 cards buried from her hand. She had to say goodbye to Poog, paralyze, and a couple of blessings, but it was worth it to get the villain alone. She had a good hand after resetting and fought him the next turn. A couple of powerful hexes, an acid arrow, and a swipe later, and the Dam was secured.

Upgrades: Swipe
Replacing: Acid Arrow

Power Feat: +1 hand size

Into the Mountains:

Attempt 1 - Like last time, Feiya started at the Shimmerglens with spells on her mind. Things were different this time around, unfortunately. The two spells were of no use to her, and she had the misfortune of encountering the villain with no attack spells in her hand. However, she managed to withstand his initial assault by placing a strong hex on him and using her arcane robes. After the villain forced her to recharge her hand, she was then able to hit him with a Pharasma empowered acid arrow. Intimidated by Feiya’s might, the villain fled.

She then went over to her old haunt, the Shrine to Lamashtu. She quickly encountered Lamatar, who shot her with his frost ray. Thankfully he missed, and Feiya was able to kill him. She wasn’t willing to banish her Blessing of Sarenrae however, so she pressed on, knowing the Shrine would inevitably take its toll. The Shrine’s vile influence interfered with Poog’s magic, as he was only able to recharge 1 of her cards. The Shrine beat her up pretty good by the time she was able to close it, but the Mountain Peak still loomed.

Feiya bravely went to the Mountain Peak and began her explorations. Luck was with her when she scouted and was able to put the villain on top, but it fighting him was still a dangerous prospect due to the damage she took from the Shrine. In the end she decided to retreat for the time being, and hunt Barl Breakbones another day…

Attempt 2 – The Shimmerglens were much kinder to Freiya this time around; providing her with a Web spell and Blessing of Pharasma with her first two explores. She eventually found Lamatar lurking, who had much better aim this time, but Feiya had her Medallion to absorb the damage. She killed him and with the aid of her fox she was able to close the location.

Next up was the Shrine again, and this time she was better prepared. Again the Shrine beat her up and again Poog’s healing was minimal, so she was starting to fear a repeat of the previous attempt. She soon found Lunderbud and ended his existence, then banished a Blessing of Irori she picked up to shut that awful place down. Up next was an even worse place, the Mountain Peak.

The first card waiting for her was an Ambush, and whosoever would be waiting to ambush her was good old Barl. Feiya cast her toxic cloud and sphere of fire, gaining the upper hand. He forced her to discard her Blessing of Pharasma, but she found her swipe. With the aid of a strong hex, fox, and blessing, she was able to defeat him once and for all, despite the tactical advantage he held from the ambush.

Upgrades: Blessing of Pharasma, Wand of Enervation, Sihedron Medallion {AD 3}
Replacing: Blessing of Iomedae, Sihedron Medallion {AD 2}, Headband of Alluring Charisma

Role: Hexer
Power Feat: Recharge ability at +3


elcoderdude wrote:

Thanks for doing this. I'm really enjoying following your journey.

Since you didn't mention it, I assume the roll after finding the haunt didn't turn up Ayesha?

D'oh! I totally forgot to do that. I'm a bad player. =(

(My way, way, way, belated D6 I just rolled now came up as a 1, so I would've been safe. At least that's the way I'm playing it =D )


Fortress of the Stone Giants

Starting Deck: Augury, Toxic Cloud, Swipe, Acid Arrow, Frost Ray, Paralyze, Sphere of Fire
Items: Wand of Enervation, Arcane Robes, Staff of Minor Healing, Sihedron Medallion
Allies: Cat, Fox, Poog of Zarongel
Blessings: Blessing of Pharasma x2, Blessing of Sarenrae, Blessing of Shelyn

Role: Hexer
Skill Feats: Intelligence +4
Power Feats: Recharge ability works on barriers and is at +2, +1 hand size
Card Feats: +2 items, +1 spell

Sandpoint Under Siege: 1 attempt

Right off the bat the scenario rules revealed the villain to be at the Sandpoint Cathedral. Alrighty then. Feiya was going to start there anyway, so now she at least knew to be ready for him. Her first explore netted her a very useful Poison Blast spell which would certainly come in very handy against the villain. She encountered her very first goblin warchanter, but a strong hex put it within punching range, and Feiya successfully knocked it out. A couple of turns later and Feiya was face to face with the villain. He threw his rock at her but missed, and she opened up with a hex and flaming sphere. She followed that up with her newly acquired Wand of Enervation and poison blast spell, and taught him the true nature of pain and suffering. He quickly fled. Feiya was off to Scarnetti Manor.

Waiting for her right at the door was a henchman, who Feiya killed with a Frost Ray. Unfortunately she was unable to close the location even with the help of a blessing, so she hunkered down for the trip through. She scouted some monsters to the bottom, unsure if it would do any good because the villain might not be there, but what else could she do? The villain was indeed there and waiting for her, catching her by surprise, but not before she could rescue a cat. This time he hit Feiya with his rock, but she protected herself with her medallion. Unfortunately she had to resort to punching him, and he wasn’t very impressed. Her defeat cost her her paralyze spell and arcane robes, as well as a valuable blessing. He chortled as he left her at the Manor, smarting from her wounds.

Feiya regained her senses and pressed on, getting some much needed healing from Poog and her staff. Again, the raid on Sandpoint revealed the location of the villain; he decided to stay in the manor and continue looting the place. He just couldn’t seem to keep from drawing attention to himself, and Feiya appreciated the heads up. She proceeded cautiously as the raid took its toll on the manor; the giants greedily claiming anything of value.

After a couple of turns she decided to hold off on fighting the villain and instead went over to the City Gate. After two turns Longtooth made his introduction by breathing fire all over her. Feiya recoiled in agony from the 4 damage she took, but retaliated with a poison blast to send him fleeing from the city. The bandit who showed up when she attempted to close the gate was quickly dispatched.

Feiya then returned to the Manor and scouted the villain and a redcap to the bottom. She soon came face to face with Teraktinus for round 3. He thankfully missed with his rock, but the battle didn’t look good as Feiya only had a single attack spell in her hand. With a blessing, toxic cloud, and strong hex, she somehow managed to land a damaging punch. She followed that up with another strong hex and blessing empowered Frost Ray, finally bringing an end to Teraktinus and his raid on Sandpoint.

Upgrades: Cat, Poison Blast
Replacing: Fox, Acid Arrow

Power Feat: Recharge Blessings of Pharasma

Jorgenfist: 1 attempt

Feiya started out at the Giant Lair, hoping to close it quickly and strike a blow against the rest of the giants that were out there. She actually managed to avoid finding any giants in the Giant Lair and instead found Longtooth, who reacquainted himself with Feiya by breathing fire on her for 4 damage again. This time, however, she had her medallion to protect her, and was able to retaliate with a hex and Frost Ray. Longtooth the red dragon was no more. Closing the location was another matter, but Feiya had her arcane robes and a blessing to back her up, and (barely) managed to close the huge doors to the Giant Lair.

She then headed over to the Treacherous Cave and scouted a henchman to the top, who missed with her rock. Using her wand, a hex, and coupled with the fact that the henchman was already weakened having been cut off from its lair, Feiya reduced the creature to such a feeble state that even the weakest of punches managed to fell it. It hoped the power of Jorgenfist would grant it a second lease on life, but it was to no avail. Feiya then closed the cave with the aid of a blessing.

Feiya took a turn to rest and heal with her staff before heading over to the Mountain Peak. She powered almost halfway through the deck on her first turn there, hoping to find the villain quickly before the Peak slowly sapped her strength from her. The first turn she started there she was able to use her robes to avoid falling, but unfortunately found a troll and she without any sources of fire or acid. The mountain then started to take its toll on Feiya, who lost the use of her paralyze spell for the rest of the scenario. Her Augury didn’t find the villain, but it did manage to put that troll on the bottom of the deck so she wouldn’t have to deal with it again. A blessing of Shelyn staved off the Mountain’s effects for another turn, allowing her to finally encounter the villain. He threw a rock at her and hit, but Feiya was protected by her medallion – though it broke from the rock’s impact. No matter though. A strong hex and the Wand of Enervation crippled him severely, making playing a blessing on her poison blast unnecessary. The poison quickly coursed through his veins and killed him. His last hope was to be saved by the scenario, but it was not to be.

Upgrades: Lightning Bolt (chosen from the box due to card feat)

Card feat: +1 spell

The Black Tower: 1 attempt

Feiya started in the Throne Room, since it was the least worst of the three locations. After a few turns of not bothering to pick up useless spells, Feiya got her Augury and went over to the courtyard to scout it for monsters. She didn’t find a villain or henchman as she’d hoped, but she was able to put to monsters on the bottom of the deck. Her robes allowed her to avoid the chaos of the courtyard for one turn, which she hoped would be enough to find a villain or henchman. Unfortunately she was stuck there for another turn, and without her robe lacked the agility to avoid getting caught up in the fighting. She got tagged for only 1 damage thankfully, and didn’t have to expend her medallion – yet. Unfortunately her first explore gathered the attention of a scout, who shot her for 1 damage. She sacrificed a Sphere of Fire rather than use the medallion, and got revenge on the scout with her swipe spell. She explored again with a blessing, but failed to find a villain or henchman and also failed to pick up the armor she found. The next turn she again only took 1 damage from the chaos in the courtyard and finally found the villain on her second explore. A strong hex weakened him enough for Feiya’s lightning bolt to win the battle and send the villain fleeing.

(I realized after the scenario that I totally screwed up how the courtyard works. I was having Feiya get smacked at the beginning of every turn she started there instead of before any combat, which ended up getting her hit one more time than necessary since I only fought two monsters there. That’s what happens when you’re playing at 1:30 am.)

She went back to finish off the Throne Room and immediately found a henchman. The harpy’s song was irresistible, as even the aid of a Blessing of Shelyn was unable to shake Feiya from her enchantment. However, the song couldn’t prevent her from using her wand and hexes, which reduced the creature to utter helplessness. Feiya gave it a light flick with her fist and it fell over, dead. Closing the location revealed the villain’s hiding place, so Feiya decided to take care of things at the Guard Tower instead.

Scouting at the Guard Tower sent a siren to the bottom and revealed the presence of a Blessing of Pharasma. Feiya vowed to leave no stone unturned in her pursuit of it. The bandits were a nuisance as always, and during her third turn there she played a toxic cloud against one as she had several explores and wanted to get a lot of potential use out of it. That turned out to be a good idea as the first explore after beating the bandit revealed the henchman. This time Feiya was able to resist the harpy’s song and used her swipe spell to cause it to plummet to the ground. Knowing the Blessing of Pharasma was still somewhere in the tower she passed on closing the location and pressed on. She was eventually able to scout the blessing to the top and eagerly snatched it up. After several more turns she finally shut the Guard Tower down.

The only thing left to do was to return to where she stated, the Throne Room, where only the villain remained. Constantly fighting bandits allowed her to set her hand pretty well in anticipation of the fight, and the villain went down without much of a struggle.

Upgrades: The Emerald Codex, Blessing of Pharasma
Replacing: Staff of Minor Healing, Blessing of Shelyn

(I agonized over this, as the staff was my only source of consistent healing. However the robes and medallion had saved me so many times and I figured it was better to try to prevent damage from occurring in the first place than having to heal it back up after the fact. Getting rid of the Wand was out of the question as there’s pretty much no way I’m going to be able to beat the Karzoug Statue without it.)

Under Jorgenfist: 1 attempt

Feiya started at the Thassilonian Dungeon because it has spells, which are her favorite things in the world. She found the villain after the second turn and killed it, closing the location and denying Feiya a Scorching Ray. Grrr. However there was nothing she could do except move on over to the Desecrated Vault.

The Desecrated Vault greeted Feiya with a hand chopper and subsequently a lacerated hand, which hurt. She found the henchman 2 turns later and killed him, but was unable to close the location. Knowing that hand chopper was still in there and that she wouldn’t be able to resist sticking her hand in it, Feiya left the Desecrated Vault and went to the Giant Lair instead.

Feiya immediately scouted for monsters and found the villain, putting her on top of the deck. She beat the villain, sending it scurrying over to the Vault, with Feiya hot on her tail. As (bad) luck would have it, Feiya found the hand chopper again, stuck her hand in it again, and got cut again. You’d think she’d learn, but the allure of a new spell is just too much for Feiya to resist. Thankfully the cut was minor and Poog was able to patch it up. She once again found the chopper, but this time she was ready. She hexed the infernal device and put on her robes, which enabled her to safely pull out the spell – a Web spell. The next card was the villain, along with her sister, but Feiya was well prepared. A hex and swipe took care of the first one, and a hex, lightning bolt, and blessing made short work of the second.

Upgrades: None

Skill Feat: Constitution +1

The Ancient Library:

Feiya was faced with a choice. Clearing out the Giant Lair would make the checks against the villain easier, but it was also likely reduce her chances to get spells. Since she was feeling pretty confident in her combat abilities, she decided to go for spells and save the Giant Lair for last. She began her journey at the Thassilonian Library.

Feiya browsed the library, not finding any spells she was interested in until she came across a wonderful Scrying spell. She picked it up and used it immediately to see who was left – and wouldn’t you know it she found the villain. She put him on top and left him there for later.

She decided to go over to the Giant Lair and take care of it. Everything was going according to plan until she was forced to acquire a Blessing of the Gods screwing up her intentions for later. Of course the next card was the henchman, whom she killed without trouble. She donned her arcane robe and called on the aid of Pharasma to assist her with closing the location, and was rewarded with success.

Feiya then went over to the Thassilonian Dungeon to plunder its spells, choosing not to close the location after beating the henchman. The spells were lackluster however, and she didn’t bother picking them up.

She finally got her hand set as well as she could, leaving only a single blessing left in the blessings deck, then went to challenge Mokmurian. A blessing to help her fight off his spell, then a lightning bolt, swipe, and two Blessings of Pharasma to finish him off.

Upgrades: Scrying, Blessing of Norgorber (from card feat)
Replacing: Augury

Card Feat: +1 Blessing


Sins of the Saviors

Starting Deck:

Spells: Lightning Bolt, Toxic cloud, Sphere of Fire, Poison Blast, Scrying, Paralyze, Frost Ray, Swipe
Items: Arcane Robes, Wand of Enervation, Emerald Codex, Sihedron Medallion
Allies: Poog of Zarongel, Cat x2
Blessings: Blessing of Norgorber, Blessing of Pharasma x3, Blessing of Sarenrae

Role: Hexer
Skill Feats: +4 Int, +1 Con
Power Feats: Recharge hex at +2 and works on barriers, recharge Blessings of Pharasma, +1 hand size

Underneath Sandpoint: 1 attempt

As Feiya began the last third of her adventure, she started to consider the spells and other boons she would need in order to confront Karzoug and his minions, which meant if such a boon appeared acquiring it became the #1 priority – even at the cost of failing the scenario. With that in mind, she stepped forth into one of her favorite haunts, the Thassilonian Dungeon.

She scouted ahead for monsters with her new Scrying spell, and was aghast when she discovered a dreaded clay golem lurking inside. She sent it to the bottom of the deck, not eager to encounter such a fearsome foe. A few turns and lackluster spells (though she did pick up an Augury) later, Feiya encountered the villain. She paralyzed his hill giant minion and blasted him with a Pharasma empowered sphere of fire, knocking him down. Unfortunately his contingency spell brought him back, allowing him to flee and take a blessing with him. At least with the Dungeon closed, so she wouldn’t have to encounter that golem.

She went over to her old foe, the Shrine to Lamastu, and scouted for monsters. She found a henchman and put it on top. She didn’t explore as she didn’t have a blessing in her hand to close the location, but after resetting she got her Blessing of Norgorber, which seemed a fitting sacrifice. Lamashtu’s Hound barked fiercely, but Feiya’s poison blast silenced it. She sacrificed her Blessing of Norgorber to the Shrine and closed it down, then headed over to the garrison.

Some monster scouting courtesy of an Augury in the Emerald Codex revealed a henchman waiting for her at the top of the deck. The hound and bandit went down, and with only the villain left, Feiya felt confident. This time the Scribbler was only able to summon some donkey rats to his side, which Feiya unceremoniously electrocuted. Down to just her and the Scribbler, she used the Icy Prison spell provided by the Codex – a spell she would very much like to learn herself – along with a Blessing of Pharasma and hex for good measure to put the Scribbler back to sleep, permanently.

Upgrades: Blessing of Pharasma (from box due to banishing the Blessing of Norgorber)
Replacing: Blessing of Norgorber

Rimeskull: 1 attempt

This scenario seemed daunting. Seven locations to close, with a nasty dragon waiting for her at the end! And the Stone Heads, yuck. She couldn’t afford to bury all her spells to defeat them, but she also couldn’t deal with getting zapped by lightning if she beat them any other way. Seemingly screwed no matter what she did, she nevertheless started with Stone Head Location #1.

She scouted for spells, thinking if she picked up spells – which she wanted to do anyway – she would have extra spells to deal with the stone heads. Unfortunately she didn’t scout any, so it was through the location the old-fashioned way. She found the stone head on top and was forced to freeze it with a frost ray, but it zapped her for a point of damage. All-in-all a big win for Feiya. One down, 6 to go.

At #2 she picked up an Augury spell and had to decide if she was going to use it to scout or sacrifice it to the stone head. She still had her own Scrying spell and was ahead on time, so she decided to save it for the stone head. That turned out to be the correct choice as the next card was the stone head. She buried the Augury and moved on to location #3.

The stone head was the 2nd card at #3, and she sacrificed her sphere of fire to it. With 3 locations already down on the 4th turn Feiya started to breathe easier. Of course, the stone head was the 2nd to last card from the bottom at location #4, but she managed to pick up a potion of energy resistance and a teleport spell, so she had a spell to sacrifice to it along with something to soak up damage.

Location #5’s stone head made its appearance after a few turns, and went down to a lightning bolt. Feiya’s medallion absorbed its retaliation, but Feiya cried in anguish as closing the location denied her the chance for learn the mighty disintegrate spell (Nooooooo). Heartbroken, she continued on to location #6.

A Scrying from the Emerald Codex failed to yield any useful information, and when she encountered the stone head before the location’s spell she was so depressed from missing the disintegrate that she tried to let the stone head beat her. She attempted to weaken it so it wouldn’t hurt her too much, but along with the depression there was some subconscious anger in her fist, and she broke the barrier anyway. She got zapped for 1 damage, which, still awash with grief, barely registered to her. One location left.

At location #7 she scouted for barriers, and sent that stone head right to the bottom. She wasn’t going to miss out on her spell this time! That turned out to be a very wise decision, as that spell was another disintegrate! Feeling a bit relieved, she was able to continue on with higher spirits.

By this time she was starting to get worn down from her efforts, but a good heal from Poog revitalized her. She got to the last stone head and sacrificed her paralyze spell to it, finally opening up the Sihedron Circle.

The blessings deck was starting to get low so didn’t have time to optimize her hand, but she felt pretty well prepared. A Restoration spell via the Codex gave her some additional options, and with that she confronted the white dragon, Arkrhyst. The dragon breathed on her, but the potion of energy resistance she found earlier rendered the attack ineffective. Feiya retaliated with a poison blast, hexing and wanding the beast for good measure. She then finished the dragon off with her new disintegrate spell, boosted by the power of Pharasma. The dragon stood no chance and was turned into dust.

Upgrades: Disintegrate (wooo!)
Replacing: Sphere of Fire

The Halls of Seduction:

Attempt 1 - Fieya’s favorite location, the Academy, was back! Feiya eagrly perused the selection of spells there, fending off the amorous advances of the apprentices as she explored. The spells were mostly beginner spells which she ignored, but she did acquire an Incendiary Cloud. Unfortunately this Academy was in poor repair as Feiya got temporarily trapped by a collapsed ceiling. Feiya’s disintegrate showed up a turn later, and she was able to turn the rubble into a pile of dust. Mistress Delvahine was waiting for Feiya after she finished looking through all the spells, and was able to put Feiya under her spell. Feiya inflicted 4 damage on herself, which really hurt, and was enough to turn the tide in Mistress’s favor. Feiya failed to defeat her by the slimmest of margins {The second combat check failed after playing a spell throughout the entire adventure}, and with no blessings available to satisfy Mistress’s desires, lost her frost ray and paralyze for the remainder of the scenario.

A cure spell provided by the Emerald Codex restored Feiya to health, and a timely Scrying spell allowed her to discover that Mistress went right back to the Academy. Unfortunately Feiya had no attack spells in her hand, making the trip to the Shimmering Veils of Pride somewhat dangerous.

Not that the spells would’ve mattered anyway, as the first thing waiting for her at the Veils was an iron golem. Feiya managed to avoid its breath attack, but lost the battle, as expected. She managed to escape with only a single card discarded, but of course the golem was still in there lurking somewhere. She needed to get back the cards Mistress buried, so she was forced to continue exploring. The very next card however was a door spike, which poked Feiya for 2 damage. Taking the hint, Feiya went over to the Iron Cages of Lust.

The Iron Cages greeted Feiya by dropping a bell on her head, inflicting 4 damage. The next turn Poog arrived, but he was distracted by the ‘captives’ hanging in the cages and only restored a single card to her. With only 4 cards left [in her deck] and no more ways to heal, Feiya decided to retreat for the day and come back another time.

Upgrades: Incendiary Cloud
Replacing: Toxic Cloud

Attempt 2 – Feiya started at the Academy as usual, scrying for spells and putting an Acid Arrow on top. It’s not a spell she would keep, but it was be useful against the monsters in this scenario. She began to wonder if the Academy found religion, as most of the spells were of a divine nature, although that did include another Scrying spell she gladly took. This time it was one of Mistress’s henchmen in the Academy, who was swiftly turned to dust. Feiya decided to leave the house of learning open, as there was still another spell somewhere inside. That spell turned out to be a useless Detect Magic, so she cleaned and closed the location then moved on to the Shimmering Veils of Pride.

Waiting for her at the Veils was another hand chopper, and like one of Pavlov’s dogs Feiya eagerly stuck her hand into it. She managed to pull out the spell before the blade cut her, but was disappointed to learn it was a raise dead. Feiya encountered another alu-demon before finding the spell, so like at the Academy she declined to close the location. Also like the Academy, the remain spell turned out to be useless. Feiya soldiered through the deck and emptied it, closing it with the aid of her robes and a blessing.

Feiya had earlier scouted the villain to the top of the Iron Cages of Lust, and prepared for the showdown. She had a Swipe sitting in the codex, so she wasn’t worried about losing her hand to Mistress’s charms. A blessing ensured that Feiya was able to get past Mistress’s spell resistance, and a hex coupled with the wand ensured that the swipe would not fail to defeat her.

Upgrades: None

Power Feat: Look at the top card of your deck and add a spell to your hand after succeeding on a craft check.

Thassilonian Sins: 2 attempts

Attempt 1 - The Ravenous Crypts of Gluttony made Feiya nervous, so she decided to start at the Festering Maze of Sloth instead. She scouted for monsters and found a villain, putting him on the bottom. She got cocky when she encountered a goblin snake; not wanting to waste a spell on it she hexed it down to a difficulty 3 and punched it – rolling a 1. SUCH IS THE PRICE OF ARROGANCE. So not only did she need to discard two cards to deal with its damage, it got shuffled back into the deck, meaning the villain was no longer on the bottom. Dammit. The snake managed to shuffle itself back to the top, and this time Feiya wasn’t taking any chances, and froze it with a frost ray. She was forced to punch an ogrekin down due to the location’s effect, but it only ended up on the bottom of the deck. She pulled an invisibility spell out of a hand chopper – she was really getting good at those – and also found a frost ray.

She eventually found the villain Ordikon, and challenged him to a contest of arcane might. He accepted, but of course Feiya tilted the odds in her favor by hexing him. Unfortunately he got a second wind and was victorious the second time, cackling maniacally as he ran off with precious blessings. Poog wasn’t much help either, only restoring a single card.

Feiya soldiered on, picking up a Scrying spell and using it to see if the villain had escaped back to the Maze. He didn’t so she cleaned it out. Her first attempt at closing the location using her robes failed, but the second attempt succeeded with the aid of Sarenrae.

She then went over to the Vault of Greed, and scouted a villain to the bottom. She still had to proceed carefully though, as another villain could be lurking. She got lucky and didn’t find the other villain until there were three cards left in the deck, at which point she was able to scry and put them both on the bottom. With two villains in one location and no other cards there, she felt confident she would be able to pull out a victory, even though the blessings deck was getting low and she was a bit beat up.

She went over to the Ravenous Crypts of Gluttony and found the villain after two explores. Unfortunately, Feiya was unable to resist Azaven’s brutal energy drain and was forced to discard 5 cards from her deck. She was able to defeat him, but the battle left her severely weakened. Even though all the villains were in one location with no other cards, she couldn’t chance fighting them (especially Azaven) without risking death. She withdrew to regain her strength.

Upgrades: None

Attempt 2 – Feiya started at the Maze again, believing her strategy to be a good one. Unfortunately after killing a couple of easy monsters she ran into a clay golem, which stomped her good and cost her one of her kitties, a blessing, and lightning bolt. Things were not looking good.

She decided to leave the Maze and explore elsewhere until she could find her Scrying and scout the golem to the bottom. She went to the Crypts and, as if sensing her anxiety from the golem, immediately provided her with the opportunity to acquire an Icy Prison spell. Feiya eagerly snatched it up, using a hex to ensure she would not fail. The Codex provided an Augury before she found her own Scrying spell, so she returned to the Maze. It still had 8 cards, so she bravely explored a few times, hoping to get lucky. Instead she found the villain Azaven who used the same strategy of energy draining her. She had her robes, however, which was enough to minimize the damage. Since she was only allowed to play one card, she challenged him to a contest of Arcane skill, hexing him for good measure. She emerged victorious, and sent him fleeing. More importantly, the Maze was closed, taking the golem along with it.

(I had to do the encounter twice. After I beat him the first time I realized I forgot that I was only allowed to play a single card per check because of the Maze, and the first time I played two cards each on the pre-action check and the combat check. So I reset everything to the way it was as I encountered him and did the encounter over.)

Feiya then headed over to the Vault, seeing if she could replicate the same thing she did last time by getting all the villains there. She used the Augury from the Codex to scout for monsters, but only was able to send a mercenary to the bottom. More importantly, see saw a blessing during her scout, which told her that Azaven was not there, since there aren’t normally blessings in the Vault. Wanting to minimize the number of time she had to fight villains, she decided to clear out the Vault.

The Vault was bountiful indeed, counting among its treasures a precious Disintegrate spell. Feiya used her hex to ensure its acquisition, which was turning this scenario into a very rewarding one. She encountered Ordikon a few turns later, putting that newly acquired disintegrate to good use. She also played an incendiary cloud as a precautionary measure. This time however there were be no second wind for Ordikon, and he fled to the Crypts.

Feiya then headed over to the Crypts for the final showdown. She found Ordikon right away, and defeated him with a show of arcane might. That reduced the location down to the two remaining villains, who were waiting. On the next turn Feiya found her old pal Azaven, who used her robes and a blessing to minimize the damage from his energy drain. She retaliated with a hex and disintegrate, and the lich was no more. One villain left.

On the next turn Jordimandus summoned a ghost, but such a feeble creature was no match for Feiya at this point. She used a frost ray to send it on its way. Jordimandus was intimidated and offered to reason with Feiya, but after all her travails she was having none of that. After hexing and wanding him to less than half has former stature, she used a Pharasma empowered Icy Prison to send him to a frozen grave.

Upgrades: Disintegrate, Icy Prison, Summon Monster
Replacing: Frost Ray, Paralyze, Lightning Bolt

Into the Runeforge: 1 attempt

The strategy for this scenario was simple: Go through the Halls of Wrath, picking up any weapons Feiya might be able to use, then fight the Karzoug Statue with either her new summon monster spell or any weapon she found. It was a daunting task, but Feiya felt up for it.

The first turn feiya immediately cast her incendiary cloud when encounting a ghoul, burning it with her bare hands. She then explored again and disintegrated a hill giant, but her final explore of the turn brought her face to face with Highlady Athroxis. Down to only two cards, Feiya lost her other disintegrate to the lady’s fiery aura. Feiya wanded the lady for good measure, but the lady laughed at Feiya’s flames and soundly defeated her. Feiya was left smarting, but not too bad overall as she didn’t have any cards left to discard. She reset and continued on.

The Codex provided both a Scrying and an Augury, so Feiya used them to scout for some weapons. Unfortunately those weapons were of the ranged variety, which were of lesser interest to Feiya. After killing a few more monsters she came across a bastard sword, but was unable to pick it up even with Pharasma’s aid. Losing out on the bastard sword Feiya was forced to pick up the crossbow she saw earlier. She found Athroxis a turn later, but this time Feiya had more resources and was able to eliminate the Highlady with a Pharasma empowered disintegrate. The Highlady was now merely a pile of dust on the floor.

Freiya was unable to close the location immediately, so she had to finish clearing it out. With the help of a blessing she was able to do just that. It was now time for the showdown with the villain. It was then that Feiya realized that her original plan was not going to work, so she resorted to plan B and confronted the villain with the crossbow she was awkwardly wielding. She used her wand and a hex in order to weaken the living statue, and put everything she had into a single shot with her venomous heavy crossbow. She received aid from Poog and Pharasma as well, and was able to defeat it. Feiya chuckled as she stood over its broken body, victorious.

(In case anyone is interested in the math: She used her hex ability and the Wand of Enervation to reduce the difficulty to defeat the Karzoug Statue by a total of 15. She wasn’t proficient with the Venomous Heavy Crossbow +2, so that brought the final difficulty of the check up to 17. Discarding the weapon and recharging Poog and a Blessing of Pharasma, Feiya’s final dice pool was 2d4+1d0+1d12+5. I rolled a 1, 3, 3, 7 on the dice for a total of 19. Leet indeed.)

Upgrades: Swipe (grabbed from the box due to her card feat)

Card feat: +1 spell


Going into deck 6 there are a few cards I'm specifically looking for, as the whole reason I'm going this is because I plan on taking Feiya into WotR. Most important is Life Leech, since my only heal is Poog and that's one-time only. After that I'd like to fill up with all Blessing of Pharasma since they won't be available in WotR. The Sihedron Ring is another card I'm really looking for. The other spells I'm hoping for are Blizzard and Dominate. We'll see what happens.


Spires of Xin-Shalast

Starting Deck:

Spells: Summon Monster, Swipe x2, Icy Prison, Scrying, Disintegrate x2, Poison Blast, Incendiary Cloud
Items: Wand of Enervation, Emerald Codex, Sihedron Medallion, Arcane Robes
Allies: Poog of Zarongel, Cat x2
Blessings: Blessing of Sarenrae, Blessing of Pharasma x4

Role: Hexer
Skill Feats: +4 Int, +1 Con
Power Feats: Recharge hex at +2 and works on barriers, recharge Blessings of Pharasma, look at the top card of your deck and add a spell to your hand after succeeding on a craft check, +1 hand size
Card Feats: +3 spells, +2 items, +1 blessing

Cabin in the Woods: 1 attempt

Feiya’s plan was to close the Village House by banishing her Blessing of Sarenrae so that she could get a Blessing of Pharasma once the scenario was over. Things started as planned as the blessing of the deck was one to Lamashtu, which Feiya declined to acquire – she’d taken just a bit too much punishment from Lamashtu’s shrine over her adventures to trust calling on her aid. Feiya found a very nice Pearl of Magic, but unfortunately could not keep it for the long term because all of her items were spoken for. She found the henchman soon after that, and used the pearl to fuel a particularly powerful hex. One disintegrate spell later and the henchman was no more. She declined to close the location right then as she had found the blessing she wanted to banish to close it. She found it a few turns later and sent it back to the box to close down the Village House.

She then headed over to the Treacherous Cave and found the Wendigo on her second turn there. Feiya was unable to penetrate the villain’s spell resistance and instead had to use her Summon Monster spell to fight it. The Skulking Vampire was no match for the villain, but the distraction allowed Feiya to slip away without facing the Wendigo’s wrath. The villain escaped to parts unknown.

The Codex provided Feiya with an Augury, so she decided to head over to the Mountain Peak and do some scouting. She didn’t see any, so then began the long, dangerous journey to the top. She found a battered chest along the way but couldn’t’ quite pry it open, but she felt she’d be able to get it on the next go around. She eventually encountered a werewolf that she promptly cast dominate on it, courtesy of the Codex. She had the werewolf fetch her a token of remembrance – which she promptly used to recharge one of her disintegrates – and learned from the werewolf’s report that there was a mystic inscription somewhere in the mountain, along with the villain. Feiya decided she needed to encounter that inscription for a chance at spells and started scheming for a way to make it happen.

She went back to the Treacherous Cave on the next turn to explore until her Scrying showed up. It did a turn later, but she made a mistake when she scouted for monsters instead of barriers, as the inscription was near the top. Instead she decided to put the monsters on top and go over and deal with them once she had some attack spells. She went back to the Peak to deal with those monsters, returning to the Cave until her Scrying cycled back.

She scouted for monsters again, finding a troll, which she put on top and disintegrated. She then found the battered chest again, which this time she made sure to knock open. Inside were some boots of teleportation, which she then used to leave the Mountain Peak. By now it was a race against time as the blessings deck was nearing empty. Feiya closed the Treacherous Cave and returned to the Mountain Peak, finding the henchman. Unfortunately she was unable to defeat him, but her medallion protected her from any damage. She ended her turn and got her Scrying back once again. With only 3 cards left in the deck, she could ensure that she’d find the barrier guarding her spells. She scouted for monsters, putting the villain underneath the barrier, then encountered the mystic inscription. It was guarding 3 spells, which included another disintegrate and a corrosive storm! A fitting farewell forever for the mystic inscription. The third spell was a teleport, which she used to leave the location for a turn of safety.

She returned the next turn and encountered the villain for round 2, using a blessing to help overcome its spell resistance. She then played her newly acquired corrosive storm and used a strong hex and wand to greatly weaken it. Even though Feiya herself was weakened simply by being in its presence, her Icy Prison coupled with the storm ended its rampaging once and for all.

Upgrades: Disintegrate, Corrosive Storm, Blessing of Pharasma (from box)
Replacing: Incendiary Cloud, Poison Blast, Blessing of Sarenrae

Power Feat: Look at the top card of your deck and add a spell to your hand after succeeding on a craft check or playing an arcane spell

The Road Through Xin-Shalast: 1 attempt

Because of the nature of the scenario, Feiya had some control over where the villain would land. She decided to start at the Town Square as she wanted him to land at the Mountain Peak. She first used her Scrying to scout the Peak for monsters, but instead found all three of the location’s barriers. Oops. At least she then knew none of them was a trapped spellbook. She soon found a henchman at the Town Square and dusted him, but declined to close the location as there was still another spell inside. The other spell wasn’t of much interest to her, but she did pick up a potion of energy resistance, which could come in handy. She emptied the location and used a weapon she swiped to close it, then moved over to the Mountain Peak.

The Peak was quite dangerous, as a disjunction pulse and icy ledge threatened to hurt her. She successfully navigated those obstacles, and after many turns finally found the henchman. Ghlorafaex swooped down and breathed lightning on Feiya, but she was protected by her Medallion. A combination of hex, corrosive storm, blessing, and swipe sent the dragon fleeing toward the Heptaric Locus.

The next turn Feiya went to the Locus to take care of things there. She fought some battles and found the henchman, turning him into dust despite the boost he got from the location. Closing it was another matter, but her robes and a blessing were enough. That left only the villain, which Feiya encountered on the next turn. He breathed on her, but some armor she swiped earlier did its job and absorbed the damage. Feiya played her storm and hexed the dragon, then hit him with a sign of wrath spell provided by the Codex. For good measure she prayed for Pharasma’s aid as well. The dragon stood no chance.

Upgrades: Blizzard (from the scenario reward)
Replacing: Corrosive Storm

Scaling Mhar Massif: 1 attempt

With only one location the strategy was pretty straightforward. After several turns Feiya encountered the henchman, who ensured she couldn’t cast spells against it. Forced to reason with it, Feiya donned her robes and used a blessing to increase her persuasiveness. A little hex as well for that something extra, and Feiya convinced the hungry spider to leave her alone. It departed to places unknown.

Unfortunately using the robes to defeat the henchman meant she was unable to successfully close the location, so she was forced to soldier through it. While climbing the difficult mountain she noticed something odd in a crevasse – it appeared to be a spell. She carefully reached into the opening and pulled out the spell when she heard a click. She quickly removed her hand – and the spell – before the small blade could cut her. Sadly it was just a lightning touch, which she would throw away as soon as she got to the top. She eventually cycled back to her robes and then used them to close the location and get out of that place.

Upgrades: None

Skill Feat: Wisdom +1

Assault on the Pinnacle: 1 attempt

Well, it was time for the penultimate scenario, the last major chance to get the boons she needed before confronting Karzoug. Feiya started at the Throne Room but immediately headed over to the Runewell to see what arcane secrets it was hiding.

She found a henchman on her second explore, who shot her with some force missiles. He immediately then tried to shot her with a fire bolt but Feiya used her robes to deftly jump out of the way. She returned fire, using the power of the runeforged weapons she had been carrying with her since the battle with the Karzoug Statue and left the wizard naught put a pile of ash. She declined to close the location however, as it still had spells she wanted. That was a good choice, as she found a direly needed Life Leech a little ways in. Nothing else in the location was of any great interest to her, so she closed it with little fanfare.

She had earlier scouted the Leng Device, leaving the monsters she found on top so she could get more spells from the scenario. She went over and started clearing it out, making sure to keep her eye on the countdown of doom. She found the henchman and killed it, but declined to close the location since there were more monsters to kill. While she was still at the Leng Device she scouted the villain to the bottom of the Throne Room, which made Feiya feel better since she knew exactly where the villain was.

A few turns later and the Thing From Beyond Time showed up, looking for trouble. A strong hex, blessing, and disintegrate later, and the TFBY surely wished it never invaded this realm. She finished up at the Leng Device and made her way to the Throne Room.

Despite the many battles, Feiya was feeling great as her new life leech spell was keeping her refreshed. She steadily made her way through the Throne Room, getting closer and closer to the villain. Unfortunately, Feiya had some back luck when she got ambushed by the villain – despite a hex and blessing, she still wasn’t able to see it coming. However she managed to pass the first check against the villain and empty her hand on the second check, so even though Feiya failed that check she had no cards to bury. The villain escaped back into the location. After a few turns of setting up, Feiya was ready for the final encounter with the villain. She scouted the villain to the bottom – there were only a wand and the villain, she encountered the boon, leaving only the villain left. The next turn they fought. Feiya used a blessing to get passed the villain’s spell resistance, and for the first check used her wand along with a Pharasma empowered disintegrate. She followed up with a strong hex and an empowered icy prison. The lamia lie dead at Feiya’s feet, and she had a whole lot of spells as her reward. Among those spells were a dominate and sign of wrath, the last two spells Feiya had been searching for.

Upgrades: Life Leech, Dominate, Sign of Wrath
Replacing: Summon Monster, Swipe, Disintegrate

Final scenario forthcoming. I'm still figuring out my strategy for it since the final battle with Karzoug will be very difficult.


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Into the Eye:

Well, it’s the final scenario, do or die. Feiya has carefully considered everything she’s going to need to fight Karzoug and win. If she’s lucky she’ll find some last-second assistance, but if not she still has a chance. Feiya bravely stepped into the Runewell to meet her fate.

She immediately felt the Runewell’s energies sapping her strength, costing her her dominate spell. Not a big loss, since it probably wouldn’t have been much use anyway. She immediately opened her Codex and was grateful for the three spells it provided: Swipe, Augury, and Major Cure. She explored once and picked up a potion of healing, which may come in handy. She then scouted for monsters, using the Codex’s Augury, but didn’t find any. It didn’t have the greatest chance of success to begin with, but the chance to scout Karzoug to the bottom would’ve been an enormous advantage.

The next turn cost her the blizzard spell, but it wouldn’t have been any use against Karzoug anyway, so it was fine to give up. She found a Frost Ray and ended her turn. The next turn cost that Frost Ray, and she then encountered the Henchman. She managed to mitigate its lightning breath with her robes, but had to lose her wand of enervation and potion of healing anyway. She hexed the villain and trapped it within an icy prison, ending the threat. Now only Karzoug remained. The next turn took one of her kitties away, but she was able to get in several explores. She found a lightning bolt and detect evil, the latter of which she immediately played; the next card was a blessing. The next turn was painful as it cost her a disintegrate spell, and she failed to pick up the blessing. She now decided it was time to play the Scrying that had been in her hand since the first turn to see if she could find Karzoug, as there were only 5 cards remaining at the location. Not only was he not there, but she failed to recharge the spell. She decided it was time to use the Major Cure, and thankfully got all her cards back. The exploration for that turn netted her some armor.

On the next turn she sacrificed that armor, then nabbed a potion of energy resistance with her exploration. The potion was immediately sacrificed on the next turn (are you noticing a pattern here?), and unfortunately with her exploration Karzoug was waiting for her, which was really bad. As she couldn’t beat him due to the scenario, she emptied her hand while her medallion soaked up his fire blast. She lost the battle, but didn’t lose any cards as a result. The potion of healing was next to go, while she used her robes to pick up a weapon - which she immediately sacrificed to the Runewell on the next turn. There were only two cards left and Feiya hoped Karzoug wasn’t the next one.

Luck was not with her, and she found herself face to face with the Runelord of Greed once again. This time his fireblast smacked her for 3 damage, but her life leech returned 2 of the cards she lost. Again she was lucky with her recharges and didn’t have to discard her life leech, and Karzoug disappeared back into the Runewell. The next turn claimed her other cat and she declined to explore, abandoning some resources as she desperately looked for her Scrying spell. The turn after that her robes were gone, while Poog thankfully was able to recharge the remaining 3 cards in her discard pile. Her deck was getting very thin - she was running out of time.

The next turn she lost the lightning bolt she picked up earlier, but finally found her Scrying spell. She ensured Karzoug was the bottom card and successfully acquired the crossbow which was the other card. There was now only Karzoug left, and she was down to 6 cards in her deck. She took an extra turn to get prepared, sacrificing the crossbow to the Runewell and then her wand of enervation. She was as ready as she was going to be, and confronted Karzoug for the last time – after this battle, only one of them was going to be alive.

Karzoug opened up with his fire blast, which was harmlessly deflected by her medallion. Playing a blessing to defeat his spell resistance, she unleashed the strongest hex she could muster, reducing his strength by 9. She then played the swipe provided by the Codex, further weakening Karzoug, and with the aid of the runeforged weapons, mustered a dice pool of 2d4+1d12+1d8+7 in order to defeat a combat check of 18. The dice came up {10, 7, 3, 2} + 7 for a total of 29. Since she played an arcane spell she looked at the top card of her deck and found her life leech, which she eagerly grabbed. She played another blessing to ensure she defeated his spell resistance, then used the life leech she just grabbed to fuel her hex, reducing his difficulty to 32. She then attacked Karzoug with the indomitable sign of wrath spell, calling for Pharasma’s aid. Her dice pool was 3d12+3d8+2d4+7 to make a combat check of 32. The dice came up {9, 9, 1, 7, 5, 4, 4, 3} + 7 for a total of 49. Karzoug the Claimer, the mighty Runelord of Greed, was dead.

Feiya collapsed in exhaustion, but with a smile on her face and tears of joy as her long journey had ended in success. She took the priceless artifacts from Karzoug’s corpse and claimed them for her own, leaving the Runewell - and Xin-Shalast – in her past. There would be only a short rest for Feiya, however, for as she made her journey home she looked off into the horizon and couldn’t help but feel both a dread and a calling to the place known ominously as the Worldwound. She knew then that eventually a new adventure would begin for her…

Upgrades: Robes of Xin-Shalast, Frost Ray (due to card feat), Blessing of Pharasma (from box due to card feat)
Replacing: Arcane Robes

Card Feats: +1 spell, +1 blessing

Final Deck

Spells: Disintegrate x2, Sign of Wrath, Icy Prison, Scrying, Dominate, Swipe, Blizzard, Life Leech, Frost Ray
Items: Robes of Xin-Shalast, Emerald Codex, Wand of Enervation, Sihedron Medallion
Allies: Poog of Zarongel, Cat x2
Blessings: Blessing of Pharasma x6

Skill Feats: Con +1, Int +4, Wis +1
Power Feats: Recharge hex at +2 and works on barriers, recharge Blessings of Pharasma, look at the top card of your deck and add a spell to your hand after succeeding on a craft check or playing an arcane spell, +1 hand size
Card Feats: +4 spells, +2 items, +2 blessings


Well done! And swiftly played! I'm just starting my solo play through with Amiri but I'll never match the pace that you played with Feiya!


jduteau wrote:
Well done! And swiftly played! I'm just starting my solo play through with Amiri but I'll never match the pace that you played with Feiya!

Thanks! Yeah, I pretty much spent all day yesterday and most of today getting through it; I think in total it took me 25-30 hours to get through all 33 scenarios, however my play time was slowed by my writing about my progress, I wouldn't be surprised if that consisted of as much as half or more of my actual time spent.

Good luck on your playthrough!


This has been a fantastic read - am doing my own solo run through with Seltyiel at the moment and am only just past the first scenario of Burnt Offerings at the moment. Don't think I will match the pace you've made, but it is great inspiration to try :)


Some thoughts and observations

- Having played Feiya through S&S, I knew how strong of an offensive spellcaster she was. With the generally easier combat checks in RotRl, she was utterly dominant. Throughout the entire adventure, she only failed a total of 2 combat checks when she played a direct attack spell.

- I've mentioned this before, but her hexing ability is one of the strongest abilities any character possesses. And as a solo character its strength is amplified even further. There were many times I used it for no other reason to cycle my hand; you may glean from some of my above posts that I was able to cast a scouting spell several times within a short timeframe, and this was why. The ability to cycle your deck without having to discard cards is huge for a character with limited healing.

- On the other hand, I never used her other basic power even once. At the beginning of the adventure it quickly got to the point where I couldn't fail to recharge spells even on a minimum roll, so my spells were rarely in my discard pile to begin with. Which was just as well, since for a large part of the game I only had 1 animal ally anyway. In retrospect there were probably some instances in later adventures where I should've discarded one of my cats to get a spell back, but to be honest by then I pretty much forgot I even had the power.

- The MVP card of the adventure path overall would have to be either the Arcane Robes or the Augury/Scrying. Everyone knows how strong scouting is, but those robes really filled in some critical gaps where Feiya was weak. The Sihedron Medallion also saved her skin many times.

- Since the primary reason I did this solo playthrough to begin with was to have a character I wanted to play for the "deck 7 WotR" rules, it created a bit of a handicap for me as I was hanging onto cards I would've let go had I just been interested in finishing the scenario. I would've gotten rid of the Wand of Enervation after killing the Karzoug Statue - likely keeping the Pearl of Magic I found in scenario 6-1 - and wouldn't have bothered keeping the Dominate spell I got from 6-4. I also probably wouldn't have gone to only Blessings of Pharasma, and instead likely kept the Blessings of Shelyn and Sarenrae.

- Although my strategy worked for killing Karzoug, I still felt I was lucky just to have all those top tier spells in the first place. True, I made it a point to put every ounce of effort into getting those spells, but I still can't believe I managed to get every spell of my original goal spell list save for Dimension Leap.

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