| Imrijka -Judge,Jury,Executioner |
Well you said sorry, so I guess I have to forgive you.
If you were my youngest son, you'd say "okay" grudgingly and then a) pout for the rest of the game and b) refuse to use blessings to help me again in this session and even c) hide the fact that you had blessings (we play with the cards open).
:)
| Seelah the Chosen |
Cure amount: 1d4 + 1 - 0 ⇒ (2) + 1 - 0 = 3
which : 3d6 + 0 - 0 ⇒ (4, 2, 3) + 0 - 0 = 9
Cure,Ascension, Sage's Journal
cure recharge: 1d8 + 1 - 0 ⇒ (4) + 1 - 0 = 5
nope
Hand: Paladin's Helm, Iomedae, Ransuer Gargoyle's, Potion of Striding
(Displayed: )
Deck: 12 Discard: 5 Buried: 2
Note: Temple of Imoedae
| jduteau |
Turn 10
Blessing: Blessing of Abadar
10/22
Crowe
Locations:
Gray Garrison
CLOSED
Crowe, Imrijka
Temple of Imoedae
CLOSED
Wardstone Chamber
At This Location: When the Gray Garrison is open, the difficulty of checks against banes is increased by 2.
When Closing: Banish a boon that has the Magic trait.
When Permanently Closed: On closing, draw the loot Wardstone Fragment from the box.
M:5 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:2 Henchman:2 ?:1(Total: 12)
Forsaken Cloister
At This Location: When you moved or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat a Sloth Demon.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:2 ?:1(Total: 7)
Kyra
Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter a Sloth Demon.
When Closing: Succeed at a Wisdom/Perception 6 check.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:1 Al:1 Bl:0 Henchman:1 ?:1(Total: 10)
Seelah
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat 11 check.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 Henchman:1 ?:1(Total: 11)
| jduteau |
Citadel - Crowe
Pitborn Scoundrel - Monster B
Pitborn/Demon/Rogue/Elite
Check
Combat 12
Powers
If the check to defeat has the Cold, Electricity, or Fire trait, the difficulty is increased by 3.
BYA, if you are the only character at your location, the PItborn Scoundrel deals 1d4-1 Combat damage to you.
WYA, damage dealt by the Pitborn Scoundrel may not be reduced.
| jduteau |
Turn 12
Blessing: Blessing of Ascension
12/18
Imrijka
Locations:
Gray Garrison
CLOSED
Imrijka
Temple of Imoedae
CLOSED
Wardstone Chamber
At This Location: When the Gray Garrison is open, the difficulty of checks against banes is increased by 2.
When Closing: Banish a boon that has the Magic trait.
When Permanently Closed: On closing, draw the loot Wardstone Fragment from the box.
M:5 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:2 Henchman:2 ?:1(Total: 12)
Forsaken Cloister
At This Location: When you moved or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat a Sloth Demon.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:2 ?:1(Total: 6)
Kyra
Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter a Sloth Demon.
When Closing: Succeed at a Wisdom/Perception 6 check.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:1 Al:1 Bl:0 Henchman:1 ?:1(Total: 10)
Seelah
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat 11 check.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 Henchman:1 ?:1(Total: 11)
Crowe
| Imrijka -Judge,Jury,Executioner |
I'll use my Corrosive Dagger to its full extent (i.e. recharged) against this Cultist...
Combat 9: 1d10 + 2 + 2d4 ⇒ (8) + 2 + (3, 1) = 14
To close the Chamber, I banish my Mysterious Disk. There is no Villain so it really is closed and I get the Wardstone Fragment as a reward for closing it.
The cultist is shuffled into 1d3 ⇒ 1 the Forsaken Cloister.
And I reset my hand...
Hand: Hand Crossbow, Corrosive Dagger +1, BoA, BoIomedae, Wardstone Fragment
Deck: 7 Discard: 7 Buried: 0
| jduteau |
Turn 13
Blessing: Blessing of Ascension
13/17
Seelah
Locations:
Gray Garrison
CLOSED
Temple of Imoedae
CLOSED
Wardstone Chamber
CLOSED
Imrijka
Forsaken Cloister
At This Location: When you moved or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat a Sloth Demon.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:2 Henchman:1 ?:1(Total: 7)
Kyra
Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter a Sloth Demon.
When Closing: Succeed at a Wisdom/Perception 6 check.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:1 Al:1 Bl:0 Henchman:1 ?:1(Total: 10)
Seelah
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat 11 check.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 Henchman:1 ?:1(Total: 11)
Crowe
| jduteau |
Turn 14
Blessing: Blessing of Ascension
14/16
Crowe
Locations:
Gray Garrison
CLOSED
Temple of Imoedae
CLOSED
Wardstone Chamber
CLOSED
Imrijka
Forsaken Cloister
At This Location: When you moved or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat a Sloth Demon.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:2 Henchman:1 ?:1(Total: 7)
Kyra
Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter a Sloth Demon.
When Closing: Succeed at a Wisdom/Perception 6 check.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:0 Ba:1 W:2 Sp:1 Ar:0 I:1 Al:1 Bl:0 Henchman:1 ?:1(Total: 8)
Seelah
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat 11 check.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 Henchman:1 ?:1(Total: 11)
Crowe
| jduteau |
Turn 15
Blessing: Blessing of Abraxas
15/15
Kyra
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat 11 check.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:3 Bl:0 Henchman:1 ?:1(Total: 10)
Crowe
Caravan Guard - Ally B
Human/Hireling/Elite
Check
Bury an Armor
Charisma/Diplomacy 8
| jduteau |
Forsaken Cloister - Kyra
Mongrel Traitor - Henchman/Monster 1
Mongrel/Soldier
Check
Combat 10 (Random monster was Blasphemous Priest)
Powers
If undefeated, bury 1 random card from your discard pile.
If you win and wish to attempt to close the location...
Outsider/Demon/Servitor
Check
Combat 9
Powers
Immune to Electricity and Poison traits.
BYA, each character at your location must succeed at a Constitution/Fortitude 6 check or discard 1 card.
| Kyra, Sarenrae's Light |
Life Drain: 1d12 + 2d4 + 3 ⇒ (11) + (1, 4) + 3 = 19
heal: 1d2 ⇒ 1 book o lore
recharge: 1d12 + 3 ⇒ (1) + 3 = 4 nope
Demon
con: 1d6 ⇒ 4
discard Arashvanal
discard qstaff+imrijka's BoA: 4d6 ⇒ (6, 5, 6, 2) = 19
wow, much better than average
Closed!
Hand: frilled liz, fiery glare, scale mail, boax2
may use boa's
discards; 4, buried: 1
| jduteau |
Due to closing the Forsaken Cloister, Cultist of Baphomet is shuffled into 1d2 ⇒ 1 - Great Hall.
Turn 16
Blessing: Blessing of Ascension
16/14
Imrijka
Locations:
Gray Garrison
CLOSED
Temple of Imoedae
CLOSED
Wardstone Chamber
CLOSED
Imrijka
Forsaken Cloister
CLOSED
Kyra
Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter a Sloth Demon.
When Closing: Succeed at a Wisdom/Perception 6 check.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:0 Ba:1 W:2 Sp:1 Ar:0 I:1 Al:1 Bl:0 Henchman:2 ?:1(Total: 9)
Seelah
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat 11 check.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:3 Bl:0 Henchman:1 ?:1(Total: 10)
Crowe
| Imrijka -Judge,Jury,Executioner |
I will use my Hand Crossbow and recharge the Wardstone Fragment (it's Divine) for 1d4 + Magic just to be sure.
Combat 6: 1d10 + 1 + 1d6 + 1d4 ⇒ (7) + 1 + (1) + (2) = 11
Next is the Combat 11 check to close the Citadel.
I'll use my Hand Crossbow, recharge my Corrosive Dagger for the bonus and use my BofIomedae.
Combat 11: 1d10 + 1 + 1d6 + 1d8 + 1d10 ⇒ (8) + 1 + (3) + (3) + (8) = 23
And the Citadel is closed.
A Cultist of Baphomet is shuffled into the Great Hall.
Hand: Hand Crossbow, Fiery Glare, Scale of Sacred Weaponry, Viper Strike, Anevia Tirablade
(Displayed: )
Deck: 5 Discard: 10 Buried: 0
Note:
| jduteau |
Turn 17
Blessing: Blessing of Deskari
17/13
Seelah
Locations:
Gray Garrison
CLOSED
Temple of Imoedae
CLOSED
Wardstone Chamber
CLOSED
Forsaken Cloister
CLOSED
Kyra
Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter a Sloth Demon.
When Closing: Succeed at a Wisdom/Perception 6 check.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:0 Ba:1 W:2 Sp:1 Ar:0 I:1 Al:1 Bl:0 Henchman:3 Villain:1(Total: 10)
Seelah
Citadel
CLOSED
Crowe, Imrijka
| jduteau |
Great Hall - Seelah
Hosilla - Villain/Monster 1
Human/Inquisitor
Check
Combat 13
Powers
BYA, Hosilla deals 1d4+1 Combat damage to you (the only character at your location).
AYA, Hosilla deals 2 Combat damage to you.
===
Before you encounter Hosilla, you have to encounter the Sloth Demon:
Sloth Demon - Servitor Demon Henchman/Monster 1
Outsider/Demon/Servitor
Check
Combat 9
Powers
Immune to Electricity and Poison traits.
BYA, each character at your location must succeed at a Constitution/Fortitude 6 check or discard 1 card.
It appears that only Kyra has help for you with two BoAs.