| jduteau | 
Torture Chamber - Imrijka
Arboreal Blight
Powers
Each character summons and encounters the henchman Fiendish Tree.  The barrier is defeated or undefeated based solely on your encounter.  If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Fiendish Tree
Check
Combat 13
Powers
Immune to Mental and Poison traits.  If the check to defeat has the Fire trait, add 1d8.
BYA, deal 1 Ranged Combat damage to you.
AYA, deal 1 Ranged Combat damage to you.
blech
| jduteau | 
[dice=1 Boa 2Dawn]1d2
BYA: Hide recharge
[dice=Divine Frigid Blast]1d12+1d8+2AYA: Discarding Book.
Dawnflower gets healed.
Hand: Book o Lore, DDemon
Discards: 0
Okay, Kyra in WOTR is just the bomb! That power of hers is awesome! I don't feel bad using her blessings!
And your hand is just DDemon since the Book of Lore was discarded as damage. (Sorry)
| Imrijka -Judge,Jury,Executioner | 
Being at the Torture Chamber means that my damage is Torture Chamber: 1d4 + 1 ⇒ (2) + 1 = 3 and I recharge the Steel Shield for it (which takes it since it is Ranged Combat damage!).
I then cast Fiery Glare on the tree, taking advantage of the bonus due to fire...
Combat 13: 1d8 + 1 + 2d4 + 1d8 ⇒ (3) + 1 + (2, 4) + (3) = 13
And the AYA damage doesn't do anything because I have no cards left.
I'm done for now.
Hand: Hand Crossbow, Hand Crossbow, Bolas, BoA, BoA
Deck: 5 Discard: 5 Buried: 1
Note: @Torture Chamber
| jduteau | 
Cell - Seelah
Pitborn Scoundrel
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.
While you act, damage dealt by the Pitborn Scoundrel can not be reduced.
| jduteau | 
My turn was skipped in there right?
End of turn:
Crowe(cosined) wrote:Hand: Longspear, Stalking Armor, Potion of Striding, Blood Periapt, BoA
Deck: 5 Discard: 4 Buried: 2
Note: At Great Hall
Yes, I had asked earlier if you were going to explore without any cards and then just assumed you were.
| Seelah the Chosen | 
Neither extra discard was necessary :/ But better to progress then to fail.
And now adjusting my spreadsheet I see I did not have that blessing! Sorry guys. my son knocked all my cards off the table in a spectacular act of carelessness. Adjusting, did not have blessing had the Loot Sacred Prism instead.
Will Bury the prism for its healing properties, heal: 1d4 + 0 - 0 ⇒ (4) + 0 - 0 = 4
End turn
Hand: Longspear, Paladin's Helm, Ascension, Interrogator
(Displayed: )
Deck: 11 Discard: 1 Buried: 2
Note: Cell- Mace in discard
| jduteau | 
Okay, sorry about getting all out of order, but I blame the Easter holidays. :)
Turn 09
Blessing: Blessing of Ascension
09/21
Imrijka
Locations:
Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 Henchman:1 ?:1(Total: 8)
Laboratory
At This Location: When you would banish an item for its power, bury it instead.
When Closing: Succeed at an Intelligence 7 or Craft 5 check.
When Permanently Closed: On closing, draw a random item from the box.
M:2 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:1 ?:1(Total: 10)
Manor House
CLOSED
Crowe, Seelah
Torture Chamber
At This Location: Combat or Fire damage to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1(Total: 6)
Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1(Total: 9)
Great Hall
At This Location: When you encounter a henchman or villain, BYA, summon and encounter a Demonling.
When Closing: Succeed at a Wisdom or Perception 5 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:2 Al:1 Bl:0 ?:1(Total: 10)
I'll use belthis, others may decide on a card to keep from her.
Do you mean that you want to use it right away, i.e before Imrijka's turn?
| Imrijka -Judge,Jury,Executioner | 
Well, my knowledge of the Arcane leaves a lot to be desired, so it's trying to leap out of the way for me! I'll use a blessing to help me out...
Dexterity 10: 1d8 + 1d8 ⇒ (7) + (8) = 15
Woo hoo! Take that Runes!
I'll end my turn for now.
Hand: Hand Crossbow, Hand Crossbow, Bolas, Corrosive Dagger +1, BoA
Deck: 4 Discard: 7 Buried: 1
Note: @ Torture Chamber
| jduteau | 
Turn 10
Blessing: Blessing of Sarenrae
10/20
Crowe
Locations:
Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 Henchman:1 ?:1(Total: 8)
Kyra
Laboratory
At This Location: When you would banish an item for its power, bury it instead.
When Closing: Succeed at an Intelligence 7 or Craft 5 check.
When Permanently Closed: On closing, draw a random item from the box.
M:2 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:1 ?:1(Total: 10)
Manor House
CLOSED
Torture Chamber
At This Location: Combat or Fire damage to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1(Total: 4)
Imrijka
Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1(Total: 9)
Seelah
Great Hall
At This Location: When you encounter a henchman or villain, BYA, summon and encounter a Demonling.
When Closing: Succeed at a Wisdom or Perception 5 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:2 Al:1 Bl:0 ?:1(Total: 10)
Crowe
| jduteau | 
Great Hall - Crowe
Corrupted Crusaders
Powers
BYA, draw a random ally from the box.
Each character at your location summons and encounters the henchman Corrupted Soldier.    If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.
Ally - Mendevian Crusader
Powers
Discard this card to reduce damage dealt BYA to a character at your location to 0.
Discard this card to explore your location.  During this exploration, add 1 to your combat checks.
Corrupted Soldier
Check
Combat 9
Charisma/Diplomacy 6
Powers
If undefeated, the Corrupted Soldier does not deal damage as normal; instead, it deals 2 Combat damage.
| jduteau | 
I was assuming that meant the scenario's henchman, but that's not explicit in the card, so you are probably right.
Demonling
Check
Combat 8
Powers
Immune to Electricity and Poison.
BYA, succeed at a Wisdom/Perception 7 check of the Demonling may not be evaded, and the difficulty of checks is increased by 3.
If undefeated, move to a random location.
              
                
                
                   
                
                
                   Crowe, Conveyor-of-Chaos 
                
                
                
                
                  
                
                
              
              
             | 
            
This could get ugly.
BYA WIS 7: 1d6 ⇒ 1
Auto Fail!
Pissed Off Demonling (11): 1d12 + 1 + 1d8 ⇒ (3) + 1 + (2) = 6
Arg.
Bury my Stalking Armor.
Corrupted Mendevian Crusader (9): 1d12 + 1 + 1d8 ⇒ (12) + 1 + (1) = 14
By poking the Mendevian Crusader in the ribs with my Longspear, I dispelled the corruption and we embrace as equals on the battlefield. Since he's basically holding me up, I'm going to call it quits for this turn.
Hand: Longspear, Potion of Striding, Blood Periapt, BoA, Mendevian Crusader
Deck: 5 Discard: 4 Buried: 3
Note: At Great Hall, quietly crying.
| jduteau | 
Turn 11
Blessing: Blessing of Abraxas
11/19
Seelah
Locations:
Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 Henchman:1 ?:1(Total: 8)
Kyra
Laboratory
At This Location: When you would banish an item for its power, bury it instead.
When Closing: Succeed at an Intelligence 7 or Craft 5 check.
When Permanently Closed: On closing, draw a random item from the box.
M:2 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:1 ?:1(Total: 10)
Manor House
CLOSED
Torture Chamber
At This Location: Combat or Fire damage to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1(Total: 4)
Imrijka
Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1(Total: 9)
Seelah
Great Hall
At This Location: When you encounter a henchman or villain, BYA, summon and encounter a Demonling.
When Closing: Succeed at a Wisdom or Perception 5 check.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:1 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1(Total: 9)
Crowe
| jduteau | 
Okay, Kyra's use of Belthis first:
Weapon: Sickle
Armor: Corroded Helm
Item: Holy Water Grenade
Banish 2 and set aside 1. We don't need another Sickle and the Corroded Helm isn't that much use, so I suspect the Grenade is it.
Then banish Belthis to add that card to your hand, or bury Belthis and banish that card.