
jduteau |

Turn 12
Blessing: Blessing of Shax
12/18
Kyra
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
CLOSED
Seelah (but moving somewhere soon!)
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

Kyra, Sarenrae's Light |

Mobile kyra
Recharge hide armor for bya
detect demon vs wight+baphomet: 3d12 + 1d8 + 2 ⇒ (10, 6, 2) + (5) + 2 = 25
kyra, Heal thyself: 1d2 ⇒ 2
Baphomet
Defeated
Draw and bury athlete to close.
Do we want to push off the Witt somewhere or just get rid of it?
Hand: boa, dawn flower, sagacity, cure, fiery glare

jduteau |

Assuming that we do push off the Wight: Laboratory, Torture Chamber, Great Hall: 1d3 ⇒ 1 (and let me know which random weapon/spell/armor/item you want to pick).
Turn 13
Blessing: Blessing of Ascension
13/17
Imrijka
Locations:
Cemetery
CLOSED
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 Henchman:1 ?:1(Total: 11)
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
CLOSED
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, Seelah

Imrijka -Judge,Jury,Executioner |

Again, another trap!!
I'm going to use my BoA and use Kyra's BoA to make sure that I dodge this.
Dexterity 10: 1d8 + 2d8 ⇒ (3) + (3, 5) = 11
Whew, got past it again.
One monster, one ally, and either the henchman or villain left. My turn is done.
Hand: Hand Crossbow, Hand Crossbow, Bolas, Corrosive Dagger +1, Mysterious Disk
Deck: 3 Discard: 8 Buried: 1
Note:
To close the location, each character is dealt 1 damage. I'm getting a bit low, so a Cure from Kyra would be nice. Or I can leave and go to the Laboratory.

jduteau |

Turn 14
Blessing: Blessing of Baphomet
14/16
Crowe
only changed location:
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:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1(Total: 3)
Imrijka

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Eh. Imrijka needs it more than I do. Fortune favours the bold, or something: I EXPLORE!
A Codex!? That's so anticlimactic. I just assumed I'd be Leeroy Jenkins-ing us into an Arboreal Blight or Demonic Horde...
Well I'm as dumb as bricks so I can't get that anyways. I end my turn:
Hand: Longspear, Potion of Striding, Blood Periapt, BoA, Mendevian Crusader
Deck: 5 Discard: 4 Buried: 3
Note: At Great Hall

jduteau |

Turn 15
Blessing: Blessing of Baphomet
15/15
Seelah
Locations:
Cemetery
CLOSED
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 Henchman:1 ?:1(Total: 11)
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:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1(Total: 3)
Imrijka
Cell
CLOSED
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:1 Al:1 Bl:0 ?:1(Total: 8)
Crowe, Seelah

jduteau |

Turn 16
Blessing: Blessing of Abadar
16/14
Kyra
Locations:
Cemetery
CLOSED
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 Henchman:1 ?:1(Total: 11)
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:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1(Total: 3)
Imrijka
Cell
CLOSED
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:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1(Total: 6)
Crowe, Seelah

Seelah the Chosen |

Seelah the Chosen wrote:I have two BoA, a Mace, a Longsword, and the Sickle in your discard. So 7/5/3.Recharging Magic Shield at reset
Seelah(Troymk1) wrote:Hand: Longspear, Paladin's Helm, Sage's Journal, Ascension
(Displayed: )
Deck: 8 Discard: 4 Buried: 3
Note: Great Hall
I physically have one blessing there. I will do some backtracking and see what I turn up

Kyra, Sarenrae's Light |

Mobile kyra
Moving to torture chamber.
be healed!: 1d4 + 1 ⇒ (3) + 1 = 4
recharge plus sagacity: 1d12 + 5 ⇒ (6) + 5 = 11
Explore
recruiting with divine: 1d12 + 5 ⇒ (7) + 5 = 12
20 cards left with 14 turns so I'll stop.
sagacity: 1d12 + 5 ⇒ (1) + 5 = 6
Fiery glare, abraxas, dawnflower, scale mail, crusader

jduteau |

Turn 17
Blessing: Blessing of Ascension
17/13
Imrijka
Locations:
Cemetery
CLOSED
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 Henchman:1 ?:1(Total: 11)
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:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1(Total: 2)
Kyra, Imrijka
Cell
CLOSED
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:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1(Total: 6)
Crowe, Seelah

jduteau |

Torture Chamber - Imrijka
Karsos
Villain
Check
Combat 14
Divine 11
Powers
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, Karsos is undefeated.
BYA, if this is your first exploration, Karsos deals you 1d4-1 Combat damage.
If undefeated, summon and build the location Maze and move there.

Imrijka -Judge,Jury,Executioner |

So Seelah or Crowe need to succeed at a Wisdom/Perception 5 check to temp close the location.
Before I start, I have to take 1d4-1 Combat damage and it's increased by 1d4 due to the Torture Chamber. With no armor in hand, that is going to suck. I'm wondering about Kyra's Mendevian Crusader. It says "Discard this card to reduce damage dealt before you act to a character at your location to 0." Does that only apply to before *she* acts? Or would it apply here? i.e. If I get a low number, I can take the damage, but if I get more than 1 card, then the Crusader can take the damage?

Imrijka -Judge,Jury,Executioner |

Assuming that I can't benefit from Kyra's Crusader, first the damage...
Not peeking!: 1d4 - 1 + 1d4 ⇒ (2) - 1 + (1) = 2
Okay, that was lucky!
I'll discard the Mysterious Disk and the Bolas.
I'll use my Hand Crossbow and recharge the other Hand Crossbow for the extra dice. I'll also recharge the Corrosive Dagger with my power to add 1d4 and the Divine and Magic traits. Then I'll use Kyra's blessing (probably the Dawnflower?) for an extra die.
Combat 14: 1d10 + 1 + 1d6 + 1d8 + 1d4 + 1d10 ⇒ (10) + 1 + (4) + (4) + (3) + (6) = 28
Wow, guess I didn't need that blessing! In any case, the Villain is defeated and escapes to either the Laboratory or the Great Hall, depending on whether it is temp closed or not. The Torture Chamber is closed though.
Hand: Hand Crossbow, Magic Scale Mail, Steel Shield, BoA, BoA
Deck: 5 Discard: 6 Buried: 1
Note: @ Torture Chamber, can use BoAs

Imrijka -Judge,Jury,Executioner |

Did you forget Spoiler tags?
No, I mean that I was rolling the 2d4-1 hoping to get low. If I had gotten 3+ damage, I'd have been screwed so I'd have been waiting for the Crusader question to be answered. :)
Want my blessing's heal?
I'll take it. I get another BoA shuffled into my deck.
With Seelah's power I was thinking of "bya, make a dexterity or acrobatics check or take damage."
I think that those kind of checks would allow the Crusader to be used. And either of Seelah's powers would work as well (either the use Charisma or discard a top card).

jduteau |

Turn 18
Blessing: Blessing of Iomedae
18/12
Crowe
Locations:
Cemetery
CLOSED
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 Henchman:2 Villain:1(Total: 12)
Manor House
CLOSED
Torture Chamber
CLOSED
Kyra, Imrijka
Cell
CLOSED
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:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 Henchman:1(Total: 6)
Crowe, Seelah

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Crowe wrote:Did you forget Spoiler tags?No, I mean that I was rolling the 2d4-1 hoping to get low. If I had gotten 3+ damage, I'd have been screwed so I'd have been waiting for the Crusader question to be answered. :)
We're supposed to attempt Temp closings prior to your encounter; if you had lost we'd have known to not expend any resources, is all.
I move to the Lab and explore

jduteau |

Laboratory - Crowe
Ghalcor
Undead/Incorporeal/Wraith/Cleric
Check
Combat 12
Wisdom/Divine 10
Powers
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, Ghalcor is undefeated.
When you attempt a check to defeat, after you attempt the roll, roll 1d6. On a 1 or 2, start the check over. Cards played on the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location.

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Blech, I don't think you have a magic weapon on hand. Just try not to be killed!
Thanks! Luckily I have my hand size in my draw deck...
What's a Nice Ghal Like You Doing in a Place Like This? (12): 1d12 + 1 + 1d8 ⇒ (11) + 1 + (5) = 17
Will we meet again?(1,2): 1d6 ⇒ 5
Hmm. That worked out a lot better than I expected. End and Draw:
Hand: Longspear, Potion of Striding, Blood Periapt, Blessing of Shax, Mendevian Crusader
Deck: 4 Discard: 5 Buried: 3
Note: At Labortaory; In the Danger Zone