[Gameday VII][ACG] BR skizzerz's Assault on Absalom (Inactive)

Game Master skizzerz

9–00A: A City in Chaos
Turn Order:
1. Harsk/TheGreatNateO
2. Seelah/Andrew Valentin
3. Meliski/Zalarian
4. Maznar/PuntNScoop


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Grand Lodge

The Mountain's Maw |

Reinforcements have arrived from another sector of the city!

Grand Lodge

Male Dwarf | (Blessing 5 or 6) | Tier 6 Ranger | 8 Hero Points | My Deck Handler

Sandstrom Shuffle: 1d7 ⇒ 4 - Harsk is moved to Vizier's Hill

Grand Lodge

Male Dwarf | (Blessing 5 or 6) | Tier 6 Ranger | 8 Hero Points | My Deck Handler

Turn Order - Harsk, Seelah, Meliski, Maznar
Turn # - Top of Blessings Discards Deck:
Give Card: None
Move: Vizier's Hill -> Earthworks
Explore: Earthworks Card 2 - Aghash (Henchman B)

Aghash:

Henchman B
Type: Monster
Traits: Trigger Outsider Curse Electricity Veteran
To Defeat: Combat 11 OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If the location Scorched Ruins exists and is open, the difficulty of checks to defeat monsters is increased by 3.
Location: On your check that has the Electricity trait, remove any 1 die.


I will Display Returning Throwing Axe +1 (1) and Archer's Bracers, Recharge the Throwing Axe for 1d6 for Combat
Aghash - Combat DC 15: 1d10 + 1d8 + 1d6 + 8 ⇒ (8) + (3) + (2) + 8 = 21 - Success

I will bury Tooled Crocodile Skin and Close: Earthworks
Closing Effect I will Recharge: Blessing of the Samurai (1) from my discard pile

I will end my turn and reset my hand to 5

EARTHWORKS IS CLOSED

Harsk wrote:

Hand: Gem of Physical Prowess, Archer's Bracers, Masterwork Tools, Blessing of Angradd, Toxic Blunderbuss +1

Displayed:
Deck: 7 Discard: 3 Buried: 3
Notes: 1 Card(s)s are availbe for Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:
Blessing of Angradd

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1

Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons

POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 [x] +1 to a combat check by a character at another location.


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Shax Blessing of the Samurai (2) Returning Throwing Axe +1 (2)
Recharged: Surgeon, zBone Lamellar, Returning Throwing Axe +1 (1), Blessing of the Samurai (1)
Discard Pile:zBlessing of the Elements, Snow Leopard, Venomous Hand Crossbow + 1
Buried Pile:Deathbane Light Crossbow +1, Blessing of Milani, Tooled Crocodile Skin

Grand Lodge Faction Reward:

[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.


During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
This adventure does not use traders.
Do not read any scenario’s villains or henchmen before playing it.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
The scourge die is 1d6.
Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

Dark Archive Condition: For the rest of the adventure, when you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Scarab Sages Condition: For the rest of the adventure, on your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Sovereign Court Condition: For the rest of the adventure, add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Sunken Ships Condition: For the rest of the adventure, add 1d6 to your checks against ships.
9-00C1 Reward: You may bury 2 cards to put the bottom card of the blessings discard pile on the bottom of the blessings deck.

During This Scenario: When you defeat and corner the Implacable Beast, summon and build the locations Ghol-Gan Ruins, Scorched Ruins, and Tower. Shuffle the villain Katazuul (proxy with Tukanem-Hanam) into the Ghol-Gan Ruins, the henchman Forgotten Pharaoh Cultist into the Scorched Ruins, and the henchman Warrior Dolls into the Tower.
If the location Scorched Ruins exists and is open, the difficulty of checks to defeat monsters is increased by 3.
At the end of your turn, if the location Ghol-Gan Ruins exists and is open, shuffle a monster from the box into it; if the location Tower exists and is open, succeed at a Dexterity or Acrobatics check with a difficulty of 5 plus the scenario’s adventure deck number or you are dealt 1d4-1 Ranged Combat damage.
You win the scenario only when you defeat and corner Katazuul.

Additional Rules:

New Rule: Reinforcements
This event introduces a new type of support card: reinforcements. The Overseer GM will randomly choose one-third of the Adventure Card Guild tables (rounded up) and give them the support card Reinforcements. When a table gets this card, display it next to the scenario. While displayed, the card’s powers are in effect for characters at that table.

New Rule: Favors
This event introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. Afterward, if it would be removed from the blessings deck discard pile, banish it instead.

Announced Conditions
During the adventure, the Overseer GM will announce numerous conditions that affect all characters. If a character is encountering a card at that time, the condition occurs after the encounter. If a character is attempting a check outside of an encounter, the condition occurs after the check.

Rules: Ships and Plunder
This event uses a simplified variation of the ship and plunder rules from Skull & Shackles. Ignore any references to commanding or seizing ships.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane. First apply any effects that happen when you encounter a ship. Then, if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, stash a plunder card (see below). If you fail a check to defeat a ship, it deals an amount of Structural damage equal to the difference between the difficulty to defeat the ship and your check result. Characters may play cards or use powers that reduce Structural damage (effects that reduce damage to characters do not reduce Structural damage), then characters must collectively discard from the tops of their decks a total number of cards equal to the remaining Structural damage.
When you are instructed to stash or add a plunder card, roll 1d6 on the table below and draw a card of the corresponding type from the game box.
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing

Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.
When you suffer a scourge, roll 1d6 on the table below.
1. Curse of Poisoning
2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering

Scourges:

Curse of Poisoning (8 copies)
Spoiler:
Curse of Poisoning
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.

Curse of Vulnerability (3 copies)

Spoiler:
Curse of Vulnerability
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.

Curse of Daybane (3 copies)

Spoiler:
Curse of Daybane
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.

Curse of the Ravenous (3 copies)

Spoiler:
Curse of the Ravenous
Scourge 1
Traits: Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. blessings
2. allies
3. spells and weapons
4. items
If you already have Curse of the Ravenous displayed, banish this card.

Curse of Withering (3 copies)

Spoiler:
Curse of Withering
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.

Ships:

When you encounter a random ship, roll 1d10 and encounter the appropriate ship below.

1. Dominator

Spoiler:
Dominator
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2.
Condition (Sunken Ships): Add 1d6 to your checks against ships.

2. Merchantman

Spoiler:
Merchantman
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
Condition (Sunken Ships): Add 1d6 to your checks against ships.

3. Sea Chanty

Spoiler:
Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
Condition (Sunken Ships): Add 1d6 to your checks against ships.

4. Shackles Pirate Ship

Spoiler:
Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
Condition (Sunken Ships): Add 1d6 to your checks against ships.

5. Truewind

Spoiler:
Truewind
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
Condition (Sunken Ships): Add 1d6 to your checks against ships.

6. Wormwood

Spoiler:
Wormwood
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
Condition (Sunken Ships): Add 1d6 to your checks against ships.

7. Man's Promise

Spoiler:
Man's Promise
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
Condition (Sunken Ships): Add 1d6 to your checks against ships.

8. Deathknell

Spoiler:
Deathknell
Ship 2
Class 7
To Defeat: Divine 7 OR Wisdom Survival 9
You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
Condition (Sunken Ships): Add 1d6 to your checks against ships.

9. Devil's Pallor

Spoiler:
Devil's Pallor
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
If defeated, discard a card. DO not roll for the plunder card type; stash a random weapon instead.
Condition (Sunken Ships): Add 1d6 to your checks against ships.

10. Thresher

Spoiler:
Thresher
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
Before you act, bury a random card from your discard pile.
Condition (Sunken Ships): Add 1d6 to your checks against ships.

Reference Cards:

Reinforcements
Spoiler:
Reinforcements
Reinforcements 2/5
On your check, after the roll, you may bury this card to add 1d8.
You may bury this card; each character shuffles a random card from his discard pile into his deck.
You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

Game of Afterlife (Loot)

Spoiler:
Game of Afterlife
Loot B
Type: Item
Traits: Object Gambling
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.

Remove Curse (Loot)

Spoiler:
Remove Curse
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Acquired Cards:

Acid Jet (Spell B)
Spoiler:
Acid Jet
Spell B
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Armored Kilt (Armor B)

Spoiler:
Armored Kilt
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Blessing of the Elements (Blessing B) x2

Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Bone Lamellar (Armor 1)

Spoiler:
Bone Lamellar
Armor 1
Traits: Light Armor
To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

Camel (Ally B)

Spoiler:
Camel
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Canopic Wrap (Armor 2)

Spoiler:
Canopic Wrap
Armor 2
Traits: Clothing Light Armor Magic
To Acquire: Constitution Fortitude Knowledge Wisdom 8
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.

Crocodile Skin Helmet (Armor B)

Spoiler:
Crocodile Skin Helmet
Armor B
Traits: Light Armor Elite
To Acquire: Constitution Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.

Cure (Spell B)

Spoiler:
Cure
Spell B
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Djinn Favor Amulet (Item 1)

Spoiler:
Djinn Favor Amulet
Item 1
Traits: Accessory Magic Healing
To Acquire: Constitution Fortitude 4 OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile.

Druid of the Hive (Ally B)

Spoiler:
Druid of the Hive
Ally B
Traits: Thriae Druid Veteran Poison
To Acquire: Charisma Diplomacy 7
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

Marianix Karn (Ally B)

Spoiler:
Marianix Karn
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.

Ptemenib (Ally 2)

Spoiler:
Ptemenib
Ally 2
Traits: Human Cleric
To Acquire: Charisma Diplomacy Divine 8
Recharge this card to examine the top card of 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.

Shotel (Weapon B)

Spoiler:
Shotel
Weapon B
Traits: Scythe Melee Slashing Finesse Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.

Random Monsters:

Monster 1
Spoiler:
Bonecrusher Hunter
Monster B
Traits: Trigger Gnoll Veteran
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

Monster 2

Spoiler:
Geniekin
Monster B
Traits: Trigger Elemental Outsider Janni Veteran
To Defeat: Combat 8
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.

Monster 3

Spoiler:
Caryatid Column
Monster 1
Traits: Construct Elite
To Defeat: Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

Monster 4

Spoiler:
Hyena
Monster B
Traits: Trigger Animal Basic
To Defeat: Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Monster 5

Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger Gnoll Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

Random Barriers:

Barrier 1
Spoiler:
Malfunctioning Deathtrap
Barrier B
Traits: Trigger Trap Magic Electricity Basic
To Defeat: Dexterity Stealth Disable Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

Barrier 2

Spoiler:
Fireball Trap
Barrier 2
Traits: Trap Magic Fire Elite
To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.

Barrier 3

Spoiler:
Ambush
Barrier 2
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Barrier 4

Spoiler:
Shrieking Plant
Barrier 1
Traits: Trigger Obstacle Plant Elite
To Defeat: Wisdom Stealth Perception Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.

Barrier 5

Spoiler:
Collapsing Scaffolding
Barrier B
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.

Random Weapons:

Weapon 1
Spoiler:
Blowgun
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Weapon 2

Spoiler:
Kukri
Weapon B
Traits: Knife Melee Slashing Finesse Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Weapon 3

Spoiler:
Ooze Falchion +1
Weapon 2
Traits: Sword Melee Slashing Acid Magic Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

Weapon 4

Spoiler:
Falcata
Weapon B
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Random Spells:

Spell 1
Spoiler:
Knock
Spell 1
Traits: Magic Arcane
To Acquire: Intelligence Arcane 7
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Flames of the Faithful
Spell 1
Traits: Magic Divine Fire Veteran
To Acquire: Wisdom Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Spell 3

Spoiler:
Locate Object
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 4

Spoiler:
Augury
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 5

Spoiler:
Acid Splash
Spell B
Traits: Magic Arcane Acid Attack
To Acquire: Intelligence Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

Random Armor:

Armor 1
Spoiler:
Hide Armor of Fire Resistance
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 2

Spoiler:
Shield Cloak
Armor 1
Traits: Clothing Light Armor Offhand Magic
To Acquire: Intelligence Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

Armor 3

Spoiler:
Tooled Crocodile Skin
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 4

Spoiler:
Tussah Silk Coat
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 5

Spoiler:
Filter Hood
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

Random Items:

Item 1
Spoiler:
Flash Freeze
Item B
Traits: Liquid Cold Alchemical Basic
To Acquire: Intelligence Craft 5
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Item 2

Spoiler:
Compass
Item B
Traits: Object Basic
To Acquire: Wisdom Survival 4
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.

Item 3

Spoiler:
Frost Staff
Item B
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.

Item 4

Spoiler:
Potion of Healing
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 5

Spoiler:
Mummified Cat
Item 1
Traits: Object Magic Mummy
To Acquire: Wisdom Survival Divine 6
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it.

Random Allies:

Ally 1
Spoiler:
Giant Slug
Ally B
Traits: Animal Acid
To Acquire: Wisdom Survival 6
Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.

Ally 2

Spoiler:
Osirion Ancestor
Ally B
Traits: Undead Ghost Incorporeal
To Acquire: Divine Charisma Diplomacy 8
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

Ally 3

Spoiler:
Ubashki
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.

Ally 4

Spoiler:
Miau Pakhet
Ally P
Traits: Catfolk Bard Gambling
To Acquire: CharismaDiplomacy 13
After a character at your location rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result.
Discard this card to examine the top card of your location deck, then put it on the top or bottom of the deck. Then you may explore your location.

Ally 5

Spoiler:
Dhabba
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Maat
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

Blessing 2

Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessing 3

Spoiler:
Blessing of Nethys
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 4

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessing 5

Spoiler:
Blessing of Ra
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Turn: 22 Seelah/Andrew Valentin

Top of Blessing Discard Pile:

Blessing of the Elements:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Remaining: 9

Blessings Deck Cards/Turn Order:

Blessings Deck Card 2 - Turn 23 Meliski/Zalarian

Spoiler:
Blessing of Horus
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 3 - Turn 24 Maznar/PuntNScoop

Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 4 - Turn 25 Harsk/TheGreatNateO

Spoiler:
Blessing of Horus
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 5 - Turn 26 Seelah/Andrew Valentin

Spoiler:
Sandstorm
Villain B
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

Blessings Deck Card 6 - Turn 27 Meliski/Zalarian

Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 7 - Turn 28 Maznar/PuntNScoop

Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 8 - Turn 29 Harsk/TheGreatNateO

Spoiler:
Blessing of Ra
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 9 - Turn 30 Seelah/Andrew Valentin

Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 10 - Turn 31 Meliski/Zalarian

Spoiler:
Blessing of Pharasma
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Elemental Trenches
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Walled Oasis
At This Location (Open): Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons and armors.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None

Walled Oasis Card 1:
Vanth
Monster 2
Traits: Outsider Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
Scenario: If the location Scorched Ruins exists and is open, the difficulty of checks to defeat monsters is increased by 3.
Location: Damage dealt to you is also dealt to a random other character at this location.
Walled Oasis Card 2:
Aghash
Henchman B
Type: Monster
Traits: Trigger Outsider Curse Electricity Veteran
To Defeat: Combat 11 OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If the location Scorched Ruins exists and is open, the difficulty of checks to defeat monsters is increased by 3.
Location: Damage dealt to you is also dealt to a random other character at this location.
Walled Oasis Card 3:
Blessing of Ra
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Walled Oasis Card 4:
Katazuul
Villain 2
Type: Monster
Traits: Trigger Outsider Demon Veteran
To Defeat: Combat 15
When you examine this card, recharge a random card, then shuffle Katazuul back into the location deck she came from.
Katazuul is immune to the Electricity and Poison traits and cannot be evaded.
Before you act, each character must succeed at a Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number or be dealt Combat damage equal to the number of cards that have the Attack trait and weapons in her hand.
The difficulty to defeat is increased by three times the scenario’s adventure deck number.
Scenario: If the location Scorched Ruins exists and is open, the difficulty of checks to defeat monsters is increased by 3.
Location: Damage dealt to you is also dealt to a random other character at this location.
Walled Oasis Card 5:
Void Glyph
Barrier 1
Traits: Trigger Trap Cold Arcane Veteran
To Defeat: Intelligence Arcane Knowledge 6 OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
Location: Damage dealt to you is also dealt to a random other character at this location.
Walled Oasis Card 6:
Lightning Storm
Barrier B
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Location: Damage dealt to you is also dealt to a random other character at this location.

Earthworks
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Harsk/TheGreatNateO, Meliski/Zalarian, Seelah/Andrew Valentin

Vizier's Hill
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Ghol-Gan Ruins
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Maznar/PuntNScoop

Scorched Ruins
Closed
At This Location (Closed): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Tower
Closed
At This Location (Closed): At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Human Tier 5 Paladin - Faith Healer 1348771-1001 | Deck Handler

Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 22 - Blessing of the Elements
Give Card: Cold Iron Mace +1 to Meliski
Move: Earthworks -> Walled Oasis

Explore: Walled Oasis Card 1: Vanth (Monster 2)
Before I act, I suffer a scourge:
1d6 ⇒ 4 Curse of Daybane

Curse of Daybane:
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.

Combat Breakdown:
To Defeat: Combat 13
Strength 1d10+3
Katana +1 1d8+1, treat 1s as 10s
Combat 13: 1d10 + 3 + 1d8 + 1 ⇒ (6) + 3 + (2) + 1 = 12 Failure, but...

I bury Reinforcements to turn a narrow defeat into an unsatisfying Victory!

I reset my hand and end my turn.

Seelah wrote:

Hand: Kabuto Helmet, Katana +1, Gem of Physical Prowess, zCrocodile Skin Helmet, Banner, Blessing of Angradd

Displayed:
Deck: 9 Discard: 3 Buried: 1
Notes: The Banner is ready for the next fight!

Skills and Powers:
SKILLS

Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3

Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons

POWERS:
" At the start of your ([ ] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([ ] and add 1d6 to your next check this turn)"

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Cold Iron Mace +1 Champion's Do-Maru Four-Mirror Armor Riding Horse Teamster Blessing of the Samurai Blessing of the Gods
Recharged: Remove Curse
Discard Pile:zDruid of the Hive, Researcher, Cold Iron Longsword
Buried Pile:zCanopic Wrap

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 23 Blessing of Horus
Give Card:None
Earthworks -> Walled Oasis

Explore: Walled Oasis Card 2: Aghash Henchman
Will reveal mace +1, use tome, Banner, Harsk Fire support (recharging Masterwork tools) and Blessing of Angradd from Seelah

Strength Check DC 11+2+2=15: 2d8 + 1d8 + 1 + 1d4 + 1 + 1d4 + 1 ⇒ (5, 3) + (3) + 1 + (3) + 1 + (1) + 1 = 18 Success

Acid Damage closing: 1d4 ⇒ 3 3 damage to Meliski and to Seelah.
Meliski recharges Armored Kilt to reduce damage by 2 and discards ivory dice
Seelah reveals Crocodile Skin Helmet and since allowed to use another armor then reveals Kabuto Helmet to reduce damage by 1 each. Seelah then discards Katana. All but villain are banished from location.

Aghash:

Henchman B
Type: Monster
Traits: Trigger Outsider Curse Electricity Veteran
To Defeat: Combat 11 OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: If the location Scorched Ruins exists and is open, the difficulty of checks to defeat monsters is increased by 3.
Location: Damage dealt to you is also dealt to a random other character at this location.

Katazuul:

Villain 2
Type: Monster
Traits: Trigger Outsider Demon Veteran
To Defeat: Combat 15
When you examine this card, recharge a random card, then shuffle Katazuul back into the location deck she came from.
Katazuul is immune to the Electricity and Poison traits and cannot be evaded.
Before you act, each character must succeed at a Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number or be dealt Combat damage equal to the number of cards that have the Attack trait and weapons in her hand.
The difficulty to defeat is increased by three times the scenario’s adventure deck number.
Scenario: If the location Scorched Ruins exists and is open, the difficulty of checks to defeat monsters is increased by 3.
Location: Damage dealt to you is also dealt to a random other character at this location.

Meliski buries Cure spell to move reinforcements to another table

Resets Hand, discards Mace, and End Turn

Meliski wrote:

Hand: Binder's Tome, Fire Snake, Byzantine Lexicon, Helm of Telepathy, Blessing of Nethys,LimitedExplore

Displayed:
Deck: 5 Discard: 10 Buried: 2
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible..

Skills and Powers:
SKILLS

Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1

Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors

POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck)
to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}:
Recharged: Blessing of Abadar, Blessing of the Spellbound, Acid Jet, Lightning Bolt, Armored Kilt
Discard Pile:Blessing of Milani, Fly, Fox, Marianix Karn, Blessing of the Elements, Life Drain, Cleric of Nethys,LimitedExplore, Shotel, Ivory Dice, Seelah Mace
Buried Pile:Bound Lantern Archon, Cure

Liberty's Edge Reward:

Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.


Male Dwarf Tier 2 Druid (2352281-1001) | Society Initiate (Rez or Card Feat)| 1 Die Bump(s) | My Deck Handler

Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 24 Blessings of the Anciencts
Give Card:None

After being told of a terrible threat at the Walled Oasis, Maznar hurries over.

Move: Ghol-Gan Ruins -> Walled Oasis

Free explore Walled Oasis's only card - Katazuul

"Hmm, no Shock Toads here, just this annoying demon. Well, I'll bludgeon him anyway."

BYA - Wisdom check 7 for everyone.

Wisdom Check DC 7: 1d10 + 1d4 + 1 ⇒ (2) + (2) + 1 = 5 Failure
Take 1 damage, discard Pearl of Wisdom

Fight demon using Harsk Blessing, Meliski Blessing, Staff,Staff,Critter,Tome,Harsk Fire Support, Banner.

Quarterstaff DC 21: 3d8 + 1d8 + 1d6 + 1d4 + 1d4 + 1d4 + 1 + 1 ⇒ (4, 6, 4) + (5) + (2) + (3) + (4) + (2) + 1 + 1 = 32 Success!

End turn

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

Will recharge fire snake so Maznar can reroll BYA.

BYA reroll DC 7: 1d10 + 3 ⇒ (3) + 3 = 6 dice don't lie

1 acid damage to 1.Seelah or 2.Meliski: 1d2 ⇒ 1 Seelah reveals helmet for damage

"Ah think the shock toad was it's pet..he doesn't look happy you killed it!"


Thanks everyone, it's been fun! Hope you enjoyed the special :)


Development
Pierced with ballista bolts and hemmed in by Pathfinders on all sides, the treachery demon Katazuul collapses. The portal shrinks, much to the consternation of demons waiting on the other side. Several frantically tear their way out to reinforce the struggling fiend army, which is on the verge of defeat.

Help Absalom deal the killing blow, and end this threat once and for all!

Reward
Report 1 success to the Overseer GM, or 2 successes if you closed both the Scorched Ruins and Tower.

Each character chooses three types of boons other than loot and draws a card of each type from the game box.

Adventure Card Guild characters may choose a bonus deck upgrade.

You can choose the same boon type more than once. Maznar additionally gets a skill feat due to this being his 1st completed scenario in Tier 2.

Adventure Reward
Each character gains a card feat.

Everyone also gets a die bump.

Acquired Cards
Some random cards from the reward are still pending, and are not listed below.

1x Weapon B
5x Spell B
1x Armor 2
1x Armor 1
2x Armor B
1x Item 1
1x Ally 2
6x Ally B
2x Blessing B
1x Blessing 2


  The wicked glabrezu Katazuul, pierced by ballista bolts and scorched by spells, collapses as her portal sputters and closes. A moment later, a brass horn sounds a triumphant fanfare to announce that the fiend-flesh army has been routed. The march back to Absalom is a jubilant one, though rumors are running wild through the streets as to exactly who the invaders were, what they wanted, and why undead spies sprang to life shortly after beacons appeared around Skyreach. Despite rampant speculation of the Grand Lodge’s involvement in the invasion, the citizens as a whole recognize the heroism with which Pathfinder agents personally averted disaster and rode at the vanguard of the city’s victorious forces. Absalom’s primarch Lord Gyr—whom few remember seeing during the attack—remains silent on the matter, though Siege Lord Wynsal Starborn delivers a speech within the hour personally recognizing the Society’s key role in protecting the City at the Center of the World.
  At the Grand Lodge, Ollysta Zadrian recounts news of the victory. “Soon after we stormed the siege castle and slew Katazuul, Absalom’s navy from Escadar arrived and sank what remained of the undead armada. Once again, Absalom has prevailed in the face of adversity!” Raising her armored fist in celebration, Zadrian shouts: “For Absalom! Absalom! Absalom!”
  Master of Swords Marcos Farabellus seems only to have grown more concerned since the siege began, and he confirms what many agents had discovered earlier. “Based on many reports from Pathfinders, we have a reason to believe the attack was a concerted effort driven by several enemies of the Pathfinder Society. We now know that it was Pasha Muhlia Al-Jakri—once a respected leader of many Pathfinders—who used the Black Echelon codebook to summon the undead saboteurs. We have reason to believe Grandmaster Torch was involved, at least enough that his minions attempted to usurp Gulgamodh to turn against Absalom. Finally, we learned the demons in the siege castle were vassals of a powerful demon that’s no stranger to the Society, and it is not difficult to deduce that ex-venture-captain Thurl had a hand in creating the fiend-flesh army. Today, we emerged victorious, and I assure you that we shall ascertain these villains’ true motives and put a stop to them.”

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