[ACG] [CAG II] We be Heroes? (Zalarian) (Inactive)

Game Master Zalarian

We Be Heroes?
WBH-1B: Chicken Run Act I

Turn Order
Grenek/Redeux Barbarian+UE - (EDT) GMT-4
Ukuja/morph147 Hunter - (EDT) GMT-4
Reepazo/Shnik Goblins Burn! + UW - (EDT) GMT-4
Jirelle/Zalarian Rogue + UI - (EDT) GMT-4
Kyra Core/EmpTyger Cleric - (CDT) GMT-5


101 to 117 of 117 << first < prev | 1 | 2 | 3 | next > last >>

Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

Ally with Diplomacy for Grenek if needed:

Guide
Core Ally 0
Traits: Hireling Human
To Acquire: Charisma Diplomacy 5
On a local check to close or to guard, recharge to add 1d6. Discard to explore. This exploration, on your checks to close your location, add 1d6.

Ally with Diplomacy for Ukuja if needed:

Teamster
Core Ally 0
Traits: Hireling Human
To Acquire: Strength Charisma Diplomacy 5
Recharge to draw a card or recharge a card. Discard to explore. This exploration, a local character may avenge by reloading a card.

Ally with Diplomacy for Kyra if needed:

Archer
Core Ally 0
Traits: Human Ranger
To Acquire: Charisma Diplomacy Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4. Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.


Female Human Goblin Cleric Deck Handler

(During Reepazo's turn)
Summoning Wounded Wanderer

Wounded Wanderer:
Core
Barrier 1
Traits:
Task
To Defeat:
Wisdom
Craft
Divine
Survival 8
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

Burying Life Drain. Moving to Cliff. Summoning Random Ally: Archer
Archer:
Core Ally 0
Traits: Human Ranger
To Acquire: Charisma Diplomacy Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4. Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

Diplomacy 4: 1d8 + 1 ⇒ (8) + 1 = 9
Archer is acquired. Moving to Ravine. Banishing Wounded Warrior
"Sarenrae make you feel better and hurt Angry Longshanks at same time... but we should flee before he recovers. Run up cliff, jump down into ravine, hurry hurry hurry!"

Kyra wrote:

Hand: Blessing of the Gods 1, Blessing of the Gods 3, Fear, Cayden Cailean’s Revelry, Archer,

Displayed: Magic Chain Shirt,
Deck: 12 Discard: 1 Buried: 2
Notes: My start-of-turn check can be botted (Fortitude 1d6+2). I will heal if convenient: let me know either if you don't want healing, or if you would like me to go out of my way to heal.
Ask before using: 2 Blessings of the Gods; Cayden Cailean’s Revelry (discard to bless/bury to reroll 1 or 2 local dice)
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Archer (recharge for +1d4 to local DEX/Ranged); Kyra's cleric power (+1d4 and Magic vs local Outsider/Undead bane)

Skills and Powers:

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

Powers:
Favored Card: Blessing
Proficient with: Armor Divine [] Weapon
Hand Size 5 [] 6

On a local check against an Outsider or Undead bane, add 1d4 ([] 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
[X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

Hero Points: 0


Female Goblin | My Deck Handler Tier 1 Swashbuckler (Rogue / UI) (12789-1006)

Out of Turn Updates: Processed above
Turn Order: Kyra, Grenek, Ukuja, Reepazo, Jirelle

Turn - Hour: 24- Cayden Cailean's Revelry
Hour Rules: On your check, you may discard a card to reroll 1 die showing 1 or 2.

SOT: Entangle Checks
Kyra Fort 5: 1d6 + 2 ⇒ (4) + 2 = 6 Success
Grenek Fort 5: 1d8 + 1 ⇒ (8) + 1 = 9 Success
Ukuja Fort 5: 1d10 + 3 ⇒ (9) + 3 = 12 Success
Reepazo Fort 5: 2d6 + 3 ⇒ (1, 5) + 3 = 9 Success
Jirelle Fort 5: 1d8 + 3 ⇒ (1) + 3 = 4 No Success but at trail

Give Card: None
Move: Stay at Trail

Wisdom Check DC 4+1+2=7: 1d8 + 0 ⇒ (2) + 0 = 2 No Success - discarding crossbow to reroll the 2
Wisdom Check DC 4+1+2=7: 1d8 + 0 ⇒ (4) + 0 = 4 No Success

Pharasma's Knowing:

Core Blessing 1
Traits: Deity: Pharasma Divine
When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+#
On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

Will discard Fencer to explore

Warband:

Core Barrier 1
Traits: Skirmish Veteran
To Defeat: None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier. Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

Jirelle plus anyone that wishes to can encounter warband
Jirelle, Ukuja, and Reepazo have to encounter Wolf Pack

Those at Trail have difficulty increased by 2 for distant characters

Local Character encounters Wolf Pack - Jirelle, Ukuja, Reepazo: 1d3 ⇒ 3 Reepazo fights a summoned Wolf
Summoned Wolf doesn't summon wolf so Reepazo only fights the one wolf

Demonic Crossbow +1 Combat Check DC 11+2=13: 1d10 + 1 + 1d8 ⇒ (7) + 1 + (6) = 14 Monster defeated

Wolf Pack:

Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.

Reminder of Scenario changes:

Paizo reroll used
Characters have Goblin Trait
This scenario has two acts, Act 1 and Act 2. In both acts, you may not move on your move step. After you defeat a bane or acquire a boon, you may move. When you move, you may move only to an adjacent location.


EOT: End Turn, Recovery, and Reset hand
Remove Entangled since did not move

"

Jirelle the Repugnant wrote:

Hand: Acidic Whip +1, Elven Chain Shirt, Lookout, Rapier, 1 BotG, Whip,

Displayed:
Deck: 3 Discard: 6 Buried: 2
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Crossbow can add d8 to distant combat and reloaded if undead
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:
Reloaded:

Middle {Order is not Known}: Burglar, BoAchaekek
Recharged: Emerald of Dexterity,
Discard Pile:Carver, Thieves' Tools, BoAbadar, Codex, Deathbane Light Crossbow, Fencer,
Buried Pile:3 BotG, 2 BotG,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Acrobatics: Dexterity+1
Constitution d6 ☐ +1 ☐ +2
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (□ or is a check to defeat a ship), you may reroll 1 die (□ or 2 dice) on your check; you must take the second result.
Reduce Structural damage to your ship by 1.

"

Summary
Location = Trail
Acquired =
Banished = Warband
Examined =
From Box =
Displayed =

Give: =
Used =
Other = Reepazo and Ukuja must fight 1 Wolf
Grenek and Kyra may encounter warband but if they do they both fight same monster

"

Jirelle the Repugnant wrote:

Hand: Acidic Whip +1, Elven Chain Shirt, Lookout, Rapier, 1 BotG, Whip,

Displayed:
Deck: 3 Discard: 6 Buried: 2
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Crossbow can add d8 to distant combat and reloaded if undead
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:
Reloaded:

Middle {Order is not Known}: Burglar, BoAchaekek
Recharged: Emerald of Dexterity,
Discard Pile:Carver, Thieves' Tools, BoAbadar, Codex, Deathbane Light Crossbow, Fencer,
Buried Pile:3 BotG, 2 BotG,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Acrobatics: Dexterity+1
Constitution d6 ☐ +1 ☐ +2
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
- Survival: Wisdom +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (□ or is a check to defeat a ship), you may reroll 1 die (□ or 2 dice) on your check; you must take the second result.
Reduce Structural damage to your ship by 1.

"


Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

During This Adventure: DURING THIS ADVENTURE:

  • You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.).

    Wait, I’m Not a Goblin!:

    Every now and then, you have a strange thought that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Kyra.
    Ever since the chief started talking to the sun, Crookedtoes gobbos get some weird visions.
    Then you recall you are a goblin, the world needs heroes, and you’re all it’s got.

    During This Scenario: SETUP:
    When setting out the locations, arrange them in a line in the order listed, from left to right. When preparing story banes, set aside the closing henchman Shiny Longshanks and shuffle a Proxy A for it into the location Campsite.
    Characters start at the Trail.

    STORY BANES:

  • Danger: Blasted Chicken
  • Villain: None
  • Henchmen: Shiny Longshanks

    This scenario has two acts, Act 1 and Act 2. In both acts, you may not move on your move step. After you defeat a bane or acquire a boon, you may move. When you move, you may move only to an adjacent location.

    Act 1:
    Act 1: When Shiny Longshanks is defeated, display the story bane Blasted Chicken next to the scenario. At the end of the turn, if Shiny Longshanks was defeated using a combat check, display the Proxy A at the rightmost location; otherwise, banish it and display Proxy B at the rightmost location. Then begin Act 2.

    Act 2: At the start of your turn, each character must succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled. Then if Proxy A is displayed at your location, suffer 1 Combat Damage; [s]If Proxy B is displayed at your location, add 1 to your checks against banes this turn. Then display the proxy at the rightmost occupied location.
    After a character encounters a non-summoned bane, any number of other characters may summon and encounter it.
    In the reset step of any turn in which you did not move, you may reset and remove 1 of your scourges.
    When the proxy is displayed at the leftmost location, you win.

    Shiny Longshanks:

    Monster
    Human Paladin
    Combat 9
    OR
    Charisma/Diplomacy/Stealth 7

    If defeated by a non-combat check, draw a new weapon or armor.

    Blasted Chicken:

    Monster Blasted Chicken
    Aberration
    Cockatrice
    Combat 12
    Before acting, succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled.
    If undefeated, suffer the scourge Exhausted.

    Additional Rules:

    WILDCARDS:

    NAME EFFECTS
    Ablaze At the end of your turn, suffer 1d4-2 Fire damage.
    Confusion After you reset, shuffle a random card into your deck.
    Deadly When you suffer damage, it is increased by 1.
    Hostile When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
    Unhallowed On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    Wearisome Each turn, you may use no more than 1 power that lets you explore.
    Beseiged After you move, suffer 1 Ranged Combat damage.
    Desperate When you encounter a boon and do not acquire it, discard a card.
    Hazardous When building the locations, add 6 barriers, distributed as evenly as possible.
    Impoverished After drawing your starting hand, draw 3 cards, then bury 3 cards.
    Monstrous When building the locations, add 6 monsters, distributed as evenly as possible.
    Withering At the end of your turn, bury a random card from your discards.

    SCOURGES:

    NAME EFFECTS
    Dazed "WHILE MARKED You may not examine locations.
    If you explored this turn, you may not explore again.
    If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
    Drained "WHILE MARKED
    On your checks, subtract 1 for each die rolled.
    At the end of your turn, you may bury a Divine boon to remove this scourge."
    Entangled "WHILE MARKED
    You cannot evade or move.
    When your location is closed, remove this scourge."
    Exhausted "WHILE MARKED
    On each check or step, you may play no more than 1 boon.
    At the start of your move step, you may end your turn to remove this
    scourge."
    Frightened "WHILE MARKED
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
    When your location is closed, you may remove this scourge."
    Poisoned "WHILE MARKED
    After you reset, recharge a random card.
    When you would heal any number of cards, you may remove this scourge instead."
    Wounded "WHILE MARKED
    At the start of your turn, discard the top card of your deck.
    When you would heal any number of cards, you may remove this scourge instead."
    Honor-Tested "WHILE MARKED
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
    When you evade a monster, remove this scourge.
    At the end of the scenario, gain 1 respect point."
    Plagued "WHILE MARKED
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
    At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

    Loot:

    Deathbane Light Crossbow
    Spoiler:

    Core Weapon 1
    Traits: Bow Magic Piercing Ranged
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8. On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

    Magic Leather Armor

    Spoiler:

    Core Armor 1
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 6
    Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0.

    Scenario Level (#): 1

    Turn: 25, Kyra/EmpTyger

    Random Cards:

    Monsters
    Spoiler:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.

    Spoiler:
    Azer
    Core
    Monster 1
    Traits:
    Elemental
    Fire
    Outsider
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.

    Spoiler:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Spoiler:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

    Spoiler:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Barriers
    Spoiler:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    To Defeat:
    Charisma
    Diplomacy 6+#
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.

    Spoiler:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Spoiler:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    Spoiler:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

    Spoiler:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

    Weapons
    Spoiler:
    Glorious Warhammer
    Core
    Weapon 1
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Recharge to examine the top card of your location.

    Spoiler:
    Sling
    Core
    Weapon 0
    Traits:
    Ranged
    Sling To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Longbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Giantbane Greataxe
    Core
    Weapon 1
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 12
    For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Warhammer
    Core
    Weapon 0
    Traits:
    Hammer
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Spells
    Spoiler:
    Sleep
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Magic
    Mental To Acquire:
    Intelligence
    Arcane 7
    When a local character encounters a monster, banish; they evade it.
    On a local check against a monster or an ally, banish to add 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Spoiler:
    Cure
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spoiler:
    Charm Person
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 6
    On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
    DURING RECOVERY
    If proficient, you may bury this card.

    Spoiler:
    Commune
    Core
    Spell 1
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 12
    Banish to draw a new blessing.
    DURING RECOVERY
    If proficient, you may bury this card.

    Spoiler:
    Detect Evil
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Armors
    Spoiler:
    Hide Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude
    Survival 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Spoiler:
    Light Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 3
    When you suffer Combat damage, freely reveal to reduce it by 1.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Spiked Half-plate
    Core
    Armor 1
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Items
    Spoiler:
    Acid Flask
    Core
    Item 0
    Traits:
    Acid
    Alchemical
    Attack
    Liquid To Acquire:
    Intelligence
    Craft 4
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
    On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Spoiler:
    Sacred Candle
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Divine 10
    Bury to draw the hour. You may not play this during an encounter.

    Spoiler:
    Bracers of Protection
    Core
    Item 0
    Traits:
    Accessory
    Magic To Acquire:
    Intelligence
    Arcane 5
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    Spoiler:
    Compass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

    Spoiler:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Dexterity
    Disable 4
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    Allies
    Spoiler:
    Bodyguard
    Core
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy
    Fortitude 6
    When a local character suffers damage, recharge to reduce it by 3.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Spoiler:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini To Acquire:
    Wisdom
    Survival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.

    Spoiler:
    Fox
    Core
    Ally 1
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

    Spoiler:
    Soldier
    Core
    Ally 0
    Traits:
    Human
    Soldier To Acquire:
    Charisma
    Diplomacy
    Melee 4
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

    Spoiler:
    Crow
    Core
    Ally 1
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Blessings
    Spoiler:
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Spoiler:
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Spoiler:
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Spoiler:
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.

    Spoiler:
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

    Hour Power: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    Top of Blessing Discard Pile:

    Shelyn's Song:
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Remaining: 4

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Grenek/Redeux
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Ukuja/morph147
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Reepazo/Shnik
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Jirelle/Zalarian
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

    Location #1: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 5 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ukuja/morph147, Reepazo/Shnik, Jirelle/Zalarian, Ogre

    Trail Card 1:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.
    Trail Card 2:
    Cave Lizard
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 13
    OR Perception 6
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.
    Trail Card 3:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
    Trail Card 4:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Trail Card 5:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.

    Location #3: Ravine
    Underground
    Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kyra/EmpTyger, Grenek/Redeux, Proxy A - Angered Longshanks
    Ravine Card 1:
    Balmberry
    Core
    Item 0
    Traits:
    Alchemical
    Plant To Acquire:
    Wisdom
    Divine
    Survival 6
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.
    Ravine Card 2:
    Swamp Ooze
    Core
    Monster 1
    Traits:
    Acid
    Ooze
    To Defeat:
    Combat 9
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.
    Ravine Card 3:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
    Ravine Card 4:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Location #5: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Cliff Card 1:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
    1. Suffer 1d4-1 Ranged Combat damage.
    2. Suffer 1 Fire damage.
    3. Suffer the scourge Poisoned.
    4. Recharge a card.
    Cliff Card 2:
    Werewolf
    Core
    Monster 1
    Traits:
    Lycanthrope
    To Defeat:
    Combat 11
    OR Knowledge 7
    If the hour's level is 0, the difficulty to defeat is increased by 3.
    If undefeated, suffer the scourge Wounded and end your turn.
    Cliff Card 3:
    Mace
    Core
    Weapon 0
    Traits:
    Mace
    Melee To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
    Cliff Card 4:
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Location #6: Forest
    Wild
    At This Location: When you defeat a monster, you may discard a card to explore.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:
    Forest Card 1:
    Quarterstaff of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.


  • Reepazo Deck Handler

    OoT Wolf Pack vs Vermin Swarm (i.e. Reepazo)!

    Survival 8: 2d6 + 3 ⇒ (3, 6) + 3 = 12 => defeated

    The Pack gets swarmed.


    Ukuja Deck Handler

    During Reepazo turn
    Discard Compass from 1 point of force damage

    Choose not to encounter wounded wandener

    Choose not to encounter envoker.

    During Jirelle turn
    Fight Wolf Pack.
    Survival 6: 1d10 + 3 ⇒ (1) + 3 = 4 Recharge Spiked Breastplate to reduce the damage by 2.

    Since Ukuja did not move reset hand.

    "

    Ukuja wrote:

    Hand: Snow Leopard, Force Shortbow+1, Crow, Blessing of the Elements, Atlatl, Blessing of the Ancients 2,

    Displayed: Leryn, White Tiger,
    Deck: 8 Discard: 7 Buried: 0
    Notes: Blessing available if needed

    Sideboard cards:

    Skills and Powers:
    Skills:
    Strength: d6 □ +1 □ +2
    Dexterity: d10 □ +1 □ +2 □ +3 □ +4
    Ranged: Dexterity+2
    Constitution: d6 □ +1 □ +2
    Intelligence: d6 □ +1 □ +2
    Wisdom: d10 □ +1 □ +2 □ +3 □ +4
    Divine: Wisdom+1
    Survival: Wisdom+3
    Charisma: d4 □ +1 □ +2

    Favored Card: Ally or Spell
    Hand Size: 6

    Proficient with: Light Armors Weapons

    Powers:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.

    You may discard a card that has the Animal trait to evade a bane you
    encounter (☐ or to add 1d4 plus the discarded card's adventure deck
    number to your combat check)(☐ or to your check to defeat a barrier).

    ◼️ At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

    Cohorts:
    Leryn
    White Tiger


    "


    Female Human Goblin Cleric Deck Handler

    Shelyn's Song o'clock: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
    (Botting everyone)
    Fortitude 5 (Kyra): 1d6 + 2 ⇒ (3) + 2 = 5
    Fortitude 5 (Grenek): 1d8 + 1 ⇒ (1) + 1 = 2
    Survival 5 (Ukuja): 1d10 + 3 ⇒ (7) + 3 = 10
    Survival 5 (Reepazo): 2d6 + 3 ⇒ (3, 6) + 3 = 12
    Survival 5 (Jirelle): 1d8 + 3 ⇒ (4) + 3 = 7
    Grenek is Entangled
    Recharging Magic Chain Shirt to prevent 1 Combat damage

    "Longshanks can't hurt me! I have magic shirt!"

    Exploring Ravine 1: Balmberry

    Balmberry:
    Core
    Item 0
    Traits:
    Alchemical
    Plant To Acquire:
    Wisdom
    Divine
    Survival 6
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.

    Divine 6: 1d10 + 3 ⇒ (1) + 3 = 4
    Balmberry is banished
    "Sarenrae does not like berries. Sarenrae prefers bacon."
    (squishes berries)

    Discarding Archer to explore Ravine 2: Swamp Ooze

    Swamp Ooze:
    Core
    Monster 1
    Traits:
    Acid
    Ooze
    To Defeat:
    Combat 9
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.

    Ukuja recharges Snow Leopard. Grenek discards Mace (or some other card for Piercing)
    Combat 9+1=10: 1d8 + 1d4 + 1d4 ⇒ (7) + (1) + (2) = 10
    Discarding Fear for 1 Acid damage. Grenek must recharge an armor or suffer 1 Acid damage. Swamp Ooze is banished
    Everyone else may summon a Swamp Ooze if they want.[/b]

    "ICK! Evil berry jam!"

    Discarding Blessing of the Gods to explore Ravine 3: Mirror Image

    Mirror Image:

    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Kyra cannot make a INT/Arcane 9 check. Mirror Image is banished
    "Oopsies broke mirror."

    Discarding Blessing of the Gods to explore Ravine 4: Trapped Chest

    Trapped Chest:
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Ukuja discards Blessing of the Ancients
    Melee 11+1=12: 2d8 + 2 ⇒ (1, 7) + 2 = 10
    Acid damage: 1d4 ⇒ 1
    Discarding Cayden Cailean's Revelry for Acid damage; no cards left in hand. Kyra is Dazed
    Grenek may avenge. Everyone may summon a Trapped Chest

    "Ooooh... what's in the treasure chest..."
    (screaming)
    "Ew! Treasure has evil berry jam all over! Gross!"

    Ending turn. Removing Dazed. Grenek removes Entangled. Resetting hand

    Kyra wrote:

    Hand: Giant Slug, Blessing of Sarenrae 1, Standard Bearer, Blessing of Sarenrae 2, Fireblade,

    Displayed:
    Deck: 8 Discard: 6 Buried: 2
    Notes: My start-of-turn check can be botted (Fortitude 1d6+2). I will heal if convenient: let me know either if you don't want healing, or if you would like me to go out of my way to heal.
    Ask before using:
    Can use without asking: 2 Blessings of Sarenrae (discard to bless/bless twice if non-combat CON); Giant Slug (recharge for +1d4 and Acid to local combat); Standard Bearer (recharge for +1d4 on local STR/CON); Kyra's cleric power (+1d4 and Magic vs local Outsider/Undead bane)

    Skills and Powers:

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

    Powers:
    Favored Card: Blessing
    Proficient with: Armor Divine [] Weapon
    Hand Size 5 [] 6

    On a local check against an Outsider or Undead bane, add 1d4 ([] 1d6) and the Magic trait.
    At the end of your turn, you may recharge a Divine card to heal a local character a card.
    [X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

    Hero Points: 0


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    Outstanding Items as I see it:
    Grenek must discard card for adding piercing to Kyra's check on ooze
    Grenek must recharge an armor or suffer 1 Acid damage.
    Ukuja (or possibly Jirelle) needs to discard blessing for Kyra's check against trapped chest
    Grenek could avenge against trapped chest (don't see that happening)
    Reepazo, Grenek, and Ukuja could encounter Trapped Chest (don't see this happening either)


    DECK HANDLER

    Off turn
    Grenek discards mace to add piercing
    Buries chain mail to reduce acid damage
    Avenging Trapped Chest by burying ransuer of gargoyle

    Trapped Chest:

    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    bury random card in discard to add fort skill (crowbar)
    Trapped Chest DC 12 melee: 1d10 + 2 + 1d6 + 1 ⇒ (7) + 2 + (3) + 1 = 13 defeated

    Summon and encounter Weapon

    Glorious Warhammer:

    Core
    Weapon 1
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Recharge to examine the top card of your location.

    Grenek buries random card in discard (cat) to add fort skill
    Glorious Warhammer DC 10 melee: 1d10 + 2 + 1d8 + 1 ⇒ (4) + 2 + (6) + 1 = 13 acquired

    Grenek summons Trapped Chest (Scenario rule)

    Trapped Chest:

    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Same as before (bury guide)
    Trapped Chest DC 12 melee: 1d10 + 2 + 1d6 + 1 ⇒ (5) + 2 + (6) + 1 = 14 defeated
    Summon and encounter weapon#2

    Sling:

    Core
    Weapon 0
    Traits:
    Ranged
    Sling To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Sling DC 3 dex: 1d6 ⇒ 6 acquired

    Reset hand, remove entangled since did not move this turn

    Grenek the Big Hero wrote:

    Hand: Compass, Bronzed Leather, Luckstone (Acquired), BotQuartermaster2, Longspear,

    Displayed: Hide Armor, Blue War Paint
    Deck: 6 Discard: 4 Buried: 9 Shirt Reroll Available: N
    Notes: feel free to use whatever help i can offer. prefers the BotQuartermaster blessings get recharged when used

    Skills and Powers:
    SKILLS

    Strength d10 []+1 []+2 []+3 []+4
    Melee: Str+2
    Dexterity d6 []+1 []+2 []+3
    Constitution d8 []+1 []+2 []+3 []+4
    Fortitude: Con+1
    Intelligence d6 []+1
    Wisdom d4
    Charisma d8 []+1 []+2 []+3
    Diplomacy: Cha+0

    Favored Card: Melee Weapon
    Hand size 5 []6
    Proficient with: Weapons
    Powers:
    On your Strength check or your check against a monster, you may bury a random card from your discards (▢ or the top card of your deck) to add your Fortitude skill.
    On a local check against a monster, you may discard ([] or recharge) a card to add 1d4 (▢ 1d6) and the Piercing trait.
    At the end of your turn, you may move; any local Goblin characters may move with you

    Begin Grenek turn
    Kyra: Fortitude 5:: 1d6 + 2 ⇒ (5) + 2 = 7 passed
    Grenek: Fortitude 5:: 1d8 + 1 ⇒ (4) + 1 = 5passed
    Ukuja: Survival 5:: 1d10 + 3 ⇒ (8) + 3 = 11passed
    Reepazo: Survival 5:: 2d6 + 3 ⇒ (2, 4) + 3 = 9passed
    Jirelle: Survival 5:: 1d8 + 3 ⇒ (3) + 3 = 6 passed
    recharge hide armor to reduce combat damage to 0.

    Skip explore step, Location empty, attempt to close. Bury random card from hand 1d5 ⇒ 4 Botoquartermaster buries. Location closed. Random buried card is healed 1d10 ⇒ 9 Chain Mail (acquired)

    Grenek and kyra move to Trail

    Grenek resets hand and ends turn

    Grenek the Big Hero wrote:

    Hand: Compass, Bronzed Leather, Luckstone (Acquired), Quartermaster1 (ALLY), Longspear,

    Displayed: Blue War Paint,
    Deck: 4 Discard: 4 Buried: 10 Shirt Reroll Available: N
    Notes: feel free to use whatever help i can offer. prefers the BotQuartermaster blessings get recharged when used

    Skills and Powers:
    SKILLS

    Strength d10 []+1 []+2 []+3 []+4
    Melee: Str+2
    Dexterity d6 []+1 []+2 []+3
    Constitution d8 []+1 []+2 []+3 []+4
    Fortitude: Con+1
    Intelligence d6 []+1
    Wisdom d4
    Charisma d8 []+1 []+2 []+3
    Diplomacy: Cha+0

    Favored Card: Melee Weapon
    Hand size 5 []6
    Proficient with: Weapons
    Powers:
    On your Strength check or your check against a monster, you may bury a random card from your discards (▢ or the top card of your deck) to add your Fortitude skill.
    On a local check against a monster, you may discard ([] or recharge) a card to add 1d4 (▢ 1d6) and the Piercing trait.
    At the end of your turn, you may move; any local Goblin characters may move with you

    "

    Card Descriptions:

    Hand descriptions:
    Longspear
    Spoiler:
    Longspear
    Traits: Spear, Melee, Piercing, 2-handed, basic
    Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Bronzed Leather
    Spoiler:
    Bronzed Leather
    Traits: Light Armor, Basic
    When you discard this card as damage, it counts as up to 3 cards. If proficient with light armors, after discarding, you may draw a card.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    Compass
    Spoiler:
    Compass
    Traits: Object, Basic
    Recharge this card to move, then you may examine the top card of your location deck. You may not use this power during an encounter.
    Discard this card to explore your location.
    Quartermaster1 (ALLY)
    Spoiler:
    Quartermaster1 (ALLY)
    Traits: Human, Pirate, Basic
    Recharge this card to add 1d4 to your check to acquire a spell, an ally, or a blessing.
    Recharge this card to add 1d8 to your check to acquire a weapon, an armor, or an item.
    Discard this card to explore your location. During this exploration, add the Swashbuckling trait to your non-combat checks.
    Luckstone (Acquired)
    Spoiler:
    Luckstone (Acquired)
    Core
    Item 0
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Survival 6
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

    Displayed descriptions:
    Blue War Paint
    Spoiler:
    Blue War Paint
    Traits: Liquid, Paint, Basic
    Display this card next to your deck. While displayed, when you defeat a monster, after the encounter, you may discard a card to move. When you fail a combat check or play another card that has the Paint trait, bury this card; if you have the Melee skill, discard it instead.
    "

    TLDR
    Grenek avenged Trapped Chest and he summoned trapped chest (scenario rule). Acquired Glorious Hammer (weapon 1) and Sling (Weapon 0). Ravine closed and Kyra and grenek moved to trail

    We are now all at trail and will win at start of ukuja's turn


    DECK HANDLER

    Oh, and since I avenged, i fought Trapped chest again. Which means it was a non-summoned bane. After my encounter then Everyone except Kyra can summon Trapped Chest. And then everyone except Grenek can summon Trapped chest. So in total this means Grenek and Kyra can summon once, and Jirelle, Ukuja, Reepazo can summon twice. There is no penalty in trying here since you now know i already avenged/defeated the trapped chest and the location is empty. In other words, i have guaranteed Kyra and Grenek can move to trail on my turn (since closing a location banishes any entangle we would get), and then we would win at start of ukuja's turn. If Kyra summons and undefeats then Grenek is willing to avenge again.

    Grenek does have a botquartermaster that could've been used for one of these trapped chests. If it was used then he would've drawn one extra card w hen resetting and buried that card to close instead. all else stays the same


    Korundo Deck Handler

    Start of turn

    Kyra: Fortitude 5: 1d6 + 2 ⇒ (6) + 2 = 8
    Grenek: Fortitude 5: 1d8 + 1 ⇒ (4) + 1 = 5
    Ukuja: Surivial 5: 1d10 + 3 ⇒ (2) + 3 = 5
    Reeprzo Survival 5: 2d6 + 3 ⇒ (2, 3) + 3 = 8
    Jirelle: Survival 5: 1d8 + 3 ⇒ (8) + 3 = 11
    Everyone pass

    Proxy A moves to Trail and we win.


    Reepazo Deck Handler

    Reepazo will encounter the Trapped Chest that Grenek avenged, since at that point the win was assured.

    Freely recharge Blessing of the Gobs to bless Melee (Dexterity) check

    Melee 14: 2d12 + 1d6 + 1 ⇒ (5, 6) + (4) + 1 = 16 =>

    Bury Blessing of the Gobs to acquire and recharge top Blessing of Hourglass => Orison

    Summon and encounter item => Acid Flask

    Intelligence 4: 2d6 ⇒ (2, 3) = 5 => acquired

    End of shenanigans on Kyra's turn


    Female Goblin | My Deck Handler Tier 1 Swashbuckler (Rogue / UI) (12789-1006)

    "Ranzak much better at opening chests than I am"

    Will discard blessing for hail mary attempt

    Untrained Skill Check Disable DC 7+1=8: 1d4 + 1d4 ⇒ (2) + (2) = 4 No Success

    Acid Damage: 1d4 ⇒ 3 Will bury Elven Shirt
    "My shirt! Get it off! Get it off!"


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    Development
    You stumble out from darkness over jagged stones. The echo of a thousand undead feet shakes the tunnel, covering the paladins’ shining armor in a thick layer of dust. They blink, squinting at the sudden light. The sun reaches down through the trees and gently brushes the dust from the awestruck paladins.
    Chief Velkik emerges from the underbrush and raises a hand-carved statuette of a woman with feathery wings, her arms outstretched at her side: Sarenrae.
    “Sun say you help Crookedtoes tribe. We help you. Now you help us.” They seem skeptical. But the conversation is cut short as the first wave of undead arrives. A rotting hound pounces on the unluckiest of Chief Velkik’s guards. Rips off his head and swallows it in one gulp. Just the kind of challenge for real heroes like you.

    Scenario Reward
    Each character gets a new level 1 blessing (added to list below)
    Characters may choose a bonus deck upgrade.

    Adventure Reward
    Each player may add to any of their Class Decks the promo spell Embiggen and/or the promo blessing The Real Rabbit Prince.

    Acquired Cards
    Note: An Outstanding Avenge may adjust and add more
    Archer (Ally 0)
    Bodyguard (Ally 1)
    Cat (Ally 0)
    Lookout (Ally 0)
    Acolyte (Ally 0)
    Giant Slug (Ally 1)
    Frog (Ally 0)
    Chain Mail (Armor 0)
    Spiked Breastplate (Armor 0)
    Magic Chain Shirt (Armor 1)
    Helm (Armor 0)
    Orison (Blessing 0)
    Prayer (Blessing 0)
    Torag's Power (Blessing 1)
    Nethys's Duality (Blessing 1)
    Calistria's Sting (Blessing 1)
    5 Blessing 1's
    Acid Flask (Item 0)
    Codex (Item 0)
    Luckstone (Item 0)
    Locate Object (Spell 1)
    Life Drain (Spell 1)
    Confusion (Spell 0)
    Sling (Weapon 0)
    Shortbow (Weapon 0)
    Glorious Warhammer (Weapon 1)

    Weapon 001
    Spell 110
    Armor 0010
    Item 000
    Ally 0100010
    Blessing 0011111111

    Boon Roll

    Roll 1d20 in the discussion thread for a chance to win boon; 20 wins. The reward can be assigned to any PFSACG character (even someone elses).

    Tier Rewards
    Each character gains 1 XP and 1 hero point.

    Please post rolls, decisions, etc in discussion thread


    DECK HANDLER

    Kyra summons the trapped chest and fails
    acid damage: 1d4 ⇒ 3

    Grenek avenges by burying longspear
    then for the trapped chest bury random card from discard to add fort skill (power feat),
    Trapped chest DC 12 melee: 1d10 + 2 + 1d8 + 1 ⇒ (8) + 2 + (6) + 1 = 17

    Longbow:

    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Use botquartermaster
    Longbow DC 7 dex: 2d6 ⇒ (4, 2) = 6 recharge luckstone to add 1. acquired


    Reepazo Deck Handler

    Since I can encounter Kyra's original Chest after Grenek's game-winning one... Let's try it!

    Jirelle recharges 1 BotG

    Melee 14: 2d12 + 1d6 + 1 ⇒ (7, 11) + (1) + 1 = 20 => defeated

    Summon and encounter a Weapon => Giantbane Greataxe

    Ukuja recharges any Blessing

    Melee 12: 2d12 + 1d6 + 1 ⇒ (6, 4) + (1) + 1 = 12 => acquired

    If I misread and the group didn't have 2 Blessings left, not acquired, but I think that's all good.


    Female Human Goblin Cleric Deck Handler

    Hero Point: Gaining Skill Feat: WIS+1
    Upgrading Blessing B of the Gods into Blessing 1 of Gorum
    Upgrading Item 0 Sage's Journal into Item B Pearl of Wisdom

    "Sarenrae wants us be friends with other gods. Even Longshanks gods like Gorum! Seems wrong but Sarenrae knows best. Wisdom means never question Sarenrae!"
    (paws at a shiny pearl)
    "Sarenrae gives us lots of shiny treasures. Yay Sarenrae!"

    101 to 117 of 117 << first < prev | 1 | 2 | 3 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [ACG] [CAG II] We be Heroes (Zalarian) All Messageboards

    Want to post a reply? Sign in.