
Varril FNCG |

Turn 13, under Blessing of Zogmugot...
Lycanthropy token count increases to 1. Varril attempts to shake off the effects.
Lycanthropy CtD Wis 6: 1d8 + 4 ⇒ (1) + 4 = 5 Failure!
Varril notes everyone else languishing at the Torture Pit and rows back to the Abrogail's Fury, picking up the party on the way.
Upon their return, Varril looks them all over, and sees Skizza still has the lowest reserve of life energy left, grants him divine aid.
At the start of your explore step, you may recharge a card Sawtooth Sabre +2, to allow another local character Skizza to recharge two random cards from their discards.
With the crew safely returned, Varril scales the crow's nest to scout ahead: Great Stone Bridge Card 1: Galvo.
Hand: Keen Rapier +3, Divine Blaze, Phoenix Cloak, Hurricane Crown, Court Knight, Blessing of Shelyn 2, Blessing of Sivanah, Blessing of the Eternal Rose,
Displayed: Mantle of Faith, Great White Shark (16),
Deck: 9 Discard: 3 Buried: 3
Hero Points: 14
NOTES:
Available Support: Feel free to use blessings as needed.
Rose: 1d12, or 2d12 on n/c Dip
Shelyn: 1d12, or 2d12 on n/c Wis
Sivanah/7th Veil: 2 dice to n/c Int or Cha
Phoenix Cloak: 3d4 and Fire to local combatMovement: I will always move back to the ship if my location is closed and someone else moves. I will leave the ship if someone else does (unless staying would help occupy all locations for guarding).
Box reroll for 6E is NOT USED.
Lycanthropy is ACTIVE.
Other: Lycanthropy markers: 1
Middle of Deck (Unknown Order): 0
Recharged: Blessing of the Everlight, Death's Touch, Blessing of Shelyn, Rejuvenation, Divine Fortune, Old Salt's Rapier +2, Cloudburst, Sawtooth Sabre +2,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine:Wisdom +3 [7]
Charisma d10 ☑ +1 ☑ +2 ☑ +3
Diplomacy: Charisma +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Proficiencies:
Light Armor, [X] Weapons
POWERS:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([X] or 2 random cards) from her discard pile.
When you attempt any check, you may discard ([X] or recharge) a card to use your Divine skill instead of any listed skill.
After you defeat a bane on your turn, you may discard a card to explore your location. ([X] If the discarded card is a blessing, you may recharge it instead.)
[_] You may recharge a card that has the Divine trait to add 1d4 to your non-combat check.
[_] Add 2 to a check by another character at your location that invokes the Divine trait.
[X] Your blessing that has the Shelyn trait adds d12 instead of the normal die.
UPKEEP:
Varril and EVERYONE move to the Abrogail's Fury.
Skizza may recharge two random discards.
Great Stone Bridge Card 1 KNOWN.
"

Vika - Chthonicthul |

Off-turn: Move back to Abrogail's Fury
Turn 14: Vika/Blessing of Milani
Move to Hall of Champions
Explore Hall of Champions Card #1: Icy Boarding Pike +1
Melee 10 to acquire Icy Boarding Pike +1, revealing Belt of Physical Might to add d4: 1d10 + 4 + 2 + 1d4 ⇒ (9) + 4 + 2 + (4) = 19 Success; acquired
Draw Pillaging Mace for success as per location power.
Discard Blessing of the Lord in Iron to explore Hall of Champions Card #2: Humanbane Gladius +2
Melee 11 to acquire Humanbane Gladius +2, revealing Belt of Physical Might to add d4: 1d10 + 4 + 2 + 1d4 ⇒ (9) + 4 + 2 + (2) = 17 Success; acquired
Draw Dwarven Earthbreaker +1 for success as per location power. Six Weapons in hand! Yeesh.
Discard Blessing of the Oathkeeper to explore Hall of Champions Card #3: Adamantine Trident +3
Melee 13 to acquire Adamantine Trident +3, revealing Belt of Physical Might to add d4: 1d10 + 4 + 2 + 1d4 ⇒ (7) + 4 + 2 + (2) = 15 Success, acquired
Draw Topaz of Strength for success as per location power. Seven Weapons in hand! That's my record...
Vika is quite happy to leave the horrid chamber of torture, although she is desperately anxious to try her hand at smashing some more weresharks. She boards her skiff and heads back to the enemy stronghold, finding herself in a large chamber that looks more like a museum than an armory. As excited as a child in a candy store, she rushes around grabbing weapons from the displays, until they start to spill from her hands.
Reset hand and end turn, discarding Topaz of Strength, Humanbane Gladius +2, Icy Boarding Pike, and Dwarven Earthbreaker +1 as free discards.
Hand: Jorgenfist Spear, Greatclub +3, Belt of Physical Might, Pillaging Mace, Adamantine Trident +3 (acquired),
Displayed:
Deck: 7 Discard: 13 Buried: 1
"Current Location: Hall of Champions
Hero Points Available/Used: 2 / 12"
"NOTES:
Available Support: As long as she has more than one Weapon in hand, use her combat assist power. As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 6-E: Blood in the Water?: N"
Craft: Strength +1
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Disable: Dexterity +2
Constitution d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d4 ☐ +1
Role Card: Pulverizer
Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Light Armors, Heavy Armors, Weapons
POWERS:
Recharge a card that has the Bludgeoning trait to add 1d6 ([X]+1) ([X]+2) to a combat check by ([X] you or) another character at your location. ([X] You may draw a card.)
When you would discard a weapon ([X] or armor) for its power, you may recharge it instead.
[X] When you attempt to defeat a barrier that has the Lock or Obstacle trait, you may recharge a card to use your Strength or Melee skill in place of any listed skill for your check.

Athnul - Kulko |

Forgot to redraw hand last turn:
Exalted, Blessing of Caydean, Farglass
Turn 15: Athnul
The Hour is Blessing of Besmara
Athnul surveys the battlefield once more from her favorite place atop the crows nest. There she notices some commotion on the Great bridge,w here another of these wersharks is attacking a more or less innocent bystander.
Calling out for help from nearby Varril she rushes over and attacks the wereshark before it can finish its cruel tasks. The man a local pirate named Cut-Throat Grok decides to join in and with the combined power they are managing to defeat the horrible wercreature.
SoT
Discard Farglass to examine top two cards of Bridge
Wereshark Pirate (henchman)
Cut-Throat Grok
Put Ally on op
Move to Bridge
Free Explore
SS
Ally 1
Traits:
Half-Orc
Fighter
Pirate
To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
CtA Fortitude 5: 1d20 + 4 ⇒ (8) + 4 = 12 Aquired
Discard Cut-Throat Grok to explore and add swashbuckling
SS
Henchman 6
Type: Monster
Traits:
Lycanthrope
Pirate
Aquatic
To Defeat:
Combat 26
The Wereshark Pirate may not be evaded.
Before you act, if the top card of the blessings discard deck is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Reveal Evangelist and Amulett
Recharge Ring of Wave Walking to use KI and Mental
Varrils discards a blessing of Shelyn
CtD Combat 32: 1d6 + 3 + 1d10 + 4 + 1 + 1d8 + 2d6 + 1 + 1d12 ⇒ (6) + 3 + (8) + 4 + 1 + (1) + (1, 1) + 1 + (12) = 38 Banished
Swashbuckling trait was there so no discard, Trying to close
Discard exalted to add 1 die and Blessing of everbloom to bless twice
reveal Evangelist to add 1
CtC Dex 10: 4d6 + 1 ⇒ (3, 4, 4, 4) + 1 = 16 Success, Closed
Athnul ends her turn.
Athnul attempts to recover all cards in her Recovery pile.
Divine Fortune: Divine 13: 1d10 + 5 ⇒ (3) + 5 = 8 -> Divine Fortune recharged discarded.
Athnul resets her hand.
Casting Cure
Cards healed: 1d4 + 1 ⇒ (1) + 1 = 2 Cut-Throat Grok, Blessing of Milani
Hand: Blessing of Gorum (2), Cure, Imp, Amulet of Furious Fists, Evangelist, Blessing of Hshurha, Ring of Energy Resistance,
Displayed:
Deck: 10 Discard: 11 Buried: 0
Hero Points: 13
Box Reroll used: no
Lycant. markers:0
NOTES:
Available Support: Blessings are available for use.
Middle of Deck (Unknown Order): Amulet of Furious Fists (2), Lyrune-quah Truthspeaker , Navigator Musket +1, Darb Tuttle, Cut-Throat Grok, Dire Shark, Ring of Wave Walking, Divine Fortune, Blessing of Milani, Archaeopteryx
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☑ +1 ☐ +2 ☐ +3
Melee +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☑ +1 ☑ +2
Fortitude +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Perception +2
Divine +1
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
None
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill ([X] plus the card's adventure deck number) and the Piercing trait ([] and you may add the Magic trait); you may not play a weapon on this check. ([x] You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
[x] You gain the skill Divine: Wisdom +1 ([] +3).
[] You may recharge a card to add 1d4 ([] 2d4) ([] 3d4) and the Piercing trait to a combat check by a character at your location.
[x] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

Vika - Chthonicthul |

Vika takes the first check to defeat Captain Horrus Riptooth
Difficulty to defeat is increased by six, and also Skizza's Strength die
Skizza's Strength addition: 1d4 ⇒ 4 I wouldn't have it any other way.
Combat 38 to defeat Captain Horrus Riptooth, recharging Greatclub +3 to use Melee plus 1d10 plus 3 plus d10, recharging Pillaging Mace to add d6 plus 2, and asking Athnul to discard Blessing of Gorum to Bless twice: 1d10 + 4 + 2 + 1d10 + 3 + 1d10 + 1d6 + 2 + 2d10 ⇒ (6) + 4 + 2 + (2) + 3 + (3) + (5) + 2 + (3, 5) = 35 Failure; Hero Point to reroll
Hero Point reroll of Combat 38 to defeat Captain Horrus Riptooth, recharging Greatclub +3 to use Melee plus 1d10 plus 3 plus d10, recharging Pillaging Mace to add d6 plus 2, and asking Athnul to discard Blessing of Gorum to Bless twice: 1d10 + 4 + 2 + 1d10 + 3 + 1d10 + 1d6 + 2 + 2d10 ⇒ (7) + 4 + 2 + (3) + 3 + (4) + (2) + 2 + (8, 7) = 42 Success; on to second check. Don't forget to add d6 +1 for Jorgenfist Spear, Skizza. It's one less than Vika's usual combat assistance because she needed her two Bludgeoning Weapons for this check.

Skizza - Rhynn |

Turn 16, Blessing of Abadar
Skizza heads over to the Hall of Champions which appears to be the final place where Horrus can possibly be hiding. On arrival he finds a flaming bow that someone has left behind in their hurry to escape.
Flaming Longbow+2-CtA: Ranged 13: 1d10 + 6 ⇒ (7) + 6 = 13 Success. Draw Mountaineer for success at Hall.
Skizza is more than a little familiar with ranged weapons and that definitely has the fine craftmanship of a good one, he packs it up, knowing it will sell for something decent.
As he finds Vika, he passes over some Ambrosia to help heal her for the inevitable confrontation.
Vika Heal: 1d4 + 1 ⇒ (4) + 1 = 5
Discard Mountaineer to explore.
Skizza has no sooner completed that then they turn the corner and find Horrus waiting in his seat of power. He gets up and rushes the pair!
Vika's Str added to CtD: 1d10 ⇒ 6
Vika handles the first. (Recharging Flaming Longbow+2) for that.
For Skizza's combat, bury Ghostbane Shotgun +2 for combat, utilize Dragonbreath Shot, spending BoAchaekek on second check, Vika's spear as well.
Horrus Riptooth-CtD: Combat 42 (32+6+6): 3d10 + 6 + 2d4 + 2 + 2d4 + 2d6 + 1d6 + 1 ⇒ (10, 10, 1) + 6 + (1, 1) + 2 + (1, 4) + (1, 6) + (1) + 1 = 45 ones count as 2's, so really 50. Either way defeated!
Skizza allows Vika to engage him Horrus first as he lines up the perfect shot. Skizza sights carefully on Horrus's left eye and when Vika disengages slightly and before Horrus can rush them again, Skizza fires cleanly through the eye, and then the dragonbreath shot goes off. It's not pretty, but highly effective.
Skizza feels the curse fade away as he resumes his natural form!

BR - Scenario Update |

6-E: Blood in the Water
Development:
With the final blow, you end the life of Horrus Riptooth, and with his last breath, you feel the curse lift. Free at last of the curse you ponder the future ahead. You have a strong ship and nothing beats the life of a pirate! There is a lot more to see out in the Shackles, it would be a waste to just hang out here. With that thought you gather up the loot and head back to Abrogail's Fury to see what plunder and treasure you can find just waiting to be claimed.
Reward:
Each character chooses three blessings from the box.
I would read this as PACS characters get three blessing upgrades of their choice, plus the standard upgrade for scenario victory.
Adventure Reward:
Gain a HP
Adventure Path Reward:
Gain a HP
Acquired cards will be posted to the discussion.