Zadim

AAUGHWHY's PACS Zadim's page

203 posts. Alias of AAUGHWHY.


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Zadim's Deck Handler

That's a nice blessing...

Not taking any upgrades.

Con boon?: 1d20 ⇒ 13


Zadim's Deck Handler

On Meliski's turn hand over Keen Spiked Chain and receive Blessing of Thoth. Help with Villain Encounter

Auto-Fail BA

Fire Damage: 1d4 ⇒ 2 Elixir reduces damage by 1. Discard Dominate for the last damage

For the Combat, Reveal Dancing Dagger twice for Stealth+3d4+3. Recharge Shock Kukri for +Stealth+2. Meliski reveals Binder's Tome. Ezren's Cannonade (I think hellounds is local only?)

Combat 30: 2d8 + 3d4 + 1d6 + 17 ⇒ (4, 3) + (2, 1, 1) + (1) + 17 = 29 ??? Let's use a Hero Point reroll
Combat 30: 2d8 + 3d4 + 1d6 + 17 ⇒ (7, 3) + (2, 2, 4) + (1) + 17 = 36 That's better!

Villain Defeated! Even if Ezren's hellhounds are local only, Meliski still made it without them


Zadim's Deck Handler

From Estra's turn, auto-succeed Acrobatics 6 to guard Warrens


Zadim's Deck Handler

On Estra's Turn discard The Carnival and get healed 5. Thanks!

Hour is Blessing of Pharasma

Move to Warrens.

Explore Warrens Card 1: Mercenary.

Location Effect, Random Location: 1d4 ⇒ 4 Random Monster on top of Thassilonian Dungeon

For the combat, reveal Dancing Dagger for Stealth+3d4+3.

Combat 16: 1d8 + 3d4 + 9 ⇒ (7) + (2, 4, 3) + 9 = 25 Defeated

Discard Spider to explore again. Warrens Card 2: Potion of Healing

Craft 5: 1d8 + 4 ⇒ (5) + 4 = 9 Auto-Acquire

Discard Cerulean Mastermind to explore again. Warrens Card 3: Trapped Spellbook. Recharge Potion of Healing to add INT.

INT 15: 2d8 + 6 ⇒ (5, 8) + 6 = 19 Nice. Defeated
Free Spells: 1d4 ⇒ 1 Random Spell 1: Dominate. Nice!

End turn

"

Zadim wrote:

Hand: Dominate, Dancing Dagger, Shock Kukri, The Joke, Shocking Sawtooth Saber, Pharasma's Knowing, Blackjack's Rapier,

Displayed: Greater Bolstering Armor, Elixir of Energy Resistance, Wyvern Poison, Grounded Studded Leather,
Deck: 8 Discard: 2 Buried: 2
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Shock Kukri, Shocking Sawtooth Saber, Blackjack's Rapier, Dancing Dagger (Freely reveal it first))

Dancing Dagger: Freely reveal for +1d4 to local combat

The Joke: Discard to bless, recharge on Craft, Diplomacy, Disable, Stealth

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Djinn, Belt of Physical Prowess, Blackfingers, The Locksmith, Keen Spiked Chain, Snake (Core), The Carnival
Recharged: Potion of Healing,
Discard Pile: Cerulean Mastermind, Spider (Core),
Buried Pile: Silver War Paint (Core), The Lost Harrows,

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"


Zadim's Deck Handler

Hour is Blessing of Desna

Move to Ravenous Crypt

Recharge The Joke to examine top card of location. Ravenous Crypt Card 1: Blessing of Gorum.

STR 4: 1d8 ⇒ 2

Recharge Blackfingers to examine top card of location. Ravenous Crypt Card 2: Greater Bolstering Armor. Discard The Locksmith to explore it and auto-fail check to acquire.

End turn

"

Zadim wrote:

Hand: Wyvern Poison, Dancing Dagger, Shock Kukri, The Carnival, Cerulean Mastermind, Grounded Studded Leather, Blackjack's Rapier, Spider (Core),

Displayed: Greater Bolstering Armor, Elixir of Energy Resistance,
Deck: 6 Discard: 3 Buried: 2
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Shock Kukri, Blackjack's Rapier, Dancing Dagger (Freely reveal it first))

Dancing Dagger: Freely reveal for +1d4 to local combat

The Carnival: Discard to bless, may flip non-d4 die afterwards

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Belt of Physical Prowess, Keen Spiked Chain, Snake (Core), Shocking Sawtooth Saber, The Joke, Blackfingers,
Discard Pile: Pharasma's Knowing, Djinn, The Locksmith,
Buried Pile: Silver War Paint (Core), The Lost Harrows,

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"

Display Wyvern Poison and Grounded Studded Leather


Zadim's Deck Handler

Face the Sharpening Blade. For the BA, take Estra's The Paladin to Bless and +1d10+2

CON 12: 2d8 + 1d10 + 2 ⇒ (3, 6) + (7) + 2 = 18

For the First Combat, Reveal Shocking Sawtooth Saber for Acrobatics+1d8, electricity removed. Recharge Snake for +1d4 and Poison. Take Estra's Our Lord in Iron for to bless and reroll 1s. Arcane Cannonade adds 1d6

Combat 27: 2d12 + 1d8 + 1d6 + 1d4 + 5 ⇒ (2, 8) + (8) + (1) + (2) + 5 = 26 Reroll the 1 from OLII. The 2s are 0s
Combat 27: 1d6 + 21 ⇒ (4) + 21 = 25 Hero Point Reroll
Combat 27: 2d12 + 1d8 + 1d6 + 1d4 + 5 ⇒ (2, 5) + (4) + (1) + (1) + 5 = 18 I think the reroll effect from Our Lord In Iron still applies since its not a "may." I still can't make it but maybe I'll mitigate some damage. Also, I just noticed that the target is 28, not 27... :(
Combat 28: 1d6 + 1d4 + 14 ⇒ (1) + (4) + 14 = 19 Ouch. Recharge Sawtooth Saber using Silver War Paint. Bury The Lost Harrows and Silver War Paint

Get punched into the ground more from the Combat 30

"

Zadim wrote:

Hand: The Joke, Blackfingers, Greater Bolstering Armor, The Carnival, Cerulean Mastermind, The Locksmith,

Displayed: Elixir of Energy Resistance,
Deck: 10 Discard: 2 Buried: 2
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use)

Blackfingers: Discard to bless. Freely recharge if invokes Poison or Alchemical
The Joke: Discard to bless. Recharge on Craft, Diplomacy, Disable, Stealth
The Locksmith: Discard to bless. Bless x2 on Acrobatics or Disable
Other: DEX: 1d12+3

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Grounded Studded Leather, Dancing Dagger, Blackjack's Rapier, Shock Kukri, Wyvern Poison
Recharged: Spider (Core), Belt of Physical Prowess, Keen Spiked Chain, Snake (Core), Shocking Sawtooth Saber,
Discard Pile: Pharasma's Knowing, Djinn,
Buried Pile: Silver War Paint (Core), The Lost Harrows,

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"

Display Greater Bolstering Armor


Zadim's Deck Handler

Hour is Blessing of the Gods

Move to Death Zone

Encounter Death Zone Card 1: Roc. Reveal Shocking Sawtooth Saber for Acrobatics+2d8.

Combat 17: 1d12 + 2d8 + 5 ⇒ (9) + (8, 6) + 5 = 28

Discard Pharasma's Knowing to draw 2 cards (Silver War Paint and Belt of Physical Prowess) and recharge 2 cards (Belt and Spider).

Explore from Pharasma's Knowing. Death Zone Card 2: Reduction Field. Recharge Keen Spiked Chain for + INT.

DEX 13: 1d12 + 1d8 + 6 ⇒ (2) + (5) + 6 = 13 Deck Box Reroll the 2
DEX 13: 1d12 + 11 ⇒ (7) + 11 = 18 That's better! Pass

Display Silver War Paint.

Discard Djinn to examine top card. Death Zone Card 3: Lizard. Encounter it.

INT 8: 1d8 + 3 ⇒ (2) + 3 = 5 Banished

Explore from Djinn. Death Zone Card 4: Sharpening Blade, one of the villains!

I'll pause for guard checks. I think I might have a hard time with this; I've only got Shocking Sawtooth Saber and I'll need to remove one of the d8s to take off Electricity


Zadim's Deck Handler

Starting Location: Ravenous Crypts of Gluttony (Planning on Moving to Deeper Dungeons)

"

Zadim wrote:

Hand: Shocking Sawtooth Saber, Snake (Core), The Lost Harrows, Spider (Core), Pharasma's Knowing, Keen Spiked Chain, Djinn, Elixir of Energy Resistance,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Chain, Dagger (freely reveal it first) )

Dancing Dagger: Freely Reveal for +1d4 to combat

Blackfingers: Discard to bless, freely recharge if invokes Alchemical or Poison
The Joke: Discard to bless, recharge on Craft, Disable, Diplomacy, Stealth
Other: DEX: 1d12+3

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Greater Bolstering Armor, Dancing Dagger, The Locksmith, Blackfingers, The Carnival, Cerulean Mastermind, Wyvern Poison, Grounded Studded Leather, Blackjack's Rapier, The Joke, Belt of Physical Prowess, Silver War Paint (Core), Shock Kukri
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"

Display Elixir of Energy Resistance and The Lost Harrows


Zadim's Deck Handler

Current Tier is 6.4

Saving the Hero Point.

Bonus Skill Feat: INT

No Upgrades

Boon Roll: 1d20 ⇒ 13


Zadim's Deck Handler

Hour is Blessing of Calistria

Reveal Belt through my turn for +1 to physical checks

Stay at Crypt 2. Shuffle a random card from discards into my deck.(Thanks for the reminder!)

The ceiling above Zadim caves in and a key falls into his hands from a chamber above: a Card 1: Blessing of Abadar?

DEX 6: 1d12 + 4 ⇒ (3) + 4 = 7 Acquired.

A succubus also crashes down from above, no doubt an Card 2: Ambush bungled by the collapsing surrounds. Discard The Locksmith to explore again. Discard Blessing of Abadar to bless twice

Acrobatics 15: 3d12 + 6 ⇒ (4, 4, 5) + 6 = 19 Defeated

The Card 3: Succubus picks herself up and lunges at Zadim! Free explore from ambush. BA isn't relevant. Reveal Dancing Dagger twice for Stealth+3d4+3

Combat 17: 1d12 + 3d4 + 9 ⇒ (5) + (2, 2, 4) + 9 = 22 Defeated

But she meets only cold steel. Zadim takes off running again, wishing he could just magically Card 5: Teleport back to the surface. Discard Djinn to examine location. Find Teleport, encounter it, and auto-fail check to acquire

Zadim hears a echoing clank as something smashes into the ground behind him. He quickly glances back and spots the mildly-dented Card 5: Breastplate of Fire Resistance.

CON 8: 1d8 + 1 ⇒ (3) + 1 = 4 Banished

Zadim decides it would only slow him down.

End turn at empty location, Crypt #2 closes

EOT Collapse, 1 Location left: 1d10 ⇒ 2

"

Zadim wrote:

Hand: Dancing Dagger, Belt of Physical Prowess, Shocking Sawtooth Saber, The Joke, Shock Kukri, Keen Spiked Chain, Blackfingers, Blackjack's Rapier,

Displayed: Greater Bolstering Armor, Grounded Studded Leather, Elixir of Energy Resistance, Silver War Paint (Core), The Lost Harrows, Wyvern Poison,
Deck: 0 Discard: 8 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Chain, Dagger (freely reveal it first) )

Dancing Dagger: Freely Reveal for +1d4 to combat

Blackfingers: Discard to bless, freely recharge if invokes Alchemical or Poison
The Joke: Discard to bless, recharge on Craft, Disable, Diplomacy, Stealth
Other: DEX: 1d12+3

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged:
Discard Pile: Cerulean Mastermind, The Locksmith, Pharasma's Knowing, The Carnival, Snake (Core), Spider (Core), Blessing of Abadar, Djinn,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"


Zadim's Deck Handler

Hour is Blessing of Iomedae

Reveal Belt through turn for +1 to Physical checks

Recharge Blackjack's Rapier to examine top card of location. Crypt #4 Card 1: Troll

Move to Crypt #2

Encounter Crypt #2 Card 1: Clay Golem. Reveal Dancing Dagger twice for Stealth+3d4+3.

Combat 21: 1d8 + 3d4 + 10 ⇒ (5) + (3, 2, 2) + 10 = 22 Defeated!

Discard Snake to explore again. Crypt #2 Card 2: Reduction Field. Recharge Shock Kukri for +INT.

DEX 13: 2d8 + 7 ⇒ (4, 8) + 7 = 19 Defeated!

Discard Spider to explore again. Crypt #2 Card 3: Blessing of Desna

INT 5: 1d8 + 2 ⇒ (5) + 2 = 7 Acquired

Discard Blessing of Desna to explore again. Crypt #2 Card 4: Headband of Epic Intelligence

INT 7: 1d8 + 2 ⇒ (4) + 2 = 6 Banished

End turn

End of Turn Scenario Effect: 1d10 ⇒ 10 No Collapse

"

Zadim wrote:

Hand: Dancing Dagger, Belt of Physical Prowess, Shocking Sawtooth Saber, The Lost Harrows, The Locksmith, Keen Spiked Chain, Wyvern Poison, Djinn,

Displayed: Greater Bolstering Armor, Grounded Studded Leather, Elixir of Energy Resistance, Silver War Paint (Core),
Deck: 3 Discard: 6 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Chain, Dagger (freely reveal it first) )

Dancing Dagger: Freely Reveal for +1d4 to combat

The Locksmith: Discard to bless. Bless Twice on Disable or Acrobatics

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Blackfingers, Blackjack's Rapier, Shock Kukri,
Discard Pile: Cerulean Mastermind, The Joke, Pharasma's Knowing, The Carnival, Snake (Core), Spider (Core),
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"

Display The Lost Harrows: DEX and Wyvern Poison


Zadim's Deck Handler

Hour is Blessing of Pharasma

Move to Ravenous Crypt #4

Explore Crypt 4 Card 1: Invincible Breastplate I think it's safe to banish this. I can take a blessing and attempt to acquire if we want it

Discard Cerulean Mastermind to explore again. Crypts 4 Card 2: Poison Blast. Think it safe to banish this too?

Discard The Joke to explore again. Crypts 4 Card 3: Troll. Reveal Dancing Dagger twice for Stealth+3d4+3. I don't see a way to add Fire/Acid

Combat 18: 1d8 + 3d4 + 9 ⇒ (7) + (4, 3, 4) + 9 = 27

Discard Pharasma's Knowing to draw 2 cards (Djinn and Blackfingers) and recharge them. Then explore.

Crypts 4 Random Card: 1d7 + 2 ⇒ (6) + 2 = 8 Card 8: Reduction Field. Discard The Carnival to bless and flip non-d4 die.

DEX 13: 2d8 + 4 ⇒ (1, 2) + 4 = 7 1 flips to 8. Total is 14. Success!

End of Turn Effect: 1d10 ⇒ 6 6 Cards left
Banish and Damage: 1d6 ⇒ 1 Banish 1 card and everyone takes 1 damage. Use Grounded Studded Leather to reload Dancing Dagger

"

Zadim wrote:

Hand: Dancing Dagger, Belt of Physical Prowess, Blackjack's Rapier, Shock Kukri, Silver War Paint (Core), Keen Spiked Chain, Snake (Core), Spider (Core),

Displayed: Greater Bolstering Armor, Grounded Studded Leather, Elixir of Energy Resistance,
Deck: 6 Discard: 4 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Rapier, Kukri, Chain, Dagger (freely reveal it first) )

Dancing Dagger: Freely Reveal for +1d4 to combat

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Locksmith, The Lost Harrows, Shocking Sawtooth Saber, Wyvern Poison
Recharged: Djinn, Blackfingers,
Discard Pile: Cerulean Mastermind, The Joke, Pharasma's Knowing, The Carnival,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"

Display Silver War Paint


Zadim's Deck Handler

Start at Ravenous Crypt #5

"

Zadim wrote:

Hand: Dancing Dagger, Greater Bolstering Armor, Grounded Studded Leather, Elixir of Energy Resistance, The Carnival, Cerulean Mastermind, The Joke, Pharasma's Knowing,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use )

Dancing Dagger: Freely Reveal for +1d4 to combat

The Carnival: Discard to bless, can flip a non-d4 die
The Joke: Discard to bless; recharge on Craft, Disable, Diplomacy, and Stealth
Pharasma's Knowing: Discard to bless

Other: DEX: 1d12+3

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wyvern Poison, Belt of Physical Prowess, Shock Kukri, The Locksmith, Djinn, The Lost Harrows, Blackjack's Rapier, Shocking Sawtooth Saber, Snake (Core), Blackfingers, Spider (Core), Keen Spiked Chain, Silver War Paint (Core)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"

Display Armors and Elixir


Zadim's Deck Handler

Current Tier is 6.3

Spending the Hero Point on a Card Feat: Ally. Filling the hole with Cerulean Mastermind (Finesse 3)

Card Upgrades:
Armor 6: 1d1 ⇒ 1 (Using it for an Armor 2)


Zadim's Deck Handler

Hour is Blessing of Desna

Encounter Abjurant Halls Card 1: Scarlet Walker. Auto-Fail CON check

Bury Cards: 1d4 ⇒ 1 Randomly Bury The Joke. Arcane/Divine check is irrelevant. For the combat, reveal Shocking Sawtooth Saber for Acrobatics+2d8. Reveal Dagger for +1d4

Combat 20: 2d12 + 2d8 + 1d4 + 5 ⇒ (4, 10) + (2, 8) + (4) + 5 = 33 Defeated

Discard Djinn to examine location. Encounter Abjurant Halls Card 2: Acidic Sling +3

DEX 10: 1d12 + 3 ⇒ (8) + 3 = 11 Acquired

Djinn Explore Abjurant halls Card 3: Baykok. BA shouldn't be relevant. For combat, Reveal and Recharge Shocking Kukri for Acrobatics+2d6+1d4. Freely Reveal Dagger for +1d4. Reload Spider for +1d4 and Poison; Power lets me ignore immunity. Recharge Dancing Dagger for +Stealth. Recharge Shocking Sawtooth Saber for +INT

Combat 24: 3d12 + 2d6 + 3d4 + 10 ⇒ (3, 6, 12) + (2, 2) + (4, 4, 2) + 10 = 45 Defeated

AA Ranged Combat Damage: 1d4 ⇒ 3 I can bury my empty hand to close right? If yes, Discard Spiked Chain and Sling as damage. If not, Recharge Sable Company Leathers to reduce damage by 2 then discard Spiked Chain

Bury hand (either empty or the Acidic Sling) to close.

"

Zadim wrote:

Hand: Spider (Core), The Carnival, Pharasma's Knowing, Blackjack's Rapier, Silver War Paint (Core), Belt of Physical Prowess,

Displayed: Elixir of Energy Resistance, Sable Company Leathers, The Lost Harrows, Wyvern Poison,
Deck: 4 Discard: 6 Buried: 1
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use )

The Carnival: Discard to bless, can flip a non-d4 die
Pharasma's Knowing: Discard to bless

Other: DEX: 1d12+3

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Greater Bolstering Armor, Shock Kukri, Dancing Dagger, Shocking Sawtooth Saber,
Discard Pile: The Locksmith, Snake (Core), Blackfingers, Djinn, Keen Spiked Chain, Acidic Sling +3,
Buried Pile: The Joke,

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"

Display Silver War Paint


Zadim's Deck Handler

On Estra's turn, get healed and Mist Horn gets displayed next to location. Thanks!

Hour is Blessing of Norgorber

Zadim spots a Card 1: Scout sneaking into the Abjurant Halls through a secret passageway. Looks like the perfect way in...

BA Ranged Damge: 1d4 - 1 ⇒ (4) - 1 = 3 Recharge Greater Bolstering Armor to reduce damage by 2. Mist Horn reduces the last damage. Draw up to 3 cards: The Joke, Sable Company Leathers, and Snake

For the combat, reveal Shocking Sawtooth Saber for Acrobatics+2d8. Freely reveal Dancing Dagger for +1d4. Arcane Cannonade adds 1d6

Combat 14: 1d12 + 2d8 + 1d4 + 1d6 + 5 ⇒ (3) + (7, 5) + (2) + (2) + 5 = 24

Zadim stabs the scout in the back but instead of falling they begin to slough off their humanoid disguise, their gaping maw expanding into a cavernous void: a Card 2: Hungerer! Display Sable Company Leathers. Discard Snake to explore. Reveal same stuff for the combat as above.

Combat 22: 1d12 + 2d8 + 2d4 + 1d6 + 4 ⇒ (1) + (8, 8) + (2, 3) + (3) + 4 = 29

For if defeated, discard The Locksmith to bless 2x
Acrobatics 14: 3d12 + 5 ⇒ (10, 6, 11) + 5 = 32 Elixir of Energy Resistance reduces the damage to 0

The Hungerer was wearing a Card 3: Headband of Inspired Wisdom but it was corroded when the hungerer's stomach burst. Discard the Joke to explore again. Auto-Fail check to acquire.

Zadim looks closer at the headband and decides its definitely beyond Card 4: Restoration. Discard Blackfingers to explore again. Auto-Fail check to acquire

"

Zadim wrote:

Hand: Shock Kukri, Djinn, Dancing Dagger, Spider (Core), Keen Spiked Chain, Shocking Sawtooth Saber,

Displayed: Elixir of Energy Resistance, Sable Company Leathers, The Lost Harrows, Wyvern Poison,
Deck: 6 Discard: 4 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Shock Kukri, Spiked Chain, Dagger (freely reveal it first))

Other: DEX: 1d12+3

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pharasma's Knowing, Belt of Physical Prowess, Silver War Paint (Core), Blackjack's Rapier, The Carnival
Recharged: Greater Bolstering Armor,
Discard Pile: The Locksmith, Snake (Core), Blackfingers, The Joke,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"


Zadim's Deck Handler

Hour is Blessing of Shelyn

Reveal Belt through my turn for +1 to physical checks

Zadim is familiar enough with these sorts of rituals to know he should leave interrupting them to the experts. He focuses on hunting the Azlanist's lackey, starting at the Abjurant Halls of Envy

Move to Abjurant Halls

An Card 1: Occluding Field wards against entry to the halls. Discard The Carnival to bless

CON 15: 2d8 ⇒ (4, 2) = 6 Flipping the 2 still only gives me 11. I should have recharged a card to add my INT, but I missed the Obstacle Trait until just now...
Force Damage: 1d4 + 1 ⇒ (2) + 1 = 3 Discard Shock Kukri, Belt, and Snake as damage

Zadim doesn't notice it and it frizzles him and shunts him back out as he tries to cross the threshold.

"

Zadim wrote:

Hand: Blackfingers, The Locksmith, Dancing Dagger, Keen Spiked Chain, Wyvern Poison, Shocking Sawtooth Saber,

Displayed: Elixir of Energy Resistance, Greater Bolstering Armor, The Lost Harrows,
Deck: 7 Discard: 4 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Spiked Chain, Dagger (freely reveal it first))

Blackfingers: Discard to bless, freely recharge if check invokes Poison or Alchemical
The Locksmith: Discard to bless, bless 2x on Acrobatics or Disable

Other: DEX: 1d12+3

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blackjack's Rapier, The Joke, Spider (Core), Pharasma's Knowing, Silver War Paint (Core), Djinn, Sable Company Leathers
Recharged:
Discard Pile: The Carnival, Shock Kukri, Belt of Physical Prowess, Snake (Core),
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"

Display Wyvern Poison


Zadim's Deck Handler

Starting at Ravenous Pits of Gluttony (moving to Abjurant Halls of Envy)

"

Zadim wrote:

Hand: Belt of Physical Prowess, Shock Kukri, The Carnival, Keen Spiked Chain, Greater Bolstering Armor, Elixir of Energy Resistance, The Lost Harrows, Snake (Core),

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Kukri)

The Carnival: Discard to bless, can flip a non-d4 die after the roll

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pharasma's Knowing, Blackjack's Rapier, Wyvern Poison, Blackfingers, Spider (Core), Dancing Dagger, Djinn, The Joke, Shocking Sawtooth Saber, The Locksmith, Sable Company Leathers, Silver War Paint (Core)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"

Display Greater Bolstering Armor, Elixir of Energy Resistance, and The Lost Harrows (DEX)


Zadim's Deck Handler

Current Tier is 6.2

Spending the Hero Point on a Skill Feat: INT

Card Upgrades:
Item 6: 1d1000 ⇒ 268
Armor 6: 1d1 ⇒ 1

Reward Draw: Defer to fill in gaps based on demand (We acquired the cards I wanted)

Boon Roll: 1d20 ⇒ 20 Oh nice! (Assuming 20 is the winning result, at least)


Zadim's Deck Handler

Hour is Blessing of the Gods

Zadim spots a warped Card 1: Shock Longbow +1 and passes it by. Banish Shock Longbow

Discard Pharasma's Knowing to draw 2 cards (Elixir of Energy Resistance and Elixir of Energy Resistance) and recharge 2 cards (Blackjack's Rapier and Keen Spiked Chain). Display Elixir. Explore

A Card 2: Adamantine Plate Armor lies nearby but it's decrepit and caked in filth. I'd need resources and I don't think we really had a need for an Armor 6. Banish it

The unnatural hunger digs a unfillable pit in Zadim's gut. Discard Spider to explore again. Encounter Card 3: Cannibal Haunt. Banish the top card of my deck (Grounded Studded Leather). Display Cannibal Haunt. Attempt to close

Acrobatics 11: 1d8 + 6 ⇒ (7) + 6 = 13 Courtyard Closed!

"

Zadim wrote:

Hand: Snake (Core), Dancing Dagger, The Carnival, The Locksmith, Shocking Sawtooth Saber, Sable Company Leathers,

Displayed: Silver War Paint (Core), Elixir of Energy Resistance, Cannibal Haunt,
Deck: 6 Discard: 5 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Rapier, Spiked Chain, Dagger (freely reveal it first))

Dancing Dagger: Freely reveal for +1d4 to local combat

The Carnival: Discard to bless, can flip a non-d4 die after the roll
The Locksmith: Discard to bless, Bless twice on Acrobatics or Disable

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shock Kukri, Belt of Physical Prowess, Blackfingers, Wyvern Poison
Recharged: Keen Spiked Chain, Blackjack's Rapier,
Discard Pile: The Joke, Ambrosia, Djinn, Pharasma's Knowing, Spider (Core),
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"

Display Sable Company Leathers


Zadim's Deck Handler

Hour is Blessing of Gozreh

Stay at Courtyard.

Explore Courtyard Card 1: Breastplate of Fire Resistance

CON 8: 1d8 ⇒ 1 Fail to Acquire

Discard Djinn to examine location. Find Necklace of Fireballs; encounter it but auto-fail checks to acquire.

Explore from Djinn, Courtyard Card 3: Venomous Heavy Crossbow +2

DEX 10: 1d8 + 4 ⇒ (1) + 4 = 5 Fail to acquire

"

Zadim wrote:

Hand: Pharasma's Knowing, Dancing Dagger, The Carnival, Keen Spiked Chain, Shocking Sawtooth Saber, Blackjack's Rapier,

Displayed: Silver War Paint (Core),
Deck: 10 Discard: 3 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Rapier, Spiked Chain, Dagger (freely reveal it first))

Dancing Dagger: Freely reveal for +1d4 to local combat

The Carnival: Discard to bless, can flip a non-d4 die after the roll
Pharasma's Knowing: Discard to Bless

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spider (Core), Elixir of Energy Resistance, Wyvern Poison, Sable Company Leathers, Blackfingers, Grounded Studded Leather, Snake (Core), The Locksmith, Belt of Physical Prowess, Shock Kukri
Recharged:
Discard Pile: The Joke, Ambrosia, Djinn,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"


Zadim's Deck Handler

Hour is Blessing of Norgorber

Zadim spies a decanter filled with Card 1: Potion of Healing nestled in the feast.

Craft 5: 1d8 + 2 ⇒ (3) + 2 = 5 Bury it

He can't resist and hastily drinks, spilling most of it in his haste. Another reveler attempts to Card 2: Sneak up on him for a chance at snatching the vessel. Discard The Joke to explore again. Auto-Fail BA WIS check; discard Ambrosia. For the combat, reveal Dancing Dagger twice for Stealth+3d4+3

Combat 15: 1d8 + 3d4 + 9 ⇒ (1) + (2, 4, 2) + 9 = 18

Zadim releases his dagger to take out the Sneak and he finishes off the potion.

"

Zadim wrote:

Hand: Djinn, Dancing Dagger, The Carnival, Keen Spiked Chain, Shocking Sawtooth Saber, Blackjack's Rapier,

Displayed: Silver War Paint (Core),
Deck: 11 Discard: 2 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Rapier, Spiked Chain, Dagger (freely reveal it first))

Dancing Dagger: Freely reveal for +1d4 to local combat

The Carnival: Discard to bless, can flip a non-d4 die after the roll

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Elixir of Energy Resistance, Grounded Studded Leather, Wyvern Poison, Blackfingers, The Locksmith, Pharasma's Knowing, Sable Company Leathers, Belt of Physical Prowess, Shock Kukri, Snake (Core), Spider (Core)
Recharged:
Discard Pile: The Joke, Ambrosia,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"


Zadim's Deck Handler

Current Tier is 6.1

Spending the Hero Point on a Hero Point: Discard/Recharge weapon for +Stealth+2

Card Upgrades:
Weapon 6
Weapon 6


Zadim's Deck Handler

Start at Courtyard

"

Zadim wrote:

Hand: Ambrosia, Dancing Dagger, The Carnival, The Joke, Silver War Paint (Core), Blackjack's Rapier,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+8 to local combat (Use Rapier)

Dancing Dagger: Freely reveal for +1d4 to local combat

The Carnival: Discard to bless, can flip a non-d4 die after the roll
The Joke: Discard to bless, recharge on Craft, Diplomacy, Disable, Stealth

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Djinn, Wyvern Poison, Belt of Physical Prowess, Grounded Studded Leather, Shocking Sawtooth Saber, Spider (Core), Snake (Core), Shock Kukri, Elixir of Energy Resistance, Keen Spiked Chain, Blackfingers, Sable Company Leathers, The Locksmith, Pharasma's Knowing
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([X] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"

Display Silver War Paint


Zadim's Deck Handler

Hour is Blessing of Pharasama

Reveal Belt at throughout my turn for +1 to physical checks

Move to Catacombs of Wrath

Random Card: 1d4 ⇒ 3

Reiko's close encounters with the troll serve as the perfect cover for Zadim's own sneak attack against the Card 3: Baykok! Not using other people's resources, to BA is irrelevant. Reveal Blackjack's Rapier for Acrobatics+1d6+2. Recharge Venomous Hand Crossbow for +Stealth.

Combat 24: 2d8 + 1d6 + 15 ⇒ (5, 5) + (3) + 15 = 28

AA Combat Damage: 1d4 ⇒ 2 Use Grounded Studded Leather to reload Belt and Ambrosia

Attempt to close. Summon and encounter Wrathful Sinspawn

BA WIS 6: 1d6 ⇒ 2 Difficulty increased by 1. Reveal Blackjack's Rapier for Acrobatics+1d6+2. Reload Spider for +1d4 and Poison; power lets me ignore immunity

Combat 10: 1d8 + 1d6 + 1d4 + 8 ⇒ (1) + (5) + (2) + 8 = 16 Catacombs closed!

Zadim stabs through the Baykok and accidentally also impales a Wrathful Sinspawn standing behind it. Maybe it'd be better for them to leave...

"

Zadim wrote:

Hand: Blackjack's Rapier, Belt of Physical Prowess, Spider (Core), Ambrosia, Keen Spiked Chain, Silver War Paint (Core),

Displayed: Grounded Studded Leather,
Deck: 9 Discard: 4 Buried: 1
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use Rapier)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Elixir of Energy Resistance, Wyvern Poison
Recharged: Shock Kukri, Sable Company Leathers, Pharasma's Knowing, The Joke, Wand of Treasure Finding, Snakebite Dagger, Venomous Hand Crossbow,
Discard Pile: The Carnival, Blackfingers, Djinn, The Locksmith,
Buried Pile: Snake (Core),

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"


Zadim's Deck Handler

For my BA check, reveal Blackjack's Rapier for Acrobatics+1d6+2. Snake adds 1d4 and poison; power lets me ignore immunity. Recharge Wand of Treasure Finding for +INT.

Combat 22: 2d8 + 1d6 + 1d4 + 10 ⇒ (2, 6) + (1) + (1) + 10 = 20
Bury 1d4 Cards: 1d4 ⇒ 1

For my actual combat, reveal Blackjack's Rapier again. Snake adds 1d4 and poison again. Recharge Snakebite Dagger for +Stealth

Combat 22: 2d8 + 1d6 + 1d4 + 15 ⇒ (6, 6) + (5) + (3) + 15 = 35 Defeated

Discard Djinn to examine then explore Card 3: Ambush. Discard The Locksmith to bless twice.

Acrobatics 15: 3d8 + 7 ⇒ (2, 8, 1) + 7 = 18

Free Explore Card 4: Succubus. BA is irrelevant. Reveal Blackjack's Rapier for Acrobatics+1d6+2. Reload Spider for +1d4 and Poison.

Combat 17: 1d8 + 1d6 + 1d4 + 9 ⇒ (2) + (3) + (4) + 9 = 18 Blackjack's Rapier makes the 4 a 6. Total is 20

End turn

"

Zadim wrote:

Hand: Blackjack's Rapier, Belt of Physical Prowess, Spider (Core), Ambrosia, Venomous Hand Crossbow, Grounded Studded Leather,

Displayed:
Deck: 10 Discard: 4 Buried: 1
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use Hand Crossbow)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Elixir of Energy Resistance, Silver War Paint (Core), Wyvern Poison, Keen Spiked Chain
Recharged: Shock Kukri, Sable Company Leathers, Pharasma's Knowing, The Joke, Wand of Treasure Finding, Snakebite Dagger,
Discard Pile: The Carnival, Blackfingers, Djinn, The Locksmith,
Buried Pile: Snake (Core),

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"

Display Grounded Studded Leather


Zadim's Deck Handler

Hour is Blessing of Abadar

Reveal Belt throughout my turn for +1 to my physical checks.

Move to Treacherous Cave

Explore Card 1: Wand of Treasure Finding. Discard Blackfingers to bless

WIS 7: 2d6 ⇒ (6, 1) = 7 Acquired!

Discard Snake to explore Card 2: Hidden Beast. BA, each character at this location must succeed at a Combat 22 check or bury 1d4 random cars from his discard pile.

Oof. Big combat. I'll pause in case Agna needs support. The Locksmith and Snakebite Dagger (either for its power or mine) are available


Zadim's Deck Handler

Hour is Blessing of Lamashtu

Reveal Belt for +1 to my physical checks throughout my turn

Move to Ravenous Crypts of Gluttony

Recharge Pharasma's Knowing to examine location

Zadim slinks through the Ravenous Crypts of Gluttony and spots a lurking Card 1: Scout. Encounter it with free explore.

Ranged Combat Damage: 1d4 - 1 ⇒ (1) - 1 = 0

Zadim releases a tiny spider to take them out. Reload Spider for +1d4 an Poison; power lets me ignore immunity. Recharge The Joke to add INT. Discard The Carnival to bless and flip non-d4 dice

Combat 14: 3d8 + 1d4 + 2 ⇒ (1, 4, 2) + (2) + 2 = 11 Flip the 1 to 8. Total is 18

The spider's venom eats away at the undead scout's remaining flesh and it falls to the ground.

"

Zadim wrote:

Hand: Djinn, Belt of Physical Prowess, Spider (Core), The Locksmith, Snake (Core), Snakebite Dagger, Blackjack's Rapier, Blackfingers,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use )

The Locksmith: Discard to bless, double bless Acrobatics or Disable
Blackfingers: discard to bless, freely recharge if invokes Alchemical or Poison

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Keen Spiked Chain, Wyvern Poison, Ambrosia, Grounded Studded Leather, Silver War Paint (Core), Elixir of Energy Resistance, Venomous Hand Crossbow
Recharged: Shock Kukri, Sable Company Leathers, Pharasma's Knowing, The Joke,
Discard Pile: The Carnival,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"


Zadim's Deck Handler

Hour is Blessing of Desna

Reveal Belt of Physical Prowess for +1 to my physical checks throughout my turn

Zadim gets straight to the point and lunges for the Card 1: Baykok in the Desecrated Vault before it can even fully rise out of its plot. Reveal Shock Kukri for Acrobatics+2d6. Recharge Shock Kukri for +Stealth

Combat 24: 2d8 + 2d6 + 13 ⇒ (1, 7) + (2, 2) + 13 = 25
After Acting Ranged Combat Damage: 1d4 ⇒ 1 Recharge Sable Company Leathers to reduce damage to 0
Actually Defeated?: 1d6 ⇒ 2 Actually defeated!

On the close check, take Meliski's Blessing of Thoth to bless twice

WIS 6: 3d6 ⇒ (1, 1, 2) = 4 Product Reroll on one of the 1s
WIS 6: 1d6 + 3 ⇒ (5) + 3 = 8 Desecrated Vault closed!

Zadim exits and the vault stands empty.

"

Zadim wrote:

Hand: The Joke, Belt of Physical Prowess, Spider (Core), The Locksmith, The Carnival, Pharasma's Knowing,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use )

The Locksmith: Discard to bless, double bless Acrobatics or Disable
The Joke: Discard to bless, recharge on Craft, Diplomacy, Disable, Stealth
The Carnival: Discard to bless, can flip 1 non-d4 blessing
Pharasma's Knowing: discard to bless

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wyvern Poison, Blackfingers, Snakebite Dagger, Elixir of Energy Resistance, Ambrosia, Grounded Studded Leather, Snake (Core), Venomous Hand Crossbow, Silver War Paint (Core), Djinn, Blackjack's Rapier, Keen Spiked Chain
Recharged: Shock Kukri, Sable Company Leathers,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"


Zadim's Deck Handler

Starting at Desecrated Vault

"

Zadim wrote:

Hand: The Joke, Belt of Physical Prowess, Spider (Core), The Locksmith, Shock Kukri, Sable Company Leathers,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use )

The Locksmith: Discard to bless, double bless Acrobatics or Disable
The Joke: Discard to bless, recharge on Craft, Diplomacy, Disable, Stealth

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blackjack's Rapier, The Carnival, Elixir of Energy Resistance, Djinn, Wyvern Poison, Snake (Core), Silver War Paint (Core), Keen Spiked Chain, Venomous Hand Crossbow, Grounded Studded Leather, Blackfingers, Snakebite Dagger, Ambrosia, Pharasma's Knowing
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"

Display Sable Company Leathers


Zadim's Deck Handler

Current Tier is 5.5. Tier Up to 6.0

No card upgrade


Zadim's Deck Handler

I forgot to encounter the Bandit. That would have changed my turn around a little.

1) BA Bandit, recharge a card: Spider

2) Auto-Succeed combat by revealing Venomous Hand Crossbow

3) Move to Shadow Clock. Take 3 Mental Damage; hand is now empty.

4) Encounter Disjunction Pulse; still take Reiko's Blessing. Fail to defeat Disjunciton Pulse. it gets shuffled back in

Hand is the same


Zadim's Deck Handler

Hour is Blessing of Pharasma

Move to the Shadow Clock

Scenario Effect Mental Damage: 1d4 ⇒ 3 Ouch. Discard Djinn, Spider and Blackfingers as the mental damage

Zadim moves to the Shadow Clock and his vision goes hazy. Why is the clock pulsing? Encounter Card 1: Disjunction Pulse. Recharge Venomous Hand Crossbow to add INT. Take Reiko's BoUrgathoa (there isn't a double blessing that I'm missing right?)

DEX 15: 3d8 + 5 ⇒ (6, 2, 3) + 5 = 16

Zadim leans against the clock tower to steady himself.

"

Zadim wrote:

Hand: Snake (Core), Ambrosia, Silver War Paint (Core), Keen Spiked Chain, Grounded Studded Leather, The Locksmith,

Displayed: Elixir of Energy Resistance, Sable Company Leathers,
Deck: 9 Discard: 3 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use )

The Locksmith: Discard to bless, double bless Acrobatics or Disable

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Carnival, Pharasma's Knowing, Blackjack's Rapier, Snakebite Dagger, Wyvern Poison, Belt of Physical Prowess, The Joke, Shock Kukri
Recharged: Venomous Hand Crossbow,
Discard Pile: Djinn, Spider (Core), Blackfingers,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"

Display Silver War Paint and Grounded Studded Leather


Zadim's Deck Handler

Start at Guard Tower

"

Zadim wrote:

Hand: Elixir of Energy Resistance, Djinn, Spider (Core), Venomous Hand Crossbow, Blackfingers, Sable Company Leathers,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use Venomous Hand Crossbow)

The Carnival: Discard to bless, after check flip a non-d4

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Carnival, Grounded Studded Leather, Ambrosia, Wyvern Poison, Keen Spiked Chain, Pharasma's Knowing, Snake (Core), Belt of Physical Prowess, Snakebite Dagger, The Locksmith, The Joke, Shock Kukri, Blackjack's Rapier, Silver War Paint (Core)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"

Display Elixir of Energy Resistance and Sable Company Leathers


Zadim's Deck Handler

Current Tier is 5.4

Deferring my reward draw.

Weapon 5: 1d1000 ⇒ 877


Zadim's Deck Handler

On Agna's turn, location forces Acro 8 check

Acrobatics 8: 1d8 + 6 ⇒ (5) + 6 = 11

Hour is Blessing of Torag

Courtyard Card 3: Winged Shield. Discard Pharasma's Knowing to bless.

CON 10: 2d8 ⇒ (2, 1) = 3 RIP

Recharge Venomous Heavy Crossbow to examine location. Courtyard Card 4: Alu-Demon Sister.

Auto-fail scenario effect

"

Zadim wrote:

Hand: The Carnival, Blackjack's Rapier, Venomous Hand Crossbow,

Displayed: Sable Company Leathers, Wyvern Poison,
Deck: 13 Discard: 4 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use Venomous Hand Crossbow)

The Carnival: Discard to bless, after check flip a non-d4

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Grounded Studded Leather, Shock Kukri, Keen Rapier, Elixir of Energy Resistance, Belt of Physical Prowess, The Locksmith, The Joke, Silver War Paint (Core), Djinn, Ambrosia
Recharged: Snakebite Dagger, Headband of Epic Intelligence, Venomous Heavy Crossbow +2,
Discard Pile: Snake (Core), Blackfingers, Spider (Core), Pharasma's Knowing,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"


Zadim's Deck Handler

On Agna's turn, make Acro check.

Acrobatics 8: 1d8 + 6 ⇒ (2) + 6 = 8

Hour is Blessing of Sarenrae

Throughout my turn reveal Headband for +2 to my INT.

I'll just keep the Courtyard in the same location since the Shining Child ended up on the top again

While Agna distracts the Card 1: Shining Child, Zadim sneaks up behind it. Reveal Blackjack's Rapier for Acrobatics+1d6+2. Recharge Snakebite Dagger for +Stealth

Location Acrobatics 8: 1d8 + 6 ⇒ (2) + 6 = 8
Combat 20: 2d8 + 1d6 + 14 ⇒ (6, 7) + (1) + 14 = 28

Zadim takes out the outsider but before they can celebrate, a flying axe whirls between them. A Card 2: Sinspawn Axeman has them in their sights! Discard Spider to explore again. Reveal Blackjack's Rapier for Acrobatics+1d8+2. Reload Wyvern Poison for +1d12

Location Acrobatics 8: 1d8 + 6 ⇒ (7) + 6 = 13
Combat 19: 1d8 + 1d6 + 1d12 + 8 ⇒ (6) + (5) + (2) + 8 = 21

And Zadim had them in his sights. Zadim dashes through the sinspawn and the sinspawn falls.

Recharge Headband to examine location. Card 3: Sickle +1

Auto-Fail scenario rule

"

Zadim wrote:

Hand: Venomous Heavy Crossbow +2, Blackjack's Rapier, Wyvern Poison, Pharasma's Knowing,

Displayed: Sable Company Leathers, Wyvern Poison,
Deck: 14 Discard: 3 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use )

Pharasma's Knowing: Discard to Bless

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Venomous Hand Crossbow, Shock Kukri, Djinn, The Joke, Elixir of Energy Resistance, Belt of Physical Prowess, Keen Rapier, The Carnival, Grounded Studded Leather, Ambrosia, The Locksmith, Silver War Paint (Core)
Recharged: Snakebite Dagger, Headband of Epic Intelligence,
Discard Pile: Snake (Core), Blackfingers, Spider (Core),
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"

Agna needs to make 2 DEX/Acro 8 checks
Display Wyvern Poison


Zadim's Deck Handler

Hour is Blessing of the Gods

Stay at Courtyard. Explore Courtyard Card 1: Headband of Epic Intelligence

INT 7: 1d8 + 1 ⇒ (6) + 1 = 7 Nice! I meant to bless that; glad I didn't need it XD

Discard Snake to explore again. Courtyard Card 2: Venomous Heavy Crossbow +2.Really glad I didn't bless the headband, I want this very much. Discard Blackfingers to bless

DEX 10: 2d8 + 4 ⇒ (2, 6) + 4 = 12

End turn. Auto-Fail scenario check

"

Zadim wrote:

Hand: Venomous Heavy Crossbow +2, Blackjack's Rapier, Headband of Epic Intelligence, Spider (Core), Snakebite Dagger,

Displayed: Sable Company Leathers, Wyvern Poison,
Deck: 13 Discard: 2 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use Venomous Heavy Crossbow +2, Snakebite Dagger)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shock Kukri, Ambrosia, Belt of Physical Prowess, Grounded Studded Leather, Elixir of Energy Resistance, The Carnival, Pharasma's Knowing, Silver War Paint (Core), Keen Rapier, The Joke, The Locksmith, Djinn, Venomous Hand Crossbow
Recharged:
Discard Pile: Snake (Core), Blackfingers,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 [ooc]☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"


Zadim's Deck Handler

Starting Location: Courtyard

"

Zadim wrote:

Hand: Sable Company Leathers, Blackjack's Rapier, Blackfingers, Wyvern Poison, Snakebite Dagger, Snake (Core),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use Snakebite Dagger)

Blackfingers: Discard to bless, freely recharge if invokes Alchemical or Posion

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Elixir of Energy Resistance, The Carnival, Belt of Physical Prowess, Pharasma's Knowing, Spider (Core), Keen Rapier, Silver War Paint (Core), The Joke, Grounded Studded Leather, Venomous Hand Crossbow, Shock Kukri, Djinn, Ambrosia, The Locksmith
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"

Display Sable Company Leathers and Wyvern Poison


Zadim's Deck Handler

Current Tier is 5.3

Spending the Hero Point on a Skill Feat: INT

Item 5: 1d1000 ⇒ 421


Zadim's Deck Handler

Hour is Blessing of the Gods

Reveal Belt throughout my turn for +1 to physical checks

Shuffled Location from top: 1d4 ⇒ 3

A familiar bolt of flame shoots past Zadim; the Card 3: Warrior of Wrath found them. BA, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.

Acrobatics 12: 1d8 + 7 ⇒ (5) + 7 = 12 For the combat, reveal Blackjack's Rapier for Acrobatics+1d6+2. Reveal Snakebite Dagger for +Stealth

Combat 20: 2d8 + 1d6 + 15 ⇒ (3, 2) + (6) + 15 = 26

Attempt to close. Recharge Estra's Truthspeaker

WIS 6: 2d6 ⇒ (4, 5) = 9 Nice! I think that's a win!


Zadim's Deck Handler

Hour is Blessing of Lamashtu

Reveal Belt through my turn for +1 to physical checks

Move to the Woods

Zadim comes across a Card 1: Locked Stone Door in the middle of the woods. He could just walk around it, but why pass up a good opportunity to practice his lockpicking? Reveal Blackjack's Rapier for Acrobatics+1d6+2. Recharge Keen Rapier for +Stealth. Recharge to draw a card (Bloodroot Poison) and shuffle deck. Display and Reload Bloodroot Poison for +1d8

Combat 27: 3d8 + 1d6 + 15 ⇒ (1, 1, 7) + (2) + 15 = 26 Use product reroll on one of the 1s

Combat 27: 1d8 + 25 ⇒ (1) + 25 = 26 RIP. It gets shuffled back in.

Zadim starts jimmying the lock with the end of his rapier. He thinks he hears something behind him and turns around to search for it. When he turns back around, the door is gone. How strange...

Discard Spider to explore again. Random Card: 1d7 ⇒ 4

Zadim was right about hearing something though: an Card 4: Ogre emerges and they look mad! Reveal Blackjack's Rapier for Acrobatics+1d6+2

Combat 14: 1d8 + 1d6 + 9 ⇒ (4) + (5) + 9 = 18

Zadim takes out the Ogre and goes back to trying to figure out what happened to that door...

"

Zadim wrote:

Hand: Bloodroot Poison, Blackjack's Rapier, Belt of Physical Prowess, Ambrosia, Snakebite Dagger, Silver War Paint (Core),

Displayed: Grounded Studded Leather,
Deck: 12 Discard: 1 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use Keen Rapier)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Locksmith, Djinn, Shock Kukri, Keen Rapier, Snake (Core), The Joke, Blackfingers, Pharasma's Knowing, Elixir of Energy Resistance, The Carnival, Venomous Hand Crossbow, Sable Company Leathers
Recharged:
Discard Pile: Spider (Core),
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"

Display Silver War Paint and Bloodroot Poison


Zadim's Deck Handler

Hour is Blessing of Pharasma

Throughout my turn, reveal Belt for +1

Display Grounded Studded Leather

Zadim splits up and tries to lose the Card 1: Warriors of Wrath in the Nettlemaze. The gout of flame that barely misses his face tells him that he was not very successful.

Acrobatics 12: 1d8 + 7 ⇒ (7) + 7 = 14 For the combat, reveal Keen Rapier for Acrobatics+1d6+1. Recharge Venomous Hand Crossbow for +Stealth

Combat 20: 2d8 + 1d6 + 14 ⇒ (2, 5) + (1) + 14 = 22

Zadim bursts through the smoke to take out the Warrior before they have the chance to respond. He starts making his way to regroup with his team when he notices a barely audible song and a shadow circling; sounds like a Random Monster 1: Harpy Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location. Taking Agna's Blessing of Gorum

WIS 7: 2d6 ⇒ (4, 6) = 10 Success. For the combat reveal Keen Rapier for Acrobatics+1d6+1

Combat 14: 1d8 + 1d6 + 8 ⇒ (1) + (5) + 8 = 14 That was close...

Zadim angles his rapier to reflect the sun into the Harpy's eyes. They fly off course and crash into entangling thorns of the maze.

Nettlemaze Closed

"

Zadim wrote:

Hand: Djinn, Blackjack's Rapier, Belt of Physical Prowess, Ambrosia, Spider (Core), Keen Rapier,

Displayed: Grounded Studded Leather,
Deck: 13 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use Keen Rapier)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sable Company Leathers, Elixir of Energy Resistance, The Locksmith, Blackfingers, Pharasma's Knowing, Silver War Paint (Core), The Carnival, The Joke, Bloodroot Poison, Shock Kukri, Snakebite Dagger, Snake (Core)
Recharged: Venomous Hand Crossbow,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"


Zadim's Deck Handler

Starting Location: Nettlemaze

"

Zadim wrote:

Hand: Grounded Studded Leather, Venomous Hand Crossbow, Belt of Physical Prowess, Ambrosia, Spider (Core), Keen Rapier,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use Venomous Hand Crossbow)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blackfingers, Djinn, Snake (Core), Shock Kukri, Silver War Paint (Core), Sable Company Leathers, The Joke, Blackjack's Rapier, The Carnival, Snakebite Dagger, The Locksmith, Bloodroot Poison, Pharasma's Knowing, Elixir of Energy Resistance
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"


Zadim's Deck Handler

Current Tier is 5.2

Spending the Hero Point on a Card Feat: Blessing. Fill the hole with The Locksmith.

Item 4: 1d1 ⇒ 1


Zadim's Deck Handler

On Estra's turn, fail Harpy check. Get moved to Shimmerglens

Recharge Djinn to draw a card (Bloodroot Poison, yes!) and shuffle deck

The ooze around the party struggles to congeal into a Card 8: Putrid Horror; Zadim and the team try to put it out of its misery. No location to Guard. For the combat, reveal Shock Kukri for Acrobatics+2d6. Recharge Shock Kukri for +Stealth. Reload Bloodroot Poison for +1d8. Recharge Elixir of Healing for +INT. Discard The Carnival to bless. Reveal Belt for +1 Ezren casts Coordinated Blast for +Ezren's Arcane

Combat 19: 5d8 + 2d6 + 13 + 1d12 + 6 - 2 ⇒ (5, 6, 5, 8, 5) + (4, 2) + 13 + (4) + 6 - 2 = 56 Flip the d12 from 4 to 9. Total is 61.

The slime goes still.

We win!


Zadim's Deck Handler

Hour is Blessing of Gozreh

Throughout my turn, reveal Belt for +1 to my physical checks

Move to Nettlemaze

Zadim enters the Nettlemaze and discovers a Card 1: Mammoth entangled in the sticky undergrowth. Reveal Mammoth for Acrobatics+2d6.

Combat 16: 1d8 + 2d6 + 7 ⇒ (1) + (6, 1) + 7 = 15 Unfortunate. I'll just fail it, maybe I'll run into one of the boons

Combat Damage: 1d4 ⇒ 1 Silver War Paint negates the damage

Zadim draws his blade, sending the mammoth into a panic. It thrashes and breaks itself free; Zadim dodges the trampling beast but lands hard on the ground.

Discard Spider to explore again
Random Card: 1d11 ⇒ 8 Its the opposite of a boon: The Villain!

As Zadim gets up and brushes himself off, he notices the undergrowth congealing into the Card 8: Putrid Horror. Guard Checks please

Villain Fight:
For the combat, reveal Shock Kukri for Acrobatics+2d6. Recharge Keen Rapier for +Stealth

Combat 19: 2d8 + 2d6 + 13 - 2 ⇒ (1, 6) + (5, 1) + 13 - 2 = 24

Zadim slices through the mass before it has a chance to fully form. It writhes and slithers out of sight.

"

Zadim wrote:

Hand: Shock Kukri, The Joke, Djinn, Belt of Physical Prowess, Elixir of Healing, The Carnival,

Displayed: Grounded Studded Leather, Silver War Paint (Core),
Deck: 9 Discard: 2 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use Keen Rapier)

The Carnival: Discard to bless, after the check may flip a non-d4 die
The Joke: Discard to bless, recharge on Craft, Diplomacy, Disable, Stealth

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blackjack's Rapier, Pharasma's Knowing, Venomous Hand Crossbow, Bloodroot Poison, Elixir of Energy Resistance, Snake (Core), Sable Company Leathers
Recharged: Snakebite Dagger, Keen Rapier,
Discard Pile: Blackfingers, Spider (Core),
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"


Zadim's Deck Handler

Hour is Blessing of Torag

Throughout my turn, reveal Belt for +1 to my physical checks

Zadim moves to divide and conquer but his path through the Catacombs of Wrath is blocked when an ooze covered Card 1: Adherer emerges from the sludge. For the first combat, reveal Keen Rapier for Acrobatics+1d6+1. Discard Blackfingers to bless

Combat 18: 2d8 + 1d6 + 8 - 2 ⇒ (3, 7) + (1) + 8 - 2 = 17 Product reroll on the 1
Combat 18: 1d6 + 18 - 2 ⇒ (6) + 18 - 2 = 22 First check passed. For the second, reveal Keen Rapier for Acrobatics+1d6+1. Recharge Snakebite Dagger for +Stealth

Combat 18: 2d8 + 1d6 + 14 - 2 ⇒ (1, 6) + (6) + 14 - 2 = 25 Defeated!

Attempt to close, summon Wrathful Sinspawn

BA WIS 6: 1d6 ⇒ 1 Difficulty increased by 1. For the combat reveal Keen Rapier again.

Combat 9: 1d8 + 1d6 + 8 - 2 ⇒ (4) + (2) + 8 - 2 = 12 Defeated. Location closed!

Zadim slices through the ooze to reveal a wrathful sinspawn, then he slices through the sinspawn too.

"

Zadim wrote:

Hand: Shock Kukri, The Joke, Djinn, Belt of Physical Prowess, Keen Rapier, Spider (Core),

Displayed: Grounded Studded Leather, Silver War Paint (Core),
Deck: 10 Discard: 1 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use Keen Rapier)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Elixir of Healing, Venomous Hand Crossbow, Snake (Core), Pharasma's Knowing, Sable Company Leathers, Bloodroot Poison, The Carnival, Elixir of Energy Resistance, Blackjack's Rapier
Recharged: Snakebite Dagger,
Discard Pile: Blackfingers,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"


Zadim's Deck Handler

Starting Location: Catacombs of Wrath

"

Zadim wrote:

Hand: Silver War Paint (Core), Grounded Studded Leather, Blackfingers, Belt of Physical Prowess, Keen Rapier, Snakebite Dagger,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support: Recharge/discard non-2-handed weapon to add 1d8+6 to local combat (Use Snakebite Dagger)

Blackfingers: Discard to bless, freely recharge if check invokes alchemical or poison

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bloodroot Poison, Pharasma's Knowing, The Joke, Venomous Hand Crossbow, Elixir of Healing, Blackjack's Rapier, Elixir of Energy Resistance, The Carnival, Sable Company Leathers, Djinn, Snake (Core), Spider (Core), Shock Kukri
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: +2
Stealth: +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapon, Poison
POWERS:
You may recharge a card to examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add your Intelligence skill ([ ]+2) to your check that invokes the Poison ([X]or Acid or Undead)([X] or Obstacle or Trap) trait.
You may discard ([X]or recharge) a weapon that does not have the 2-Handed Trait to add your Stealth Skill ([ ] + 2) to a combat check by a character at your location
[ ] When an item that has the Poison trait requires you to banish or bury a card from your hand or your deck, you may discard ([ ] or recharge) it instead
[X] You may Ignore a monster's immunity to the Poison trait.
[ ] After you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.

"

Display Grounded Studded Leather and Silver War Paint


Zadim's Deck Handler

Current Tier is 5.1

Spending the Hero Point on a Power Feat: Recharge a card to add INT to... ([X] Obstacle or Trap)...

No Upgrades

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