Vampire

AAUGHWHY's PFSACG Erasmus's page

327 posts. Alias of AAUGHWHY.


RSS

1 to 50 of 327 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Current Tier is now 3.6. Tier up to 4.0

Scenario Reward: Taking Weapon 3 for Marksman's Bow

Regular Upgrade: Ally 2 for Fortune-Teller


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Hour is the Marraige: At the start of your turn, summon and encounter an ally.

Random Ally 1: Naval Hero:

CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.

Melee 9: 2d6 + 4 ⇒ (5, 6) + 4 = 15 Acquired!

The rift opening over the nearby ruins attracts the attention of adventurers and retired military veterans in Oakheart. A grizzled Naval Hero joins the fray to close the portal for good!

The team charges forward through a sculpture garden when a flash of light and heat from the portal stuns them in their tracks. Erasmus blinks the stars from his eyes and finds a Card 1: Inquisitor Devil standing where the largest statue once was. Reveal Flaming Shortbow, removing 1d4 and Fire for Ranged+1d6. Recharge Naval Hero for +1d6. Kyra adds 1d4

Combat 17: 4d6 + 1d4 + 4 ⇒ (5, 2, 1, 4) + (3) + 4 = 19 Defeated!

Kyra charges an arrow with holy light and a direct hit in the devil's chest banishes it to its home realm.

Erasmus thinks to check his cards for any warnings of future reality-shifts and finds that a few of them have been marked with dogear folds... Discard Sign of the Lantern Bearer (copying Rider) to explore again. Encounter Card 2: Marked Cards

INT 10: 1d8 ⇒ 6 Worth a shot: Bury Giantbane Greataxe to Spirit Surge forb+1d4+1
INT 10: 1d4 + 7 ⇒ (2) + 7 = 9 Ah too bad...

The cards may not be of any help, but maybe some good old-fashioned intuition and insight will. That, and a good helping of Card 3: Divine Fortune. Discard Sign of the Rider to explore again. Bury Fate-Reader Lenses to move the Spirit Relatives Marker to Veldira

Divine 11: 2d6 + 5 ⇒ (3, 4) + 5 = 12 Nice!

Erasmus utters an echoing prayer and the clouds surrounding the rift begin to coalesce into a rippling spiral. Display Divine Fortune: +1d6 to local checks
"

Erasmus wrote:

Hand: Sign of the Pack, The Missing Eye, Zellara's Harrow Deck, Flaming Shorbow, Sign of the Pack 2,

Displayed: Spirit Relatives (have a role card), Mist Horn (Core), Magic Mithral Chain Mail, Divine Fortune,
Deck: 4 Discard: 9 Buried: 3
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: WIS, Divine, Perception, Survival

Sign of the Pack: Discard to bless. Recharge vs Blessings
(Signs can copy other signs in my hand)

Flaming Shorbow: If proficient, on a another character's combat check, freely discard to add 1d8 and the Fire trait.
Other: Current Spirit: Veldira

Divine Fortune: +1d6 to local checks

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mind Thrust, Planchette
Recharged: Bound Imp, Naval Hero,
Discard Pile: Djinn, Gang Enforcer, The Midwife, The Joke, Locate Object (Core), Starknife +2, Leech (Core), Sign of the Lantern Bearer, Sign of the Rider,
Buried Pile: Sign of the Stranger, Giantbane Greataxe, Fate Reader Lenses,

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

On Kyra's turn, summon the Drake

BA, Recharge Radovan's Blessing of the Quartermaster

DEX 8: 2d8 + 1d4 ⇒ (1, 5) + (1) = 7 Ugh
Damage: 1d4 ⇒ 2 Mist Horn please! Damage is reduced to 0

For the combats, reveal Flaming Shortbow for Ranged+1d6+1d4.

Combat 16: 3d6 + 2d4 + 4 ⇒ (6, 6, 5) + (3, 3) + 4 = 27
Combat 14: 3d6 + 2d4 + 4 ⇒ (1, 5, 3) + (2, 1) + 4 = 16

Kyra blows her horn and a mysterious fog rolls into the thicket. The drake completely loses sight of the party until an flaming arrow flies through the mist! By then, it was too late...


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Continuing my turn.

Erasmus hurls his starknife straight through the barghest and starts running off to retrieve it when he hears a yelp from Kyra behind him. He turns around and finds her covered in a Card 5: Spider Swarm! What happened to the barghests?!? Discard Leech to explore again. Reveal Flaming Shortbow for Ranged+1d6+1d4. The spiders are weirdly not immune to mental so add 1d4 and Mental from the Leech

Combat 10/14: 3d6 + 2d4 + 4 ⇒ (6, 2, 5) + (2, 1) + 4 = 20

Erasmus picks off the spiders with just a few shots from his bow.

"

Erasmus wrote:

Hand: Fate Reader Lenses, Giantbane Greataxe, Sign of the Lantern Bearer, Flaming Shorbow, Sign of the Rider,

Displayed: Spirit Relatives (have a role card), Mist Horn (Core), Magic Mithral Chain Mail,
Deck: 7 Discard: 7 Buried: 1
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

Sign of the Rider: Discard to bless.Once during this check, if you would discard a weapon for its power, you may recharge it instead.
Sign of the Lantern Bearer: Discard to bless, recharge vs Armors
(Signs can copy other signs in my hand)

Fate-Reader Lenses: Reveal for +1d10 on any Perception check

Flaming Shorbow: If proficient, on a another character's combat check, freely discard to add 1d8 and the Fire trait.
Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sign of the Pack 2, Mind Thrust, The Missing Eye, Zellara's Harrow Deck, Sign of the Pack, Planchette
Recharged: Bound Imp,
Discard Pile: Djinn, Gang Enforcer, The Midwife, The Joke, Locate Object (Core), Starknife +2, Leech (Core),
Buried Pile: Sign of the Stranger,

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Move to Swamp with Kyra and Radovan

Hour is The Trumpet: Ignore cards' before acting powers.

As the defeated harpy sinks into the swamp, a pack of Random Monster 1: Barghests emerge from the muck and lunge at the party! Explore Swamp Card 4: Warband. For my Barghest, Reveal and Discard Starknife +2 for Melee+3d4+2

Combat 13: 2d6 + 4d4 + 6 ⇒ (2, 5) + (4, 1, 1, 4) + 6 = 23
Actually Defeated?: 1d4 ⇒ 3 Yup! The Warband is also defeated

Kyra and Radovan must each summon and encounter a Barghest

Barghest:
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.

I'll pause for these fights. I think we can defeat them no problem, but I might get selected by the if defeated power


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

On Radovan's turn, encounter the brawl

Melee 7: 2d6 + 1d4 + 4 ⇒ (1, 1) + (3) + 4 = 9

A brawl breaks out at the riverbank! One of Erasmus's kobold "comrades" lunges at him but he deftly sidesteps and send them tumbling into the river with a thwap of his tail!

On Kyra's turn receive Giantbane Greataxe and get healed

The brawl really took it out of Erasmus and his team. He borrows Kyra's axe to stand sentinel while she patches them up.

When River closes, let's move to Farm

Starting my turn. Hour is the Joke: On your check against a barrier, you may recharge a card to add your Intelligence die.

Erasmus and his team start their search for the troop champion in the barn where the walk in on a Card 1: Gang Enforcer dropping something into a pile of hay...

CHA 7: 1d8 ⇒ 6 If I fail, I'm going to have to bury a card anyway... Bury sign of the Stranger to add 1d4+1 and pass

Erasmus looks the enforcer in the eyes and performs a series of hand signs. The enforcer nods, draws their weapon, and begins advancing on Radovan and Kyra, "No, no, no! It'ssss ok! They're friendssss!" Erasmus hisses, jumping in front of his companions. The enforcer nods again, sheathes their weapon, and falls in step with the team.

The team turns to leave the loft when Erasmus hears some rustling and muffled yells from the pile of hay. He digs in a little bit and finds a tied and Card 2: Bound Imp. Discard Djinn to examine the top card of my location; it's a boon, so encounter it

Arcane 6: 1d8 + 1 ⇒ (8) + 1 = 9 Acquired

Erasmus glances towards the enforcer to make sure they're not looking and unties the imp. As the imp stands and unwraps the rest of the rope, it drops a deck of Card 3: Marked Cards. Things are starting to make sense... Explore for Djinn

INT 10: 1d8 ⇒ 4 I was hoping I could make it with a Spirit Surge... Banished

The imp flies away, but not before letting Erasmus know about a hidden cache in the back corner of the barn. Rechage Imp to draw a card: Locate Object

Erasmus follows the Imp's directions and, sure enough, he finds a Card 6: Flaming Shorbow! Cast Locate Object

Ranged 9: 2d6 + 4 ⇒ (6, 1) + 4 = 11 Acquired

Erasmus picks it up and is called back to the group by the enforcer. Discard Enforcer to explore

Random Card: 1d4 ⇒ 4 Card 8: Exploding Runes. Discard The Midwife to replace it and bless.

The group steps out of the barn to find a Random Barrier 1: Mad Prophet proselytizing to no one in particular: "Can't you
see?!? We've been here before! The time snakes have given us a second chance..."
Reveal Fate Reader Lenses for +1d10 to Perception

Perception 8: 2d6 + 1d10 + 5 ⇒ (4, 3) + (4) + 5 = 16 Defeated. Draw the Joke. My new hour is Kyra's The Worldbreaker: You may banish a random blessing from your discards to explore.

So it seems that Erasmus and team aren't the only ones that know about the time loop; he can't tell if that's good, bad, or some joke gotten out of hand... Discard The Joke to explore

Random Card: 1d3 ⇒ 2

Erasmus turns around to go back into the barn and almost runs into a huge Card 7 Door Spike! That wasn't there before was it? Reveal Fate Reader Lenses for +1d10

Perception 8: 1d6 + 1d10 + 5 ⇒ (5) + (5) + 5 = 15

Erasmus maneuver's past the spike and opens the door. That could have been bad!

End turn

Recover Locate Object: 1d8 + 1 ⇒ (2) + 1 = 3

"

Erasmus wrote:

Hand: Fate Reader Lenses, Giantbane Greataxe, Starknife +2, Flaming Shorbow, Leech (Core),

Displayed: Spirit Relatives (have a role card), Mist Horn (Core), Magic Mithral Chain Mail,
Deck: 9 Discard: 5 Buried: 1
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

(Signs can copy other signs in my hand)

Fate-Reader Lenses: Reveal for +1d10 on any Perception check

Leech: Recharge to heal a local character 1d4-1 cards.

Flaming Shorbow: If proficient, on a another character's combat check, freely discard to add 1d8 and the Fire trait.
Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sign of the Pack 2, Zellara's Harrow Deck, Planchette, Sign of the Rider, Sign of the Lantern Bearer, Sign of the Pack, The Missing Eye, Mind Thrust
Recharged: Bound Imp,
Discard Pile: Djinn, Gang Enforcer, The Midwife, The Joke, Locate Object (Core),
Buried Pile: Sign of the Stranger,

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

On Kyra's turn, Move with them to River

Hour is The Wanderer: When a local character fails to acquire a boon, you may bury a card to encounter it. Skipping flavor this time

Explore River Card 1: Circlet of Mental Acuity. Auto-Fail check to acquire.

Play Zellara's Harrow Deck to examine top 3 cards of the location. Examine Archer's Kite Shield, Brawl, and Mist Horror. Put Mist Horror on top and the other 2 in whatever order Radovan wants.

Discard Sign of the Rider to explore River Card 4: Mist Horror. Reveal and Recharge The Missing Eye for Melee+1d8+1d6+4 and Cold.

Combat 14: 3d6 + 1d8 + 12 ⇒ (3, 5, 1) + (4) + 12 = 25 Defeated and actually banished with Cold

Recover Zellara's Harrow Deck Perception 12: 1d6 + 1d4 + 5 ⇒ (3) + (2) + 5 = 10

"

Erasmus wrote:

Hand: Fate Reader Lenses, Sign of the Stranger, The Midwife, Djinn, Restorative Touch,

Displayed: Spirit Relatives (have a role card), Mist Horn (Core), Magic Mithral Chain Mail,
Deck: 7 Discard: 4 Buried: 0
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

Sign of the Stranger: Discard to Bless, recharge vs Item
(Signs can copy other signs in my hand)

The Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.

Fate-Reader Lenses: Reveal for +1d10 on any Perception check

DON'T use Restorative Touch unless it's an emergency. I'll pass it to Kyra on my next turn so we can recover it
Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sign of the Pack 2, Locate Object (Core), Mind Thrust, Sign of the Lantern Bearer, Planchette
Recharged: Sign of the Pack, The Missing Eye,
Discard Pile: Leech (Core), Starknife +2, Sign of the Rider, Zellara's Harrow Deck,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Hour is the Cricket: When a character moves on their turn, each other local character may move with them.

Erasmus draws a card from his harrow deck, checking to see if they've changed again. He draws Card 1: The Inquisitor. Recharge Sign of the Pack to bless

INT 7: 2d8 ⇒ (3, 3) = 6

But the card begins to morph before his eyes... Discard Leech to explore again. Encounter Symbol of Sleep, summon the Danger instead

Random Danger: 1d3 ⇒ 1 Danger 1: Drake

Just as the image is about the become clearer, a Drake slams into the ground before him and roars! The cards will have to wait!

Random Energy: 1d4 ⇒ 2 Cold

Kyra and Radovan need to make DEX/Acrobatics 8 checks or take 1d4 damage

DEX 8: 1d8 + 1d4 ⇒ (4) + (1) = 5
Cold Damage: 1d4 ⇒ 3 Display Mist Horn to reduce damage by 2. Discard Starknife as the last damage

For the combat, Reveal the Missing Eye for Melee+1d8+1

Combat 16: 2d6 + 1d8 + 1d4 + 5 ⇒ (6, 6) + (2) + (4) + 5 = 23
Combat 14: 2d6 + 1d8 + 1d4 + 5 ⇒ (5, 4) + (8) + (3) + 5 = 25

Erasmus takes out the drake and turns his attention back to the card. It looks perfectly normal now...

"

Erasmus wrote:

Hand: The Missing Eye, The Midwife, Zellara's Harrow Deck, Sign of the Rider,

Displayed: Spirit Relatives (have a role card), Mist Horn (Core), Magic Mithral Chain Mail,
Deck: 10 Discard: 2 Buried: 0
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

Sign of the Rider: Discard to Bless
(Signs can copy other signs in my hand)

The Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Djinn, Locate Object (Core), Fate Reader Lenses, Planchette, Sign of the Pack 2, Mind Thrust, Restorative Touch, Sign of the Lantern Bearer, Sign of the Stranger
Recharged: Sign of the Pack,
Discard Pile: Leech (Core), Starknife +2,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"

Damage at Glade is reduced by 2. Display Mithral Chain Mail


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Starting Location: Glade
Favored Card: Weapon

Display Spirit Relatives and Mark Nissa

"

Erasmus wrote:

Hand: The Missing Eye, Leech (Core), Sign of the Pack, Starknife +2, Mist Horn (Core),

Displayed: Spirit Relatives (have a role card),
Deck: 13 Discard: 0 Buried: 0
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

Sign of the Pack: Discard to bless, recharge vs Blessing
(Signs can copy other signs in my hand)

Starknife: freely recharge for +1d4 to local combat
Mist Horn: Display next to a location. While displayed, when a character at this location suffers damage, reduce it by 2
Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Midwife, Restorative Touch, Magic Mithral Chain Mail, Sign of the Stranger, Zellara's Harrow Deck, Sign of the Rider, Mind Thrust, Sign of the Pack 2, Djinn, Planchette, Locate Object (Core), Fate Reader Lenses, Sign of the Lantern Bearer
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Current Tier is now 3.5

Take Restorative Touch. Replace Soothing Word

Weapon 3: 1d1000 ⇒ 569
Armor 3: 1d1000 ⇒ 898

Boon?: 1d20 ⇒ 7 Nope


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

On my turn, discard Cruel Longsword as AA poison damage from the scorpion. On Radovan's turn, discard Sign of the Lantern Bearer. Kyra's turn, discard Starknife as damage. Draw Zellara's Harrow Deck

Hour is The Mountain Man: On your Strength or Constitution check, you may recharge a card to reroll.

Start of turn, recharge spells for +1 to all my checks

Undeterred by Kyra's attacks, the Crypt Card 1: Hellhound turns on its heels and lunges again! Kyra and Radovan take 1 fire damage from the BA I recharge Voidglass Armor to reduce the damage by 1. For the combat, reveal The Missing Eye for Melee+1d8+1

Combat 10: 2d6 + 1d8 + 6 ⇒ (3, 4) + (2) + 6 = 15 Defeated!

Erasmus intercepts the lunge with his own and takes the hellhound down for good. Erasmus drops a few cards in his harrow deck in the commotion. He starts picking them, paying special attention to what they are, just in case. The first in The Betrayal; that's ominous... Banish Zellara's Harrow Deck to examine the Crypt. Examine Card 2: Ambush, which Triggers Asking for Kyra's Divine Insight

Perception 11: 3d6 + 1d4 + 5 ⇒ (4, 1, 4) + (1) + 5 = 15 Defeated!

But when Erasmus blinks, the card in his hand has changed to The Survivor; even more ominous... He hastily picks up the next two cards: The Mountain Man and The Snakebite. Examine Card 3: Orc Rager and Card 4: Poison Blast

Auto-fail recover check on Zellara's Harrow Deck

"

Erasmus wrote:

Hand: Stalking Armor, Leech (Core), Sign of the Stranger, Sign of the Rider, The Missing Eye,

Displayed: Spirit Relatives (have a role card), Voidglass Armor,
Deck: 6 Discard: 6 Buried: 2
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

Sign of the Lantern Bearer: Discard to bless, recharge vs Armors

(Signs can copy other signs in my hand)

Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Planchette, Fate Reader Lenses, Sign of the Pack, Djinn, Sign of the Pack 2
Recharged: Mind Thrust,
Discard Pile: The Midwife, Locate Object (Core), Cruel Longsword, Sign of the Lantern Bearer, Starknife +2, Zellara's Harrow Deck,
Buried Pile: Helm of the Valkyrie, Mist Horn (Core),

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Off turn, Display Mist Horn. And get Soothing Word-ed

Hour is the Demon's Lantern: On your check against a barrier, the difficulty is increased by 3. Skipping flavor again; this week is so busy...

Start of turn, Examine top card of Shrine: Villain Proxy 2. Reload it.

Also Start of Turn, bury Mist Horn.

Give Kyra Soothing Word

Move to Stable. Explore Card 1: Wood Golem. That's a hard monster, Discard The Midwife to replace it and bless the checks. New Monster is Deadfall Scorpion. Reveal Cruel Longsword for STR+1d8+1.

Combat 13: 2d6 + 1d8 + 5 ⇒ (5, 1) + (7) + 5 = 18 Defeated

"

Erasmus wrote:

Hand: Starknife +2, Cruel Longsword, Mind Thrust, Sign of the Lantern Bearer, The Missing Eye,

Displayed: Spirit Relatives (have a role card), Voidglass Armor,
Deck: 11 Discard: 2 Buried: 2
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

Sign of the Lantern Bearer: Discard to bless, recharge vs Armors

(Signs can copy other signs in my hand)

Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded: Starknife +2,
Middle of Deck (Unknown Order): Stalking Armor, Djinn, Sign of the Rider, Planchette, Sign of the Stranger, Sign of the Pack 2, Sign of the Pack, Leech (Core), Zellara's Harrow Deck, Fate Reader Lenses
Recharged:
Discard Pile: The Midwife, Locate Object (Core),
Buried Pile: Helm of the Valkyrie, Mist Horn (Core),

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Hour is Cayden Cailean's Revelry: On your check, you may discard a card to reroll 1 die showing 1 or 2. Skipping flavor this time

Start of turn, examine top card or Arsenal. Find Chimera, shuffle it back in.

Random Arsenal Card: 1d7 ⇒ 2 Card 2: Helm of the Valkyrie

Fortitude 8: 2d6 + 3 ⇒ (5, 4) + 3 = 12 Acquired!

Cast Locate Object

Random Arsenal Card: 1d6 ⇒ 5 Card 5: Cruel Longsword

Melee 10: 2d6 + 4 ⇒ (3, 4) + 4 = 11 Acquired!

Discard Leech to explore again.

Random Arsenal Card: 1d5 ⇒ 4 Card 5: Voidglass Armor

Fortitude 9: 2d6 + 3 ⇒ (1, 2) + 3 = 6
Bury Helm of the Valkyrie to add 1d4+1: 1d4 + 7 ⇒ (2) + 7 = 9 Acquired! Display it

Recover Locate Object Arcane 8: 1d8 + 1 ⇒ (3) + 1 = 4

"

Erasmus wrote:

Hand: Mist Horn (Core), Cruel Longsword, The Midwife, Soothing Word, The Missing Eye,

Displayed: Spirit Relatives (have a role card), Voidglass Armor,
Deck: 13 Discard: 2 Buried: 1
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

The Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.

Mist Horn: Display next to a location. While displayed, when a character at this location suffers damage, reduce it by 2.

(Signs can copy other signs in my hand)

Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded: Soothing Word,
Middle of Deck (Unknown Order): Starknife +2, Planchette, Sign of the Lantern Bearer, Djinn, Sign of the Pack 2, Sign of the Stranger, Sign of the Pack, Sign of the Rider, Stalking Armor, Mind Thrust, Fate Reader Lenses, Zellara's Harrow Deck
Recharged:
Discard Pile: Leech (Core), Locate Object (Core),
Buried Pile: Helm of the Valkyrie,

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Starting Location: Arsenal
Favored Card: Weapon
Displaying Spirit Relatives and Marking Nissa

Erasmus takes a closes his eyes and takes a deep breath, trying to shut out the chaos surrounding him. Veldira's divine knowledge would no-doubt be useful, but Erasmus was never very good at the banishing rites; plus, Kyra's connection to her goddess is more direct anyway, no need for a middleman.

"Hope you're not getting tired yet, Nissa. You're still up..."

"

Erasmus wrote:

Hand: Mist Horn (Core), Leech (Core), The Midwife, Locate Object (Core), The Missing Eye,

Displayed: Spirit Relatives (have a role card),
Deck: 14 Discard: 0 Buried: 0
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

The Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.

Mist Horn: Display next to a location. While displayed, when a character at this location suffers damage, reduce it by 2.

(Signs can copy other signs in my hand)

Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded: The Midwife,
Middle of Deck (Unknown Order): Planchette, Sign of the Rider, Djinn, Fate Reader Lenses, Starknife +2, Sign of the Lantern Bearer, Sign of the Stranger, Stalking Armor, Soothing Word, Mind Thrust, Sign of the Pack 2, Sign of the Pack, Zellara's Harrow Deck
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Current Tier is now 3.4

Take Djinn for the Scenario Reward. Replace Fortune Teller

I'll pass on the normal upgrades this time.

Boon?: 1d20 ⇒ 5 Nope


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Hour is Master of Masters: On your check, you may reroll any dice showing 1. Skipping flavor today

Stay at Tenement. Explore Card 1: Wight. BA discard The Midwife as cold damage. Reveal and Reload Humanbane Rapier for Melee+1d6+1.

Combat 16: 3d6 + 1d4 + 5 ⇒ (2, 5, 3) + (3) + 5 = 18 Defeated!

Bury Sign of the Rider to close. Move to Tenement

"

Erasmus wrote:

Hand: Humanbane Rapier, Fate Reader Lenses, Sign of the Lantern Bearer, Sign of the Pack 2, Locate Object (Core),

Displayed: Spirit Relatives (have a role card),
Deck: 10 Discard: 5 Buried: 1
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

The Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.

Sign of the Pack: discard to bless, recharge vs Blessings
Sign of the Lantern Bearer: discard to bless, recharge vs Armors

(Signs can copy other signs in my hand)

Fate Reader Lenses: On any Perception check, reveal to add 1d10.
Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded: Humanbane Rapier,
Middle of Deck (Unknown Order): The Missing Eye, Mist Horn (Core), Stalking Armor, Planchette, Sign of the Pack, Starknife +2, Bound Imp, Leech (Core), Fortune-Teller (Core)
Recharged:
Discard Pile: Mind Thrust, Zellara's Harrow Deck, Sign of the Stranger, Soothing Word, The Midwife,
Buried Pile: Sign of the Rider,

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

On my previous turn, I should have discarded a card when I defeated the Reefclaw. Discard Soothing Word. Would drawn an extra card on reset: Stalking Armor I'm just going to keep Confusing as is to keep it simple

Hour is The Beating: When you encounter a monster from a location, before acting, another local character summons and encounters it.

Take a Taboo against Armors for +1 to my checks this turn

Even with Nissa's "eagerness," Erasmsus knows that simply punching the Wraith isn't going to cut it; he'll need magic. He heads to the Tenement to see if he can find some.

On arrival, Erasmus draws another card from the mysterious harrow deck. This one depicts a half-skeletal bat, fangs bared. He hears a flitting of wings and puts back the card just in time to see and dodge out of the way of the Card 1: Ghoul Bat swooping towards him! Recharge Fortune Teller, choosing Bane. Examine and encounter the Ghoul Bat

BA Fortitude 8: 2d6 + 4 ⇒ (2, 4) + 4 = 10 On the combat check, use Reiko's The Survivor EDIT: Just saw that this was used already, so instead i'll ask for Radovan's Blessing of the Quartermaster

Combat 12: 3d6 + 5 ⇒ (5, 5, 5) + 5 = 20 defeated!

Erasmus keeps his eyes on the bat and as it swoops back towards him, he smacks it down to the ground! With the immediate threat over, he takes a survey of his surroundings and spots a Card 2: Humanbane Rapier. "We could have really used that a few seconds ago..." Take free explore

Melee 11: 2d6 + 5 ⇒ (3, 3) + 5 = 11 Nice!

Erasmus goes to pick it up, "Well, we have it now. It'll still be useful."

Play Planchette looking for Blessings. Examine Card 3: Clockwork Servant, an ally

Erasmus notices some sort of symbol etched into the guard of the rapier but can't decipher it himself. "Maybe Kyra will know about this..."

Auto Recharge Planchette

"

Erasmus wrote:

Hand: Humanbane Rapier, Fate Reader Lenses, Sign of the Rider, Leech (Core), The Midwife,

Displayed: Spirit Relatives (have a role card),
Deck: 12 Discard: 4 Buried: 0
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

The Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.

Sign of the Rider: Discard to bless

(Signs can copy other signs in my hand)

Fate Reader Lenses: On any Perception check, reveal to add 1d10.
Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded: The Midwife,
Middle of Deck (Unknown Order): Starknife +2, The Missing Eye, Sign of the Pack 2, Mist Horn (Core), Sign of the Pack, Planchette, Fortune-Teller (Core), Stalking Armor, Locate Object (Core), Bound Imp, Sign of the Lantern Bearer
Recharged:
Discard Pile: Mind Thrust, Zellara's Harrow Deck, Sign of the Stranger, Soothing Word,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"

Confused makes me shuffle in Leech


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Hour is Calistria's Sting: You may avenge by discarding a card.

Recharge the Bound Imp I received from Kyra to draw a card: Zellara's Harrow Deck

Erasmus is searching the Slaughterhouse when an imp reveals itself from behind a carcass and lunges at him! He closes his eyes and braces for the attack, but hears nothing but the scattering of paper on the floor. He opens his eyes for a peek and find a tattered harrow deck strewn about him, no demon to be found. That's not right...

Erasmus moves on to a deeper part of the slaughterhouse, where the more exotic meats are processed. As he approaches, a hanging Card 1: Reefclaw begins to stir: looks like it wasn't quite dead! Play Mind Thrust for Perception+1d6+#

Combat 11: 2d6 + 8 ⇒ (4, 4) + 8 = 16 Reefclaw Reroll
Combat 11: 2d6 + 8 ⇒ (4, 5) + 8 = 17 Defeated for real

Erasmus stumbles back and plunges into the aberration's mind as it goes limp permanently. He bends over to pick up the mysterious harrow deck that he had dropped in the commotion and notices that some of the faces are different. He draws three cards from the top and sees that they depict a Priest of Abadar, Spider Swarm, and Wraith. What's happening? Play Zellara's Harrow Deck to examine the top 3 cards of Slaughterhouse. Arrange them as Priest, Wraith, Spiders

There's something else strange about the card depicting the priest; the artwork is very realistic, almost too realistic... Discard Sign of the Stranger to explore again

CHA 6: 1d8 ⇒ 4

Erasmus shakes his head and shuffles it back into the deck.

Erasmus takes a pause to consider which of his relatives to ask for help. It's clear something strange has happened with the timeline but what? Both Veldira and Uncle Basalmo would be able to provide valuable insight... "But neither one of them will help if you end up dead. I'll handle this." Erasmus says before he's able to catch himself, a slight echo audible in his voice. Display Spirit Relatives and mark Nissa

Recharge Mind Thrust Perception 7: 1d6 + 5 ⇒ (1) + 5 = 6 Discarded
Auto Fail Recover Check for Zellara's Harrow Deck

"

Erasmus wrote:

Hand: Planchette, Sign of the Pack 2, Soothing Word, Fortune-Teller (Core), The Midwife,

Displayed: Spirit Relatives (have a role card),
Deck: 12 Discard: 3 Buried: 0
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

The Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.

(Signs can copy other signs in my hand)

Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded: Soothing Word,
Middle of Deck (Unknown Order): Starknife +2, Fate Reader Lenses, Sign of the Lantern Bearer, Stalking Armor, Sign of the Rider, Mist Horn (Core), Locate Object (Core), Sign of the Pack, Leech (Core)
Recharged: The Missing Eye, Bound Imp,
Discard Pile: Mind Thrust, Zellara's Harrow Deck, Sign of the Stranger,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"

Confusing makes me shuffle in Sign of the Pack


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Starting Location: Slaughterhouse

Favored Card: Weapon

Holding on to Spirit Relatives for now

"

Erasmus wrote:

Hand: The Missing Eye, Mind Thrust, Soothing Word, Fortune-Teller (Core), Sign of the Stranger,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to:

Sign of The Stranger: Discard to bless; recharge vs Items

(Signs can copy other signs in my hand)

Other: Current Spirit:

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Leech (Core), The Midwife, Starknife +2, Mist Horn (Core), Spirit Relatives (have a role card), Sign of the Pack 2, Planchette, Sign of the Lantern Bearer, Sign of the Rider, Stalking Armor, Fate Reader Lenses, Sign of the Pack, Locate Object (Core), Zellara's Harrow Deck
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☑ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury ([ ] or discard) a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn. ([ ] Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4([ ] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([ ] or to put a second marker on it)
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile

"

Recharge the Missing Eye


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Hi Everyone, I'm playing Erasmus using Occult Adventures 2, and the Support and Occult APs.

It turns out I'm actually at 3.3; not at Tier 2 like I thought I was when I originally signed up. I will be taking tier advancements. The immediately previous table is here: https://paizo.com/campaigns/v5748p75ivldv.

My PFS # is 126387-1008, but when you're setting up the table, please just use the -1003; it shouldn't be at another table.

I'm in PDT and usually post in the evenings, from 7PM-12AM


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Not replaying or tiering up. Current Tier is now 3.3

Spending the Hero Point on a Skill Feat: WIS

Armor 1: 1d1000 ⇒ 964

Boon?: 1d20 ⇒ 5


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

On Poog's turn draw card and move to Cell when Dungeons close

Hour is Rovagug's Destruction: On your check, you may banish a random blessing from your discards to bless.

As Erasmus arrives at the Cell he finds the bars twisted into a Card 3: Symbol of Agony. Taking Poog's Blessing of the Spellbound

Arcane 9: 2d8 + 1 ⇒ (6, 6) + 1 = 13

He bends the bars back into a less-offensive shape. Erasmus looks around and notices a harrow card hidden between the stationary bars and the sliding door to the cell. He picks it up; it's Card 4: The Uprising. Discard the Midwife (Harrow) to explore again. I heal Sign of the Rider.

STR 7: 2d6 + 4 ⇒ (3, 3) + 4 = 10

As he picks it up he hears the door clack open. Erasmus up to find the Card 5: Wight warden staring him down. Discard Mist Horn and Fate Reader Lenses for the 2 Cold Damage. Reveal Starknife +2 for Melee+1d4+2

Combat 16: 2d6 + 1d4 + 6 ⇒ (4, 4) + (3) + 6 = 17 Oh nice!

Close Attempt STR 9: 2d6 + 4 ⇒ (4, 6) + 4 = 14 Closed! Draw Bound Imp

Erasmus takes out the warden and wrenches the rest of the nearby cells open before running to join Poog at the Lair

"

Erasmus wrote:

Hand: Starknife +2, Bound Imp, Sign of the Stranger, Sign of the Lantern Bearer, Soothing Word,

Displayed: Spirit Relatives (have a role card),
Deck: 13 Discard: 3 Buried: 0
Hero Points: 1
Merch Reroll used?: N
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

Mist Horn: Display next to a location to reduce damage by 2. Lasts until start of my turn

(Signs can copy other signs in my hand)
Sign of the Lantern Bearer: Recharge vs Armors
Stranger: Recharge vs Items
Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded: Starknife +2, Holy Water (Proxy B),
Middle of Deck (Unknown Order): The Midwife, Locate Object (Core), Stalking Armor, Sign of the Rider, The Missing Eye, Mind Thrust, Sign of the Pack 2, Sign of the Pack, Zellara's Harrow Deck, Planchette, Fortune-Teller (Core)
Recharged:
Discard Pile: The Midwife (Harrow), Mist Horn (Core), Fate Reader Lenses,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☐ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Would have started at Twisting Passages with everyone

Favored Card: Weapon

Starting Spirit: Nissa

Erasmus wrote:

Hand: Starknife +2, Mind Thrust, Fate Reader Lenses, Sign of the Rider, Planchette, Holy Water (Proxy B), The Midwife (Harrow),

Displayed: Spirit Relatives (have a role card),
Deck: 12 Discard: 0 Buried: 0
"Hero Points: 1
Merch Reroll used?: Y"
"NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

(Signs can copy other signs in my hand)

Other: Current Spirit: Nissa"

When Twisting Passages close, I move randomly

Random Move: 1d3 ⇒ 2 Move to Dungeons with Poog

Now my actual turn starts. Hour is Benefaction: No Effect

Start of my turn, Recharge Spells for +1 on all rolls

Give card step, give Holy Water (Proxy B) to Poog

A Card 1: Spectre manifests itself before Poog and Erasmus as they dash through the Dungeons. Without the luxury of time to soothe the spirit, Erasmus meets its shriek with a roar of his own, starknife drawn. Reveal Starknife +2 for Melee+1d4+2

Combat 16: 2d6 + 1d4 + 7 ⇒ (5, 4) + (3) + 7 = 19

Erasmus slashes through the spectre and it begins to dissappate. Before it fades away completely, he considers bottling some of its ectoplasm, either for a second chance at laying it to rest later or for use as a makeshift Card 2 Smoke Bomb should the need arise.Discard Sign of the Rider to explore again.

INT 7: 1d8 ⇒ 6

He ultimately decides against it, already anticipating the scolding he'll get from Veldira for even considering weaponizing a tortured soul. Insread, he attempts to contact the spirit for guidance. Play Planchette, looking for a Blessing. Find Ancient Skeleton

But he can't concentrate with all that rattling! Wait... rattling? That's not good...

Recharge Planchette, revealing Lenses: 1d6 + 1d10 + 4 ⇒ (2) + (3) + 4 = 9

"

Erasmus wrote:

Hand: Starknife +2, Fate Reader Lenses, Sign of the Lantern Bearer, Mist Horn (Core), The Midwife (Harrow),

Displayed: Spirit Relatives (have a role card),
Deck: 13 Discard: 1 Buried: 0
Hero Points: 1
Merch Reroll used?: Y
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

Mist Horn: Display next to a location to reduce damage by 2. Lasts until start of my turn

(Signs can copy other signs in my hand)
Sign of the Lantern Bearer: Recharge vs Armors
Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded: Holy Water (Proxy B),
Middle of Deck (Unknown Order): Locate Object (Core), Fortune-Teller (Core), Soothing Word, Sign of the Pack 2, Sign of the Pack, Stalking Armor, Zellara's Harrow Deck, Sign of the Stranger, The Missing Eye, The Midwife
Recharged: Mind Thrust, Planchette,
Discard Pile: Sign of the Rider,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☐ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

"

Shuffle in Mist Horn from Confusing


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Not replaying or tiering up. Current Tier is now 3.2

Spending the Hero Point on a Card Feat: Ally. Filling in the hole with Leech.

Probably choosing Spell for the free draw, but if there's more demand for Blessings, I'll draw a blessing instead.

Weapon 2: 1d1000 ⇒ 972
Spell 3: 1d1000 ⇒ 189

Boon?: 1d20 ⇒ 6


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Hour is The Idiot: When you fail a check, suffer the scourge Drained.

Arabundi and Poog spring to action covering Erasmus against the monsters that continue to pour out of the Card 1: Planar Rift as he makes a beeline to close it. He grabs a rock, holds it aloft and bellows an echoing scream as he swings it crashing on the rift... but then he suddenly stops in his tracks. The echo in his voice becomes older and more wizened "This is what you kids have been having trouble closing? What are they teaching you in schools these days?" Bury Stalking Armor to move marker from Nissa to Basalmo. Someone else (probably Arabundi) summons and encounters the danger. Ossuary is the only remaining location, so difficulty is increased by 1. Recharge one of Poog's Blessings of the Spellbounds

Arcane 10: 1d8 + 1d6 + 1d4 + 4 ⇒ (5) + (5) + (3) + 4 = 17

After just a few prods and incantations, the rift closes with a faint pop!

I think we win!


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

On Arabundi's turn, discard Mist Horn as damage

Hour is Sands of the Hour: No Effect

Erasmus spreads out his Harrow Cards to try to divine a path through the ossuary that does not run into those spiders again. After a few moments, The Forge, the Tyrant, and The Sickness grant him a vision of a suitable route. Play Zellara's Harrow Deck to examine the top 3 cards of the location and reorder them. Find Plaguebringer, Cruel Longsword, and Dragon's Breath. New order is Longsword, Dragon's Breath, Plaguebringer

Erasmus quickly finds the Card 2: Cruel Longsword discarded on the floor, as foretold by The Forge. Recharge Fortune Teller, declaring Boon. Encounter Cruel Longsword

Melee 10: 2d6 + 4 ⇒ (6, 2) + 4 = 12

He picks up the sword and continues in the direction its blade was pointing. Eventually he comes to a large door and inhales deeply, psyching himself up to conjure Card 3: Dragon's Breath as foretold by The Tyrant. Free explore

Arcane 11: 1d8 + 1 ⇒ (2) + 1 = 3

Erasmus exhales with a roar, but is only able to produce a sputtering cough. Nissa suggests just smashing the door down and he obliges. The door crashes down to reveal a festering chamber teeming with flies; the Card 1: Plaguebringer is waiting for them, as foretold by The Sickness. Discard the Bear to explore again. I'll also take on the summoned monster

The aberration's Random Monster 1: Infantry Devil master is also waiting for them. This was not included in the vision... Reveal Glorious Warhammer for Melee+1d8+1

Combat 14: 2d6 + 1d8 + 5 ⇒ (4, 3) + (1) + 5 = 13 Bury Glorious Warhammer to use Spirit Surge power and pass

For the combat vs the Plaguebringer, Reveal Cruel Longsword for Melee+1d8+1

BA Fortitude 7: 2d6 + 3 ⇒ (3, 5) + 3 = 11
Combat 15: 2d6 + 1d8 + 5 ⇒ (6, 5) + (4) + 5 = 20

Erasmus holds off the plague monsters long enough for the rest of his party to rush through the chamber before he hurries to join them, slamming the door behind.

Auto-Fail recharge check for Zellara's Harrow Deck. Discard it

"

Erasmus wrote:

Hand: Mind Thrust, Cruel Longsword, Stalking Armor, Sign of the Pack 2, Sign of the Stranger,

Displayed: Spirit Relatives (have a role card),
Deck: 4 Discard: 9 Buried: 2
Hero Points: 1
Merch Reroll used?: Y
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

(Signs can copy other signs in my hand)
Sign of the Pack: Recharge vs Blessings
Sign of the Stranger: Recharge vs Items
Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fate Reader Lenses, The Publican
Recharged: Locate Object (Core), Fortune-Teller (Core),
Discard Pile: The Midwife, Sign of the Pack, Planchette, Sign of the Lantern Bearer, Mist Horn (Core), The Bear, Sign of the Rider, The Missing Eye, Zellara's Harrow Deck,
Buried Pile: Light Crossbow (Core), Glorious Warhammer,

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☐ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

On Arabundi's turn, get healed. Thanks!

Hour is Zon-Kuthon's Pain: After discarding any number of cards as damage, draw a card.

Start of turn, recharge items for +1 to all checks

Give card step: Give Arabundi Soothing Word

The planar rift sucks in Erasmus and Arabundi as it collapses and spits them, along with a Card 1: Tangle of Debris, back out deep in the Ossuary when it reopens there.

DEX 5: 1d8 + 1 ⇒ (1) + 1 = 2 I'll use my merch reroll
DEX 5: 1d8 + 1 ⇒ (6) + 1 = 7 That's better!

Erasmus brushes himself off and scries the area for something that would help them permanently close the rift. His mind's eye is filled with the image of a Card 2: Glorious Warhammer Play Locate Object to examine for and encounter the next boon; location shuffles after the encounter

Melee 10: 2d6 + 5 ⇒ (2, 3) + 5 = 10

He grabs it, wary of the horrors that the house still has in store.

Recharge Locate Object Arcane 8: 1d8 + 2 ⇒ (7) + 2 = 9

"

Erasmus wrote:

Hand: Glorious Warhammer, Mist Horn (Core), Zellara's Harrow Deck, The Bear, Fortune-Teller (Core),

Displayed: Spirit Relatives (have a role card),
Deck: 7 Discard: 6 Buried: 1
Hero Points: 1
Merch Reroll used?: Y
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

(Signs can copy other signs in my hand)

Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Publican, Stalking Armor, Sign of the Stranger, Sign of the Pack 2, Fate Reader Lenses, Mind Thrust
Recharged: Locate Object (Core),
Discard Pile: The Midwife, Sign of the Pack, Planchette, Sign of the Lantern Bearer, Sign of the Rider, The Missing Eye,
Buried Pile: Light Crossbow (Core),

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☐ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

On Blood Pool close, move to Twisting Passages

Hour is Incitation: No Effect

Erasmus heads with Arabundi into the Twisting Passages, their entrance easily seen due to the Card 1: Sacred Candle burning in an alcove next to it. End of move step, recharge Fortune Teller, declaring Bane. Then use free explore to explore Sacred Candle. Auto-fail check to acquire.

They enter and immediately hear the trademark bellow of a Card 2: Minotaur. How fitting. Discard Sign of the Rider, copying Pack to explore again. I'll take on the extra monster.

Before long, the pair are confronted by the minotaur and their Random Monster 3: Reefclaw companion. For the combat, reveal The Missing Eye for Melee+1d8+1.

Combat 11: 2d6 + 1d6 + 5 ⇒ (5, 5) + (2) + 5 = 17 Have to reroll
Combat 11: 2d6 + 1d6 + 5 ⇒ (6, 3) + (3) + 5 = 17

For the Minotaur, using my Fortitude

Fortitude 8: 2d6 + 3 ⇒ (3, 4) + 3 = 10

When Erasmus takes out the reefclaw, the minotaur belows and charges but inexplicably stops short, almost as though they ran into an Card 2: Invisible Wall. Discard Sign of the pack to explore again

Perception 9: 1d6 + 4 ⇒ (4) + 4 = 8 Bury Light Crossbow to use Spirit Surge power and pass

Erasmus and Arabundi take the opportunity to increase the distance between them and the minotaur. They continue deeper into the passages and run into a Card 4: Grey Maiden Footsoldier. Why would one of Queen Ileosa's soldiers be here? Before they get the chance to ask, she draws her blade and lunges! Taking the free explore from Invisible Wall. Asking Arabundi to take on the summoned monster; The Missing Eye is my last card, so if that fight goes wrong, I'll have a hard time vs the Grey Maiden. For the combat vs the Grey Maiden, reveal The Missing Eye for Melee+1d8+1

Combat 16: 2d6 + 1d8 + 5 ⇒ (1, 1) + (3) + 5 = 10 Oof. I only have one Hero Point and I can't succeed by only rerolling 1 die with a merch reroll. I'll discard The Missing Eye as Damage

The Grey Maiden slashes at Erasmus' arm as she runs past, causing him to drop his blade. By the time the he recomposes himself, she's long gone.

"

Erasmus wrote:

Hand: Locate Object (Core), Mist Horn (Core), Sign of the Pack, Soothing Word, Sign of the Lantern Bearer,

Displayed: Spirit Relatives (have a role card),
Deck: 5 Discard: 8 Buried: 1
Hero Points: 1
Merch Reroll used?: No
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

(Signs can copy other signs in my hand)
Sign of the Pack: Recharge vs Blessings
Sign of the Lantern Bearer: Recharge vs Armors

Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fate Reader Lenses, Zellara's Harrow Deck, Stalking Armor
Recharged: Mind Thrust, Fortune-Teller (Core),
Discard Pile: The Midwife, The Bear, Planchette, The Publican, Sign of the Stranger, Sign of the Pack 2, Sign of the Rider, The Missing Eye,
Buried Pile: Light Crossbow (Core),

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☐ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Move with Arabundi to the Blood Pool

Hour is Incitation: No effect.

Start of turn, recharge Spells for +1 on all checks

Erasmus lets out a hearty echoing laugh as the townsfolk flees. A few minutes later, he sees a figure approaching on the horizon,"So, you've come crawling back have you?" He pauses and the echo leaves his voice momentarily, "Er... I mean, we've got everything handled. Just go back to the tavern and wait for us to come back. Nissa, we need to be nice to these townsfolk"

The figure continues to approach and as they get closer it becomes clear that they're actually a Card 2: Zombie. I can probably also take the summoned monster.

And the zombie is riding a Random Monster 1: Cave Bear? What is going on in this house? For the BA, reveal The Missing Eye for Melee+1d8+1

BA Combat 12: 2d6 + 1d8 + 6 ⇒ (6, 2) + (1) + 6 = 15 For the combat, reveal The Missing Eye again for the same. Also take Arabundi's Judgement Light for +1d8
Combat 17: 2d6 + 2d8 + 6 ⇒ (6, 1) + (8, 1) + 6 = 22

For the Zombie combat, reveal The Missing Eye for the same

Combat 15: 2d6 + 1d8 + 6 ⇒ (3, 1) + (7) + 6 = 17

With its rider defeated, the "bear" continues advancing and it becomes clear that it was actually a Card 3: Basilisk. "Uh oh..." Discard The Bear to explore again. I'll also take the summoned monster

As Erasmus draws his blade a Random Monster 2: Dire Crocodile lunges out of the pool. "Uh oh..." For the combat, reveal The Missing Eye for the same

Combat 15: 2d6 + 1d8 + 6 ⇒ (5, 6) + (6) + 6 = 23 Nice!

On to the Basilisk Arabundi must do the BA: Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.

BA Fortitude 6: 2d6 + 3 ⇒ (2, 4) + 3 = 9 For the combat, The Missing Eye again
Combat 14: 2d6 + 1d8 + 6 ⇒ (4, 4) + (5) + 6 = 19

With the lizards defeated, Erasmus examines them. They seem strange; some sort of Card 4: Aspect of the Monkey to their features. Discard Sign of the Stranger to explore again. Spell does not let me recharge

WIS 7: 1d6 + 1 ⇒ (3) + 1 = 4

Every new discovery in the manor just creates more questions...

"

Erasmus wrote:

Hand: Sign of the Pack 2, Sign of the Rider, Fortune-Teller (Core), Light Crossbow (Core), The Missing Eye,

Displayed: Spirit Relatives (have a role card),
Deck: 9 Discard: 5 Buried: 0
Hero Points: 1
Merch Reroll used?: No
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

(Signs can copy other signs in my hand)
Sign of the Stranger: Recharge vs Items

Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Locate Object (Core), Zellara's Harrow Deck, Mist Horn (Core), Stalking Armor, Sign of the Lantern Bearer, Sign of the Pack, Fate Reader Lenses, Soothing Word
Recharged: Mind Thrust,
Discard Pile: The Midwife, The Bear, Planchette, The Publican, Sign of the Stranger,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☐ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

On Arabundi's turn, when he uses clairvoyance to examine the Crypt, have him rearrange them to have the cultist on top

Hour is Orison: No Effect. Skipping the flavor tonight

Start of turn, recharge Spells for +1 on all checks

Explore Card 5: Cultist. I can probably fight it twice. (Actually, reading the scenario effect again, it says "encounters a monster" not "the monster." I can probably still fight the other monster)

Random Monster 1 is Dire Boar.

Dire Boar:
Monster 1
Traits
Animal

Check
Combat
10
THEN
Combat
11

Powers
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.

For the combat vs the Boar, I'll just punch it.

Combat 10: 2d6 + 5 ⇒ (6, 4) + 5 = 15
Combat 11: 2d6 + 5 ⇒ (6, 6) + 5 = 17 Nice! Both were exceed by at least 4, so I dont need to suffer the damage! Actually, I forgot about the location effect, so I was actually pretty lucky. I still have to take the damage

Boar Damage: 1d4 ⇒ 3 Discard Zellara's Harrow Deck, Planchette, and the Midwife

For the Cultist, reveal The Missing Eye for Melee+1d8+1.

Combat 16: 2d6 + 1d8 + 6 ⇒ (6, 3) + (5) + 6 = 20

For the close, play The Publican for +2 dice. I also heal a card.

WIS 8: 3d6 + 1 ⇒ (5, 2, 5) + 1 = 13

On close, Draw Poog's The Bear from the Hourglass. Move to whereever Arabundi moves to.

"

Erasmus wrote:

Hand: The Bear, Sign of the Stranger, Fortune-Teller (Core), Mind Thrust, The Missing Eye,

Displayed: Spirit Relatives (have a role card),
Deck: 11 Discard: 3 Buried: 0
Hero Points: 1
Merch Reroll used?: No
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

(Signs can copy other signs in my hand)
Sign of the Stranger: Recharge vs Items

Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Light Crossbow (Core), Sign of the Rider, Stalking Armor, Locate Object (Core), Sign of the Pack, Fate Reader Lenses, Sign of the Lantern Bearer, Sign of the Pack 2, Soothing Word, Zellara's Harrow Deck, Mist Horn (Core)
Recharged:
Discard Pile: The Midwife, Planchette, The Publican,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☐ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Starting Location: Crypt

Favored Card: Weapon

Starting Spirit: Nissa

"

Erasmus wrote:

Hand: The Midwife, Zellara's Harrow Deck, Planchette, Soothing Word, The Missing Eye, The Publican,

Displayed: Spirit Relatives (have a role card),
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1
Merch Reroll used?: No
NOTES:
Available Support: Other local characters get +1d4 to: STR, Melee, Fortitude, Ranged

(Signs can copy other signs in my hand)

The Midwife: Discard to replace local non-story bane or boon and bless checks
The Publican: Discard to bless. Bless x2 if Urban
Other: Current Spirit: Nissa

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fortune-Teller (Core), Sign of the Pack 2, Sign of the Stranger, Stalking Armor, Light Crossbow (Core), Sign of the Rider, Sign of the Pack, Mind Thrust, Locate Object (Core), Sign of the Lantern Bearer, Mist Horn (Core), Fate Reader Lenses
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☐ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Taking Item 3 for Fate Reader Lenses

Boon?: 1d20 ⇒ 17


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Not replaying or tiering up. Current Tier is now 3.1

Spending the Hero Point on a Power Feat: "[ ]You may bury a card to move a marker on the cohort Spirit Relatives" on the Storyteller Role Card. Spirit Relatives flips to the improved side.

Poog should choose their upgrade first. I have a good option for each of the 3s


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

On Poog's turn, discard The Midwife and heal 2 cards

Hour is Lamashtu's Madness: On your check against a monster, add 1. Damage suffered from monsters is increased by 1.

Sensing the spirit possessing the last of the malevolent artefacts growing more desperate as the group begins to corner it, Erasmus psychically scans the room to try to find another person in need of rescue or a useful tool against it. His divination leads him to a Card 2: Giant Slug End of move, recharge Fortune teller, choosing Boon. Examine and encounter Giant Slug

WIS 6: 1d6 + 1d4 + 4 ⇒ (6) + (1) + 4 = 11

Slug in tow, Erasmus scans again, this time finding a Card 3: Shock Kukri. Cast Locate Object to examine location for a boon and encounter it. Mysterious Relic is Card 2. Taking Poog's Blessing of the Spellbound to bless

STR 12: 2d6 - 2 ⇒ (5, 3) - 2 = 6 Bury Bound Homunculus to use spirit surge power
STR 12: 1d4 + 1 + 8 ⇒ (3) + 1 + 8 = 12 Nice!

He snatches up the knife before Poog has a chance to toss it somewhere inaccessible. As he stows it away, Erasmus hears a barely audible whisper; is the knife talking to him? Finally take my free explore to explore and encounter Card 2: Mysterious Relic. Reveal Fate Reader Lenses to add 1d10

Perception 9: 1d6 + 1d10 + 1d4 + 7 ⇒ (4) + (6) + (4) + 7 = 21

Erasmus holds it closer to his ear to hear closer and it takes control of his arm, forcing him to barely dodge his own wild slashes! With Veldira's help the Erasmus momentarily regains control and throws the knife to the ground, breaking it and releasing the spirit from within. The commotion scared off the slug, but at least Erasmus still has his ear... I forgot about Drained. I rolled high enough for the slug and the relic that it wouldn't have changed, but I was not able to acquire the Shock Kukri. Banish Giant Slug to close the location. We win!


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

I buried Mist Horn last turn but forgot to take it out of my hand. It should have been replaced with Sign of the Rider

Hour is Our Lord in Iron: On your combat check, you may reveal any number of weapons; for each, add 1.

The Slaughterhouse is exactly how Erasmus was imagining: unpleasant. He decides to join Poog at the Den of Iniquity instead.

He takes a seat on a stool and hears a faint click; that's not good...Free explore encounter Card 1: Trapped Furniture. Reveal Fate Reader Lenses for +1d10

Perception 11: 1d6 + 1d10 + 1d4 + 7 ⇒ (5) + (9) + (4) + 7 = 25

Erasmus waits for the bad thing to happen, but it never does. Veldira reminds him that old furniture sometimes just makes noise and that there isn't always a deeper meaning to everything. A small creature comes to take his order: a Card 2: Bound Homunculus likely created by the former owners of the manor. Discard Sign of the Rider to explore again

Arcane 8: 1d8 + 1 ⇒ (8) + 1 = 9

He's making small talk with the homunculus when a Card 3: Phantasmal Apparation manifests itself! Discard Sign of the Rider to explore again. Reveal lenses for +1d10

Perception 7: 1d6 + 1d10 + 1d4 + 7 ⇒ (6) + (2) + (3) + 7 = 18

Erasmus stands between the phantom and Poog and the homunculus, ready to defend them against spirit. Instead of lunging at the group, the phantom turns around and begins upturning tables and chairs, seemingly looking for something. The homunculus seems to have a realization and walks up to the phantom to poke its leg. As soon as the phantom sees he homunculus, it immediately calms down, its aura turning from a hazy blue-grey to a soft muted pink; the pair sit down at a booth and catch up. After a few minutes, the phantom disappates into the ether and the homunculus catches up to everyone at the Slaughterhouse Bury random card from my hand (Stalking Armor) and suffer Drained to close. Move to Slaughterhouse

"

Erasmus wrote:

Hand: Fortune-Teller (Core), The Midwife, Bound Homunculus, Fate Reader Lenses, Locate Object (Core),

Displayed: Spirit Relatives (no role card), Slick Leather,
Deck: 9 Discard: 5 Buried: 3
Hero Points: 1
Merch Reroll used?: No // Erasmus has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.


NOTES:
Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

(Signs can copy other signs in my hand)

The Midwife: Discard to replace local non-story bane or boon and bless checks

Other: Current Spirit: Veldira

Deck, Discard, Buried:

Reloaded: The Midwife,
Middle of Deck (Unknown Order): Planchette, The Missing Eye, Soothing Word, Sign of the Pack, Light Crossbow (Core), Sign of the Lantern Bearer, Zellara's Harrow Deck
Recharged: Mind Thrust,
Discard Pile: The Owl, Divine Favor, Sign of the Rider, Sign of the Stranger, Sign of the Pack 2,
Buried Pile: Conch Shell, Mist Horn (Core), Stalking Armor,

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☐ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Hour is Blackfingers: On your check that invokes the Alchemical or Poison trait, add 1d4.

Start of turn, recharge The Missing Eye for +1 to all checks

Erasmus finds some Card 1: Fate-Reader Lenses in a drawer.

Perception 8: 1d6 + 1d4 + 8 ⇒ (5) + (3) + 8 = 16

He reaches to grab them and they begin to levitate; they're Card 2: Animated Objects! For the combat, play Mind Thrust for Perception+1d6+#. Reveal Fate Reader Lenses for +1d10

Combat 18: 2d6 + 1d10 + 1d4 + 11 ⇒ (6, 1) + (9) + (3) + 11 = 30
Defeated Random Card Type: 1d4 ⇒ 3 Slick Leather
Slick Leather CON 7: 1d6 + 1 ⇒ (6) + 1 = 7 Nice! Display Slick Leather

Erasmus connects with the spirit inhabiting the lenses and convinces it to leave. Before it goes, it tells him of a suit of Slick Leather hidden under the floorboards.

CHA 8: 1d8 + 1 ⇒ (5) + 1 = 6 Bury Mist Horn to use spirit surge power
CHA 8: 1d4 + 1 + 6 ⇒ (3) + 1 + 6 = 10

Erasmus does one last once-over of the office before heading to meet Arabundi at the Slaughterhouse

Recharge Mind Thrust Perception 7: 1d6 + 1d4 + 1d10 + 8 ⇒ (2) + (1) + (2) + 8 = 13

"

Erasmus wrote:

Hand: Stalking Armor, The Midwife, Mist Horn (Core), Fate Reader Lenses, Sign of the Stranger,

Displayed: Spirit Relatives (no role card), Slick Leather,
Deck: 11 Discard: 3 Buried: 2
Hero Points: 1
Merch Reroll used?: No
NOTES:
Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

(Signs can copy other signs in my hand)
Sign of the Stranger: discard to bless; Recharge vs Items

The Midwife: Discard to replace local non-story bane or boon and bless checks

Other: Current Spirit: Veldira

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Soothing Word, Planchette, The Missing Eye, Sign of the Rider, Locate Object (Core), Sign of the Lantern Bearer, Sign of the Pack, Fortune-Teller (Core), Light Crossbow (Core), Zellara's Harrow Deck
Recharged: Mind Thrust,
Discard Pile: The Owl, Divine Favor, Sign of the Pack 2,
Buried Pile: Conch Shell, Mist Horn (Core),

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☐ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Hour is Abadar's Law: On your check to close or to guard, add 1d4.

Cast Locate Object. Find Animated Object then Giantbane Greataxe. Encounter the Greataxe.

Erasmus finds a greataxe in the office. He goes to pick it up but it levitates and lashes out at him! Auto-Fail check to acquire Greataxe. Discard Light Crossbow from Desperate.

Cast Soothing Word on myself to heal a card. Then discard The Owl to explore again and heal another card.

Random Card: 1d8 ⇒ 7

Erasmus stumbles upon a Card 7: Magistrate hiding in a cabinet. Like the standard bearer, they scream in terror and flee. Auto-fail check to acquire. Discard Divine Favor to Desperate

Recharge Locate Object Divine 8: 1d6 + 1d4 + 4 ⇒ (4) + (4) + 4 = 12
Recharge Soothing Word Divine 8: 1d6 + 1d4 + 4 ⇒ (2) + (1) + 4 = 7

"

Erasmus wrote:

Hand: The Missing Eye, The Midwife, Mist Horn (Core), Sign of the Pack 2, Mind Thrust,

Displayed: Spirit Relatives (no role card),
Deck: 9 Discard: 4 Buried: 1
Hero Points: 1
Merch Reroll used?: No
NOTES:
Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

(Signs can copy other signs in my hand)
Sign of the pack: Discard to bless; recharge vs blessings

The Midwife: Discard to replace local non-story bane or boon and bless checks

Other: Current Spirit: Veldira

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sign of the Stranger, Planchette, Stalking Armor, Zellara's Harrow Deck, Sign of the Lantern Bearer, Sign of the Pack, Fortune-Teller (Core), Sign of the Rider
Recharged: Locate Object (Core),
Discard Pile: The Owl, Divine Favor, Light Crossbow (Core), Soothing Word,
Buried Pile: Conch Shell,

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☐ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

There's a chance I would have had to fight the Animated Object since it has the "A random local character encounters this monster instead" text

Who fights the Animated Object? 1=A, 2=E: 1d2 ⇒ 1 Arabundi

When Tavern closes move to Office

Hour is Blessing of the Sands: No effect

End of move step, recharge Fortune-teller to examine Office, declaring Boon. Examine and encounter Standard Bearer

Erasmus finds a lost Card 1: Standard Bearer in the Office

CHA 6: 1d8 ⇒ 2 Fail to Acquire, Discard Mist Horn

The bearer sees Erasmus, assumes him to be another malevolent spirit, and flees deeper into the manor. He gives chase for a while before Veldira advises him that the chase is probably not helping calm the standard bearer down. Instead, he returns to the office and begins investigating the papers strewn about, finding a scroll of Divine Favor.

Divine 11: 1d6 + 1d4 + 4 ⇒ (5) + (1) + 4 = 10 This a good spell now and would be a good upgrade, so I'll bury Conch Shell to use my Spirit Surge power and acquire it

Veldira begins explaining the mechanics of the spell and Erasmus a pen out of the cup on the desk. It isn't until the nib hits the paper that he realizes that the "pen" is actually a Card 3: Wand of Force Missile. That seems dangerous... Play Sign of the Stranger. Encountering an Item lets me recharge it.

Arcane 6: 1d8 + 1 ⇒ (3) + 1 = 4 Discard The Midwife from Desperate

Erasmus gently puts the wand back in the cup and backs away from the desk.

"

Erasmus wrote:

Hand: Divine Favor, The Owl, Soothing Word, Light Crossbow (Core), Locate Object (Core),

Displayed: Spirit Relatives (no role card),
Deck: 11 Discard: 2 Buried: 1
Hero Points: 1
Merch Reroll used?: No
NOTES:
Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

(Signs can copy other signs in my hand)

Other: Current Spirit: Veldira

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sign of the Pack 2, Stalking Armor, Zellara's Harrow Deck, The Missing Eye, Sign of the Pack, Planchette, Sign of the Lantern Bearer, Mind Thrust, Sign of the Rider
Recharged: Fortune-Teller (Core), Sign of the Stranger,
Discard Pile: Mist Horn (Core), The Midwife,
Buried Pile: Conch Shell,

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☐ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

If it's still possible, I'd like to actually Tier Up to 3.0. Getting a Role Card is a pretty big power spike for me.


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Starting Location: Tavern
Favored Card Type: Ally
Spirit Relative: Veldira

"

Erasmus wrote:

Hand: The Midwife, Fortune-Teller (Core), Mist Horn (Core), Sign of the Stranger, Conch Shell, The Owl,

Displayed: Spirit Relatives (no role card),
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1
Merch Reroll used?: No
NOTES:
Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

The Midwife: Discard when local non-story bane or boon is encountered to replace and bless checks

(Signs can copy other signs in my hand)
Stranger: Recharge vs Items

Other: Current Spirit: Veldira

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Missing Eye, Soothing Word, Stalking Armor, Sign of the Rider, Light Crossbow (Core), Sign of the Pack 2, Zellara's Harrow Deck, Mind Thrust, Sign of the Pack, Sign of the Lantern Bearer, Planchette, Locate Object (Core)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☐ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Boon?: 1d20 ⇒ 2 RIP


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Not replaying or tiering up. Current Tier is now 2.3

Spending the Hero Point on a Skill Feat: STR

Ally 2 for Fortune Teller: 1d1000 ⇒ 289


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

On Poog's turn get healed by playing a blessing. For the CON check, discard a card from the top of my deck to add 1d6

CON 7: 2d6 ⇒ (3, 1) = 4 Suffer Poisoned

Still on Poog's turn, get healed again by playing a blessing

Hour is The Tyrant: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

Start of turn, recharge Items for +1 on my checks for the rest of my turn

Erasmus treads carefully through the Graveyard. He investigates a part of the fence where the posts seem to be floating in the air; he approaches to get a closer look and they fly at him in a Card 4: Spiked Volley. Discard Sign of the Pack to bless

DEX 9: 2d8 + 1 ⇒ (8, 1) + 1 = 10

Erasmus is able to scramble behind a gravestone before he's impaled. He takes the opportunity to patch himself up. Recharge leech to heal myself

Heal: 1d4 - 1 ⇒ (4) - 1 = 3

Erasmus wrote:

Hand: The First, Bound Imp, Mind Thrust, Enchant Weapon,

Displayed: Spirit Relatives (no role card), Mithril Chain Shirt,
Deck: 15 Discard: 5 Buried: 3
"Hero Points: 1
Merch Reroll used?: No // Erasmus has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

When you would heal any number of cards, you may remove this scourge instead.

"
"NOTES:
Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

(Signs can copy other signs in my hand)

Other: Current Spirit: Veldira"

Before Poog takes their first explore, Banish Bound Imp to draw 2 cards.

"

Erasmus wrote:

Hand: The First, Gem of Mental Acuity, Conch Shell, Mind Thrust, Enchant Weapon,

Displayed: Spirit Relatives (no role card), Mithril Chain Shirt,
Deck: 13 Discard: 5 Buried: 3
Hero Points: 1
Merch Reroll used?: No // Erasmus has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

When you would heal any number of cards, you may remove this scourge instead.


NOTES:
Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

The First: On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Enchant Weapon: When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.

(Signs can copy other signs in my hand)

Other: Current Spirit: Veldira

Deck, Discard, Buried:

Reloaded: Conch Shell,
Middle of Deck (Unknown Order): Sign of the Rider, Sign of the Stranger, Planchette, Leech, Sign of the Lantern Bearer, Sign of the Pack 2, The Lost, The Missing Eye, Soothing Word, Light Crossbow (Core), Locate Object (Core)
Recharged: Zellara's Harrow Deck,
Discard Pile: Our Lord in Iron, Sign of the Pack, Incitation, Fox, Eries Yelloweyes,
Buried Pile: Stalking Armor, The Midwife, Mist Horn (Core),

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☐ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Hour is Abadar's Law: On your check to close or to guard, add 1d4.

Mist Horn Recharge Divine 10: 1d6 + 1d4 + 4 ⇒ (1) + (3) + 4 = 8 Its buried

As the mist dissipates from the graveyard, Erasmus keep going through the Manor. He finds a Card 1: Plaguebringer's Mask in a display case.

INT 11: 1d8 ⇒ 5

He's about to grab it when a Card 2: Fox dashes past him and almost knocks him over. Banish Locate Object to examine and encounter Fox.

WIS 5: 1d6 + 1d4 + 4 ⇒ (4) + (3) + 4 = 11 Since Fox was the next card, the rest of the location was effectively still unknown. I'm not going to bother with rolling for the random card

Erasmus follows the fox and finds Card 3: Eries Yelloweyes hiding in a closet. Discard Fox to explore again

WIS 8: 1d6 + 2d4 + 4 ⇒ (5) + (2, 3) + 4 = 14

Erasmus asks Eries why they're hiding and the question answers itself as a Card 4: Ghost manifests before them! Discard Eries to explore again. Recharge The Missing Eye, Light Crossbow, and Conch Shell to add 1d4 and Magic from the scenario power.

Divine 9: 1d6 + 2d4 + 4 ⇒ (6) + (2, 1) + 4 = 13

Manor Close CHA 8: 1d8 + 1d4 ⇒ (2) + (4) = 6 Bury The Midwife to spirit surge and pass(+1d4+1). On close, search for and draw Zellara's Harrow Deck

The ghost dissolves into the ether as quickly as it manifests. Erasmus escorts Eries and their fox companion outside before heading to join Arabundi at the Graveyard. When he arrives he has a vision of a suit of Sable Company Leathers, a keen Rapier, and a Garden Guardian. Move to Graveyard on close. Play Zellara's Harrow Deck to examine top 3 cards of Graveyard. I'll rearrange it to whatever order Poog wants

Recharge Locate Object Divine 8: 1d6 + 1d4 + 4 ⇒ (2) + (4) + 4 = 10
Recharge Zellara's Harrow Deck Perception 12: 1d6 + 1d4 + 7 ⇒ (4) + (4) + 7 = 15

"

Erasmus wrote:

Hand: Sign of the Pack, Leech, Planchette, Sign of the Lantern Bearer, Sign of the Pack 2,

Displayed: Spirit Relatives (no role card), Mithril Chain Shirt, Mist Horn (Core),
Deck: 9 Discard: 9 Buried: 2
Hero Points: 1
Merch Reroll used?: No
NOTES:
Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

(Signs can copy other signs in my hand)
Pack: Recharge vs Blessings
Lantern Bearer: Recharge vs Armors

Leech: Recharge to heal 1d4-1

Other: Current Spirit: Veldira

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: The First, Bound Imp, Soothing Word, Mind Thrust, The Missing Eye, Conch Shell, Light Crossbow (Core), Locate Object (Core), Zellara's Harrow Deck,
Discard Pile: Sign of the Stranger, Our Lord in Iron, The Lost, Gem of Mental Acuity, Incitation, Enchant Weapon, Sign of the Rider, Fox, Eries Yelloweyes,
Buried Pile: Stalking Armor, The Midwife,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☐ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

I forgot to add some of the cards I acquired to my hand/deck again. I'll just say I discarded them during reset. When Reading Room closes, move to Manor

Hour is Sands of the Hour: No effect

Start of turn, use location power to recharge Mind Thrust and draw a card: Mist Horn

Sensing that the corporeal undead in the graveyard would neither respond to Veldira's cleansings nor be susceptible to mental attacks, Erasmus explores the Manor for additonal clues. He comes upon the Card 1: Gem of Physical Prowess to go with the jewel he found in the reading room.

DEX 11: 1d8 ⇒ 5

He decides to leave it where it is and turns his attention to an antique Card 2: Mithril Chain Shirt on display in the hallway. Discard Sign of the Rider to explore again

CON 9: 1d6 ⇒ 6 That's close enough to use my Spirit Surge power. Bury Stalking Armor for +1d4+1
CON 9: 1d4 + 7 ⇒ (3) + 7 = 10

Something draws him to the armor. Erasmus can't tell if its just Nissa trying to shove herself to the forefront of his mind or if it is one of the spirits of the manor, but he decides to take it with him just in case. Display Mithril Chain Shirt

Erasmus looks out a window towards the Graveyard where the rest of his team has gathered. An ominous mist is rolling in... Display Mist Horn next to Graveyard. Reduce damage taken there by 2

"

Erasmus wrote:

Hand: Conch Shell, Locate Object (Core), The Midwife, The Missing Eye, Light Crossbow (Core),

Displayed: Spirit Relatives (no role card), Mithril Chain Shirt, Mist Horn (Core),
Deck: 10 Discard: 7 Buried: 1
Hero Points: 1
Merch Reroll used?: No
NOTES:
Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

(Signs can copy other signs in my hand)

The Midwife: Discard to replace local boon or non-story bane; checks are blessed

Other: Current Spirit: Veldira

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Sign of the Pack 2, Leech, Planchette, Sign of the Lantern Bearer, Sign of the Pack, The First, Bound Imp, Zellara's Harrow Deck, Soothing Word, Mind Thrust,
Discard Pile: Sign of the Stranger, Our Lord in Iron, The Lost, Gem of Mental Acuity, Incitation, Enchant Weapon, Sign of the Rider,
Buried Pile: Stalking Armor,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☐ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

I forgot to add my Harrow to my hand. I'll just say i voluntarily discarded it when I resent my hand last turn.

Hour is The Theater: At the start of your turn, examine the top card of your location; you may encounter it.

Top card of my location is Card 1: The Idiot. Encounter it

INT 7: 1d8 ⇒ 1

Erasmus puts the rude bookmark back where it was and places the book back on the shelf. He meets up with the rest of his group at the Reading Room. As soon as he enters the room, Veldira's spirit points out the intense holy energies suffusing the space, starting with that of Card 2: Our Lord In Iron.

Divine 8: 1d6 + 1d4 + 5 ⇒ (3) + (1) + 5 = 9

Next, that of Card 3: The First Play Sign of the Lantern Bearer, copying Pack, to explore. Encountering Blessing lets me recharge it

Divine 8: 1d6 + 1d4 + 5 ⇒ (4) + (1) + 5 = 10

As Veldira continues listing deities in his head, Erasmus gets distracted by the large Card 4: Gem of Mental Acuity sitting on the reading table. Play Sign of the Stranger, copying pack, to explore. Should have done it the other way around, I need to discard it

WIS 11: 1d6 + 1d4 + 5 ⇒ (5) + (1) + 5 = 11

Erasmus picks it up and tunes back into Veldira just in time to hear her mention something about the complex Card 5: Incitations that no-doubt took place in this room. Play Sign of the Pack as itself to explore. Encountering Blessing lets me recharge it.

Divine 4: 1d6 + 1d4 + 5 ⇒ (1) + (1) + 5 = 7

She begins listing those too. She starts with a ritual to Card 6: Enchant Weapons Discard Blessing of Gorum to explore again

Divine 4: 1d6 + 1d4 + 5 ⇒ (6) + (4) + 5 = 15

She goes on to explain that old mages would use their Card 7: Bound Imp servants to fetch them ingredients and snacks during their multi-day rituals. Erasmus chuckles and replies "Sis, you sound like Uncle Basalmo!" before noticing that he actually did say that out loud and hoping the rest of the party didn't notice him randomly talking to himself. Recharge The First to explore again. (Realized after I clicked the spoiler that that was a very dangerous explore. Good thing it wasn't the ghost.)

Divine 6: 1d6 + 1d4 + 5 ⇒ (1) + (4) + 5 = 10

Banish Bound Imp to draw 2 cards: Zellara's Harrow Deck and Mind Thrust

Veldira's talks about rituals gives Erasmus an idea. He takes a seat at the reading table and pulls out his harrow deck; maybe a reading would give some insight into what happened at the manor. As he begins flipping the first column, his spread begins to levitate! "Veldira? That's you doing that right?" The silence in his head tells him the answer is probably "no". Banish Zellara's Harrow Deck to examine the remaining 3 cards in Reading Room. Find Dragon's Breath, Symbol of Insanity, and Ghost. None of us can really get Dragon's Breath easily, so I'll make the new order Ghost, Dragon's Breath, Symbol.

Erasmus notices the Poog quaking in his boots at the new spectral manifestation and does his best to reassure the goblin. "It's ok. They're probably more afraid of you than you are of them." Cast Soothing Word on Poog to heal 1 and/or remove a scourge

Recharge Bound Imp Divine 8: 1d6 + 1d4 + 5 ⇒ (4) + (1) + 5 = 10
Recharge Zellara's Harrow Deck Perception 12: 1d6 + 2d4 + 5 ⇒ (6) + (4, 4) + 5 = 19
Recharge Soothing Word Divine 8: 1d6 + 1d4 + 5 ⇒ (6) + (4) + 5 = 15

"

Erasmus wrote:

Hand: Sign of the Rider, Mind Thrust, The Midwife, Stalking Armor, Light Crossbow (Core),

Displayed: Spirit Relatives (no role card),
Deck: 11 Discard: 3 Buried: 0
Hero Points: 1
Merch Reroll used?: No // Erasmus has the following scourges marked:
Frightened:
While Marked:
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

When your location is closed, you may remove this scourge.


NOTES:
Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

(Signs can copy other signs in my hand)
Sign of the Pack: Discard to bless, recharge vs Blessings
Sign of the Lantern Bearer: Discard to Bless, recharge vs Armor
Sign of the Stranger: Discard to bless, recharge vs Items

The Midwife: Discard to replace local boon or non-story bane; checks are blessed

Other: Current Spirit: Veldira

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mist Horn (Core), Locate Object (Core), Soothing Word, Conch Shell
Recharged: The Missing Eye, Sign of the Pack 2, Leech, Planchette, Sign of the Lantern Bearer, Sign of the Pack, The First, Bound Imp, Zellara's Harrow Deck, Sooting Word,
Discard Pile: Sign of the Stranger, Our Lord in Iron, The Lost,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☐ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Hour is Incitation: No effect

Erasmus moves to the Library to appease the lurking spirit there.

As soon as he enters, the door slams behind him and books hurtle off the shelves in his direction. He dodges the books and sits down on a nearby chair as a second volley begins to hover in the air. The echo returns to his voice, "I'm not here to harm you or use your home to prove my worth. I just want to talk." Encounter Proxy B and the ghost. Recharging The Missing Eye, Leech, and Sign of the Pack to use scenario power

Divine 9: 1d6 + 2d4 + 4 ⇒ (2) + (3, 4) + 4 = 13

A few minutes later the books fall to the ground. That spirit was easy to appease but a nagging thought shakes Erasmus to his core: What happened here that prevented all these spirits from passing on? Gain frightened

As he goes to leave, one last book falls from a shelf. A harrow card that was used as a bookmark falls out: Card 2: The Idiot. Erasmus tries not to take it personally as he realizes his job isn't complete yet. Play Planchette, looking for spell. Find Blessing

Recover Planchette Perception 6: 1d6 + 1d4 + 7 ⇒ (4) + (1) + 7 = 12

"

Erasmus wrote:

Hand: Sign of the Stranger, Sign of the Lantern Bearer, The Midwife, Soothing Word, Sign of the Pack,

Displayed: Spirit Relatives (no role card),
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1
Merch Reroll used?: No // Erasmus has the following scourges marked:
Frightened:
While Marked:
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

When your location is closed, you may remove this scourge.


NOTES:
Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

(Signs can copy other signs in my hand)
Sign of the Pack: Discard to bless, recharge vs Blessings
Other: Current Spirit: Veldira

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Locate Object (Core), Conch Shell, Zellara's Harrow Deck, Stalking Armor, Mind Thrust, Sign of the Rider, Light Crossbow (Core), Mist Horn (Core)
Recharged: The Missing Eye, Sign of the Pack 2, Leech, Planchette,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☐ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

"


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Starting Location: Reading Room

Favored Card: Item

Marked Spirit: Veldira

"

Erasmus wrote:

Hand: The Missing Eye, Leech, The Midwife, Sign of the Pack 2, Planchette,

Displayed: Spirit Relatives (no role card),
Deck: 12 Discard: 0 Buried: 0
Hero Points: 1
Merch Reroll used?: No
NOTES:
Available Support: Other local characters get +1d4 to: WIS, Divine, Perception
Other: Current Spirit: Veldira

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Locate Object (Core), Mist Horn (Core), Sign of the Lantern Bearer, Zellara's Harrow Deck, Light Crossbow (Core), Stalking Armor, Conch Shell, Sign of the Rider, Sign of the Stranger, Mind Thrust, Sign of the Pack, Soothing Word
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☑ +1 ☐ +2
Perception: WIS+3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: CHA+1

Favored Card: Your Choice
Hand Size: 5 ☐ 6
Proficiencies:
Light Armor, Weapon, Arcane, Divine
POWERS:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

"

As the ghosts manifest before the party, Erasmus stands up a little straighter; his racing heart calms and he's filled with the confidence of someone who knows exactly how to appease restless spirits. "It's okay. We're here to help you." he says, a slight echo barely audible in his voice.


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Hi Everyone,

I'll be playing Erasmus using the Occult Adventures 2, and the Occult and Support Adventurers's Packs. He's coming in at Tier 2.2.

PFS #: 126387-1008 (when making the table, just use the #1003. The table that one was at is completed)

I'm fine with either Hangouts or Discord.

I'm in Pacific Time Zone and usually post in evenings/nights


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

At the start of Enora's turn, take a Taboo on Armors for +2 to my checks. For the first check, I'll Reveal and Discard Corrosive Backsword to use Melee+3d6+4. Ukuja recharges 1 of his Blessing of the Green Faiths to add 1 die

Combat 35: 2d12 + 3d6 + 14 ⇒ (6, 5) + (5, 1, 5) + 14 = 36

At Enora's signal, Erasmus materializes behind Akinaru. While the Oni is distracted by Enora's monologue, he draws his sword leaps into a somersault over Akinaru's head, planting his blade firmly in the demon's shoulder. Erasmus lands beside Enora, prepared to assist and amplify her final barrage.

Bury Blessing of Milani to switch Nissa to Basalmo, giving Enora a bonus 1d4+1 to her INT, Arcane, Knowledge, and Craft

1 to 50 of 327 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>