Alain

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102 posts. Alias of cartmanbeck (RPG Superstar 2014 Top 16).


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Display Gambeson.

Alain keeps going at the Dino Corral, finding a young woman lost in the jungle. "I'll get you out of here, miss!" he yells valiantly. Auto-acquire.

Despite his silliness, Sandara finds Alain to be quite fetching, and tags along with him.

Sandara helps him look around, and finds a... broken hull? I guess? Can't easily make Int 10, even using a blessing. I can try at least. Requesting a blessing from Yoon, please. Also display Portable Ram.
Inte 10: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (3) = 6 Nope. Portable Ram gets recharged.
structural: 1d4 ⇒ 1 I'll discard my blessing for that damage.

End turn, drew my Surgeon so I'll use her to heal a card.

Alain (Glory Hound) Hand: Lance of Jousting, Shieldsplitter Lance, Kikko Armor, Gem of Physical Prowess, Blessing of the Samurai 1
Displayed: Gambeson
Deck: 7 Discard: 8 Buried: 0
Notes:
Sideboard cards:
Reroll: Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.


On Alahazra's turn, I take 2 damage, recharging Mountain Pattern Armor to reduce it to 0.

Explore to find a Will O' Wisp. Fail the BA check, recharge: 1d4 ⇒ 4 Yeesh. I have to recharge Donahan so I'll have a weapon here. Yuck. I'll discard my lance to add 2d6.

combat 16: 1d10 + 4 + 1d8 + 1 + 2d6 ⇒ (1) + 4 + (8) + 1 + (4, 4) = 22 Defeated.

Alain (Glory Hound) Hand: Lance of Jousting, Blessing of the Samurai 2, Gambeson, Gem of Physical Prowess, Blessing of the Samurai 1, Portable Ram
Displayed:
Deck: 7 Discard: 7 Buried: 0
Notes:
Sideboard cards:
Reroll: Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.


Retriever for one more explore. A Shark-Eating Crab! Playing my Shocking Lance and topdecking Donahan, and I get my Diplomacy as well.

Combat 18: 1d10 + 4 + 1d8 + 1 + 1d8 + 4 + 1d8 + 4 ⇒ (3) + 4 + (3) + 1 + (2) + 4 + (7) + 4 = 28
Combat 18: 1d10 + 4 + 1d8 + 1 + 1d8 + 4 + 1d8 + 4 ⇒ (9) + 4 + (4) + 1 + (6) + 4 + (3) + 4 = 35 Defeated.

Alain (Glory Hound) Hand: Mountain Pattern Armor, Donahan, Riding Horse 1, Blessing of Iomedae, Shocking Lance +1, Shieldsplitter Lance
Displayed:
Deck: 8 Discard: 6 Buried: 0
Notes:
Sideboard cards:
Reroll: Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.


Alain continues looking for Dino friends.

He finds a potion that he can't get.

Caravan Guard to explore again. Treasure Hunt! I can't make it, so hopefully someone else can. Pausing there.


Using a blessing on my Agmazar check.
Agmazar Constitution 13: 1d8 + 1d8 ⇒ (7) + (5) = 12 Bah. May as well use my reroll.
reroll: 1d8 + 7 ⇒ (8) + 7 = 15 Phew!

Agmazar shuffled into 10 blessings, which is now on the bottom of the blessings deck. Alahazra can continue her turn.


Sorry for the delay, guys!!

Hour is of Milani. Alain moves to the Dino Corral. Explore to find a Cannoneer.

BYA structural: 1d4 - 1 ⇒ (1) - 1 = 0 Will use my veteran's longspear and Donahan on the combat.
Combat 17: 1d10 + 4 + 1d8 + 4 + 1d8 + 4 ⇒ (10) + 4 + (1) + 4 + (8) + 4 = 31 Very defeated.

BotG to explore again. A Will-o-wisp. Auto-fail the BA Wisdom check.
recharge: 1d4 ⇒ 4 Ugh. I'll recharge my Kikko Armor, Surgeon, Portable Ram and Blessing of the Samurai.
Combat 16: 1d10 + 4 + 1d8 + 4 ⇒ (2) + 4 + (5) + 4 = 15 Discard my longspear to reroll that check.
reroll: 1d10 + 4 + 1d8 + 4 ⇒ (7) + 4 + (4) + 4 = 19 Defeated.

Alain (Glory Hound) Hand: Blessing of Gorum, Donahan, Riding Horse 2, Caravan Guard, Shocking Lance +1, Retriever
Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.


Alain does draw the extra 2 cards into his hand.

Alain (Glory Hound) Hand: Blessing of the Samurai 1, Veteran's Longspear, Riding Horse 2, Blessing of the Gods, Surgeon, Kikko Armor, Donahan, Blessing of Gorum, Portable Ram
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.
For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.
For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.


Alain rides Donahan over to the Hatchery and takes on Selissa. The snake-woman spits poison at him the moment she lays eyes on him.
Poison: 1d4 - 1 ⇒ (1) - 1 = 0 The glob of poison passes harmlessly past Alain's head, and he laughs at her. Requesting a BoMilani from Alahazra.

Wisdom 10: 1d6 + 2d6 ⇒ (2) + (6, 5) = 13 Defeated! She's displayed. Search the rest of the cards for the other villain, he's in there, so we banish those other cards and he becomes the last one.

Alain rides a steed toward the Fungal Savage. Requesting BotG from Alahazra on the first check. Reveal Mountain Pattern Armor.
Constitution 7: 1d8 + 1d8 + 1d4 ⇒ (1) + (4) + (4) = 9
Combat 17: 1d10 + 4 + 1d8 + 1 + 1d8 + 1 + 1d8 + 3 + 1d8 + 4 ⇒ (4) + 4 + (5) + 1 + (4) + 1 + (3) + 3 + (3) + 4 = 32

WE WIN!


Alain has to summon and fight a random Aquatic monster to close. It's a Cecaelia.

Cecaelia:

SS Monster B
Traits: Merfolk Aquatic
To Defeat: Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2. If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

Can't make the Perception, so it can just be 2 harder. Except I can use Shieldsplitter Lance to ignore that power anyway! :)

Combat 13: 1d10 + 1d8 + 1 + 1d8 + 1 ⇒ (7) + (1) + 1 + (7) + 1 = 17 Sea Caves Guarded.


Alain keeps hanging out at the Sea Caves with Yoon. He falls into a pool in his armor SoT Constitution 6: 1d8 ⇒ 7 and is able to swim out despite it.

Explore the Swamp Ghoul. Lance of Jousting + Donahan.
Combat 11: 1d10 + 4 + 1d8 + 1 + 1d8 + 1 ⇒ (1) + 4 + (4) + 1 + (7) + 1 = 18

That's my only explore. I'll recharge a couple of my weapons.

Alain (Glory Hound) Hand: Donahan, Lance of Jousting, Shieldsplitter Lance, Mountain Pattern Armor, Riding Horse 2, Retriever
Displayed: Portable Ram,Gambeson
Deck: 5 Discard: 7 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Alain moves to the Sea Caves and explores to find a Port Peril Corsair. Using Shieldsplitter so it doesn't actually increase.
bya damage: 1d4 - 1 ⇒ (4) - 1 = 3 Recharge Kikko Armor and discard Gem of Physical Prowess.
Combat 13: 1d10 + 4 + 1d8 + 1 + 1d8 + 1 ⇒ (10) + 4 + (7) + 1 + (6) + 1 = 29 Defeated

I'll use one blessing to explore again. A Large Chest. I'll use my other blessing on that.
Melee 10+3=13: 1d10 + 4 + 1d10 ⇒ (9) + 4 + (8) = 21 Success! how many: 1d4 ⇒ 3 Nice. I get Cat O Nine Tails, Harpoon, and Blunderbuss.

I'll stop there.
Alain (Glory Hound) Hand: Donahan, Lance of Jousting, Shieldsplitter Lance, Mountain Pattern Armor, Veteran's Longspear, Shocking Lance +1
Displayed: Portable Ram,Gambeson
Deck: 5 Discard: 7 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Thanks to Alahazra, Alain knows there's a Jinkin here for him to defeat. Use my Lance of Jousting, reveal Donahan for its power, and then reload Donahan as well.

Combat 16: 1d10 + 4 + 1d8 + 1 + 1d8 + 1 + 1d8 + 3 ⇒ (7) + 4 + (6) + 1 + (6) + 1 + (1) + 3 = 29 Very VERY dead.

To close, a Riptide Grindylow. Requesting one of Alahazra's blessings.
Combat 11: 1d10 + 4 + 1d8 + 1 + 1d10 ⇒ (1) + 4 + (2) + 1 + (8) = 16 Defeated. Riptide Cove closes, and boons left in the location (just the Keen Falcata) shuffle in. Unfortunately I can't explore any more because we're in Core rules. I'll surgeon to heal a card though, and display Portable Ram and Gambeson.

Alain (Glory Hound) Hand: Donahan, Lance of Jousting, Shieldsplitter Lance, Gem of Physical Prowess, Blessing of the Samurai 2, Blessing of the Samurai 1
Displayed: Kikko Armor,Portable Ram,Gambeson
Deck: 6 Discard: 5 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Alain will explore the Cove and fight a pirate. I'll use my Shieldsplitter lance to keep it from increasing the difficulty, and reveal Donahan for an extra 1d8+1.
Combat 9: 1d10 + 3 + 1d8 + 1 + 1d8 + 1 ⇒ (3) + 3 + (1) + 1 + (7) + 1 = 16 Dead Pirate.

Riding Horse to explore. My friend Rosie Cusswell! Unfortunately, even best friends are wary at the Cove.
Diplomacy 6: 1d8 + 3 ⇒ (4) + 3 = 7
reroll: 1d8 + 3 ⇒ (1) + 3 = 4 Unfortunately, Rosie is scared off by something.

I'll display my Kikko Armor and end my turn.
random cards: 1d4 ⇒ 1 Have to recharge one card, which is random: 1d4 ⇒ 4 Blessing of the Samurai.

Alain (Glory Hound) Hand: Donahan, Lance of Jousting, Shieldsplitter Lance, Gambeson, Surgeon, Portable Ram
Displayed: Kikko Armor
Deck: 7 Discard: 6 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Alain heads to Riptide Cove (need to use a blessing to try to go there)Perception 8: 1d6 + 1 + 1d6 ⇒ (4) + 1 + (3) = 8 to take out a Hag.

Ignore the BYA check, then fight using my Lance of Jousting and reveal Donahan.

Combat 14: 1d10 + 4 + 1d8 + 1 + 1d8 + 1 ⇒ (8) + 4 + (1) + 1 + (6) + 1 = 21 Dead hag. Take 3 Fire damage, yeeouch.

He then sends his Caravan Guard friend to look around, and he returns with a Crocodile. I get to add Diplomacy.
Combat 13: 1d10 + 4 + 1d8 + 1 + 1d8 + 4 ⇒ (1) + 4 + (2) + 1 + (5) + 4 = 17

Definitely done.
Alain (Glory Hound) Hand: Donahan, Lance of Jousting, Shieldsplitter Lance, Blessing of the Samurai 1, Riding Horse 1, Kikko Armor
Displayed:
Deck: 9 Discard: 5 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Alain (Glory Hound) Hand: Blessing of Gorum, Lance of Jousting, Blessing of Iomedae, Riding Horse 2, Caravan Guard, Blessing of the Gods, Donahan
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Alain chooses Weapon to try to find a second nice weapon.

Falcata +1:

SS Weapon 1
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.


Alain stares at the door to the tower, curious why he feels a strange need to sneak past it in order to close it off for good. Oh well. I'll use one of Alahazra's blessings, to at least give me a small chance of making it. Otherwise Salim will have to do so.

Dexterity 7: 1d4 + 1d4 ⇒ (3) + (4) = 7 Ha! Tower closes and we win!


Alain thanks Alahazra for the healing magic and makes his way down from the tower to the water's edge, where he sees a shark!
BYA Constitution 9 w/Mountain Pattern: 1d8 + 1d4 ⇒ (5) + (3) = 8 damage: 1d4 ⇒ 4 Bury Gambeson.
Combat 13 w/Donahan: 1d10 + 4 + 1d8 + 3 + 1d8 + 3 ⇒ (3) + 4 + (8) + 3 + (4) + 3 = 25 Dead shark.

Riding Horse to explore again. Heartbreak Hinsin.
Diplomacy 7: 1d8 + 4 ⇒ (5) + 4 = 9 Acquired.

Discard him to explore again. Barroom Brawl! I get to add Diplomacy because I'm awesome.

Melee 5+3=8: 1d10 + 4 + 1d8 + 4 ⇒ (9) + 4 + (1) + 4 = 18 Auto.

Discard BoIomedae for one more explore. Illusory Wall. Requesting Milani from Alahazra.
Perception 6+3=9: 1d6 + 1 + 2d6 ⇒ (1) + 1 + (4, 5) = 11 Defeated. I examine the next card, which is Trident +2. Wish I could explore that. I'll leave it on top for Salim, I suppose?

Alain (Glory Hound) Hand: Lance of Jousting, Surgeon, Monkey, Veteran's Longspear, Mountain Pattern Armor, Donahan
Displayed: Kikko Armor,Portable Ram
Deck: 7 Discard: 4 Buried: 1
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Alain is blessed by his old drinking buddy Cayden Cailean, and looks around the ruins to hopefully finish it out. As he's walking down one of the hallways, it begins to collapse! Requesting Blessing of Milani from Alahazra for 2 dice. I also get +1 from Portable Ram.
Perception 11+3=14: 1d6 + 1 + 2d6 + 1 ⇒ (5) + 1 + (6, 1) + 1 = 14 Phew! Barely made it!

I'll use my BotGods on the close check, mimicking BoCayden for 2 dice.
Closing Constitution5+3=8: 1d8 + 2d8 ⇒ (3) + (8, 7) = 18 Ghol-Gan Ruins 4 closed.

At the end of my turn, I may as well discard a Riding Horse to move myself (and Yoon if she wishes to come with) to the final open Ghol-Gan Ruins.

end of turn Perception 5: 1d6 + 1 ⇒ (4) + 1 = 5 Nice.

Alain (Glory Hound) Hand: Lance of Jousting, Blessing of Iomedae, Riding Horse 1, Veteran's Longspear, Mountain Pattern Armor, Blessing of the Samurai 2
Displayed: Kikko Armor,Portable Ram,Gambeson
Deck: 4 Discard: 5 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Alain is not a treasure hunter. Auto fail on Treasure Hunt.

He moves to the last location to take out the Nirento.
Display Gambeson at start of turn. Requesting a blessing from Alahazra on the BYA check.
BA Wisdom 8: 1d6 + 1d6 ⇒ (3) + (1) = 4 Booo. I have to punch the Nirento. I'll use my Blessing of Gorum to add 2 dice.
Combat 11+3=14: 1d10 + 4 + 2d10 ⇒ (7) + 4 + (7, 6) = 24 Nirento defeated. I'll surgeon and end my turn.

end of turn Perception 5: 1d6 + 1 ⇒ (5) + 1 = 6 No damage. I'll choose not to banish the Blessing of the Gods that's on top.

Alain (Glory Hound) Hand: Lance of Jousting, Blessing of the Gods, Riding Horse 1, Veteran's Longspear, Mountain Pattern Armor, Riding Horse 2
Displayed: Kikko Armor,Portable Ram,Gambeson
Deck: 6 Discard: 3 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Alain nods at Alahazra, her prowess at defeating ships and navigating through Ruins impressing him. Display my Kikkko Armor and Portable Ram.

He goes looking through the ruins some more, and comes upon a random Marine. "What are you doing outside of Starcraft? Zug-zug your way back to where you came from!"
Combat 8+3=11: 1d8 + 4 + 1d8 + 3 ⇒ (5) + 4 + (8) + 3 = 20 He rightly skewers the marine.

His trusty new Monkey goes searching for treasure, and finds a Saltwater Ogre instead! Ooh, I get to add my Diplomacy since I used an ally to explore! Yay!
Combat 14: 1d8 + 4 + 1d8 + 3 + 1d8 + 4 ⇒ (4) + 4 + (5) + 3 + (1) + 4 = 21 He wrecks the ogre and laughs about it.

Next his trusty doggie goes looking for treats. Instead, he finds a pirate!
Combat 9+3=12: 1d8 + 4 + 1d8 + 3 + 1d8 + 4 ⇒ (6) + 4 + (4) + 3 + (2) + 4 = 23 And the pirate is no more.

Alain acts like a samurai and tries to pick up the last weapon left on this silly island. It's a dragony pistol. Can't get that, it's banished.

close check Strength 8: 1d10 + 4 ⇒ (6) + 4 = 10 First gol-ghan is closed.

Alain (Glory Hound) Hand: Lance of Jousting, Blessing of Gorum, Gambeson, Veteran's Longspear, Mountain Pattern Armor, Surgeon
Displayed: Kikko Armor,Portable Ram
Deck: 7 Discard: 3 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Alain (Glory Hound) Hand: Blessing of the Samurai 1, Portable Ram, Kikko Armor, Veteran's Longspear, Retriever, Monkey
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Alain rejoins the party at the Wishing Well, finding a Sea Drake! Ugh. We all have to make a Dex/Acro 6 check, succeed is 1 Electricity damage, fail is 1d4. I auto-fail.
Electricity: 1d4 ⇒ 4 Bury my Mountain Pattern Armor.

Combat 14: 1d10 + 3 + 1d8 + 1 + 1d8 + 3 ⇒ (4) + 3 + (8) + 1 + (3) + 3 = 22 Defeated. We take a Structural damage, I'll take that with the Geyser spell I picked up earlier.

Riding Horse to explore the last card. It's a Buoyancy spell, which I auto-acquire, and get a haunt. I'm unlikely to make the closing check, but i'll use my blessing on it. We have just enough turns for each person to try once.

Intelligence 8: 1d6 + 1d6 - 1 ⇒ (6) + (5) - 1 = 10 Ha! WE WIN!!!


Alain will attempt to finish off the Chapel. He explores to find a BotG, which he picks up and then uses to look again. He finds the Speed spell.
Wisdom 6: 1d6 ⇒ 5 Banished.

My own BotG to explore once more, finding a Geyser spell! Okay so that one we should try to get. Requesting BotGods from Alahazra to copy the BoMilani that's on top, giving me 2 dice.

Wisdom 8: 3d6 ⇒ (1, 6, 6) = 13 Acquired!

Banish the BotGods I picked up to close. Chapel closed. heals: 1d4 + 1 ⇒ (2) + 1 = 3

Alain (Glory Hound) Hand: Donahan, Mountain Pattern Armor, Geyser, Blessing of the Gods, Riding Horse 1, Shieldsplitter Lance
Displayed: Portable Ram,Banner
Deck: 7 Discard: 4 Buried: 1
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Alain will head to the Chapel and ask Alahazra if she wouldn't mind curing him.
heals: 1d4 + 1 ⇒ (2) + 1 = 3

He does not go looking around, knowing that Alahazra might be able to find some useful scrolls here, and they would likely just fall apart in his hands if he tried to pick them up.

Alain (Glory Hound) Hand: Donahan, Mountain Pattern Armor, Blessing of the Samurai 1, Blessing of the Gods, Riding Horse 1, Shieldsplitter Lance
Displayed: Portable Ram,Banner
Deck: 5 Discard: 5 Buried: 1
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


on Yoon's turn, Con 6: 1d8 + 1d4 ⇒ (4) + (2) = 6 No damage.


Alain will move to the Safe House, display Banner and Kikko Armor, and explore, finding a Magic Buckler.
Constitution 6: 1d8 ⇒ 5 Nope.

Monkey to explore again. Pirate Hunting! Since I'm not on our ship, I encounter a random monster, which is a Rat Swarm. Reveal Donahan.
Combat 8/12: 1d10 + 3 + 1d8 + 1 + 1d8 + 1 + 1 ⇒ (9) + 3 + (5) + 1 + (4) + 1 + 1 = 24 Very dead.

Next card is a barrier. combat: 1d4 ⇒ 3 Recharge Kikko Armor, discard BoIomedae.

can I close? (need a 9 or 10): 1d10 ⇒ 2 Nope.

I'll end there. I drew Surgeon, so I'll instantly use her.

Alain (Glory Hound) Hand: Donahan, Mountain Pattern Armor, Blessing of the Samurai 1, Riding Horse 1, Shieldsplitter Lance
Displayed: Portable Ram,Banner
Deck: 4 Discard: 8 Buried: 1
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Alain keeps going at Scar Bay, knowing full well that an Ambush waits for him.

I'll forego my free explore and use my Riding Horse to explore it, then auto-fail and encounter the next monster in the deck, which is a Draughr.

Requesting a blessing from Alahazra on the BYA Constitution check.p
Constituion 7: 1d8 + 1d8 ⇒ (5) + (3) = 8 Success.

On combat, use Lance of Jousting, reveal my other horse. Can't add Diplomacy cuz it's immune to mental. I'll use Donahan as well. I also take -1 for each die rolled.
Combat 9: 1d10 + 3 + 1d8 + 1 + 1d8 + 1 + 1d8 + 3 - 4 ⇒ (4) + 3 + (5) + 1 + (4) + 1 + (4) + 3 - 4 = 21 Very dead Draughr.
Next card is another barrier. combat damage: 1d4 ⇒ 3 Bury Gambeson.

Discard my other Horse to explore. Harpoon Trap. Boo.
Display Portable Ram. I'll use my own blessing as well.
Disable 6: 1d4 + 1 + 1d4 ⇒ (1) + 1 + (4) = 6 I'll use a reroll on that 1.
reroll: 1d4 + 4 ⇒ (1) + 4 = 5 Success!
Next card is an item. combat damage: 1d4 ⇒ 1 Discard my Lance.

closing?: 1d10 ⇒ 9 I can attempt! Requesting Alahazra's other blessing.
Wisdom 8: 1d6 + 1d6 ⇒ (1) + (3) = 4 Not closed. :(

Alain (Glory Hound) Hand: Donahan, Banner, Kikko Armor, Blessing of Iomedae, Monkey, Shieldsplitter Lance
Displayed: Portable Ram
Deck: 3 Discard: 8 Buried: 1
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Alain continues on at the Bay of Scars, finding one of the cryptic texts that the group is searching for. Unfortunately, he's not the best person to try to decipher them...

Requesting Find Traps from Alahazra, and using one of my own blessings.
Intelligence 10: 1d6 + 2d6 + 1d6 ⇒ (4) + (2, 4) + (2) = 12 Defeated!

Using another of my blessings on the check to close.
Wisdom 8: 1d6 + 1d6 ⇒ (6) + (2) = 8 YES!! Next card is a potion of Healing, and then an Ambush.
combat damage: 1d4 ⇒ 2

I'm dealt 2 combat damage. closed?: 1d10 ⇒ 7. Scar Bay does not close. :(

I'll end there.

Alain (Glory Hound) Hand: Donahan, Lance of Jousting, Blessing of the Samurai 2, Portable Ram, Riding Horse 2, Riding Horse 1
Displayed:
Deck: 8 Discard: 4 Buried: 1
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Alain moves to Scar Bay to hopefully find some things to kill, as Barriers aren't really his bag. Display Gambeson.

Explore to find a Pearl of Wisdom. Discarding a blessing to try to get it.
Wisdom 7: 1d6 + 1d6 ⇒ (5) + (3) = 8 Acquired!
I encountered an item, so I have to examine the next card. It's a Monster (Pirate Captain), so the scenario's power doesn't go off.

I'll Surgeon to get back that blessing I used.

Retriever to explore (meaning I get to add my Diplomacy to my combat!)
BYA I recharge a card (Pearl of Wisdom). May as well use Donahan as well.
Combat 12+3=15: 1d10 + 3 + 1d8 + 3 + 1d8 + 4 + 1d8 + 3 ⇒ (3) + 3 + (3) + 3 + (1) + 4 + (6) + 3 = 26 I stabbify the Pirate Captain. Our ship takes 2 Structural damage even though I'm not on it. I'll eat 1 of it.

Alain (Glory Hound) Hand: Donahan, Lance of Jousting, Blessing of the Samurai 2, Blessing of the Samurai 1, Blessing of Gorum, Riding Horse 1
Displayed: Gambeson
Deck: 10 Discard: 2 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


How about I let you have the Ally 3 upgrade, and I take the Monkey loot trade? :)

Oh and my hero point will be a Blessing card feat. I'll assume I'm taking the Armor 3 instead.

Still need choices from Alahazra and Salim. I'll start setting up the next scenario in the meantime.


Ally 3: 1d1000 ⇒ 890
Armor 3: 1d1000 ⇒ 151

I might be interested in doing the trade for the Monkey... I have enough weapons in my deck that I often end up recharging at least one every turn.


Hatchery shuffled. Portable Ram recharges because of Alahazra's failure against the Illusory Wall.

Alain meets up with his friends at the Hatchery to take out these pesky water-goblins once and for all.

He finds a Devilfish, which tries to bite him.
Combat 10: 1d10 + 3 + 1d8 + 3 + 1 ⇒ (3) + 3 + (7) + 3 + 1 = 17 He skewers the fish with his longspear.

Then he jumps on one of his several trusty horsies and rides into the next cave. And runs right into a wall! Once again, I'm going to steal Alahazra's Find Traps.
Perception 6+3=9: 1d6 + 1 + 2d6 ⇒ (4) + 1 + (6, 1) = 12 He realizes the wall is fake. "Hey Alahazra! That wall you found? Not real! I know you can't see very well, but it really wasn't that hard to figure out! You just touch the thing!"

Past the wall, he sees a Buckler Gun, but that seems useless. Examine Buckler Gun and put it on the bottom of the location.

End of turn, I'll recharge two of my weapons and draw up. I drew Surgeon, so at the start of Salim's turn I'll recharge her to recharge a random card from discards, which is a Blessing of the Gods.

Alain (Glory Hound) Hand: Donahan, Blessing of the Samurai 1, Veteran's Longspear, Lance +1
Displayed: Kikko Armor,Banner,Gambeson,MARKER: -1 Hand size
Deck: 6 Discard: 8 Buried: 2
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Alain heads to Mancatcher Cove with his friends.

Display Gambeson and Portable Ram. Explore to find Becalmed. I'll bury Champion's Do-Maru to use my Strength die in place of Survival. Requesting Find Traps from Alahazra.

Survival 8: 1d10 + 2d10 ⇒ (9) + (3, 2) = 14 Defeated.

Alain runs into some sort of calm wind that is for some reason a problem even though he's on land. He pushes through with... his Strength? I guess?

Then he jumps on a horse and rides off to find another random holy symbol, which he uses to find an Ethereal Abductor! Dangit, I wish I had hit the Abductor first, so I could use my Diplomacy skill on it as well!

Display Monkey from the scenario deck. Using Veteran's Longspear on both checks, Donahan on the first check, and requesting a blessing from Yoon on the second check.

Combat 12: 1d10 + 3 + 1d8 + 3 + 1d8 + 3 + 1 ⇒ (10) + 3 + (1) + 3 + (3) + 3 + 1 = 24
Combat 12: 1d10 + 3 + 1d8 + 3 + 1d10 + 1 ⇒ (6) + 3 + (7) + 3 + (5) + 1 = 25
Constitution 4: 1d8 ⇒ 3 Boo, a marker gets added to my character, so I have -1 hand size. But it's defeated! I get a Monkey. Close check is summon and defeat a Sea Devil. Requesting a blessing from Alahazra on this one.

Sea Devil:

SS Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.

Combat 13: 1d10 + 3 + 1d8 + 3 + 1d10 ⇒ (6) + 3 + (3) + 3 + (5) = 20 Defeated. Mancatcher Cove closed.
Constitution 6: 1d8 ⇒ 3 I bury my new Monkey. That's fine.

Alain (Glory Hound) Hand: Donahan, Riding Horse 2, Lance of Jousting, Veteran's Longspear, Shieldsplitter Lance
Displayed: Kikko Armor,Banner,Gambeson,Portable Ram,MARKER: -1 Hand size
Deck: 4 Discard: 8 Buried: 2
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Display Kikko Armor and Banner.

Alain continues exploring the Ruins. He finds a simple holy symbol, and looks further on.
Acquired BotGods, discard to explore. Henchman! Display the Dolphin from the abducted deck. I'll use Donahan on the first check, and Requesting a blessing from Alahazra on the second..

Combat 12: 1d10 + 3 + 1d8 + 3 + 1d8 + 3 + 1 ⇒ (4) + 3 + (2) + 3 + (3) + 3 + 1 = 19
Combat 12: 1d10 + 3 + 1d8 + 3 + 1d10 + 1 ⇒ (6) + 3 + (2) + 3 + (3) + 1 = 18

Constitution 4: 1d8 ⇒ 6
Defeated! I don't have to put a marker on my character. To close, Strength 5+#. Will use my Blessing of Gorum for 2 dice.

Strength 5+3=8: 1d10 + 1 + 2d10 ⇒ (5) + 1 + (2, 10) = 18 [b]Ghol-Gan Ruins closed. A barrier shuffles into each of the other locations.

Alain (Glory Hound) Hand: Donahan, Gambeson, Champion's Do-Maru, Veteran's Longspear, Riding Horse 1, Portable Ram
Displayed: Kikko Armor,Banner
Deck: 7 Discard: 6 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Alain heads to the Ghol-Gan Ruins and explores to find a Merfolk.
Using Veteran's Longspear.
Combat 8+3=11: 1d10 + 3 + 1d8 + 3 ⇒ (8) + 3 + (5) + 3 = 19 Defeated.

He sends his doggie friend to look around, and the Retriever comes back with a gun-looking thing.
Dexterity 5: 1d4 + 1d6 ⇒ (3) + (5) = 8 Acquired a Fire Lance!

BoIomedae to explore again, finding Pirate Entertainments. Requesting Find Traps from Alahazra.
Strength 7+3+3=13: 1d10 + 1 + 2d10 ⇒ (6) + 1 + (5, 3) = 15 Defeated! I get a type: 1d6 ⇒ 4 plunder, which is an Ally, an Acolyte.

Acolyte:

SS Ally B
Traits: Human Elite
To Acquire: Arcane Divine Charisma Diplomacy 6
Recharge this card to add 1d4 to your Arcane or Divine check. Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ugh, she's useless to me. Just discarding her at the end of my turn.

Alain (Glory Hound) Hand: Donahan, Blessing of Gorum, Champion's Do-Maru, Veteran's Longspear, Banner, Kikko Armor
Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Alain (Glory Hound) Hand: Donahan, Blessing of Iomedae, Champion's Do-Maru, Veteran's Longspear, Lance +1, Blessing of the Samurai 2, Retriever
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Hero Points: 2/2

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6 [ ] 7
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) ([ ] 3) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top ([ ] or under the top) of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).
[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks ([ ] or checks to acquire items) during that exploration.
[ ] When another character at your location would encounter a monster ([ ] or a weapon), discard ([ ] or recharge) a card; you encounter it instead.


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.


Alain will take a Blessing feat from the previous Adventure power, and will choose the Glory Hound role and the power feat "[X] When you play an ally to explore your location, you may add your Diplomacy skill and the Mental trait to your Melee checks (□ or checks to acquire items) during that exploration."

Ally 3: 1d1000 ⇒ 803
Blessing B: 1d1000 ⇒ 503
Ally B: 1d1000 ⇒ 445


Alain looks around and sees a Shipwreck, and for some reason decides that he should go explore it.Requesting BoCayden from Yoon.

Constitution 5+3=8: 1d8 + 2d8 ⇒ (2) + (1, 1) = 4 GAH!! Using my reroll.
reroll: 1d8 + 3 ⇒ (1) + 3 = 4 Wow. That SUUUUCKS. Oh well. Undefeated, and I choose not to banish it. ALso means my Portable Ram and Banner both bury. Recharge 3 cards and end my turn.

Alain Hand: Donahan, Surgeon, Blessing of Gorum, Lance of Jousting, Shieldsplitter Lance, Blessing of the Samurai 2
Displayed:
Deck: 4 Discard: 4 Buried: 3
Notes:
Sideboard cards:
Reroll: Used; Die bumps: 1/1

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.


Alain floats over to the Shoals and explores the Harpoon Trap. Display Portable Ram. Requesting Find Traps.
Disable 6: 1d4 + 1 + 2d4 ⇒ (2) + 1 + (1, 4) = 8 Defeated.

Alain sends his Riding Horse off to look for fun stuff, and it returns with a man on its back, who promptly falls over the edge of the Raft. Requesting Blessing of Abadar.
Dexterity 7: 1d4 + 2d4 + 1 ⇒ (2) + (3, 1) + 1 = 7 Defeated!

End of turn, recharge 3 cards, then reset.
Alain Hand: Donahan, Lance +1, Kikko Armor, Gambeson, Blessing of the Samurai 1, Blessing of the Samurai 2
Displayed: Banner,Portable Ram
Deck: 5 Discard: 3 Buried: 1
Notes: Banner is up, so you get +1 to your combat checks until someone fails one!
Sideboard cards:
Reroll: Not Used; Die bumps: 1/1

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.


Alain steers the Raft with all his friends over to the Beach, then pulls it ashore, allowing everyone else to hop off.

Then he starts looking around the beach. Explore to find a Blackwater Charda!

No sooner does he start exploring than he finds a horrid-looking ape-like aquatic creature with four arms and huge claws!

BYA cold: 1d4 - 1 ⇒ (1) - 1 = 0
Display my Banner, use my Lance of Jousting, revealing Donahan for the bonus die, then put Donahan on top of my deck for MORE bonus die!
Combat 15: 1d10 + 3 + 1d8 + 1 + 1d8 + 1 + 1d8 + 3 + 1 ⇒ (6) + 3 + (2) + 1 + (1) + 1 + (8) + 3 + 1 = 26 Dead Charda. To close, we all have to bury a card. Seems worth it to get rid of a full location, though! I'll bury my Champion's Do-Maru. No items in my discards to shuffle in.

Alain Hand: Donahan, Veteran's Longspear, Portable Ram, Lance of Jousting, Riding Horse 2, Shieldsplitter Lance
Displayed: Banner
Deck: 7 Discard: 2 Buried: 1
Notes: Banner is up, so you get +1 to your combat checks until someone fails one!
Sideboard cards:
Reroll: Not Used; Die bumps: 1/1

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.


Using my Shieldsplitter Lance on the shark, which ignores its Veteran-ness. Also recharging a BoSamurai.
Combat 9: 1d10 + 3 + 1d8 + 1 + 1d10 ⇒ (7) + 3 + (3) + 1 + (10) = 24 Alain skewers the shark, and it dies instantly.

Then Alain wanders over to the island that makes widows on his Raft, his friends following along. (I assume everyone moves on the Raft.) Explore to find Pirate Hunting.

He sees a pirate flag flying over a small skiff in the distance, and decides those pirates need taught a lesson in chivalry! And perhaps they'll have gold we can take!

Random ship: 1d17 ⇒ 4 It's the Man's Promise! "I'll teach you to make a promise to a lady and not keep it!!!" Using my BoGorum on it.

Diplomacy 8: 1d8 + 4 + 1d8 ⇒ (3) + 4 + (1) = 8 He barely talks down the captain into letting him walk onto the ship, then proceeds to punch the poor captain in the face. "I'm the captain now!" he exclaims, just before teh ship begins to instantly sink into the depths for no apparent reason. He grabs an plunder: 1d6 ⇒ 3 Armor on his way off the sinking ship.

Alain asks his personal Surgeon to stitch up a cut. Recharge Surgeon to heal the BoGorum.

Then he sends his trusty doggie to search for some useful morsels. Discard Retriever to explore. A Snake!

The dog returns worrying a snake, but the snake is starting to get the upper hand on the poor pup. Alain springs into action.
Using Donahan's topdeck power.
Combat 11+1=12: 1d10 + 3 + 1d8 + 1 + 1d8 + 3 ⇒ (4) + 3 + (4) + 1 + (4) + 3 = 19 The snake is a dead snake.

End of turn I have to discard a horse.

Alain Hand: Donahan, Champion's Do-Maru, Banner, Lance of Jousting, Riding Horse 2, Shieldsplitter Lance
Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Die bumps: 1/1

Skills and Powers:
SKILLS
Strength d10 [ooc][X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.


Storm damage: 1d6 ⇒ 4 Alain will just take all of that to keep his friends safe.

Alain Hand: Donahan, Shieldsplitter Lance, Riding Horse 2, Blessing of the Samurai 1, Besmaran Priest
Displayed: Banner
Deck: 4 Discard: 9 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Die bumps: 1/1

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.


Alain continues exploring the holy place he doesn't belong at, finding a Barroom Brawl! Perfect for him. Recharge BotSamurai.
Melee 5+2=7: 1d10 + 3 + 1d10 ⇒ (1) + 3 + (5) = 9 Defeated.

Recharge Surgeon to heal a card, then end turn.
Alain Hand: Donahan, Lance +1, Champion's Do-Maru, Portable Ram, Lance of Jousting
Displayed: Banner
Deck: 8 Discard: 5 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Die bumps: 1/1

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.


Alain continues on at the Holy Isle, finding a Sea Scourge.
BYA Constitution 8: 1d8 ⇒ 1 Discard Kikko Armor and Gambeson.
Using Donahan on the combat. Also my blessing, since it'll give me a free explore after.
combat 12, Banner: 1d10 + 3 + 1d8 + 1 + 1d8 + 2 + 1d10 + 1 ⇒ (2) + 3 + (4) + 1 + (2) + 2 + (5) + 1 = 20

Free explore to find BotG. Discard for another explore, Blessing of Hshura.
Wisdom 7: 1d6 ⇒ 5 Nope. I'll stop there.

Afterward, I'll cast Cure, banishing it.
heals: 1d4 + 1 ⇒ (1) + 1 = 2

Alain Hand: Donahan, Lance +1, Champion's Do-Maru, Surgeon, Blessing of the Samurai 2
Displayed: Banner
Deck: 8 Discard: 6 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Die bumps: 1/1

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.


Alain explores the Holy Isle again to find Pirate Hunting!
random ship: 1d12 ⇒ 10 the Wormwood.

I'll bury a boon to use my Strength instead of Survival. Requesting a blessing from Salim.
Survival 7+4=11: 1d10 + 1 + 1d10 ⇒ (5) + 1 + (8) = 14 Defeated! plunder: 1d6 ⇒ 2 Spell.

Retriever to explore again. Smuggler. I display a random: 1d5 ⇒ 5 card from my hand. My Veteran's Longspear noooooo!! Using Donahan and my Lance +1 on the check.

combat 9: 1d10 + 3 + 1d8 + 1 + 1d8 + 2 ⇒ (7) + 3 + (5) + 1 + (6) + 2 = 24 Very dead. I discard my Veteran's Longspear.

I'll recharge one of my weapons and draw up.
Alain Hand: Donahan, Lance +1, Gambeson, Cure, Blessing of the Samurai 1, Kikko Armor
Displayed: Banner
Deck: 7 Discard: 5 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Die bumps: 1/1

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.


Alain does not participate in the Treasure Hunt, as he's useless at such things.


Alain starts at the Holy Isle. Display Banner. Explore to find Cure. I'll use Blessing of Gorum since I'll get an additional explore.
Wisdom 6: 1d6 + 1d6 ⇒ (5) + (4) = 9 Acquired.

Explore to find a Besmaran Priest. Diplomacy 6: 1d8 + 4 ⇒ (5) + 4 = 9 Acquired.

Discard it to explore again. Skeleton. Using Donahan.
Combat 8: 1d10 + 3 + 1d8 + 1 + 1d8 + 2 + 1 ⇒ (5) + 3 + (1) + 1 + (6) + 2 + 1 = 19 Defeated.

Riding Horse to explore again. Sea Hag.
Combat 11: 1d10 + 3 + 1d8 + 1 + 1 ⇒ (4) + 3 + (5) + 1 + 1 = 14 Defeated.

Alain Hand: Donahan, Lance +1, Retriever, Cure, Lance of Jousting, Veteran's Longspear
Displayed: Banner
Deck: 9 Discard: 3 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Die bumps: 1/1

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.


Alain Hand: Riding Horse 1, Banner, Retriever, Blessing of Gorum, Lance of Jousting, Veteran's Longspear, Donahan
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Die bumps: 1/1

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [X] 6
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.


Alain boldly strides into the Jungle and finds some sort of ghost that attaches itself to him in a very uncomfortable manner. Found Pirate Shade Haunt, displayed next to me.

Requesting a blessing from Alahazra on the close.
Wisdom 5+2+1=8: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (1) = 3 Oof. Using a reroll, I guess?
reroll: 1d6 + 2 ⇒ (6) + 2 = 8 HAHA! Success!

Now, Knuckles the Echidna Grype. Using Donahan.
Combat 17: 1d10 + 3 + 1d8 + 2 + 1d8 + 2 ⇒ (1) + 3 + (5) + 2 + (7) + 2 = 20

WE WIN!!

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