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ACG - Aric's page

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


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Human Expert | #44004-1024

Ok I'll get you a template for the chronicle sheet tomorrow and help you with filling it in. Make sure to add the reporting info to the reporting sheet, though.
Thanks!
Tyler


Human Expert | #44004-1024

boon?: 1d20 ⇒ 6

I'll take the other Weapon B for my upgrade.

@dinketry: As far as I know, none of the sessions have actually been reported yet, we're planning to report them all at the end. I should be able to just update the listed character number, no problem. Do you need any help with the chronicle sheets?

It was great playing with you guys. I really enjoy playing as Aric, and now that I have that first power feat, I can continue his adventuring and actually be able to use him relatively effectively. :)


Human Expert | #44004-1024

Very good! So this is only the second scenario we've finished, is that right? We get a power feat?

Given our current pace, I doubt that we would be able to finish another scenario before the official "end" of the event on the 12th. Given other commitments, I'd be comfortable with ending here, if others agree. If everyone prefers to continue, though, I'm happy to do that as well.


Human Expert | #44004-1024

The Red Raven knows the villain is hiding at the Plaza, and decides to chase him down and end him. First, though, he decides to make a few friends.

Starting at the plaza, knowing that the next card is an ally, I may as well switch to Aric. Explore to find Tehrk Fourwinds.
Diplomacy 7: 1d10 + 4 ⇒ (1) + 4 = 5 Boo. Useless.

Not making a friend, Aric sits down and contemplates his life choices.

Aric wrote:

Hand: Singer's Solution, Chakram, Mancatcher, Shield of Fire Resistance, Thieves' Tools, Psychic Detective,

Displayed:
Deck: 6 Discard: 7 Buried: 0
Notes:
Cards in kit: Kama, Unshakable Chill, Rapier 1,
Reroll: Used

Aric Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Red Raven Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
Light Armors Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


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Human Expert | #44004-1024

Actually, Vic has clarified that the recharge power for cards like Blessing of the Ancients is an "instruction" instead of a power, and so it's not duplicated by Blessing of the Gods. I personally dislike that ruling, but that's how it's been ruled. So no, Blessing of the Gods does not recharge in this case. That said, I think it's worth using the blessing to try to defeat the villain and auto-close the location, and send it over to my location.


Human Expert | #44004-1024

The Red Raven scouts the plaza, seeing a horrifying sand-creature. Quicksand Bunyip TRIGGER! No cards in hand with Liquid or Bludgeoning, so I'm dealt electricity: 1d4 ⇒ 1 Discarding my Gambeson. Bunyip shuffles in. No other explores, so end turn, draw up.

Red Raven wrote:

Hand: Rapier 1, Chakram, Mancatcher, Shield of Fire Resistance,

Displayed:
Deck: 8 Discard: 7 Buried: 0
Notes:
Cards in kit: Kama, Unshakable Chill, Singer's Solution,
Reroll: Used

Aric Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Red Raven Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
Light Armors Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Human Expert | #44004-1024

Thanks for the heal, Lazzero!

Start of turn examine: Henchman TRIGGER!

As the Red Raven is preparing for battle, he spots a gnoll who sees him as well, and springs to attack him!

No allies in hand to recharge for BYA. Will use a BotAncients to assure the close.
Combat 13: 1d10 + 4 + 2d4 + 1d10 ⇒ (6) + 4 + (3, 2) + (3) = 18 Defeated.

Close check is Wisdom 6. I'll need a blessing, and unfortunately my other blessing doesn't add a die unless I used it to explore. Lazzero, can I use your Blessing of the Gods, which will add 2 dice since Blessing of Thoth is on top?
Wisdom 6: 1d8 + 2d8 ⇒ (5) + (3, 4) = 12 Glass Pavillion closed.

The Raven eviscerates the gnoll slaver, and breaks all the glass while he's at it, just for good measure.

Since all of that happened at the start of my turn, I can still do a whole turn! Staying as Red Raven and moving to the Dilapidated Plaza. End of move step examine shows me a Magma Spirit. BYA I'm dealt 1 Fire damage, discarding Acute Senses.
Combat 9: 1d10 + 4 + 2d4 ⇒ (8) + 4 + (4, 2) = 18 Very defeated.

Heading for the Plaza, the Raven finds a small fiery creature who burns him, which is a huge mistake. He cuts the creature's head off, and it falls to the ground and quickly chills.

Discarding my Blessing of the Spy to explore once more, adding a die to each check for this exploration. It's a Chakram... boo.
Dexterity 6: 1d10 + 1 + 1d10 ⇒ (4) + 1 + (9) = 14 Acquired.

The Raven picks up a simple round blade, and hangs it on his belt.

EOT Stealth 6: 1d10 + 3 ⇒ (6) + 3 = 9

Red Raven wrote:

Hand: Rapier 1, Chakram, Gambeson, Shield of Fire Resistance,

Displayed:
Deck: 9 Discard: 6 Buried: 0
Notes:
Cards in kit: Kama, Unshakable Chill, Singer's Solution,
Reroll: Used

Aric Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Red Raven Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
Light Armors Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Human Expert | #44004-1024

Aric slips into a hidden area and puts on his Red Raven outfit again. Switching to Red Raven.

Then he moves to the Glass Pavillion, and looks through its glass walls.

End of move step examine, Acid Mantis TRIGGER!

A strange mantis is looking right through the glass at him, and bursts through to attack him!
Acid damage: 1d4 ⇒ 4 Yeowch! Discarding my Shield, one Rapier, and my two allies. That one hurt. Using my rapier to kill it.
Combat 9: 1d10 + 4 + 2d4 ⇒ (7) + 4 + (3, 1) = 15 Defeated.

Still have my free explore. A spell, Acute Senses.
Wisdom 4: 1d8 ⇒ 8 Acquired. Ending there, cuz ouch.

Red Raven wrote:

Hand: Rapier 1, Blessing of the Ancients, Acute Senses, Blessing of the Spy 1,

Displayed:
Deck: 7 Discard: 7 Buried: 0
Notes:
Cards in kit: Kama, Unshakable Chill, Singer's Solution,
Reroll: Used

Aric Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Red Raven Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
Light Armors Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Human Expert | #44004-1024

Unfortunately my blessing is only helpful to me. Aric's kinda a d**k. LOL


Human Expert | #44004-1024

Ack, sorry guys! And yeah, I said I moved from the Plaza to hte Plaza, obviously messed up. Haha!
Diplomacy 6: 1d10 + 4 ⇒ (3) + 4 = 7 No damage.

Thanks for the heals, Lazzero!

Out of turn update:

Aric wrote:

Hand: Singer's Solution, Rapier 2, Shield of Fire Resistance, Blessing of the Spy 1, Psychic Detective, Dandy Brute,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes:
Cards in kit: Kama, Unshakable Chill, Raiper 1,
Reroll: Used

Aric Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Red Raven Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
Light Armors Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Human Expert | #44004-1024

Red Raven at the Dilapidated Plaza. Switching to Aric and moving over to the Dilapidated Plaza. Explore to find a Sand Creeper. Dammit. Immune to Piercing. Discarding my blessing. Requesting a blessing from Lazzero as well.

Combat 9: 1d6 + 1d6 + 1d6 ⇒ (2) + (6) + (4) = 12 Defeated.

End turn, draw up. Lazzero, can I have a heals?

Aric wrote:

Hand: Singer's Solution, Rapier 2, Shield of Fire Resistance, Blessing of the Spy 1, Psychic Detective, Dandy Brute,

Displayed:
Deck: 4 Discard: 8 Buried: 0
Notes:
Cards in kit: Kama, Unshakable Chill, Raiper 1,
Reroll: Used

Aric Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Red Raven Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
Light Armors Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Human Expert | #44004-1024

Aric explores to find a spell.
Intelligence 6: 1d8 ⇒ 6 He picks up the spell and stuffs it in his pocket.

Then he asks his Lookout to look for things. Recharging Lookout to examine the top card. Quicksand Bunyip TRIGGER! Luckily I have a Bludgeoning weapon. Discard it to not take damage. Quicksand Bunyip shuffles in.

The Lookout tells him of a Bunyip that's headed right for them, but crafty Eric sticks his Mancatcher in the Bunyip's mouth, confusing it enough to let him get away.

He then goes looking for stuff once more. Discarding Blessing of the Spy to explore again. random: 1d8 + 1 ⇒ (5) + 1 = 6 He sees a Blasphemous Priest up ahead, and steps into the shadows to don the Mask of the Red Raven. Recharging Mask of the Red Raven to switch to Red Raven (and trading Unshakable Chill for Amadi from my kit). I still get an extra die on checks this turn. Fighting with a Rapier.
Combat 10: 1d10 + 1 + 3 + 2d4 ⇒ (6) + 1 + 3 + (3, 4) = 17 Defeated. Monster shuffles in cuz I beat it by 7. :*(

The Raven bravely sends his minion ahead to explore some more. Discarding Amadi to explore again. random, random monster is 6: 1d8 + 1 ⇒ (3) + 1 = 4
A simple trap down the next corridor, which The Raven easily avoids.
Acrobatics 4: 1d10 + 3 ⇒ (4) + 3 = 7 Auto.

No more explores, so end turn draw up.
End of turn check: Stealth 6: 1d10 + 3 ⇒ (9) + 3 = 12

Red Raven wrote:

Hand: Singer's Solution, Rapier 2, Rapier 1, Blessing of the Ancients,

Displayed:
Deck: 6 Discard: 7 Buried: 0
Notes:
Cards in kit: Kama, Unshakable Chill, Shield of Fire Resistance,
Reroll: Used

Aric Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Red Raven Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
Light Armors Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Human Expert | #44004-1024

Scenario power: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck; ...


Human Expert | #44004-1024

Sorry for the delay, I had a sick 4-year-old last night to deal with.

The Red Raven, with his knowledge of where the villain is, slips into an ally and removes his mask. Mild-mannered Aric walks out, and heads to the nearby plaza. Switching to Aric, grabbing my Mancatcher from my kit in place of the Shield of Fire Resistance, moving to the Dilapidated Plaza.

Aric looks around the plaza, spotting a fairly mundane trap. Explore to find Malfunctioning Deathtrap. Using Thieves' Tools to auto-succeed.
He easily disables the trap with tools from his pocket.

No more explores, so turn's over. I get to examine the top card of the deck, which is Unshakable Chill.

Aric wrote:

Hand: Mancatcher, Blessing of the Spy 2, Rapier 1, Mask of the Red Raven, Rapier 2, Lookout,

Displayed:
Deck: 6 Discard: 4 Buried: 0
Notes:
Cards in kit: Kama, Amadi, Shield of Fire Resistance,
Reroll: Used

Aric Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Red Raven Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
Light Armors Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Human Expert | #44004-1024

Yep, it gets shuffled back in.


Human Expert | #44004-1024

Well, I scouted the villain and evaded him, so that's useful! We know he's in the Warehouse.


Human Expert | #44004-1024

Aric, knowing that the warehouse he's been watching surreptitiously from the teahouse across the street is actually a front for the slavers, waits until the moment that the guard is changing shifts. He quickly slips down a tight alley, and out of the alley emerges a man dressed in red and black, his mask obscuring the face beneath. The man quickly darts through the shadows toward the warehouse, then climbs quietly up the side of the building and peers in the window.

Start of turn, switching to Red Raven, trading Mancatcher for Stalking Armor from my kit. End of move step, I examine the top card of the deck, which is a Magma Spirit.

The soft orange glow in the room beyond the window seems to be coming directly from a small fiery creature napping on the floor, as if it were a cat. The Red Raven effortlessly opens the window and slips in. As he gets close to the creature, the heat coming off of it gets more and more intense, scalding his face and making him sweat profusely under his clothing. Exploring the Magma Sprit, and taking 1 Fire damage in the form of my Stalking Armor (sad). Using my Rapier for the combat.
Combat 9: 1d10 + 4 + 2d4 ⇒ (5) + 4 + (3, 4) = 16 He skewers the fiery spirit through the heart, and its heat quickly dies without a sound.

The Red Raven pulls out a small compass, knowing that the offices where he's likely to find the slaver leaders are to the north. He silently opens a door in that general direction. Discarding Compass to explore. Shield of Fire Resistance. Would have been useful a few moments ago. LOL

In this small storage room, the Raven finds a shield hidden under a few skins. The shield looks beautifully wrought, with flames etched into its metal. Requesting a blessing from Lazzero, as this is a potential upgrade for someone.
Constitution 6: 1d6 + 1d6 ⇒ (6) + (5) = 11 He slings the shield around his shoulders, expecting to be able to sell it for a pretty penny later.

Discarding Masque for another explore, and I can evade if I need to. It's the villain! I will use my evade on him, because I'd rather know what location he's in. Evading the villain with Masque's power.

The Raven opens another door just a crack, and luckily his silence is absolute. He sees a huge gnoll, covered in scars, working diligently on (presumably cooking) the books for the front organization. The gnoll does not see the Raven, and he wishes not to disturb the creature yet, as he can also see another room full of guards playing a card game of some sort.

With that, the Raven slips into the shadows and waits for the opportune moment to strike.

End turn, hand is full so nothing to draw up.

Red Raven wrote:

Hand: Shield of Fire Resistance, Thieves' Tools, Rapier 1, Mask of the Red Raven,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes:
Cards in kit: Kama, Mancatcher, Amadi,
Reroll: Used

Aric Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Red Raven Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
Light Armors Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Human Expert | #44004-1024
Aric wrote:

Hand: Mancatcher, Masque, Compass, Thieves' Tools, Rapier 1, Mask of the Red Raven,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Cards in kit: Kama, Stalking Armor, Amadi,
Reroll: Used

Aric Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Red Raven Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
Light Armors Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Human Expert | #44004-1024

None of those items excite Aric, so we'll let them go.

I'm not sure why you're still seeing JenD in the player order, she has definitely been removed.

Aric will start at the Warehouse, with the plan to instantly switch to Red Raven and start ripping through the deck.

RPG Superstar 2014 Top 16

I'll go to Falsin Deek, thanks!

I've also dropped JenD from the player order. Thanks for playing with us, Jen!


Human Expert | #44004-1024

I am definitely up for continuing.


Human Expert | #44004-1024

When playing Aric/Red Raven, you do not have to pick the same skill feat on both cards (In fact, you can't, because there are different numbers of them for different skills. Same thing with power feats... they're different sets of powers.) The text reads:
"WHEN YOU GAIN OR LOSE A SKILL FEAT OR
A POWER FEAT, DO SO ON BOTH THIS CARD
AND THE RED RAVEN’S CHARACTER CARD."

So you gain a skill feat on Aric's card, and you do so (gain a skill feat) on the Red Raven's card. I confirmed this with Keith Richmond as well. :)


Human Expert | #44004-1024

I'll add to Aric's Charisma and Red Raven's Dexterity (obviously).

I'm going to be "that guy" and try to get that Ally 1.
Ally 1: 1d1000 ⇒ 840

Second choice would be Ally B Ally B: 1d1000 ⇒ 362


Human Expert | #44004-1024

boon?: 1d20 ⇒ 6 No boon for me this time.


Human Expert | #44004-1024

Huzzah!


Human Expert | #44004-1024

So basically, we need to help Erasmus make any two of Intelligence, Wisdom, or Charisma 6 checks, and we win.


Human Expert | #44004-1024

Seeing no blessings and hearing no different, I'll go ahead and roll it.
Combat 10: 1d10 + 2d6 ⇒ (10) + (4, 2) = 16 *crosses fingers* HA!

Close checks:
Wisdom 6: 1d8 ⇒ 8
Intelligence 6: 1d8 ⇒ 5 ACK! SO CLOSE! Unfortunately my reroll was used. Oh well, location is empty but not quite closed yet.

Red Raven wrote:

Hand: Thieves' Tools, Psychic Detective, Blessing of the Spy 1, Stalking Armor,

Displayed: Gambeson, Curse of Poisoning,
Deck: 2 Discard: 10 Buried: 0
Notes:
Cards in kit: Singer's Solution, Rapier 2, Kama,
Reroll: Used

Aric Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Red Raven Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
Light Armors Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)

Curse of Poisoning: 1d4 ⇒ 4 Have to recharge the Stalking Armor.

I'm down to 2 cards in my deck, which means if I switch back to Red Raven I'll be drawing all my cards at the end up my turn. :(


Human Expert | #44004-1024

Aric, knowing there's something he needs to sneak away from, steps into a dark alley, and out steps the Red Raven.

He then attempts to sneak by the Guardian Scroll in the Precinct.
Revealing my Stalking Armor to add 2.
Stealth 8: 1d10 + 4 ⇒ (5) + 4 = 9 Defeated.

He sends the Lookout ahead to see what she may find. Recharging Looking to examine. A Blowgun. Meh. Discard Compass to explore it.

The Lookout comes back holding a Blowgun.
Dexterity 5: 1d10 ⇒ 2 He shrugs and tosses it aside, not terribly useful now.

Finally, he sends his friend the Metamorph to see what's left. Discarding Metamorph for my last explore. It's a Scarab Swarm. Banishing my Noxious Bomb on it. Pausing here to see if there are any blessings out there? I'm not seeing any... I've got 1d10+2d6 vs. essentially a 10, and then I still need to close.


Human Expert | #44004-1024

Ack! That's totally true. Ok so in that case, let's change to this:

Red Raven has no way to move, so he will stay where he is, switch to Aric, and use Blessing of the Spy to examine the top card, finding a Canteen. He explores it and lets it banish, as it's pretty useless.

So all that changes is that we don't know what the top card of the Dye Market it (perhaps it should be shuffled?) and I still have the Compass in hand, and don't have my Thieves' Tools because they wouldn't have been drawn.

Corrected update:

Aric wrote:

Hand: Lookout, Noxious Bomb, Stalking Armor, Metamorph, Compass,

Displayed: Gambeson, Curse of Poisoning,
Deck: 4 Discard: 8 Buried: 0
Notes:
Cards in kit: Singer's Solution, Rapier 2, Kama,
Reroll: Used

Aric Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Red Raven Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
Light Armors Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Human Expert | #44004-1024

The Red Raven will change back into Aric, then follow Lazzero to the Dye Market and beg for a healing spell.

He'll use the Blessing of the Spy to examine the top card of the deck, finding a Plague Zombie. Not gonna be good at fighting that because all I have is a poisonous bomb. Hmm... well, I do have the Compass that I just pulled out of my kit, so... screw it, I'll recharge the Compass to move BACK to the Precinct of Left Eyes and examine that one. It's a Canteen.

Aric sees a dangerous Zombie, and decides to boldly run away, back to where his friend Erasmus is hanging out. There he sees a relatively useless Canteen.

Aric wrote:

Hand: Compass, Noxious Bomb, Mask of the Red Raven, Stalking Armor, Metamorph, Thieves' Tools,

Displayed: Gambeson, Curse of Poisoning,
Deck: 3 Discard: 8 Buried: 0
Notes:
Cards in kit: Singer's Solution, Rapier 2, Kama,
Reroll: Used

Aric Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Red Raven Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
Light Armors Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)

curse of poisoning: 1d6 ⇒ 3 Have to recharge my Mask. :*(


Human Expert | #44004-1024

@Lucian: Totally legal if you want to switch characters after we finish.


Human Expert | #44004-1024

Aric has 8 in discards, so hes not feeling great.


Human Expert | #44004-1024

Thanks, I'll look at that.


Human Expert | #44004-1024

I'm fine with either way the other players want to go.


Human Expert | #44004-1024

Sorry about my lateness, and absolutely no problem with using that blessing! Could use some healing fairly soon, though. :)

Red Raven moves to the Precinct of Left Eyes and explores to find a Burning Tar trap.
Acrobatics 6: 1d10 + 2 ⇒ (2) + 2 = 4 Gonna use my t-shirt reroll on that.
reroll: 1d10 + 2 ⇒ (8) + 2 = 10 Better. Defeated.

I'll end my hand there and hope that Lazzero is willing to come heal me.

Curse of Poisoning: 1d4 ⇒ 4 Recharge my Psychic Detective

Red Raven wrote:

Hand: Blessing of the Spy 1, Noxious Bomb, Kama,

Displayed: Gambeson, Curse of Poisoning,
Deck: 6 Discard: 8 Buried: 0
Notes:
Cards in kit: Singer's Solution, Rapier 2, Compass,
Reroll: Used

Aric Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Red Raven Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
Light Armors Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Human Expert | #44004-1024

I'll end my turn there, since Aric will be better at pretty much everything that's left in the deck. Discarding Elemental Treaty because I'm too big on hand size.

Red Raven wrote:

Hand: Blessing of Wadjet, Noxious Bomb, Kama, Psychic Detective,

Displayed: Gambeson, Curse of Poisoning,
Deck: 6 Discard: 7 Buried: 0
Notes:
Cards in kit: Singer's Solution, Rapier 2, Compass,
Reroll: Not Used

Aric Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Red Raven Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
Light Armors Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Human Expert | #44004-1024

In the meantime, Dinketry, I wanted to let you know I'm applying a reward boon that I got from PaizoCon, called Foreign Trader, to this character. It will give me the chance, when we start using traders, to check off one of three boxes to use an Ultimate Add-On deck instead of the game box to draw random items from the trader.I'll send the proof to Mark in a few minutes, and will put the text of the reward in Aric's profile.

RPG Superstar 2014 Top 16

Shadowfey, were you going to bury a card to try one more time? Might be worth it in this case.


Human Expert | #44004-1024

Hate to point it out, but Blessing of Wadjet can't add to any check other than checks to acquire.

Blessing of Wadjet:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

So someone else will need to use a blessing for Hayato's check above. I don't think there was one on the table, though...

With the likelihood of randomly finding the bad-guy getting higher, Aric jumps into a phone booth (those exist in Golarion, right?) and out jumps the Red Raven! Switching to Red Raven at the start of my turn. Exchanging my Singer's Solution for a Rapier from my kit.
The Red Raven stands atop the building where the seedy smoke-based pleasure den of snakes resides. Full of villains, miscreants, and lowlives, he knows he'll find someone doing something horrible inside. He jumps down to peer in a window, and sees just what he was expecting... a poisoned dart tube pointed right at him! The dart shoots through an empty pane of the window and nicks him on the arm. I get the Curse of Poisoning.

The Raven makes no sound, seeing his prey as the only creature in existence at the moment. He deftly pops open the window and slides in in a single fluid motion, confronting the guard on his own turf. He squares off against the vagrant, drawing his Rapier, then feints to the left then quickly moves to the right, slipping around behind the man. Discarding my Rapier for the extra 1d4.
Combat 11+2=13: 1d10 + 3 + 2d4 + 1d4 ⇒ (6) + 3 + (3, 2) + (3) = 17 The Raven covers the man's mouth with his hand as the rapier slides between two of the man's ribs, piercing his heart. He slides to the ground, soundless.

Need a random ally with the Diplomacy skill listed in its check to defeat to try to acquire for the close check. Since I'm in Red Raven form, it's pretty unlikely that I'll get it, so I might be going through the last three cards of the deck, which Aric should be able to burn through pretty quickly.


Human Expert | #44004-1024

"Well then, good show, lad. Well done, destroying that skeleton that I found there. I suppose I won't be needing to find my friend, after all."

Aric continues chatting up other customers of the Smoking Den, and finds a weapon just lying around beneath some cushions. He leaves it where it lay, as it doesn't look like his style of weapon.
Auto-fail the acquire on Khopesh.

He then asks a young elven woman to "See what your elf eyes find." She returns to him, saying she found a scroll case of some sorts.
Recharging Lookout to examine the top card, it's an Elemental Treaty spell. I'll use Masque to explore.
Intelligence 4: 1d8 ⇒ 8 He finds the scroll case and slips the scroll into his pocket.

Discarding my Blessing of the Spy for one more explore. It's a Blessing of Wadjet. I get an extra die from BotSpy.
Knowledge 7: 1d8 + 2 + 1d8 ⇒ (6) + 2 + (7) = 15 He picks up a holy symbol of a god that he recognizes, one that is a fan of earthly possessions. That's just fine with Aric, and he holds on to it.

End turn, draw up.

Aric wrote:

Hand: Blessing of Wadjet, Noxious Bomb, Kama, Elemental Treaty, Singer's Solution, Psychic Detective,

Displayed: Gambeson,
Deck: 6 Discard: 5 Buried: 0
Notes:
Cards in kit: Rapier 1, Rapier 2, Compass,
Reroll: Not Used

Aric Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Red Raven Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
Light Armors Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Human Expert | #44004-1024

With so much winning going on, Aric is beaming at his allies. "You all are amazing! I am so glad to be a part of such a wonderful group!" His gleaming smile could charm the pants of a ladygoblin.

He decides to walk over to the Smoking Den to find some new friends.
Exploring the Smoking Den to find... ugh a monster.
"What is this skeletal creature doing in your establishment???" Aric yells out. He pulls out a staff-like object with a grabbing-thingy on the end of it, sticks it around the thing's neck, and shoves the handle-end into a crevice, holding the creature still.
Discarding my Mancatcher to evade the Skeletal Jackal and leave it on top of the location, then end my turn. Next turn, I'll switch to RR and mess him up. Gonna go ahead and display my Gambeson too, to get some other cards in hand.

Aric wrote:

Hand: Blessing of the Spy 2, Noxious Bomb, Kama, Masque, Singer's Solution, Lookout,

Displayed: Gambeson,
Deck: 6 Discard: 3 Buried: 0
Notes:
Cards in kit: Rapier 1, Rapier 2, Compass,
Reroll: Not Used

Aric Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Red Raven Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
Light Armors Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Human Expert | #44004-1024

Curse of Poisoning means that at the end of your turn, AFTER you reset your hand, you have to recharge a random card from your hand.
If I had anything to offer you on the close, I would, but Aric is tapped out of blessings at the moment.

RPG Superstar 2014 Top 16

That's fine Dinketry, it was just jarring to not see the During the Scenario text at the start of the update post. It might make it difficult for the players to remember those rules if they're not kinda front-and-center (especially because we, as players, are used to seeing it there from other games). I would personally recommend you keep it in there.


Human Expert | #44004-1024

Aric, ready to support Lazzero, will look around the Tarworks.
Exploring to find Dry Quicksand barrier. Using Blessing of the Ancients on it.
Wisdom 9: 1d8 + 1d8 ⇒ (6) + (3) = 9 Aric avoids the Quicksand... barely.

He sends his boy-servant looking for exciting things. Discarding Amadi to explore again. Noxious Bomb.

He finds a poisonous bomb.
Intelligence 5: 1d8 ⇒ 6 He picks up the poison bomb and stuffs it in his tunic.

With that, he awaits Lazzero to do his (slightly evil) thing.

Aric wrote:

Hand: Gambeson, Noxious Bomb, Kama, Mancatcher, Singer's Solution, Lookout,

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes:
Cards in kit: Rapier 1, Rapier 2, Compass,
Reroll: Not Used

Aric Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Red Raven Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
Light Armors Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Human Expert | #44004-1024

For getting turn numbers and names into the blessings deck display, it's going to take me a little bit of time. I might not get to it during this first scenario, but hopefully by the time we start a second scenario, I'll have that ready to push. It's just not a feature I considered to be Minimal Viable Product, so I didn't focus on it. :-S

And yes, I would recommend that Jen roll her turn back and try to close the location. (And no, the draw an ally from Liberty's Edge favor doesn't count toward that.)

I'm surprised the During this Scenario text isn't showing up at the start of each post. Dinketry, do you need me to look at it?


Human Expert | #44004-1024

I got the turn order by looking it up from the admin portal. I need to add that to the main view, and will make it a priority update so that box runners can figure out the turn order easily.


Human Expert | #44004-1024

FYI here's the turn order: Erasmus/Elinnea, Hayato/JenD, Lazzero/DavidC, Aric/CartmanME :)


Human Expert | #44004-1024

@Dinketry, can you post the turn order for us? (Preferably in the campaign header information) so that we know who should be going after the current player without an update from you?


Human Expert | #44004-1024

Aric will start at the Tarworks with Lazzero.

Aric wrote:

Hand: Gambeson, Amadi, Kama, Mancatcher, Singer's Solution, Blessing of the Ancients,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Cards in kit: Rapier 1, Rapier 2, Compass,
Reroll: Not Used

Aric Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Red Raven Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
Light Armors Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Human Expert | #44004-1024

I have several Paizo t-shirts, one of which I'll use for the reroll. I'll send a picture to Mark now to confirm.

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