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![]() Balazar takes a moment to scan the Sulfur Pits of magical aura. He encounters a Blessing of Nethys in the process. Auto fail in acquiring blessing, auto success in recharging Detect Magic. He explores this time and encounters a Bone Lamellar. He sends for Padrig to fetch the armor. Bone Lamellar DC 6 Constitution (Arcane): 1d12 + 3 ⇒ (12) + 3 = 15 Acquired. End turn. Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [x]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Balazar summons his trusty eidolon and explores the Sulfur Pits. He sees a Chakram just lying around. Chakram DC 6 Dexterity: 1d6 ⇒ 2 Failed to acquire He decides to just ignore the Chakram and continues exploring with the aid of his Researcher ally. The party now encounters a Desert Trapper. The gnome sends Padrig and his Bound Imp to attack. Desert Trapper DC 8 Combat: 2d10 + 1 ⇒ (8, 10) + 1 = 19 Defeated and added to hand. Shuffle Magma Spirit into location deck. End turn. Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [x]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Starting at Sulfur Pits. Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [x]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Evolution Surge gets discarded at the beginning of turn Balazar explores and faces the Beheaded monster. It releases a wave of: 1d4 ⇒ 3 cold damage to everyone in the temple. Discarding Stalking Armor. He reaches his inner arcane powers to try to banish the monster. Beheaded DC 10 Arcane: 1d12 + 3 ⇒ (11) + 3 = 14 Defeated. Burying Blessing of Horus for closing. Drew another Blessing of the Ancients from the box. Recharging: 1d4 + 1 ⇒ (1) + 1 = 2 cards from discard pile. End turn. Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [x]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Discarding Sage's Journal at the start of the turn. Balazar didn't notice that he dropped one of his precious tomes in the vents. He calls for another monster as he sets aside one of his prepared spells for the day. He joins Seoni and explores the Precious Mines, encountering an Acid Mantis. He commands Padrig, his Bound Imp, and the newly summoned Emperor Cobra to attack the mantis. Acid Mantis DC 9 Combat: 2d10 + 1d4 + 1 ⇒ (3, 5) + (3) + 1 = 12 Defeated. Adding Acid Mantis to hand. End turn. Refill hand. Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [x]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Balazar goes to the Volcanic Vents to join Seoni. He explores and encounters a Remove Curse spell. Remove Curse DC 8 Arcane: 1d12 + 3 ⇒ (11) + 3 = 14 Acquired He then communes with the Blessing of the Ancients to aid him in exploring the vents further. He encounters another Blessing of the Ancients. Blessing of the Ancients DC 3 Divine (Untrained): 1d4 ⇒ 4 Acquired. He continues to commune with the ancients as he explores the vents. Eventually, he comes across a Djinni Quarterstaff. Djinni Quarterstaff DC 8 Arcane: 1d12 + 3 ⇒ (4) + 3 = 7 Failed. End turn. Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [x]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Balazar goes to the Sulfur Pits to join his allies. He explores and encounters a Geniekin. The geniekin summons one of his allies but Balazar is confident that Padrig can finish the job. I don't see a monster on the random cards section that has any of the traits listed. I'll hold off the encounter for that monster. Balazar now focuses his attention in commanding Padrig to defeat the Geniekin. Geniekin DC 10 Combat: 2d10 ⇒ (7, 5) = 12 Defeated Balazar asks the Geniekin to serve him and the geniekin agrees. The gnome now asks his Blackwing Librarian ally to scout ahead to allow further exploration. They encounter a Blessing of the Ancients. Blessing of the Ancients DC 3 Divine (Untrained): 1d4 ⇒ 3 Acquired. End turn. Discarding Geniekin to make room for blessing. Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [x]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Shuffling Staliking Armor in deck. Discarding Detect Magic at the start of turn. Balazar can feel his arcane powers waning as he continues to explore the dunes. He explores and encounters a Sand Scorpion which starts stabbing everyone with its poisonous tail. Discarding Reasearcher ally. The summoner commands his eidolon to combat the scorpion. Sand Scorpion DC 12 Combat: 2d10 ⇒ (5, 7) = 12 Defeated. Acquiring monster instead of banishing. As the sand scorpion submits to the powerful eidolon, Balazar is able to convince the scorpion to join him as an ally. As this is happening, a Giant Sand Eel makes its presence known. Using his newly recruited ally and his eidolon, the summoner tries to take down the eel praying to the Blessing of the Gods to aid him. Giant Sand Eel DC 13 Combat: 3d10 + 1d4 + 1 ⇒ (5, 5, 8) + (1) + 1 = 20 Defeated and location closed. Drawing Kukri from the location deck. Recharging: 1d4 + 1 ⇒ (3) + 1 = 4 cards from the discard pile. End turn. Refill hand. Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [x]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Balazar feels an unsettling chill as he drops his Scrying Mirror. He decides to summon Padrig and explores the Shifting Dunes. He encounters a Malfunctioning Deathtrap. He tries to recall how to disable such trap. Malfunctioning Deathtrap DC 5 Intelligence: 1d8 ⇒ 6 Defeated The summoner decides to rest for now. Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [x]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Balazar is off to the Shifting Dunes Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [x]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Balazar concentrates and summons an Acid Mantis. Recharging Detect Magic. He explores the mines and encounters another Blasphemous Priest. He commands Padrig to take care of the priest. Revealing Eloquence. Blasphemous Priest DC 10 Combat: 2d10 ⇒ (7, 9) = 16 Defeated He asks for the Blessing of the Gods to aid him in exploring the mines further. This time, he encounters a Coffer Corpse. He sends the Acid Mantis and Padrig to defeat the undead creature. Banishing Acid Mantis on the first check and revealing Eloquence once more on Padrig's power. Coffer Corpse DC 8 Combat: 2d10 + 1d4 + 1 ⇒ (2, 3) + (4) + 1 = 10 Coffer Corpse DC 10 Combat: 2d10 ⇒ (10, 1) = 11 Defeated As the undead goes down for good, the mines rumble and start to collapse. Balazar commands Padrig once more to aid him as they escape the mines. Recharging Fireblade*. Close DC 7 Strength (Arcane): 1d12 + 3 ⇒ (4) + 3 = 7 Closed As they exit the mines. They are able to pick up a set of Healers Kit. ![]()
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![]() Banishing a monster I acquired earlier. Good Omen recharge DC 8 Arcane: 1d12 + 3 ⇒ (6) + 3 = 9. Black Spot recharge DC 6 Arcane: 1d12 + 3 ⇒ (3) + 3 = 6. Both recharged. Balazar goes to the Precious Mine and explores. He encounters a Fireblade and attempts to acquire it. Fireblade DC 6 Wisdom: 1d6 ⇒ 6 Acquired With limited resources, the gnome rests while he waits for his allies. End turn. Refill hand. Random monster goes to location: 1d5 ⇒ 5 Catacombs. Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [x]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Balazar and his minions head towards the Precious Mine. He explores and encounters The First Law. The First Law displayed next to scenario. End turn for now as I have no cards to allow me to explore further. Discarding Create Pit to make room. Bonecrusher Hyenamaster gets shuffled to . . .Scenario Power: 1d5 ⇒ 5 Catacombs. Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [x]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Balazar and his troupe of summoned monsters continue to explore the Quarry and come upon a Staff of Focus. Staff of Focus DC 6 Arcane: 1d12 + 3 ⇒ (7) + 3 = 10 Acquired End turn for now. Draw Guardian Scroll from the box and shuffling it to: 1d4 ⇒ 4 Catacombs ![]()
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![]() Balazar once again summons Padrig and concentrates some more to summon a Shasalqu then explores the Quarry, recharging Summon Steed. He encounters a friendly looking Dhabba and attempts to convince it to join them. Dhabba DC 6 Wisdom: 1d6 ⇒ 2 Failed He fails to recruit the Dhabba and seeks the aid of his Blackwing Librarian to further explore the quarry. They come across a Desert Trapper. Confident that he had encountered one of these before, he sends over Padrig and the summoned Shasalqu to take care of the monster. Desert Trapper DC 8 Combat: 2d10 + 1 ⇒ (5, 9) + 1 = 15 Defeated Instead of banishing the monster, Balazar traps the sould of the trapper and makes it his ally. A Crystal Stalker is seen loose beyond the horizon, probably waiting for the gnome and make him its dinner. Check to defeat is 7, Crystal Stalker gets shuffled in the location. End turn. As per scenario power, Shock Elemental gets shuffled into: 1d5 ⇒ 2 Quarry. Ugh, just great! Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [x]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Balazar will start at the Quarry Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [x]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Preferences: Spell B, Blessing B
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![]() Recharge check for Black Spot DC 6 Arcane: 1d12 + 3 ⇒ (2) + 3 = 5 Discarded Balazar continues to explore the Stonework Passages and tries to acquire the Blessing of the Elements. He asks for the assistance of his Researcher ally. Blessing of the Elements DC 6 Arcane: 1d12 + 1d6 + 1 ⇒ (1) + (1) + 1 = 3 Fail. Those rolls though. End turn. Refill hand Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [x]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Totally forgot that the location reduces damages by 1. Here's the updated hand. Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [x]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Balazar and Padrig now head towards the Stonework Passages to track down the villain. A few minutes of ritual and Balazar is able to summon a Skeletal Jackal. Recharging Create Pit They explore the location and come across a Toxic Geyser. Autofail! Toxic Geyser Damage: 2d6 ⇒ (1, 4) = 5 2 Fire Damage and 2 Acid Damage. Stalking Armor gets discarded along with Skeletal Jackal*, Detect Magic, Sage's Journal and Blackwing Librarian. The gnome and the eidolon decide to recuperate for now. End turn. Refill hand. Examine: 1d11 ⇒ 1 Still the Toxic Geyser Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [x]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Balazar heads to the Brickworks and summons his eidolon, Padrig, and another monster from a different plane. Recharge Summon Steed to draw Bonecrusher Hyenamaster from the box. After the summoning, the Bonecrusher Master jumps out and attacks the group. Knowing the prowess of such a monster, Balazar seeks aid from the Blessing of the Gods. The eidolon and the summoned monster rushes forward to protect their master. Revealing Black Spot and banishing Bonecrusher Hyenamaster for Padrig's and Balazar's powers. Bonecrusher Master DC 11 Combat: 3d10 + 1d4 ⇒ (1, 6, 8) + (2) = 17 Defeated End turn. Refill hand. Scenario power DC 6 Charisma: 1d12 + 1 ⇒ (12) + 1 = 13. Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [x]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Replacing Bound Magma Spirit with Bound Imp Balazar will start at the Brickworks Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [x]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Balazar will be taking one of the Ally 1 for the deck upgrade and Charisma for his skill feat ![]()
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![]() Balazar spots a Desert Trapper amongst the plaza and commands the eidolon, Padrig, to attack. Reveal Lurking Spy Desert Trapper DC 8 Combat: 2d10 + 1 ⇒ (10, 4) + 1 = 15 Defeated Down goes the trapper. The gnome presses forth, summoning a Bound Magma Spirit to continue their exploration. The coast seems clear though as no threat has been detected. But a curious looking cloak is seen in one of the risers. The gnome once again commands the eidolon to go fetch it. Recharging Detect Magic. Tussah Silk Cloak DC 4 Fortitude (Arcane): 1d12 + 2 ⇒ (11) + 2 = 13 Acquired End turn. Refill hand. Poison: 1d6 ⇒ 4 = Lurking Spy ![]()
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![]() Balazar continues to go through the market and spots a Porcupine that could talk! Knowing that he could not recruit this ally alone, he seeks the aid of the Blessing of the Gods Porcupine DC 7 Wisdom: 2d6 ⇒ (6, 5) = 11 Acquired With his success in acquiring a number of items in the market, the gnome decides to close the location. Recharging Porcupine (ally), Djinn Favored Amulet (item) and Summon Steed (spell) to close the location. End turn. Refill hand. Poison recharge: 1d6 ⇒ 1 Black Spot ![]()
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![]() Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Balazar heads toward the Dye Market and explores the location. He sees an unattended piece of Burglar's Buckler in one of the stalls. Thinking that this would come in handy. He sends Padrig to retrieve the armor. Recharging Create Pit for Padrig's power Burglar's Buckler DC 6 Arcane (Fortitude): 1d12 + 2 ⇒ (12) + 2 = 14 Acquired. Discarding Blessing of the Gods 3 to continue exploring. He continues his walk through the market and sees a weapon this time, a Flame Staff. Knowing this is more of his forte, he tries to acquire it. Flame Staff DC 4 Arcane: 1d12 + 2 ⇒ (2) + 2 = 4 Acquired. He rests for now as he continues to browse for potential goods. Refill hand. Poison: 1d6 ⇒ 5 Sage Journal recharged. ![]()
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![]() Close DC 7 Arcana, Reroll: 1d12 + 2 ⇒ (9) + 2 = 11 With the aid of Miau Pakhet, obstacles in the Tarworks have been cleared. Updated hand Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() The gnome sees someone far off and tries to discern if it's an ally or a foe. He encounters Miau Pakhet and calls on the aid of his party members to aid him in convincing the bard to join them. Check with 2 blessings:
Miau Pakhet DC 13 Charisma: 3d12 ⇒ (6, 3, 7) = 16 Sensing that his mission in the tarworks is done, Balazar calls the aid of his eidolon this time to close the location. Recharging Stalking Armor
End turn. Refill. Recharge: 1d6 ⇒ 6Phantasmal Minion Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Further exploration of the Tarworks reveal a Djinn Favored Amulet. Balazar is really interested in acquiring this item so he sends Padrig to go fetch it for him. Recharging Armor of the Sands* for Padrig's power. Djinn Favored Amulet DC 4 Arcane: 1d12 + 2 ⇒ (12) + 2 = 14 Acquired Balazar praises the eidolon and they decide to rest for now. The poison, however, continues to take effect. End turn. Refill hand. Recharging: 1d6 ⇒ 1 Researcher. Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Balazar continues to explore the Tarworks walks through a rickety staircase. A pointed object lashes out of a hole in the wall towards the gnome. He is able to say a short prayer before dodging out of the way. Discarding BotG and Reiko's BotQ for the check. Stabbing Spear Staircase DC 8 Dexterity: 3d6 ⇒ (4, 3, 3) = 10 Success With adrenaline pumping from the last encounter, Balazar makes a run through the Tarworks and bumps into a Lurking Spy. The spy was able to slip some poison into Balazar's system before the gnome could react. He casts an incantation and his eidolon attacks the spy. At the same time, the Acid Mantis also attempts to stab the enemy. Revealing Create Pit for Padrig's power and banishing Acid Mantis for Balazar's power. Lurking Spy DC 13 Combat: 2d10 + 1d4 + 1 ⇒ (4, 9) + (2) + 1 = 16 Defeated. Adding it to hand via Balazar's power. The summoner tries to recuperate as the poison takes hold of his body. End turn. Refill hand.Recharging: 1d6 ⇒ 2 Scrying Mirror recharged. ![]()
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![]() Balazar heads towards the Tarworks and summons Padrig. He concentrates for a moment as he tries to summon another creature from a different plane. An Acid Mantis heeds his call. Recharging Detect Magic to draw Acid Mantis from the box. The names aren't showing on the random monster section. I just found out the name on the card text. Amidst the tar and other chemicals, he spots a Noxious Bomb. He checks to see if he can manipulate an object. Noxious Bomb DC 5 Intelligence: 1d8 ⇒ 6 Acquired He now asks the assistance of his Blackwing Librarian so they could further explore the location. They spot a curious looking armor and identify it as an Armor of the Sands. With Padrig's aid, he tosses the Noxious Bomb aside to try and acquire the armor. Recharging Noxious Bomb to use Arcane check via Padrig's power Armor of the Sands DC 6 Fortitude: 1d12 + 2 ⇒ (4) + 2 = 6 Acquired The summoner and the eidolon take their time as they rest for now. End Turn. Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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![]() Initiative: 1d1000 ⇒ 454 Starting at Tarworks. I'm fine with using Google Hangouts for updates and stuff. Also, could you also prepare a template for random monsters because I might use it often for Balazar's power. Balazar wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2 Constituion d6 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [ ]+1 [ ]+2 [ ]+3 Knowledge: Intelligence +2 Wisdom d6 [ ]+1 [ ]+2 Charisma d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4 Arcane: Charisma +2 Favored Card: Spell
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