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Botting Oloch. Hour is Pharasma

Oloch moves to Apothecary.

Explore: Heavy Pick +1

Heavy Pick +1:
Heavy Pick +1
RotR
Weapon 2
Traits:
Magic
Melee
Pick
Piercing
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Melee 11: 1d10 + 4 ⇒ (8) + 4 = 12

Acquire, but will discard at EOT

Oloch wrote:

Hand: Cure, Sacred Candle, Flaming Mace, Prayer, Commune,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Hero Points: 4
NOTES:
Available Support: Blessings are available for use.
Power: Discard a card and I can fight your monster (Same Location).
Power: I can discard a Blessing or Spell to add 1d4/Magic to Combat (Same Location).
Divine Fortune: Display: Local Checks get +1d6
Longbow: Recharge to add 1d6 to combat (Another Location).

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Gorum, Abadar's Law, Mokmurian's Club, Shock Greatsword +2, Gray Maiden Plate, Helm of the Valkyrie, The Empty Throne, Blessing of Kols, Divine Fortune (D), Shock Glaive, Divine Fortune (WP)
Recharged: Blessing of Abadar,
Discard Pile: Twitch Tonic, Blessing of Sarenrae,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Heavy Armor, Weapons, Divine
POWERS:
When another character at your location would fail to defeat a monster, that character may discard a card to evade the monster, then you encounter it.
When you attempt a check, you may display any number of blessings and spells; for each card displayed, add 1 ([ ] 2) to your check. Before you reset your hand, recharge the displayed cards. ([X] you may reset your hand at the start of your turn.)
[X] You may recharge a blessing or a spell ([ ] or reveal an armor) to add 1d4 ([ ] +1) and the Magic trait to a check by a character at your location to defeat a monster.
[ ] After you banish, bury, discard, or recharge an armor for its power, a character at your location may shuffle a random card from his discard pile into his deck ([ ] and another such character may do so).
[X] When you would discard a weapon for its power, you may reveal a card that has the Divine trait to recharge the weapon instead of discarding it. ([ ] Then you may shuffle your deck.)


Oloch will explore Deeper Dungeons.

Vicious Trident +1:
Vicious Trident +1
RotR
Weapon 3
Traits:
Magic
Melee
Piercing
Polearm
To Acquire:
Strength
Melee 12
For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced

Melee 12: 1d10 + 4 ⇒ (9) + 4 = 13

Acquired. Will end turn here.

Oloch will discard Vicious Trident +1

Oloch wrote:

Hand: Cure, Sacred Candle, Flaming Mace, Prayer, Commune,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Hero Points: 4
NOTES:
Available Support: Blessings are available for use.
Power: Discard a card and I can fight your monster (Same Location).
Power: I can discard a Blessing or Spell to add 1d4/Magic to Combat (Same Location).
Divine Fortune: Display: Local Checks get +1d6
Longbow: Recharge to add 1d6 to combat (Another Location).

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Empty Throne, Shock Greatsword +2, Shock Glaive, Mokmurian's Club, Helm of the Valkyrie, Blessing of Kols, Blessing of Gorum, Divine Fortune (D), Abadar's Law, Divine Fortune (WP), Gray Maiden Plate
Recharged: Blessing of Abadar,
Discard Pile: Twitch Tonic, Blessing of Sarenrae,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Heavy Armor, Weapons, Divine
POWERS:
When another character at your location would fail to defeat a monster, that character may discard a card to evade the monster, then you encounter it.
When you attempt a check, you may display any number of blessings and spells; for each card displayed, add 1 ([ ] 2) to your check. Before you reset your hand, recharge the displayed cards. ([X] you may reset your hand at the start of your turn.)
[X] You may recharge a blessing or a spell ([ ] or reveal an armor) to add 1d4 ([ ] +1) and the Magic trait to a check by a character at your location to defeat a monster.
[ ] After you banish, bury, discard, or recharge an armor for its power, a character at your location may shuffle a random card from his discard pile into his deck ([ ] and another such character may do so).
[X] When you would discard a weapon for its power, you may reveal a card that has the Divine trait to recharge the weapon instead of discarding it. ([ ] Then you may shuffle your deck.)


Turn Order: Kyra, Valeros, Thargrap
Out of Turn Updates: Kyra heals Thargrap for 6.
Heal Bound Elemental, Gallivance, Pyrotechnic Blast, and Blessing of Iomedae. Receive Earthbreaker from Valeros

Turn: Turn 8 - The Mountain Man

The Mountain Man:
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.

Hour Power: On your Strength or Constitution check, you may recharge a card to reroll.

SOT: N/a

Move: Stay at Ossuary

Explore: Accursed Priest

Accursed Priest:
Accursed Priest
Core
Monster 1
Traits:
Cleric
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.

For combat, reveal Earthbreaker to do Melee+2d6. Banish the buried Vampire to add 1d8. Kyra adds 1d6 and Magic trait

Combat 11+3+3=17: 1d10 + 4 + 2d6 + 1d8 + 1d6 ⇒ (2) + 4 + (5, 4) + (2) + (4) = 21

Defeated so bury. Bury Blessing of Abraxas due to AYA power.

End Turn: Reset hand. Reveal Byzantine Lexicon to treat hand size as 1 higher.

Recovery: N/a

[u]Summary[/u]:
Move: Ossuary
Acquired: N/a
Banished: Ossuary Card 2: Accursed Priest
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Thargrap wrote:

Hand: Earthbreaker, Enervation (loot), Pyrotechnic Blast, Blackjacket, Byzantine Lexicon,

Displayed: Blood God Nulgreth,
Deck: 12 Discard: 0 Buried: 5
Current Location: Ossuary
Hero Points: 3
Paizo Reroll: 7-3B USED
NOTES:
Available Support: When local character defeats monster: Bury it
May bury a discarded card or banish a buried card to add 1d8 to any local combat check
Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Maat, Ring of Protection (loot), Blessing of Thoth, Blessing of Sivanah, Dwarven Longhammer +1, Fiery Weapon, Fire Snake, Fly, Bound Elemental, Blessing of Iomedae, Gallivance
Recharged:
Discard Pile:
Buried Pile: Ghast (lvl 3), Plague Zombie (lvl 2), Blackwing Librarian, Accursed Priest (lvl 1), Blessing of Abraxas,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☑ +1 ☐ +2 ☐ +3
Arcane: Charisma +2

A Night in Bloodthorne Manor Reward: “When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.”
Favored Card: Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Weapons Arcane
POWERS:
On your (☑ or a local) check against a monster, you may bury a card from your discard or banish a buried card to add 1d6 (☑1d8)(☐1d12).
When a local character defeats a monster (☐ or barrier) and would banish it, you may bury it instead.
☑You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth).
☐On your combat check (☐ or your check against a bane), if your cohort Blood God Nulgreth is not displayed, add 1d8.
☐ When you defeat a monster, you may heal a card or remove 1 of your scourges
☐ When another local character discards a boon for its power, they may put it in your discards
☐ When you gain this feat, check a feat box on your cohort Blood God Nulgreth


Blood God Nulgreth:

Traits: Outsider, Eidolon, Arcane, Veteran, Owner: Thargrap
POWERS:
Display. When displayed:
On your Strength of Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or move.
☑When you encounter a monster, reload to ignore its before or after acting power
☐Reload to avenge; during this encounter, your checks are blessed


Botting Valeros

Valeros will recharge The Tangled Briar and reveal Giantbane Greataxe to do Melee+1d12+1. Kyra adds 1d6 and Magic trait. Recharge Battleaxe to add 1d4.

Combat 10+3+3=16: 1d10 + 3 + 1d12 + 1 + 1d6 + 1d4 ⇒ (1) + 3 + (11) + 1 + (5) + (1) = 22


Will bot Seoni. Seoni must do Acrobatics, Fortitude, Perception, or Survival or discard top card of deck. Talitha will bury Blessing of the Seventh Veil to bless check twice. Draw Staff of Heaven and Earth

Perception 4+4=8: 3d8 + 3 ⇒ (8, 6, 7) + 3 = 24

Rabbit Spotted


Will bot Ezren as he is travelling all day. Ezren will put Fire Snake in recovery to use Arcane instead of Strength to close. Celeste will put Good Omen in recovery to add 2 to check.

Arcane 5: 1d12 + 3 + 2 ⇒ (7) + 3 + 2 = 12

Guard Tower is officially guarded.

We win?


Turn Order: Athnul, Raz, Salim, Mavaro, Adowyn, Olenjack
Out of Turn Updates: None
Turn: Turn 15 Blessings Deck Card 2 Athnul/Mhuirich

Blessing of the Elements:
Blessing of the Elements
MM
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

SOT: None
Give Card: No
Move: Go to Embalming Parlor

Explore: 1/ Malfunctioning Deathtrap

Malfunctioning Deathtrap:
Malfunctioning Deathtrap
MM
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

Dexterity 5: 1d6 ⇒ 5

Defeated. Discard Blessing of Samurai to explore again.

Explore 2: Sun Falcon

Sun Falcon:
Sun Falcon
MM
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

Can't use Amulet of Fiery Fist as falcon is immune. Recharge Blessing of Samurai to add Wisdom skill, bludgeoning, and magic traits.

Combat 11: 1d6 + 2 + 1d10 + 2 ⇒ (4) + 2 + (9) + 2 = 17

Defeated. Sun Falcon is shuffled into Blessing deck. Don't want to kill Athnul while I'm botting her so will end turn here.

EOT: End turn, reset hand.

Athnul wrote:

Hand: Amulet of Fiery Fists, Gem of Physical Prowess, Mastiff, Blessing of Gorum, Blessing of Angradd,

Displayed:
Deck: 6 Discard: 6 Buried: 0
Current Location: Embalming Parlor
Hero Points: 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Ra (trade), Ring of Wave Walking
Recharged: Falconer, Falcon, Mask of the Forgotten Pharaoh, Blessing of the Samurai 3,
Discard Pile: Blessing of Cayden Cailean, Camel, Quartermaster, Viking Shieldmaster, Blessing of Gozreh, Blessing of the Samurai 2,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait (☑ and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. (☑ Then you may recharge that blessing to explore your location.)

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (13)
Notes for Adowyn: Reroll used
Notes for Olenjack: Remove Curse available
Notes for Mavaro: Reroll used. Bladeguard is banished for Adowyn
Additional Info 1: Careful overshooting banes; Cohort +/-2 for defeat checks at location plus examine bottom and may shuffle
Additional Info 2: Blessing deck random
Ridaiya Merai, Athnul - Embalming Parlor 3-9 remain //
Hall of Blessed Rebirth CLOSED //
Vizier's Hill CLOSED //
Olenjack - Alchemical Laboratory CLOSED
Raz - Scorched Ruins CLOSED //
Mavaro, Adowyn - Mumia Lab 3,5-7 remain // 3=Tussah silk coat, 5=Cure 6=? Monster 7=Villain
Salim - Stonework Passages CLOSED //
Sepulcher of the Servant 1-11 remain


Turn Order: Olenjack, Athnul, Raz, Salim, Mavaro, Adowyn
Out of turn updates: None
Turn: Turn 9 – Blessings Deck Card 2 Athnul/Mhuirich

Blessing of the Ancients:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

SOT: N/a
Give card: N/a
Move: Move to Hall of Blessed Rebirth w/ Ridaiya Merai
Explore 1: Blessing of Pharasma

Blessing of Pharasma:
Blessing of Pharasma
MM
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Intelligence 5: 1d4 ⇒ 3

Discard Quartermaster to explore again. Add swashbuckling trait to non-combat checks.

Explore 2: Emperor Cobra

Emperor Cobra:
Emperor Cobra
MM
Monster B
Traits:
Animal
Poison
Basic
To Defeat:
Stealth 6
OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.

Recharge Falcon to add Wisdom skill and bludgeoning and magic traits.

Combat 8: 1d6 + 2 + 1d10 + 2 ⇒ (5) + 2 + (9) + 2 = 18

Defeated Emperor Cobra by more than 5 so need to check bottom card of location deck to see if boon. Desert Trapper is bottom card. No scourge. Have to check First Law

First Law Check: 1d10 + 2 + 8 ⇒ (3) + 2 + 8 = 13

Athnul becomes Ravenous! Curses! First Law is banished!

Desert Trapper:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.

Discard Viking Shieldmaster to explore again. Add 1d4 to combat checks that have melee trait.

Explore 3: Warrior Dolls

Warrior Dolls:
Warrior Dolls
MM
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Will recharge Mask of the Forgotten Pharaoh to add Wisdom skill, bludgeoning trait and magic trait. Does not have melee trait so no extra d4.

Combat 10+4=14: 1d6 + 2 + 1d10 + 2 ⇒ (3) + 2 + (9) + 2 = 16

Defeated by at least 2 but not more than 5 so everything is good. Can attempt to close location. Will discard Blessing of Gozreh to bless twice since this is a check to close a location.

Wisdom 7: 3d10 + 2 ⇒ (3, 8, 4) + 2 = 17

Can discard any curse next to a character. Discard Curse of the Ravenous from Athnul. Need to see where Ridaiya Merai travels to. Four locations open

Movement: 1d4 ⇒ 1 . Ridaiya Merai moves to Embalming Parlor

EOT: Reset hand.

Athnul wrote:

Hand: Blessing of the Samurai 2, Blessing of Gorum, Amulet of Fiery Fists, Blessing of the Samurai 3, Gem of Physical Prowess,

Displayed:
Deck: 7 Discard: 5 Buried: 0
Current Location: Hall of Blessed Rebirt
Hero Points: 1
NOTES:
Available Support: Blessing available for use, but save one to guard the location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mastiff, Ring of Wave Walking, Blessing of Ra (trade), Blessing of Angradd
Recharged: Falconer, Falcon, Mask of the Forgotten Pharaoh,
Discard Pile: Blessing of Cayden Cailean, Camel, Quartermaster, Viking Shieldmaster, Blessing of Gozreh,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait (☑ and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. (☑ Then you may recharge that blessing to explore your location.)

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (7)
Notes for Adowyn: Reroll used. Recharged BotA. Discarded Shock Bow.
Notes for Olenjack: Remove Curse available
Notes for Mavaro: Reroll used. Curse of Poisoning. Will recharge Remove Curse on Adowyn’s SoT to remove.
Additional Info 1: Careful overshooting banes; Cohort +/-2 for defeat checks at location plus examine bottom and may shuffle
Ridaiya Merai - Embalming Parlor 1-10 remain //
Athnul - Hall of Blessed Rebirth CLOSED //
Vizier's Hill CLOSED //
Olenjack - Alchemical Laboratory CLOSED x, y remain // x and y are Alchemical Items
Raz, Adowyn - Scorched Ruins 2-8 remain // 2=Warrior Dolls (Henchman), 8=Caravan Raider
Mumia Lab 1-10 remain // 1=Blade Guard
Mavaro, Salim - Stonework Passages CLOSED //
Sepulcher of the Servant 1-10 remain


Turn Order: Athnul, Raz, Salim, Mavaro, Adowyn, Olenjack
Out of Turn Updates: None
Turn: Turn 3 Blessing of the Elements

Blessing of the Elements:
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

SOT: None
Give Card: No
Move: Stay at Vizier's Hill

Explore: 1/Warrior Dolls

Warrior Dolls:
Warrior Dolls
MM
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Will recharge Falconer to add Wisdom skill, bludgeoning, and magic traits. Will use Blessing of Cayden Cailean to bless.

Combat 10+4=14: 2d6 + 2 + 1d10 + 2 ⇒ (4, 4) + 2 + (2) + 2 = 14

Defeated but not by at least 2. Will shuffle a random barrier into a random open location.

Random Barrier Location: 1d8 ⇒ 5 Shuffle random barrier into Scorched Ruins.

Can attempt to close. Take 1 poison damage. Discard Camel. Then Perception 6 check.

Perception 6: 1d10 + 4 ⇒ (2) + 4 = 6

Location is closed

EOT: End turn, reset hand.

Athnul wrote:

Hand: Mask of the Forgotten Pharaoh, Viking Shieldmaster, Falcon, Quartermaster, Blessing of Gozreh,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Current Location: Vizer's Hill
Hero Points: 1
NOTES:
Available Support: Blessing available for use, but save one to guard the location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Angradd, Ring of Wave Walking, Blessing of Ra (trade), Blessing of the Samurai 3, Mastiff, Blessing of the Samurai 2, Amulet of Fiery Fists, Blessing of Gorum, Gem of Physical Prowess
Recharged: Falconer,
Discard Pile: Blessing of Cayden Cailean, Camel,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 [ooc]☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait (☑ and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. (☑ Then you may recharge that blessing to explore your location.)

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (3)
Notes for Adowyn: Reroll used
Notes for Mavaro: Remove Curse is recharged
Additional Info 1: Careful overshooting banes; Cohort +/-2 for defeat checks at location plus examine bottom and may shuffle
Embalming Parlor 1-10 remain
Hall of Blessed Rebirth 1-10 remain
Vizier's Hill CLOSED //
Olenjack - Alchemical Laboratory 1-7 remain // 7=Cure, on bottom of deck
Raz - Scorched Ruins 1-11 remain // ?=Trapped Locker
Mumia Lab 1-10 remain
Ridaiya Merai, Adowyn, Mavaro, Salim - Stonework Passages 1-5 remain // 1=Corridor Dart Trap 5=Splint Mail
Sepulcher of the Servant 1-10 remain


Raz is botting for Athnul.

Athnul will start at Vizier's Hill.

Athnul will go to Sunburst Trader to trade in a Blessing of Samurai for Blessing of Ra
I looked at previous post's of Athnul and say she did the same thing previously

Athnul wrote:

Hand: Camel, Falconer, Quartermaster, Blessing of Gozreh, Blessing of Cayden Cailean,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Vizer's Hill
Hero Points: 1
NOTES:
Available Support: Blessing available for use, but save one to guard the location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Amulet of Fiery Fists, Mask of the Forgotten Pharaoh, Blessing of the Samurai 3, Blessing of the Samurai, Falcon, Blessing of Angradd, Gem of Physical Prowess, Blessing of the Samurai 2, Blessing of Gorum, Ring of Wave Walking, Mastiff
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait (☑ and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. (☑ Then you may recharge that blessing to explore your location.)