Turn 18: Adowyn/Blessing of Horus Move to Ruined Temple Explore Ruined Temple Card #1: Anubis Staff Divine 6 to acquire Anubis Staff, adding d6 for it being first explore of turn:1d8 + 5 + 1d6 ⇒ (6) + 5 + (5) = 16Acquired Discard Swiftshooter to draw card: Aspect of the Wolf and explore Ruined Temple Card #2: Infernal Contract
Adowyn finds another contract, and debates whether to even pick it up.
Hmm, just recharge Anubis Staff to evade. That's a tough check for her.
Nah.
Discard Compass to explore next Ruined Temple Card:1d3 ⇒ 1That's the contract again. Forget it; recharge Aspect of the Wolf to evade. Reset hand and end turn.
Adowyn wrote:
Hand: Whip of Centipedes, Celestial Crossbow +3, Blessing of Old Deadeye, Blessing of Shizuru, Blessing of Abadar, Animal Call,
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Turn 14: Adowyn/Blessing of Ptah. On a side note, Skizza is listed at both turns 13 & 14... probably want to fix that. Move to Pleasure Barge. Explore Pleasure Barge Card #1:Infernal Contract Draw card for encountering Barrier: Gem of Physical Prowess. Oh, that is super sweet, assuming I get to try to close the location! Perception 17 to defeat Infernal Contract, discarding Blessing of Erastil and adding 1d6 for it being during first explore:1d8 + 5 + 1d8 + 1d6 ⇒ (5) + 5 + (3) + (5) = 18Oh, how sweet it is. Defeated and displayed.
The good woman is averse to evil in all its forms, but she will do what must be done in order to defeat this, their greatest foe. She finds and pockets an infernal contract that must surely come in handy in the last confrontation.
Charisma 9 to close location, discarding second Blessing of Erastil and Gem of Physical Prowess to make it a dexterity check:1d10 + 4 + 1d10 ⇒ (9) + 4 + (6) = 19Location closed! At end of turn, will recharge Blessing of Erastil for location power. Reset hand and end turn.
Adowyn wrote:
Hand: Whip of Centipedes, Celestial Crossbow +3, Blessing of Old Deadeye, Blessing of Shizuru, Compass, Swiftshooter,
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Turn 11: Adowyn/Blessing of Wadjet Hand Major Cure to Grazzle. Move to Peasant Tombs, since we don't know for sure that it doesn't have a boon as top card. Examine Peasant Tombs Card #1: Shattertouch Shotel +2. Ah well, worth a shot. Due to Curse of the Sphinx, recharge hand, then reset hand, then discard a card.
Adowyn wrote:
Hand: Blessing of Erastil 2, Celestial Crossbow +3, Blessing of Old Deadeye, Monkey, Gem of Physical Prowess, Blessing of Erastil 1,
Displayed: Leryn, Xandhul Bloodsbane III, Curse of the Sphinx, Curse of Daybane,
Deck: 10 Discard: 3 Buried: 1
Notes: Blessings as needed. Shirt reroll? Available.
Sideboard cards:
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
NOW explore Peasant Tombs Card #1: Shattertouch Shotel +2 Dexterity 12 to acquire Shattertouch Shotel +2, adding d6 for it being first check of turn:1d10 + 4 + 1d6 ⇒ (1) + 4 + (1) = 6Failure; banished. Ha!
Discard Monkey to examine Peasant Tombs Card #2: The Evil Eye Since I examined it, banish the card and draw a random scourge for box. Scourge:1d6 + 4 ⇒ (2) + 4 = 6 Display Curse of Withering Reset hand and end turn.
Adowyn wrote:
Hand: Blessing of Erastil 2, Celestial Crossbow +3, Blessing of Old Deadeye, Blessing of Shizuru, Compass, Blessing of Erastil 1,
Displayed: Leryn, Xandhul Bloodsbane III, Curse of the Sphinx, Curse of Daybane, Curse of Withering,
Deck: 8 Discard: 5 Buried: 1
Notes: Blessings as needed. Shirt reroll? Available.
Sideboard cards:
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Forgot to try to recharge Aspect of the Wolf, Divine 10:1d8 + 5 ⇒ (2) + 5 = 7Failure; discarded. Amended hand:
Adowyn wrote:
Hand: Frozen Crossbow, Daikyu of Command, Polar Bear, Dwarf Allosaurus, Humanbane Crossbow +2, Major Cure,
Displayed: Leryn, Xandhul Bloodsbane III, Curse of the Sphinx, Curse of Daybane,
Deck: 11 Discard: 3 Buried: 1
Notes: I've got some extra weapons in hand, so if you need some love on a check, she'll discard one to add 1d4 + 1 to your check. Shirt reroll? Available.
Sideboard cards:
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Off-turn: Adowyn healed two cards. Thanks! Healed card #1:1d4 ⇒ 4Blessing of Erastil Healed card #2:1d3 ⇒ 1Monkey
Turn 7: Adowyn/Blessing of Ra Examine (for Sphinx) and then explore Guardian Vault Card #1: Telekinetic Enucleation Draw card for encountering Barrier: Polar Bear Display Aspect of the Wolf Disable 16 to defeat Telekinetic Enucleation, adding d6's for Aspect of the Wolf and it being first check of turn:1d10 + 6 + 1d6 + 1d6 ⇒ (10) + 6 + (6) + (1) = 23Very nice! Banished.
Traps no longer hold any fear for the hunter. As Leryn sniffs about, she ties a bandage around her head - to keep the sweat out of her eyes - and picks this newest machine apart.
Because of Curse of the Sphinx, Adowyn would have to reset, recharge and discard a card if she tried to explore any more. So, reset hand and end turn. Then she is shuffled off to a new location because of Guardian Vault power. New location:1d7 ⇒ 3Sepulcher of the Servant
Adowyn wrote:
Hand: Frozen Crossbow, Daikyu of Command, Polar Bear, Dwarf Allosaurus, Humanbane Crossbow +2, Aspect of the Wolf,
Displayed: Leryn, Xandhul Bloodsbane III, Curse of the Sphinx, Curse of Daybane,
Deck: 12 Discard: 2 Buried: 1
Notes: I've got some extra weapons in hand, so if you need some love on a check, she'll discard one to add 1d4 + 1 to your check. Shirt reroll? Available.
Sideboard cards:
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Discard Animal Call to draw Elk. Discard Elk to explore Guardian Vault Card #3: The Evil Eye Draw card for encountering Barrier: Swiftshooter Evil Eye is a Divine 20 to beat; pretty unlikely for Adowyn, so she'll just eat the scourge and banish Evil Eye. Bad Things Happen to Good People, and also to me:1d6 + 4 ⇒ (4) + 4 = 8Curse of the Sphinx
Discard Swiftshooter to draw card - Bearskin Armor - then explore Guardian Vault Card #4. First examine as per newly-acquired scourge: Contract Devil. Not a boon, so no effect. That's a very fussy BYA, but will discard a Blessing for it. Divine 13 for BYA, discarding Blessing of Erastil:1d8 + 5 + 1d8 ⇒ (3) + 5 + (7) = 15Go me! Combat 23 to defeat Contract Devil, revealing Daikyu of Command and recharging Blessing of Shiuzuru:1d10 + 7 + 1d6 + 2 + 2d10 ⇒ (8) + 7 + (4) + 2 + (6, 9) = 36Defeated, and the henchman gets shuffled into a random open location. Randiom location:1d7 ⇒ 5Ruined Temple Hmm, so, it's not a closing henchman? My confusion is reflected in my post in the Hangout... in the meantime, I guess I'll just end my turn, which will send me to another location.
Reset hand and end turn. Move to random location as per location power. Random location:1d7 ⇒ 1Here! Well, that's cool, I guess.
Adowyn mislikes devils of all kinds. When one appears, she does her best to bring the thing down, but it just blinks away.
Adowyn wrote:
Hand: Frozen Crossbow, Daikyu of Command, Bearskin Armor, Dwarf Allosaurus, Humanbane Crossbow +2, Aspect of the Wolf,
Displayed: Leryn, Xandhul Bloodsbane III, Curse of the Sphinx, Curse of Daybane,
Deck: 11 Discard: 4 Buried: 0
Notes: I've got some extra weapons in hand, so if you need some love on a check, she'll discard one to add 1d4 + 1 to your check. Shirt reroll? Available.
Sideboard cards:
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Turn 19: Adowyn/Blessing of the Lady of Graves As discussed in Hangout, not crazy about Adowyn's chances against the Villain, so will join Skizza at Ghoul Square to guard it for his combat against said Villain. Note for that combat; both my crossbows add to combats at other locations, so use on the Villain fights. Frozen Crossbow gives d8 and Cold, Humanbane Crossbow gives 1d4 + 1, with an extra d8 against humans.
Reset hand and end turn, discarding Major Cure, Whip of Centipedes and [B[Dagger of Doubling[/B] to try for some more blessings.
Adowyn wrote:
Hand: Blessing of Erastil 1, Daikyu of Command, Frozen Crossbow, Blessing of Shizuru, Monkey, Humanbane Crossbow +2,
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Off-turn Grazzlication for two cards First card healed:1d6 ⇒ 4Black KIss Second card healed:1d5 ⇒ 3Elk
Turn 15: Adowyn/Blessing of the Elements Explore Peasant Tombs Card #1: Steel Scorpion
One thing her time in this land has taught her is that it is not always best to acrobatically avoid a trap when triggered - sometimes it is better to take the thing apart before it ever blows up, or whatever. This new one is such a case.
Draw Major Cure for encountering Barrier. Grazzle, wants this? If we can end up in the same location, happy to hand it to you. Disable 10 to defeat Steel Scorpion, adding d6 for it being first explore of turn:1d10 + 6 + 1d6 ⇒ (1) + 6 + (1) = 8 Shirt reroll on the d10:1d1 ⇒ 1Nope, three ones; RNG really wanted me to fail to this. Poison damage:1d4 ⇒ 3NOW I get higher than a 1. Discard Whip of Centipedes, Dagger of Doubling and Humanbane Crossbow +2 for damage.
Of course, she reflects as she draws the poison barbs from her skin, you'd need to know how to dismantle something.
EDIT AS PER HANGOUT: USE MAAT TO BEAT CHECK.
Discard Compass to explore next card at location:1d4 ⇒ 1Blessing of the Ancients. Auto-acquire Discard Blessing of the Ancients to explore next Peasant Tombs card:1d3 ⇒ 2Polymorph Gas
Naturally, the barbs are accompanied by poison gas.
Draw Blessing fo Abadar for encountering Barrier. Nice! Perception 14 to defeat Polymorph Gas, discarding Blessing of Abadar:1d8 + 5 + 2d8 ⇒ (5) + 5 + (2, 8) = 20Some luck, finally! Defeated and banished.
The wolf smells it in enough time to get out them out of there, though. Thank goodness for Leryn's keen nose.
Reset hand and end turn.
Corrected hand:
Adowyn wrote:
Hand: Whip of Centipedes, Frozen Crossbow, Blessing of Shizuru, Dagger of Doubling 2 (acquired), Major Cure, Humanbane Crossbow +2,
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Turn 11: Adowyn/Blessing of Osiris Explore Peasant Tombs Card #1: Black Kiss. Oh, shoot. Couldn't even possibly hit a Charisma 10 without a Blessing, so will do so. Charisma 10 to acquire Black KIss, adding d6 for being first explore of turn and discarding Blessing of Erastil:1d6 + 1d6 + 1d6 ⇒ (6) + (1) + (5) = 12Acquired! That was expensive for an Ally 1.
A friendly face smiles at Adowyn as she passes. When the dagger flashes out, the hunter nimbly grabs the miscreant's wrist, and holds it hard. The villain begins talking quickly, apologizing and promising riches and assistance. Frowning, Adowyn lets the woman go. She bows obsequiously.
Discard Elk to explore Peasant Tombs Card #2: Dagger of Doubling. Really, again?
The hunter picks up the villain's knife where she dropped it. Mighty nice blade!
Ranged 10 to acquire Dagger of Doubling, adding d6 for the Elk:1d10 + 7 + 1d6 ⇒ (6) + 7 + (4) = 17Acquired, again! Dagger of Doubling indeed.
She pockets it, following the direction of that blademaster leads.
Discard Black KIss to explore Peasnt Tombs Card #3: Mummy Golem
When another undead begins moaning down the passageway toward her, she doesn't even break stride, but draws a crossbow from the sheaths mounted on Leryn's back.
Recharge the Aspect of the Wolf for scenario power. Combat 18 to defeat Mummy Golem, revealing Humanbane Crossbow +2 and discarding Blessing of Old Deadeye, to actively try to hit the 31 it would take to not get a scourge:1d10 + 7 + 1d10 + 2 + 1d10 ⇒ (7) + 7 + (8) + 2 + (7) = 31Whoah! I'll take it.
She and her wolf companion hop over the decaying remains and move forward.
Reset hand and end turn.
Adowyn wrote:
Hand: Dagger of Doubling 2 (acquired), Whip of Centipedes, Frozen Crossbow, Blessing of Shizuru, Humanbane Crossbow +2, Compass,
Displayed: Leryn, Xandhul Bloodsbane III,
Deck: 13 Discard: 6 Buried: 0
Notes: Blessing as needed. Shirt reroll? Available.
Sideboard cards:
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Turn 7: Adowyn/Blessing of Abadar I think I'll leave the Revenant Vampire for Grazzle, right? Since he can beat it with a Divine check and has a great shot at the Closing of the location. Will go to Peasant Tombs instead. Explore Peasant Tombs Card #1: Twitch Tonic Intelligence 6 to acquire Twitch Tonic, adding d6 for it being first explore of turn:1d6 + 1d6 ⇒ (1) + (1) = 2Failure, banished.
Adowyn stalks down a lonely hall, ears peeled for undead attackers. She shears a soft crunch, and looks down to see she has stepped on a small blue vial. What was in it she'll never know.
Discard Polar Bear to explore Peasant Tombs Card #2: Dagger of Doubling Ranged 10 to acquire Dagger of Doubling:1d10 + 7 ⇒ (5) + 7 = 12Acquired.
The dagger next to the broken glass looks more useful, however.
Reset hand and end turn, discarding Dagger of Doubling as free discard.
Adowyn wrote:
Hand: Humanbane Crossbow +2, Elk, Frozen Crossbow, Blessing of Erastil 2, Aspect of the Wolf, Blessing of Old Deadeye,
Displayed: Leryn, Xandhul Bloodsbane III,
Deck: 15 Discard: 2 Buried: 0
Notes: Blessings as needed. Shirt reroll? Available.
Sideboard cards:
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Adowyn's extra Curse:1d6 + 4 ⇒ (3) + 4 = 7Curse of Fevered Dreams OK, so her end of turn now has her recharging hand and drawing 1d4 +1 cards. Hand size for Dreams:1d4 + 1 ⇒ (4) + 1 = 5Oh, nice as possible. New hand:
Adowyn wrote:
Hand: Humanbane Crossbow +2, Polar Bear, Frozen Crossbow, Blessing of Erastil 2, Aspect of the Wolf,
Displayed: Leryn, Xandhul Bloodsbane III, Curse of Blindness, Curse of the Ravenous, Curse of Daybane, Curse of Fevered Dreams,
Deck: 13 Discard: 4 Buried: 0
Notes: Shirt reroll? Available.
Sideboard cards:
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Discard Augury and examine top three cards of location, calling Monster. Examine Guardian Vault Card #2: Curse of the Netheshuun. Fill fail trigger, so will encounter. Hmm, avoiding this was the point of Augury. Draw Major Cure for encountering Barrier Disable 17 to defeat Curse of the Netheshuun, discarding Blessing of Shizuru:1d10 + 6 + 1d10 ⇒ (10) + 6 + (4) = 20Defeated! Banished. (Still doing Augury) Examine Guardian Vault Card #3: Frost Sling +1 Examine Guardian Vault Card #4: Revenant Court Vampire. Monster 7! Put on top of deck. Wisdom 8 to recharge Augury:1d8 + 5 ⇒ (2) + 5 = 7[Discarded.
Discard Elk to explore Revenant Court Vampire Discard Gem of Physical Prowess to play Celestial Crossbow +3[/B] Combat 27 to defeat Revenant Court Vampire, revealing Celestial Crossbow +3, which gives added 2d6 for Undead trait and adding d6 for Elk power:1d10 + 7 + 1d8 + 3 + 2d6 + 1d6 ⇒ (9) + 7 + (3) + 3 + (2, 4) + (3) = 31Defeated! Banished. Get a scourge for my troubles:1d6 + 4 ⇒ (5) + 4 = 9Curse of Blindness And also suffer a scourge to close location:1d6 + 4 ⇒ (1) + 4 = 5Curse of the Ravenous
Move to a random location for closing location:1d7 ⇒ 1Ghoul Square Reset hand and end turn.
Adowyn wrote:
Hand: Compass, Dwarf Allosaurus, Whip of Centipedes, Bearskin Armor, Celestial Crossbow +3, Major Cure,
Displayed: Leryn, Xandhul Bloodsbane III, Curse of Blindness, Curse of the Ravenous, Curse of Daybane,
Deck: 12 Discard: 4 Buried: 0
Notes: Shirt reroll? Available.
Sideboard cards:
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Turn 22: Adowyn/Blessing of Isis Move to Eternal Arena, I guess. Explore Eternal Arena Card #1: Skull Ripper
An increasingly martially-inclined Adowyn hardly pauses before firing at the little machine that clacks out of a hidden compartment in the ground.
Combat 14 to defeat Skull Ripper, revealing Celestial Crossbow +3 and it being first explore of turn:1d10 + 7 + 1d8 + 3 + 1d6 ⇒ (7) + 7 + (7) + 3 + (1) = 25Defeated; banished.
The thing explodes in a tiny geyser of gears.
Discard Blessing of Old Deadeye to explore Eternal Arena Card #2: Furies of the Drowned Desert BYA irrelevant; only using one card anyway. Combat 21 to defeat Furies of the Drowned Desert, revealing Celestial Crossbow +3 and adding d8 for Deadeye trait:1d10 + 7 + 1d8 + 3 + 1d8 ⇒ (6) + 7 + (5) + 3 + (3) = 24Defeated; banished.
Encounter random monster to close location: Guecubu Difficulty increase for Undeadness:1d12 ⇒ 7 Combat 22 to defeat Guecebu, revealing Celestial Crossbow +3 and adding 2d6 for undeadness via the crossbow:1d10 + 7 + 1d8 + 3 + 2d6 ⇒ (6) + 7 + (6) + 3 + (2, 2) = 26Defeated; locatyion closed but I get two Scourges, one for the AYA and one for not defeated the check by more than six, because I needed another few obviously Scourge the first:1d10 ⇒ 6Curse of Withering Scourge the second:1d10 ⇒ 7Curse of Fevered Dreams Recharge cards for closing location:1d4 - 1 ⇒ (4) - 1 = 3That's the whole discard.
Reset hand and end turn. Due to Curse, recharge entire hand then draw 1d4 + 1 cards. Curse hand size:1d4 + 1 ⇒ (2) + 1 = 3
Adowyn wrote:
Hand: Humanbane Crossbow + 2, Whip of Centipedes, Dwarf Allosaurus,
Displayed: Leryn, Xandhul Bloodsbane III, Curse of Vulnerability, Curse of Withering, Curse of Fevered Dreams,
Deck: 18 Discard: 0 Buried: 4
Notes: Shirt reroll? Used.
Sideboard cards:
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Turn 18:Adowyn/Blessing of the Ancients Explore Chisisek's Tomb Card #1: Rukh
Grazzle arrives, and soon Adowyn feels her old self again. The two speak quietly for a moment, and then the hunter sees a shadow pass across the healer's face. It is a rukh overhead! The rejuvenated ambusher raises her crossbow.
Difficulty increase:1d12 ⇒ 6 Combat 19 to defeat Rukh, first roll, revealing Celestial Crossbow +3, it being undead, and it being the first explore of turn:1d10 + 7 + 1d8 + 3 + 2d6 + 1d6 ⇒ (7) + 7 + (1) + 3 + (1, 1) + (4) = 24Beat the check, but will get a Scourge Combat 19 to defeat Rukh, second roll, revealing Celestial Crossbow +3, it being undead, and it being the first explore of turn:1d10 + 7 + 1d8 + 3 + 2d6 + 1d6 ⇒ (5) + 7 + (2) + 3 + (3, 1) + (6) = 27Defated; banished Scourge table:1d12 ⇒ 3Curse of Vulnerability So many scourges this scenario.
The thing drops, bleeding.
Discard Blessing of Erastil 2 to explore Chisisek's Tomb Card #2: Ain-Mekh BYA Wisdom 9 check:1d8 + 3 ⇒ (6) + 3 = 9Woot! Didn't need to use my BoMaat Difficulty increase:1d12 ⇒ 6 Combat 36 to defeat Ain-Mekh revealing Celestial Crossbow +3, it being undead and discarding Blessing of Shizuru:1d10 + 7 + 1d8 + 3 + 2d6 + 2d10 ⇒ (10) + 7 + (8) + 3 + (2, 5) + (8, 4) = 47Putting up some good numbers there... defeated and banished.
One of the many undead monstrosities come to bother the quiet pair, but Adowyn and her crossbow are nonplussed.
Fighting Theletos to close location Difficulty increase:1d12 ⇒ 3 Combat 21 to defeat Theletos, revealing Celestial Crossbow +3 and it being undead:1d10 + 7 + 1d8 + 3 + 2d6 ⇒ (3) + 7 + (2) + 3 + (6, 6) = 27Defeated; location closed. And I just hit the DC to not get another scourge!
Another day, another long-dead person rising from the grave to annoy the hunter.
Draw random spell for closing location: Eruption. Reset hand and end turn.
Adowyn wrote:
Hand: Celestial Crossbow +3, Blessing of Maat (acquired), Humanbane Crossbow +2, Blessing of Old Deadeye, Thorn Bow, Eruption (acquired),
Displayed: Leryn, Xandhul Bloodsbane III, Curse of Vulnerability,
Deck: 12 Discard: 2 Buried: 4
Notes: Blessings available for use. Shirt reroll? Used.
Sideboard cards:
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Off-turn: Healed for four by Grazzle, who is the engine of all joy. First card NOT healed:1d6 ⇒ 5Daikyu of Command Second card NOT healed:1d5 ⇒ 4Whip of Centipedes
Turn 14: Adowyn/Grand Lodge's Favor OK, let's embrace this. Doing some examining. Starting with top card of Chisisek's Tomb: Mistform Examine top card of Sepulcher of the Servant: Detonate Examine top card of Hall of Winged Chaos: Clockwork Menial Examine top card of Eternal Arena: Hanshepsu Chisisek's Tomb, I choose you! Moving there.
Explore Chisisek's Tomb Card #1: Mistform Divine 10 to acquire Mistform, adding d6 for it being first check of turn:1d8 + 5 + 1d6 ⇒ (2) + 5 + (6) = 13Acquired
These climes have taught the hunter much in new ways to avoid enemies. Adowyn has been grateful for the tutelage.
Discard Swiftshooter to draw card Blessing of Old Deadeye and explore Chisiseck's Tomb Card #2: Royal Naga
Adowyn mislikes the local snake folk, however. When one moves to intercept her, she doesn't hesitate, but draws her blessed crossbow and fires twice.
Combat difficulty increase:1d12 ⇒ 5 Combat 21 to defeat Royal Naga, first roll, revealing Celestial Crossbow which also adds 2d6 because the naga is undead due to location:1d10 + 7 + 1d8 + 3 + 2d6 ⇒ (4) + 7 + (7) + 3 + (1, 5) = 27On to second Combat 21 to defeat Royal Naga, second roll, revealing Celestial Crossbow which also adds 2d6 because the naga is undead due to location:1d10 + 7 + 1d8 + 3 + 2d6 ⇒ (9) + 7 + (3) + 3 + (3, 4) = 29Defeated and banished, and both rolls beat the DC by 6 so no Curse this time
Undead or not, the thing does not stand a chance against the onslaught.
Discard Blessing of Erastil 1 to explore Chisieck's Tomb Card #3: Girtablilu Ranger BYA Poison damage, which is Cold damage because of location:1d4 ⇒ 1Discard Mistform for damage.
What, another shambling monstrosity? Adowyn longs for a simple hunt in the forest.
Combat difficulty increase:1d12 ⇒ 4 Combat 21 to defeat Girtablilu Ranger, revealing Celestial Crossbow which also adds 2d6 because the Ranger is undead due to location:1d10 + 7 + 1d8 + 3 + 2d6 ⇒ (2) + 7 + (2) + 3 + (6, 1) = 21Well, beat it, but I get another scourge Scourge table:1d10 ⇒ 6Curse of Withering
All right, I'll stop here to save Blessings for folks. If anyone has an easy way to get rid of a Curse or two, I wouldn't say no.... reset hand and end turn.
Adowyn wrote:
Hand: Celestial Crossbow +3, Blessing of Maat (acquired), Humanbane Crossbow +2, Blessing of Erastil 2, Blessing of Shizuru, Blessing of Old Deadeye,
Displayed: Leryn, Xandhul Bloodsbane III, Curse of Daybane, Curse of Withering,
Deck: 8 Discard: 5 Buried: 4
Notes: Blessings aplenty to use. Shirt reroll? Used.
Sideboard cards:
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Off-turn: Kind Grazzle heals five cards All cards healed BUT:1d6 ⇒ 1Elk
Turn 10: Adowyn/Blessing of the Elements Move to Forgery of Ra Explore Forgery of Ra Card #1: Toxic Geyser Draw card for encountering a Barrier: Daikyu of Command Survival 17 to defeat Toxic Geyser, adding d6 for it being first check of turn and discarding Blessing of Abadar:1d8 + 5 + 1d6 + 2d8 ⇒ (8) + 5 + (1) + (1, 3) = 18Success; banished.
What's with the geysers?
Discard Dwarf Allosaurus to explore Forgery of Ra Card #2: Picasi Survival 9 for Henchman BYA:1d8 + 5 ⇒ (1) + 5 = 6Failure; discard Whip of Centipedes and Daikyu of Command
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Fixing end of turn, because I messed up the DC of the Acid Pool. For some reason I thought it was twice adventure deck number... the turn took me a long time and my eyes must have glazed over. So, Adowyn beat the Acid Pool and closed the location. She would not have taken the Acid damage, and so the hand would have reset differently. Hey, location closed! Nice.
Adjusted hand:
Adowyn wrote:
Hand: Dwarf Allosaurus, Polar Bear, Humanbane Crossbow +2, Blessing of Abadar, Whip of Centipedes,
Displayed: Leryn, Xandhul Bloodsbane III, Curse of Daybane,
Deck: 10 Discard: 7 Buried: 1
Notes: Shirt reroll? Used.
Sideboard cards:
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Turn 6: Adowyn/Blessing of Pharasma Explore Hall of the Crocodile Kings Card #1: Kalnaka Difficulty increase for being undead:1d12 ⇒ 7 Combat 29 to defeat Kalnaka, revealing Humanbane Crossbow +2 and it being first check of turn:1d10 + 7 + 1d10 + 2 + 1d6 ⇒ (6) + 7 + (9) + 2 + (2) = 26Will use shirt reroll on the d6 Shirt reroll of d6:1d6 ⇒ 5 That makes it a success. Suffer scourge for not beating check by 6:1d10 ⇒ 4Curse of Daybane. Expensive fight! Examine top card of deck for defeating Monster: Celestial Crossbow +3
Sometimes, it is only a bit of luck that makes the difference between success and failure.
Discard Compass to explore Hall of the Crocodile Kings Card #2: Burglar's Bracers Disable 6 to acquire Burglar's Bracers:1d10 + 5 ⇒ (3) + 5 = 8Acquired.
This particular foe has a nice pair of bracers; Adowyn dons them, ignoring the smell.
Discard Monkey to explore Hall of the Crocodile Kings Card #3: Nailah Difficulty increase for being undead:1d12 ⇒ 1 BYA Constitution 8 check, adding die for invoking Acid:1d6 + 1d6 ⇒ (4) + (2) = 6That would be a failure, but discard Blessing of Maat to make this an 8 Combat 23 to defeat Nailah, revealing Humanbane Crossbow +2 and adding a die for invoking the Acid trait:1d10 + 7 + 1d10 + 2 + 1d10 ⇒ (9) + 7 + (6) + 2 + (4) = 28Success! But suffer bane for not beating the check by 6. Suffer scourge for not beating check by 6:1d10 ⇒ 5Curse of the Ravenous. Yeesh.
Encounter Acid Pool to close location Survival 21 to defeat Acid Pool, adding a die for invoking the Acid trait and asking Athnul to discard a Blessing:1d8 + 5 + 1d8 + 1d8 ⇒ (7) + 5 + (2) + (5) = 19Crap. Well, I tried. That's a really high DC on a Survival check. Take 2 Acid damage; discard Whip of Centipedes and Thorn Bow.
Undead, she can take. It's all thew darn acid that is the problem.
Reset hand and end turn.
Adowyn wrote:
Hand: Dwarf Allosaurus, Polar Bear, Humanbane Crossbow +2, Blessing of Abadar, Daikyu of Command, Gem of Physical Prowess,
Displayed: Leryn, Xandhul Bloodsbane III, Curse of Daybane,
Deck: 8 Discard: 9 Buried: 0
Notes: Shirt reroll? Used.
Sideboard cards:
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Turn 2: Adowyn/Blessing of the Elements Explore Hall of the Crocodile Kings Card #1: Blessing of Maat. Auto-succeed check to acquire.
Before she commences this newest part of their journey, Adowyn reaches out to the local gods to see if any are on their side. A one new to her, Maat, reaches out to reassure her that he is. The hunter is not so sure she is reassured.
Discard Elk to explore Hall of the Crocodile Kinds Card #2: Tomb Artisan. Recharge Major Cure as per scenario power. Auto-fail check to acquire; banished. I am assuming that since this is not a check to defeat, I don't receive a scourge even though the card is Undead.
She passes through the swirling masses of the dead that surround her. She ignores them in favor of pressing on.
Discard Animal Call to draw Wolverine. Discard Wolverine to explore Hall of the Crocodile Kinds Card #3: Toxic Geyser Draw Compass for encountering Barrier. Dexterity 17 to defeat Toxic Geyser, discarding Blessing of Erastil:1d10 + 4 + 1d10 ⇒ (8) + 4 + (7) = 19Defeated; banished!
One of the innumerable, and somewhat tiresome, suddenly-exploding-geysers erupts beneath her feet. She and Leryn sidestep it contemptuously.
Reset hand and end turn.
Adowyn wrote:
Hand: Whip of Centipedes, Thorn Bow, Humanbane Crossbow +2, Monkey, Blessing of Maat (acquired), Compass,
Displayed: Leryn, Xandhul Bloodsbane III,
Deck: 13 Discard: 4 Buried: 0
Notes: Shirt reroll 4-5E? Still available.
Sideboard cards:
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Off-turn: discard Blessing of Erastil for Athnul check.
Turn 13: Adowyn/Blessing of Anubis Discard Animal Call to draw Monkey. With still no weapon in hand, will go join Skizza at Ruined Temple to maybe burn a card or two. Explore Ruined Temple card #1: Blessing of Ptah
Adowyn moves to join Skizza, praying for guidance from the Green as she goes.
Divine 11 to acquire Blessing of Ptah, adding d6 since it is the first check of the turn:1d8 + 5 + 1d6 ⇒ (4) + 5 + (5) = 14Acquired.
The Green seems to be with her. She checks her compass and moves along.
Discard Compass to explore Ruined Temple card #2: Acute Senses. Auto-acquire. Discard Wolverine to explore Ruined Temple card #3: Monstrous Physique. Auto-fail check to acquire. Reset hand and end turn.
Adowyn wrote:
Hand: Blessing of Old Deadeye, Monkey, Aspect of the Wolf, Humanbane Crossbow +2, Bearskin Armor, Blessing of Ptah (acquired),
Displayed: Leryn, Xandhul Bloodsbane III,
Deck: 9 Discard: 8 Buried: 2
Notes: Blessings as needed. Shirt reroll 4-5D? Already used, so no.
Sideboard cards:
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Off-turn: healed by Grazzle Card NOT healed:1d5 ⇒ 4Elk
Turn 9: Adowyn/Blessing of Ra Explore Ghoul Square Card #1: Ammut I've got no weapon, so recharge Named Bullet to evade. One more try; discard Dwarf Allosaurus to explore random Ghoul Square card Next Ghoul Square Card:1d5 ⇒ 4Greatclub +1 Strength 8 to acquire Greatclub +1, being first check of turn:1d6 + 1d6 ⇒ (4) + (5) = 9Acquired.
Adowyn and Grazzle creep through the halls, narrowly avoiding a rather formidable-looking foe.
Reset hand and end turn, discarding Greatclub +1 and Burglar's Buckler as free discards.
Adowyn wrote:
Hand: Blessing of Old Deadeye, Blessing of Erastil 2, Compass, Wolverine, Bearskin Armor, Animal Call,
Displayed: Leryn, Xandhul Bloodsbane III,
Deck: 11 Discard: 4 Buried: 2
Notes: Blessings as needed. Shirt reroll 4-5D? Already used, so no.
Sideboard cards:
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Off-turn: Discard Blessing of Erastil 2 for Grazzle check.
Turn 5: Adowyn/Blessing of Osiris Move to Ghoul Square Explore Ghoul Square Card #1: Burglar's Buckler. Auto-acquire.
A zombie underling hands Adowyn a buckler as she passes. Was this for her? She examines it closely. Yes, it seems to be in working order. Adowyn shrugs and dons it.
Discard Elk to explore Ghoul Square Card #2: Bonecrusher Chieftain
A gnoll renegade somehow break through the undead escort to drive at the party with a scimitar. Adowyn, rolls on her back, drawing her bow, and aims for his throat.
Combat 18 to defeat Bonecrusher Chieftain, sadly discarding Humanbane Crossbow +2 because the Bonecrusher Chieftain makes me, and adding a d6 from the Elk:1d10 + 7 + 1d10 + 2 + 1d6 ⇒ (4) + 7 + (6) + 2 + (6) = 25TBD
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Powers
If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.
Draw Thorn Bow for encountering Barrier.
Adowyn follows Gilpher out of the office with the others, wondering at the circumstance that has them allied with such a monster. As they pass through a luminescent hall, ochre gas seeps out of holes in the floor, setting them to coughing. Is this a betrayal, so soon?
Perception 14 to defeat Polymorph Gas, it being first check of turn and discarding Blessing of Erastil 2 because I don't like those odds:1d8 + 4 + 1d6 + 1d8 ⇒ (8) + 4 + (1) + (7) = 20Nice! Success; banished. Examine top card of deck for defeating Barrier: Major Cure. Recharge Major Cure.
Adowyn manages to usher the group safely through the gas; what treachery is next?
Since I defeated a bane, Perception 7 to explore location:1d8 + 5 ⇒ (5) + 5 = 10 Explore Vault of Hidden Wisdom Card #2: Named Bullet
As she walks, she prays to the Green for guidance in this dark situation.
Divine 12 to acquire Named Bullet:1d8 + 5 ⇒ (7) + 5 = 12Whoah! So cool; wasn't expecting that. Acquired.
The hunter is rewarded with renewed focus, and a vision for a way to maximize her use of the bows she carries. She breathes a prayer of thanks.
I don't love doing this, but I think I'd better discard Blessing of Shizuru to explore the location, since my hand is overfull and I'd have to discard something anyway. So, do so: Elemental Arachnid. Hmm, I have no armor in hand, which means the BYA 4 damage would be brutal. Recharge Thorn Bow to evade. Then examine top card of location deck. Next card at Vault of Wisdom:1d8 ⇒ 2Sensuret. Encounter due to scenario rules.
One of the innumerable undead come down a side passage toward the party. At the last moment, the hunter realizes that this one's intentions are to kill them. She yells a warning and draws her bow.
Combat 25 to defeat Sensuret, revealing Daikyo of Command and discard Blessing of Abadar:1d10 + 7 + 1d6 + 2 + 1d10 ⇒ (5) + 7 + (6) + 2 + (4) = 24 Reroll of second d10:1d10 ⇒ 8Yeesh, first turn and reroll already gone. Defeated. Bury Daikyu of Command and Gem of Physical Prowess for Henchman power. Display Named Bullet and place Sensuret on top. Suffer scourge for not defeating an Undead card by at least 6:1d10 ⇒ 2Curse of Poisoning
The hunter is not amused, and drops this newest undead with all haste.
Examine top card of deck for defeating monster: Celestial Crossbow +3. Recharge. Encounter Barrier to close: Collapsing Sphinx Draw card for encountering Barrier: Humanbane Crossbow +2 Dexterity 12 to defeat Collapsing Sphinx, asking Grazzle to provide Blessing of the Ancients:1d10 + 4 + 1d10 ⇒ (6) + 4 + (3) = 13Location closed. Perception 7 to recharge a card from discard for When Permanently Closed:1d8 + 5 ⇒ (8) + 5 = 13Success; recharge Blessing of Abadar
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Sadly, it would take a ton of Blessings for Adowyn to make that Constitution check; fail, and bury Dwarf Allosaurus Below hand is repaired from previous misapprehension of Curse of Daybane
Adowyn wrote:
Hand: Blessing of Abadar, Blessing of Erastil 2, Humanbane Crossbow +2, Thorn Bow,
Displayed: Leryn, Curse of Withering, Curse of the Ravenous ,
Deck: 6 Discard: 6 Buried: 4
Notes: Shirt reroll 4-5C? Yep.
Sideboard cards:
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Off-turn: Grazzled heals (cheers): Card NOT healed #1:1d8 ⇒ 1Major Cure Card NOT healed #2:1d7 ⇒ 3Swiftshooter Card NOT healed #3:1d6 ⇒ 4Blessing of Erastil 1
Turn 14: Adowyn/Blessing of Ptah Explore Siege Deck Card #1: Guecubu Combat 15 to defeat Guecubu, burying Oathbow to blow the Curse of Withering on the bury bonus d12 and it being first check of turn:1d10 + 7 + 1d6 + 2 + 1d10 + 1d6 ⇒ (4) + 7 + (3) + 2 + (5) + (5) = 26Defeated and banished, and beat the Undead minimum
Another day, another undead monstrosity.
Draw scourge for Guecubu AYA:1d10 ⇒ 5Curse of the Ravenous; display
Discard Compass to explore Siege Deck Card #2: Word of Ra Draw Dwarf Allosaurus for encountering Barrier. I'm going to fail to this Barrier with my Curse of Withering, so recharge Wolverine to evade. Reset hand and end turn.
Adowyn wrote:
Hand: Blessing of Abadar, Dwarf Allosaurus, Blessing of Erastil 2, Humanbane Crossbow +2, Thorn Bow,
Displayed: Leryn, Curse of Withering, Curse of the Ravenous ,
Deck: 7 Discard: 6 Buried: 2
Notes: Shirt reroll 4-5C? Yep.
Sideboard cards:
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Only moments later, yet another undead monstrosity shambles forth. Adowyn sighs as she nocks an arrow.
Combat 22 to defeat Kalnaka, discarding Celestial Crossbow +3:1d10 + 7 + 1d8 + 3 + 1d8 + 2d6 ⇒ (10) + 7 + (1) + 3 + (1) + (3, 1) = 26Defeated, but eat a Curse for not beating the check by 6 Scourge table:1d10 ⇒ 6Curse of Withering
Curse of Withering:
Curse of Withering
Scourge 2
Traits
Curse
Check
None
Powers
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.
You may only have 1 copy of this card displayed.
Adowyn downs the creature, but is drained in the process.
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Off-turn: succeed at at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage. No way to hit that without Blessings Acid damage:1d4 ⇒ 4Burying Bearskin Armor to eat damage.
Turn 10: Adowyn/Blessing of the Ancients Explore Siege Deck Card #1: Tar Tomb
Will these traps never end?
Draw Swiftshooter for encountering Barrier. Disable 13 to defeat Tar Tomb, discarding Blessing of Abadar:1d10 + 6 + 2d10 ⇒ (6) + 6 + (2, 3) = 17Defeated; banished.
Luckily the hunter has learned something about the dismantling of traps in her day, and she is able to take it apart without too much trouble.
Discard Swiftshooter to draw Humanbane Crossbow +2 and then explore Siege Deck Card #2: Eternal Captives
The ghosts of the past are formidable opponents, but Adowyn trusts in the Green.
Draw Monkey for encountering Barrier. Divine 10 to defeat Eternal Captives, discarding Blessing of Old Deadeye because it is Undead:1d8 + 5 + 1d8 ⇒ (8) + 5 + (5) = 18Defeated and overkilled. Will need to pause for others to do same check; the Barrier is only defeated if everyone defeats it.
Turn 6: Adowyn/Blessing of the Ancients Explore Siege Deck Card #1: Ubashki Swarm
Another moment, another teeming mass of creatures intent on eating Adowyn and her companions. She fires in every direction.
First Combat 8 to defeat Ubashki Swarm, revealing Oathbow and it being first check of turn:1d10 + 7 + 1d8 + 2 + 1d6 ⇒ (9) + 7 + (4) + 2 + (1) = 23Defeated Second Combat 8 to defeat Ubashki Swarm, revealing Oathbow and it being first check of turn:1d10 + 7 + 1d8 + 2 + 1d6 ⇒ (6) + 7 + (6) + 2 + (2) = 23Defeated; banished
The ubashki are tenacious, but she finally brings them all down.
Discard Animal Call to draw Wolverine. Discard Wolverine to explore Siege Deck Card #2: Holy Word Trap
Adowyn feels the dark pull of a malevolent force; she trains her mind to defeat it.
Draw Blessing of Erastil 1 for encountering a Barrier. Nice! Divine 11 to defeat Holy Word Trap, discarding Blessing of Erastil 1:1d8 + 5 + 1d8 ⇒ (6) + 5 + (5) = 16Double nice! Defeated and banished.
The hunter thanks the Green for once again guiding her through the wilderness.
Play Major Cure Cards healed:1d4 + 2 ⇒ (2) + 2 = 4 Card NOT healed #1:1d6 ⇒ 6Blessing of Erastil 1 Card NOT healed #2:1d5 ⇒ 2Aspect of the Wolf Divine 10 to recharge Major Cure:1d8 + 5 ⇒ (3) + 5 = 8Failure; discarded Reset hand and end turn.
Adowyn wrote:
Hand: Wolverine, Celestial Crossbow +3, Oathbow, Bearskin Armor, Blessing of Abadar, Blessing of Old Deadeye,
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Walking to the side of her companions, Adowyn notices a swarm of some sort of beetle coming over the rise. She tries to take them down with her bow; not an ideal weapon for such a task.
Combat 16 to defeat Scarab Swarm, revealing Oathbow and it being first check of turn:1d10 + 7 + 1d6 + 2 + 1d6 ⇒ (6) + 7 + (1) + 2 + (3) = 19Defeated, but not by four so it gets shuffled back in, darnit.
She drives them away... for now.
Discard Elk to explore next card in deck. Next card in deck:1d28 ⇒ 14Earth Ossumental
OK, everyone needs to roll Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage. Dexterity 13 to not have an ossumental drip acid all over my stuff, adding as d6 for Elk power:1d10 + 4 + 1d6 ⇒ (4) + 4 + (2) = 10Nope, failed. Acid damage:1d4 ⇒ 1Sweet! Discard Aspect of the Wolf for Acid damage. Combat 19 to defeat Earth Ossumental, revealing Oathbow, recharging Blessing of Shizuru and adding a d6 for Elk power:1d10 + 7 + 1d6 + 2 + 2d10 + 1d6 ⇒ (1) + 7 + (2) + 2 + (1, 1) + (1) = 15Oh, wow. That was spectacular. Failed. Hmm, I don't want folks to have to try that Dex check again, so I'll use my reroll on one of the THREE d10's I rolled a 1 on. Reroll a d10:1d10 ⇒ 10Where was that a second ago? Defeated; banished. Just barely manage to avoid a scourge.
Some days, Adowyn wishes she were back in the forest. She beats down an ossumental, all the time wondering what made her join the Pathfinders in the first place.
Reset hand and end turn.
Adowyn wrote:
Hand: Major Cure, Animal Call, Oathbow, Bearskin Armor, Blessing of Abadar, Blessing of Old Deadeye,
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2
Favored Card Type: Ally
Hand Size: [X] 6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
[X] You gain the skill: Disable: Dexterity +2