Displayed: Deck: 11 Discard: 2 Buried: 0
"Current Location: Lair
Hero Points Available/Used: 2 / 10"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4D: An Animate Lead?: Y"
Role Card: Primalist
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] When you play a Basic blessing, add a d12 in place of the normal die.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Displayed: Deck: 11 Discard: 2 Buried: 0
"Current Location: Oubliette
Hero Points Available/Used: 2 / 10"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4D: An Animate Lead?: Y"
Role Card: Primalist
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] When you play a Basic blessing, add a d12 in place of the normal die.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Explore Dungeons Card #1: Enormous Reefclaw Mist Horn eats BA damage. Combat 21 to defeat Enormous Reefclaw, putting Ice and Fire in Recovery to use Arcane plus 2d8 plus 3 and add the Fire trait:1d12 + 4 + 2 + 2d8 + 3 ⇒ (1) + 4 + 2 + (1, 6) + 3 = 17Failure; use shirt reroll on the d12 Shirt reroll of the d12:1d12 ⇒ 3Still failure; use Hero Point reroll Hero Point reroll of Combat 21 to defeat Enormous Reefclaw, putting Ice and Fire in Recovery to use Arcane plus 2d8 plus 3 and add the Fire trait:1d12 + 4 + 2 + 2d8 + 3 ⇒ (11) + 4 + 2 + (1, 3) + 3 = 24Success; now on to forced reroll for Crab power Enormous Reefclaw forced reroll of Combat 21 to defeat Enormous Reefclaw, putting Ice and Fire in Recovery to use Arcane plus 2d8 plus 3 and add the Fire trait:1d12 + 4 + 2 + 2d8 + 3 ⇒ (5) + 4 + 2 + (1, 7) + 3 = 22Success; defeated and banished
Bury Wand of Treasure Finding to examine location deck until finding a weapon, an item, or an armor. Dungeons Card #2: Fortune-teller Dungeons Card #3: Animated Object Dungeons Card #4: Vicious Scythe Shuffle location deck and put Vicious Scythe atop it.
Why there should be a huge crab in the dungeons is beyond Amaryllis; a summons, perhaps? However, hers is not to question. She unleashes a torrent of fire at the thing. It takes several tires, but she ultimately melts it.
Arcane 13 to recharge Volcanic Storm, adding d4 for Spellbook:1d12 + 4 + 2 + 1d4 ⇒ (3) + 4 + 2 + (1) = 10Failure; discarded Arcane 12 to recharge Ice and Fire, adding d4 for Spellbook:1d12 + 4 + 2 + 1d4 ⇒ (2) + 4 + 2 + (3) = 11Failure; discarded Arcane 8 to recharge Wand of Treasure Finding, adding d4 for Spellbook:1d12 + 4 + 2 + 1d4 ⇒ (2) + 4 + 2 + (2) = 10Success; recharged Pre-reset Arcane 13 to recharge Volcanic Storm for character power, adding d4 for Spellbook:1d12 + 4 + 2 + 1d4 ⇒ (10) + 4 + 2 + (1) = 17Success; recharged Reset hand and end turn. Post-reset Arcane 12 to recharge Ice and Fire for character power, adding d4 for Spellbook:1d12 + 4 + 2 + 1d4 ⇒ (6) + 4 + 2 + (3) = 15Success; recharged
Displayed: Deck: 12 Discard: 1 Buried: 0
"Current Location: Dungeons
Hero Points Available/Used: 2 / 10"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4D: An Animate Lead?: Y"
Role Card: Primalist
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] When you play a Basic blessing, add a d12 in place of the normal die.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Discard Blessing of Abraxas to avoid Hourglass recriminations.
Explore Dungeons Card #1: Mercenary Combat 20 to defeat Mercenary, putting Life Drain in Recovery to use Arcane plus 2d4 and adding 1 for Banner of the Ancient Kings:1d12 + 4 + 2 + 2d4 + 1 ⇒ (12) + 4 + 2 + (2, 1) + 1 = 22Success; defeated and banished Heal Blessing of Abraxas for Life Drain power.
Discard Magical Child to explore Dungeons Card #2: Twitch Tonic. Fail to acquire; banished
Amaryllis spies a trap door in the floor, and ducks into it once the madness of battle begins. She runs directly into a guard of some sort - wait, there is someone guarding the trap door? Weird... Amaryllis silences the startled guard by choking her with a glowing lavender hand made of magic, and rushes past to see if there is another way out. On the way, she hears glass break, and realizes she's stepped on a vial of some sort in the coat pocket of the guard. Oops.
Arcane 9 to recharge Life Drain, adding d4 for Spellbook:1d12 + 4 + 2 + 1d4 ⇒ (12) + 4 + 2 + (2) = 20Success; recharged Reset hand and end turn.
Displayed: Deck: 12 Discard: 1 Buried: 0
"Current Location: Dungeons
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4D: An Animate Lead?: N"
Role Card: Primalist
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] When you play a Basic blessing, add a d12 in place of the normal die.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Amaryllis mislikes fighting in these Dungeons - close quarters make it difficult for her to jump around like she prefers to do. Nonetheless, the battle is raging, and her opinions were not asked. She draws a lavender wreath of energy about her fingers and prepares to obliterate the first creature that corners her.
Displayed: Deck: 13 Discard: 0 Buried: 0
"Current Location: Dungeons
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4D: An Animate Lead?: N"
Role Card: Primalist
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] When you play a Basic blessing, add a d12 in place of the normal die.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
After some table talk, will roll to close location. Wisdom 9 to close Twisting Passages 2, adding d4 for Create MIndscape, discarding Blessing of Sivanah to Bless, and asking Zelhara to Enhance to add 5:1d4 + 1d4 + 1d4 + 5 ⇒ (4) + (3) + (2) + 5 = 14Location closed.
Turn 15: Amaryllis/The Idiot (ain't that the truth...)
Explore Twisting Passages (2) Card #1: Henchman Proxy B (Orc Rager) Before acting, suffer 1d4 Combat damage:1d4 ⇒ 4Discard Verminbane Warhammer, Magical ChildSpellbook and Ghost Whip for damage Combat 18 to defeat Orc Rager, putting Ice and Fire in Recovery to use Arcane plus 2d8 plus 3:1d12 + 4 + 2 + 2d8 + 3 ⇒ (2) + 4 + 2 + (8, 7) + 3 = 26Success; defeated and banished
Because of Hourglass power, will not even attempt to close location, since she'd fail.
Amaryllis is surprised by the explosive force of an orc, face painted in red stripes and slavering mouth screaming obscenities, and almost falls under the assault. A little magical fire melts the beast-man before she is murdered, however.
Arcane 12 to recharge Ice and Fire:1d12 + 4 + 2 ⇒ (7) + 4 + 2 = 13Success; recharged Reset hand and end turn.
Displayed:Create Mindscape,
Deck: 5 Discard: 8 Buried: 0
"Current Location: Twisting Passages 2
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4C2: Brook No Rival?: Y"
Role Card: Primalist
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] When you play a Basic blessing, add a d12 in place of the normal die.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Banish Cure to heal:1d4 + 1 ⇒ (3) + 1 = 4 First card healed:1d8 ⇒ 2Incanter Second card healed:1d7 ⇒ 2Blessing of the Spellbound Third card healed:1d6 ⇒ 3Verminbane Warhammer Fourth card healed:1d5 ⇒ 5Ghost Whip
Displayed:Create Mindscape,
Deck: 10 Discard: 4 Buried: 0
"Current Location: Twisting Passages 2
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4C2: Brook No Rival?: Y"
Role Card: Primalist
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] When you play a Basic blessing, add a d12 in place of the normal die.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Turn 10: Discard Blessing of the Spellbound for Zelhara check.
Turn 11: Amaryllis/The Big Sky
Explore Twisting Passages (2) Card #1: Bogeyman Display Create Mindscape at location. BA Wisdom 8 check to avoid Frightened, adding d4 for Create Mindscape, and discarding Blessing of Abraxas to Bless:1d4 + 1d4 + 1d4 ⇒ (4) + (1) + (2) = 7In for a penny, in for a pound - use shirt reroll on the '1' Shirt reroll of the 1:1d4 ⇒ 4Success; no shenanigans Combat 14 to defeat Bogeyman, putting Life Drain in Recovery to use Arcane plus 2d4:1d12 + 4 + 2 + 2d4 ⇒ (1) + 4 + 2 + (3, 4) = 14Oh, wow. Success; defeated and banished Heal a card for Life Drain:1d5 ⇒ 3Verminbane Warhammer. Oh, good, the only one I won't use.
For good or ill, Amaryllis fears little. The nighttime horror that rises from a dark crack in the passage is a stuff made of the worst dreams of demonlords, but the sorcerer is less afraid than curious... to see what its insides look like. She Uses her magic to drain its life force, and feels better for the process.
Arcane 9 to recharge Life Drain, revealing Spellbook to add d4:1d12 + 4 + 2 + 1d4 ⇒ (4) + 4 + 2 + (3) = 13Success; recharged Reset hand and end turn.
Displayed:Create Mindscape,
Deck: 9 Discard: 4 Buried: 0
"Current Location: Twisting Passages 2
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4C2: Brook No Rival?: N"
Role Card: Primalist
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] When you play a Basic blessing, add a d12 in place of the normal die.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Explore Twisting Passages (2) Card #1: Verminbane Warhammer Melee 14 to acquire Verminbane Warhammer, putting Fire Snake in Recovery to use Arcane:1d12 + 4 + 2 ⇒ (10) + 4 + 2 = 16Success; acquired
Discard Incanter to explore Twisting Passages (2) Card #2: Dust Of Revealing Arcane 11 to acquire Dust Of Revealing, revealing Spellbook to add d4:1d12 + 4 + 2 + 1d4 ⇒ (3) + 4 + 2 + (3) = 12Success; acquired
Recharge Dust Of Revealing to examine top card of Twisting Passages (2): Ghast. Encounter as per Dust Of Revealing power. Fortitude 6 for Ghast BA:1d8 + 2 ⇒ (6) + 2 = 8No shenanigans Combat 21 to defeat Ghast, putting Volcanic Storm in Recovery to use Arcane plus 3d6 and revealing Spellbook to add d4:1d12 + 4 + 2 + 3d6 + 1d4 ⇒ (12) + 4 + 2 + (3, 5, 4) + (3) = 33Success; defeated and banished
Amaryllis discovers a cache hidden in a wall of the twisting passages - free goodies! She clicks her heels in delight. A ghostly creature arises to defend the cache, but Amaryllis just scolds it, and follows up with a good dose of fire, to force the creature to flee.
Arcane 8 to recharge Fire Snake, revealing Spellbook to add d4:1d12 + 4 + 2 + 1d4 ⇒ (7) + 4 + 2 + (2) = 15Success; recharged Arcane 13 to recharge Volcanic Storm, revealing Spellbook to add d4:1d12 + 4 + 2 + 1d4 ⇒ (3) + 4 + 2 + (2) = 11Failure; discarded. Reset hand and end turn, discarding Verminbane Warhammer as free discard. Post-reset Arcane 13 to recharge Volcanic Storm for character power, revealing Spellbook to add d4:1d12 + 4 + 2 + 1d4 ⇒ (6) + 4 + 2 + (1) = 13Success; recharged
Displayed: Deck: 11 Discard: 3 Buried: 0
"Current Location: Twisting Passages 2
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4C2: Brook No Rival?: N"
Role Card: Primalist
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] When you play a Basic blessing, add a d12 in place of the normal die.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Explore Twisting Passages (2) Card #1: Hippogriff Fledgling. Will automatically fail to acquire; banished
Discard Riftwarden to explore Twisting Passages (2) Card #2: Gorum’s Iron Melee 8 to acquire Gorum’s Iron, recharging Gem of Mental Acuity to use Charisma die:1d12 ⇒ 2Failure; banished
Amaryllis thinks Valeros is right behind herm but when she turns around he is nowhere to be seen. She ducks through a lintel decorated with a stone hippogriff to find herself... completely lost. On a whim, she prays to Gorum, of all people, to help her find her way, but the god apparently isn't interested.
Displayed: Deck: 11 Discard: 1 Buried: 0
"Current Location: Twisting Passages 2
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4C2: Brook No Rival?: N"
Role Card: Primalist
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] When you play a Basic blessing, add a d12 in place of the normal die.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Switch out Anathemic Volume for Wand of Treasure Finding.
Close quarters are not so much Amaryllis' thing - she like to dance around the periphery, strafing and her companions to the heavy work. Seeing there is no way around it, though, she heads deep into the Third passageway to Twisting Passages that may or may not put here in a good place to fight unimpeded by the constricting walls.
Displayed: Deck: 12 Discard: 0 Buried: 0
"Current Location: Twisting Passages 3
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4C2: Brook No Rival?: N"
Role Card: Primalist
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] When you play a Basic blessing, add a d12 in place of the normal die.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Hero Point spent on Card Feat: Blessing [X]5
(add third Blessing of the Spellbound for slot)
Scenario Reward
(If you have not earned the reward for 7-4C2, increase your maximum number of skill or card feats to your tier + 1.) - Apply for Card Feat
Hmm, with no combat spells in hand, and a pretty good chance of hitting a fight at any of the locations, and only one fight to the end of the scenario, I think I'll just sit tight and offer my Blessings as needed.
Watching the faces of the orcs, Amaryllis gets the sense that they have been duly impressed by the stories that the companions have shared. They are almost convinced...
Displayed:Create Mindscape,
Deck: 6 Discard: 3 Buried: 1
"Current Location: Bridge
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4C1: Tales of Valor?: N"
Role Card: Primalist
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] When you play a Basic blessing, add a d12 in place of the normal die.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Explore Bridge Card #1: Hippogriff Rider Discard (really, recharge) Anathemic Volume for BA damage Combat 18 for first check to defeat Hippogriff Rider, putting Ghost Whip in Recovery to use Arcane plus 2d8:1d12 + 4 + 2 + 2d8 ⇒ (12) + 4 + 2 + (1, 2) = 21Success Combat 17 for second check to defeat Hippogriff Rider, putting Life Drain in Recovery to use Arcane plus 2d4:1d12 + 4 + 2 + 2d8 ⇒ (7) + 4 + 2 + (8, 8) = 29Success; defeated and banished Heal card for Life Drain:1d5 ⇒ 3Incanter
Amaryllis tries to throw in a quick anecdote about her one-on-one with a hippogriff rider, but no one seems too interested. She sighs and takes a long pull from her canteen.
Pre-reset Arcane 10 to recharge Ghost Whip for character power:1d12 + 4 + 2 ⇒ (6) + 4 + 2 = 12Success; recharged Reset hand and end turn. Post-reset Arcane 12 to recharge Ice and Fire for character power:1d12 + 4 + 2 ⇒ (8) + 4 + 2 = 14Success; recharged
Displayed:Create Mindscape,
Deck: 6 Discard: 3 Buried: 1
"Current Location: Bridge
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4C1: Tales of Valor?: N"
Role Card: Primalist
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] When you play a Basic blessing, add a d12 in place of the normal die.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Explore Bridge Card #1: Henchman Proxy A (Bardic Exaggeration) Encounter top bane of Story Pile: Pack Landshark Will choose to increase difficulty by 14 Combat 35 to defeat Pack Landshark, putting Ice and Fire in Recovery to use Arcane plus 2d8 plus 3 and add the Fire trait, recharging Magical Child to add d4, and discarding Blessing of Abraxas to Bless twice:1d12 + 4 + 2 + 2d8 + 3 + 1d4 + 2d12 ⇒ (4) + 4 + 2 + (3, 6) + 3 + (2) + (6, 12) = 42Success, but with no extra Respect, which was always unlikely Add one Respect point
Amaryllis spins the highly unlikely tale of riding a pack landshark down a highway for several miles before crashing into a wall, killing the shark. The story is true, but too outlandish to impress the orcs much.
Arcane 12 to recharge Ice and Fire:1d12 + 4 + 2 ⇒ (5) + 4 + 2 = 11Failure; discarded Character power Arcane 12 to recharge Ice and Fire before reset:1d12 + 4 + 2 ⇒ (1) + 4 + 2 = 7Failure; remains in discard
Reset hand and end turn. Character power Arcane 12 to recharge Ice and Fire after reset:1d12 + 4 + 2 ⇒ (1) + 4 + 2 = 7Failure; remains in discard
Displayed:Create Mindscape,
Deck: 4 Discard: 5 Buried: 1
"Current Location: Bridge
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4C1: Tales of Valor?: N"
Role Card: Primalist
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] When you play a Basic blessing, add a d12 in place of the normal die.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Displayed:Create Mindscape,
Deck: 6 Discard: 3 Buried: 1
"Current Location: Bridge
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4C1: Tales of Valor?: N"
Role Card: Primalist
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] When you play a Basic blessing, add a d12 in place of the normal die.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Displayed:Create Mindscape,
Deck: 7 Discard: 2 Buried: 1
"Current Location: Dungeons
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4C1: Tales of Valor?: N"
Role Card: Primalist
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] When you play a Basic blessing, add a d12 in place of the normal die.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Displayed:Create Mindscape,
Deck: 7 Discard: 2 Buried: 1
"Current Location: Dungeons
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4C1: Tales of Valor?: N"
Role Card: Primalist
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] When you play a Basic blessing, add a d12 in place of the normal die.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Discard Riftwarden to explore Dungeons Card #2: Cryptic Message Intelligence 10 to defeat Cryptic Message, recharging Fire Snake to use Arcane:1d12 + 4 + 2 ⇒ (3) + 4 + 2 = 9Failure. Bury Cure to reroll as per character power Character power reroll of Intelligence 10 to defeat Cryptic Message, recharging Fire Snake to use Arcane:1d12 + 4 + 2 ⇒ (8) + 4 + 2 = 14Success; defeated and banished Add one Trap marker to location. For defeating Cryptic Message, examine the top 2 cards of location and return them in any order. Dungeons Card #3: Henchman Proxy A Dungeons Card #4: Smoke Slayer Leave in that order.
When it is her turn to speak, Amaryllis eagerly launches into her tale of the time she and her brother were thrown in the dungeons of the notorious Count Orrigan for blowing up an entire pile of explosives at the Baslwief fireworks festival. Apparently the Count didn't want to see several hundred gold's worth of fireworks go off at once, although Amaryllis had squealed with glee to see such splendor.
The real adventure had started when the Count's personal torturer had come at her with a huge, saw-toothed blade, and Amaryllis had escaped her bonds and quite handily ducked and weaved enough to tire the torturer out. Then she and her brother had managed to overcome the hapless torturer and bind him in his own devices. The furious man had screamed a rather cryptic, "Just try to escape! The Golden Lion awaits you behind the next door!" before passing out. What could it mean?
Amaryllis paused in her tale to take a drink.
Arcane 8 to recharge Fire Snake:1d12 + 4 + 2 ⇒ (4) + 4 + 2 = 10Success; recharged Reset hand and end turn.
Displayed: Deck: 12 Discard: 1 Buried: 1
"Current Location: Dungeons
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4C1: Tales of Valor?: N"
Role Card: Primalist
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] When you play a Basic blessing, add a d12 in place of the normal die.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
NOTE: If anyone wants to come over and take on the Henchman, don't forget to add d6+1 for the Trap marker.[/ooc]
Amaryllis is happy to trade tales rather than blows, and sits down cross-legged across from the burly orc. She starts to assemble tales of her unsuccessful raid on the Dungeons of the Count Orrigan in Ustalav in her mind, ready to compete.
Displayed: Deck: 14 Discard: 0 Buried: 0
"Current Location: Dungeons
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4C1: Tales of Valor?: N"
Role Card: Primalist
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[X] When you play a Basic blessing, add a d12 in place of the normal die.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Turn 9: Must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned. Fortitude 7 to avoid shenanigans:1d8 + 2 ⇒ (8) + 2 = 10Success! No poison enters Amaryllis' bloodstream.
Turn 10: Amaryllis/Erastil’s Eye
Thunderstorm:1d4 ⇒ 4Thunderstorm has nowhere to go, so stays put, but no damage.
Explore Trail Card #1(3): Cryptic Message Intelligence 10 to defeat Cryptic Message, putting Fire Snake in Recovery to use Arcane:1d12 + 4 + 2 ⇒ (12) + 4 + 2 = 18Success; defeated and banished Add one Trap marker to location Amaryllis may examine the top 2 cards of your location and return them in any order. Trail Card #2(4): The Lucky Drunk Trail Card #3(5): Manticore Leave in that order.
Discard Magical Child to explore Trail Card #2(4): The Lucky Drunk Charisma 8 to acquire The Lucky Drunk:1d12 + 4 ⇒ (12) + 4 = 16 Oh, man, using up all my 12's. Success; acquired
Discard The Marriage to explore Trail Card #3(5): Manticore Firstly, a random character gets a bunch of spikes in the face, determined alphabetically:1d4 ⇒ 1Me! Awesome. BA Manticore spike damage:1d4 + 1 ⇒ (1) + 1 = 2Discard Gem of Mental Acuity and Create Mindscape for damage. Combat 15 to defeat Manticore, putting Ghost Whip in Recovery to use Arcane plus 2d8 and adding d6 plus 1 for Trap marker:1d12 + 4 + 2 + 2d8 + 1d6 + 1 ⇒ (2) + 4 + 2 + (3, 7) + (5) + 1 = 24Success; defeated and banished Remove Trap marker
Amaryllis rejoins her companions at a trail head, and keeps low as they move to avoid the giant insectile monstrosities bearing down upon them. The acid storm overhead continues to rumble, but no fire has poured out of the sky as yet, mercifully. They stumble across a glyph etched into the sand, limning it with lavender light. This is Amaryllis' metier, and she deciphers it in moments. Some sort of prayer, praising alcohol as a god! Well, there are no atheists in dungeoneering Amaryllis reflects. As she ruminates upon this, a lion-scorpion monster emerges from beneath the sand to menace the crew; the sorcerer steps forward to confront it, and gets a chestful or barbed spikes for her trouble. Amaryllis angrily graps a whip from the ether and strangles the beast; dragging it across the glyph to impart some extra magical destruction.
Arcane 11 to recharge Create Mindscape for character power, adding d4 for Spellbook:1d12 + 4 + 2 + 1d4 ⇒ (10) + 4 + 2 + (3) = 19Success; recharged Arcane 8 to recharge Fire Snake for regular check, adding d4 for Spellbook:1d12 + 4 + 2 + 1d4 ⇒ (3) + 4 + 2 + (2) = 11Success; recharged Arcane 10 to recharge Ghost Whip for regular check, adding d4 for Spellbook:1d12 + 4 + 2 + 1d4 ⇒ (11) + 4 + 2 + (2) = 19Success; recharged Reset hand and end turn.
Displayed: Deck: 6 Discard: 6 Buried: 1
"Current Location: Trail
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4B: The Trail Grows Hot?: N"
Role Card: TBD
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Explore Dunes(S) Card #1: Vicious Scythe. Fail to acquire; banished
Discard Magical Child to explore Dunes Card #2: Henchman Proxy A (Acid Mantis Queen) Combat 16 to defeat BA Queen, putting Life Drain in Recovery to use Arcane plus 2d4:1d12 + 4 + 2 + 2d4 ⇒ (7) + 4 + 2 + (1, 2) = 16I'll take it; defeated and banished Heal two cards for success, the first for Life Drain power and the second for Hourglass power Healed Card 1:1d5 ⇒ 5Magical Child Healed Card 1:1d4 ⇒ 4Incanter Combat 18 to defeat Acid Mantis Queen, putting Volcanic Storm in Recovery to use Arcane plus 3d6:1d12 + 4 + 2 + 3d6 ⇒ (7) + 4 + 2 + (5, 2, 6) = 26Success; defeated and banished
To close location, acquire the top card of the Hourglass: The Marriage Charisma 8 to acquire The Marriage:1d12 + 4 ⇒ (9) + 4 = 13Fortuitous! Dunes closed Move to Cave(S)
From behind her cover, Amaryllis hears the telltale chitter of giant insect. She thinks to chip a hole through the side of the chitin, and grabs her previous foe's scythe for that purpose, but the blade actually chips on the tough substance. Nothing for it but to fight, then; the diminutive sorcerer flips over the side and comes face to face with... TWO of the beasts!
Oh, drat.
Mustering her courage, Amaryllis uses the hunger of the silver in these desert leylines to draw the life energy from the smaller of the two mantis things, which she uses to unleash a torrent of lava (from her nose, obviously) to melt the second. As the giant insects stop twitching, she hustles over the dunes to the nearby cave where she's spotted some of the others take shelter. Why didn't she think of that?
Arcane 9 to recharge Life Drain, revealing Spellbook to add d4:1d12 + 4 + 2 + 1d4 ⇒ (6) + 4 + 2 + (4) = 16Success; recharged Arcane 13 to recharge Volcanic Storm, revealing Spellbook to add d4:1d12 + 4 + 2 + 1d4 ⇒ (2) + 4 + 2 + (2) = 10Failure; discarded Reset hand and end turn. Arcane 13 to recharge Volcanic Storm from discard, revealing Spellbook to add d4, for character power:1d12 + 4 + 2 + 1d4 ⇒ (11) + 4 + 2 + (2) = 19Success; recharged
Displayed: Deck: 8 Discard: 3 Buried: 1
"Current Location: Cave
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4B: The Trail Grows Hot?: N"
Role Card: TBD
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Explore Dunes(S) Card #1: Dandasuka BA Wisdom 7 check, discarding Blessing of Sivanah to Bless:1d4 + 1d4 ⇒ (1) + (2) = 3Failure Combat damage:1d4 ⇒ 1Discard Anathemic Volume for damage Suffer Wounded for failure Combat 15 to defeat Dandasuka, putting Ghost Whip in Recovery to use Arcane plus 2d8:1d12 + 4 + 2 + 2d8 ⇒ (4) + 4 + 2 + (2, 4) = 16Success, but need a reroll Reroll the d12:1d12 ⇒ 4Ha! Still defeated
Discard Riftwarden to explore Dunes Card #2: Harrowing Arcane 10 to acquire Harrowing, adding d6 for Hourglass power:1d12 + 4 + 2 + 6 ⇒ (6) + 4 + 2 + 6 = 18Success; acquired... bury for Hourglass power
Discard Incanter to explore Dunes Card #3: Wayfinder Wisdom 10 to acquire Wayfinder, adding d6 for Hourglass power:1d14 + 1d6 ⇒ (5) + (4) = 9Fail to acquire; Banish
Banish Cure to remove Wounded.
Amaryllis takes cover behind some reddish chitinous mass, only to discover that a weird tiger-humanoid has had the same idea. The thing snarls and attacks, and Amaryllis barely brings it down... but is injured in the process. She rolls the body, anyway, finding a scroll and a broken compass of some sort.
Displayed: Deck: 6 Discard: 4 Buried: 1
"Current Location: Dunes
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4B: The Trail Grows Hot?: N"
Role Card: TBD
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Displayed: Deck: 11 Discard: 0 Buried: 0
"Current Location: Dunes
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4B: The Trail Grows Hot?: N"
Role Card: TBD
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
OK, so it looks like cards #1, 2, 4, 5 & 11 are clear. Explore top card of Shop:1d9 ⇒ 9(14) Flanking Attack
Before Amaryllis acts, a random other character summons and encounters the danger; the difficulty to defeat is increased by #. Random other character, alphabetically taken as in Valeros, Varian, Zelhara:1d3 ⇒ 3With apologies, Zelhara
After that, Amaryllis encounters the Danger (Mercenary) Combat 22 to defeat Mercenary, putting Ice and Fire in Recovery to use Arcane plus 2d8 plus 3 and add the Fire trait:1d12 + 3 + 2 + 2d8 + 3 ⇒ (10) + 3 + 2 + (6, 3) + 3 = 27Success; defeated and banished.Flanking Attack defeated and banished as well. Add one Trap Marker to location.
Cards #1, 2, 4, 5, 11 & 14 are clear. Discard Riftwarden to explore next card of Shop:1d8 ⇒ 3(7) Mithral Chain Shirt Fortitude 9 to acquire Mithral Chain Shirt:1d8 + 2 ⇒ (3) + 2 = 5Failure; banished
Two more of the seemingly-endless mercenaries burst through a thinly-panelled wall. One charges for Zelhara, but Amaryllis does not get to watch the fight, as the other comes for her. She coughs a gout of flame in the mercenary's face, melting the unfortunate's lovely armor onto their body. It's the quite the sight. The smell, so close to Amaryllis, reminds her that she's hungry... which is gross.
Arcane 12 to recharge Ice and Fire:1d12 + 3 + 2 ⇒ (7) + 3 + 2 = 12Success; recharged Reset hand and end turn.
Displayed: Deck: 10 Discard: 1 Buried: 1
"Current Location: Shop
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4A: Evil for Sale?: N"
Role Card: TBD
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
NOTE: One Trap Marker at location; on the next combat, don't forget to add d6+1.
On turn 8, discard Blackjack's Daggers and Ghost Whip for Shield Guardian damage.
Turn 9: Amaryllis/The Publican
Explore Shop Card #1 (7): Wyvern Blade Trap Disable 10 to defeat Wyvern Blade Trap, putting Fire Snake in Recovery to use Arcane:1d12 + 3 + 2 ⇒ (11) + 3 + 2 = 16Success; defeated and banished Put one Trap Marker at location as per character power.
Discard Riftwarden (but really recharge, for Hourglass power) to explore Shop Card #2 (8): Evil Eye Arcane 10 to defeat Evil Eye, recharging Magical Child to add d4:1d12 + 3 + 2 + 1d4 ⇒ (4) + 3 + 2 + (3) = 12Success; defeated and banished Put a second Trap Marker at location as per character power.
Displayed: Deck: 11 Discard: 0 Buried: 1
"Current Location: Shop
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4A: Evil for Sale?: N"
Role Card: TBD
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
NOTE: Because of the Trap Markers, whosoever has the next Combat, remember to add d6+2
Explore Shop Card #1 (6):Marked Cards Will fail to acquire; Banished
Discard Blessing of Sivanah to explore Shop Card #2 (7): Blackjack’s Daggers Dexterity 11 to acquire Blackjack’s Daggers, recharging Gem of Mental Acuity to use Charisma die:1d12 ⇒ 12Nice! Success; acquired.
Encounter Danger for scenario power Combat 18 to defeat Mercenary, putting Volcanic Storm in Recovery to use Arcane plus 3d6:1d12 + 3 + 2 + 3d6 ⇒ (8) + 3 + 2 + (6, 6, 6) = 31Success; defeated and banished
Examine top two cards of location as per scenario power: Shop Card #3 (8): Blackjack's Gear Shop Card #4 (8): The Juggler Banish both as per scenario power.
Hiding behind and overturned table, Amaryllis surveys the wreckage that has already accumulated. Detritus is everywhere; she notices a nice set of daggers in the pile and scoops it up to give to one of her more melee-oriented companions later. One of the mercenaries pokes his head over the side of the table, but the sorcerer just blasts him with fire and continues to sort through the wreckage.
Arcane 13 to recharge Volcanic Storm, adding d4 for Spellbook:1d12 + 3 + 2 + 1d4 ⇒ (8) + 3 + 2 + (4) = 17Success; recharged Reset hand and end turn.
Displayed: Deck: 11 Discard: 1 Buried: 1
"Current Location: Shop
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4A: Evil for Sale?: N"
Role Card: TBD
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Put Clairvoyance in Recovery to examine top three cards of location and put them back in any order. Shop Card #2: Wailing Maidens When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed, discarding Blessing of Abraxas to Bless:1d8 + 2 + 1d8 ⇒ (6) + 2 + (5) = 13Success; no shenanigans Shop Card #3: Flanking Attack Shop Card #4: Henchman Proxy A Rearrange to this order: Shop Card #2: Henchman Proxy A Shop Card #3: Wailing Maidens Shop Card #4: Flanking Attack
Discard Riftwarden to explore Shop Card #2: Henchman Proxy A (Mercenary) Combat 18 to defeat Mercenary, putting Life Drain in Recovery to use Arcane plus 2d4 and recharging Anathemic Volume to bury Blessing of Abraxas to Bless twice:1d12 + 3 + 2 + 2d4 + 2d12 ⇒ (9) + 3 + 2 + (3, 3) + (5, 3) = 28Success; defeated and banished Heal Riftwarden as per Life Drain power. Examine bottom two cards of deck as per scenario power: Shop Card #41: Giant FormBanish; darn! Shop Card #42: Twitch TonicBanish; also darn!
The halfling first focuses her magical energy, using memories of childhood to craft a tiny amber doll of force that she sets to walking across the shop-turned-battlefield. The doll walks directly into one of the mercenaries that have invaded the room. The poor unfortunate screams as her soul shrivels and she explodes, taking out a shelf of scrolls and vials in the process.
Displayed: Deck: 11 Discard: 0 Buried: 1
"Current Location: Shop
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4A: Evil for Sale?: N"
Role Card: TBD
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Amaryllis leaps out of the way of the green magical ray that shoots from the shopkeeper's hands, flips nimbly over a desk, and draws upon the leylines to create an arc of her own. Time to bring this Shop down upon his ears!
Displayed: Deck: 11 Discard: 0 Buried: 0
"Current Location: Shop
Hero Points Available/Used: 3 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-4A: Evil for Sale?: N"
Role Card: TBD
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Amaryllis whirls to face an Ancient Skeleton that rises from the massive pile of bones that is the ossuary.
Discard Spellbook for BA Combat damage. Combat 17 to defeat Ancient Skeleton, putting Dragon's Breath in Recovery to use Arcane plus 3d6 and add the Fire trait:1d12 + 3 + 2 + 3d6 ⇒ (6) + 3 + 2 + (5, 2, 4) = 22Defeated and banished;Ossuary guarded no matter the results of the other skelly fights.
Displayed: Deck: 8 Discard: 3 Buried: 4
"Current Location: Ossuary
Hero Points Available/Used: 2 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-3D: Confronting a Stranger?: N"
Role Card: TBD
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
On previous turn, display Create Mindscape at Ossuary for Valeros' check
At close of Cliff, Amaryllis moves to Crypt
Turn 10: Amaryllis/Zon-kuthon’s Pain
Explore Crypt Card #1: The Mute Hag Arcane 7 to acquire The Mute Hag, revealing Spellbook to add d4:1d12 + 3 + 2 + 1d4 ⇒ (11) + 3 + 2 + (1) = 17Success; acquired
Recharge The Mute Hag to explore top card of Crypt: Charm Person
Discard Blessing of Abraxas to explore Crypt Card #2: Charm Person Arcane 6 to acquire Charm Person, Blessing for The Mute Hag power and revealing Spellbook to add d4:1d12 + 3 + 2 + 1d12 + 1d4 ⇒ (10) + 3 + 2 + (5) + (3) = 23Success; acquired For purposes of posting, I am going to assume that the scenario power about blessing a check does not apply to the The Mute Hag power, but if it does, Amaryllis will have recharged Spellbook and forgone the extra d4. If the check is allowed to be NOT Blessed, would do that also; this is an auto-succeed for Amaryllis. Will edit hand to reflect that if it is decided to be the case in chat.
Put Charm Person in Recovery to draw an Ally with Diplomacy in its check to acquire: Djinn. Fortuitous!
Hearing the sounds of the spiky person beating on more undead, Amaryllis rushes into the nearby crypt to help. When she first walks down the short flight of stairs into the darkness, she realizes the folly of precipitous behavior and pauses to pray to whatever gods are listening, and to search the leylines for allies. The leylines lead her to a dusty urn, which she she rubs clean... and a djinn emerges. Amaryllis dances a jig in delight and beckons her new friend to join the fight.
Arcane 9 to recharge Life Drain, revealing Spellbook if she has it in hand:1d12 + 3 + 2 + 1d4 ⇒ (8) + 3 + 2 + (1) = 14Success with or without Spellbook; recharged Bury Charm Person Reset hand and end turn
Displayed: Deck: 7 Discard: 2 Buried: 4
"Current Location: Crypt
Hero Points Available/Used: 2 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-3D: Confronting a Stranger?: N"
Role Card: TBD
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
It is only by luck that Amaryllis looks up from where she is focused on investigating a glyph inscribed in the ground to see a Skeletal Steed bearing down upon her!
Amaryllis fails her Wisdom check and buries Anathemic Volume.
BA Acrobatics 7:1d8 + 2 ⇒ (5) + 2 = 7Whew; no shenanigans Combat 17 to defeat Skeletal Steed, putting Life Drain in Recovery to use Arcane plus 2d4:1d12 + 3 + 2 + 2d4 ⇒ (5) + 3 + 2 + (3, 4) = 17Wow! Twice in a row. Defeated and banished
Heal a card for Life Drain:1d2 ⇒ 2Cure. Winner, winner, chicken dinner.
Explore Cliff Card #1: Phantasmal Apparition Perception 7 to defeat Phantasmal Apparition, putting Fire Snake in Recovery to use Arcane:1d12 + 3 + 2 ⇒ (8) + 3 + 2 = 13Success; defeated and banished
Place one Trap marker at location for character power.
Examine top two cards of location for defeating Phantasmal Apparition Cliff Card #1: Shadow Cliff Card #2: Wounding Spear-axe
Discard Incanter to explore Cliff Card #2: Shadow Combat 13 to defeat Shadow, putting Volcanic Storm in Recovery to use Arcane plus 3d6 and adding 1d6 plus 1 for Trap marker:1d12 + 3 + 2 + 3d6 + 1d6 + 1 ⇒ (4) + 3 + 2 + (6, 2, 2) + (3) + 1 = 23Success; defeated and banished
Remove Trap marker
Discard Cure to explore Cliff Card #3 as per Hourglass power: Wounding Spear-axe Melee 11 to acquire Wounding Spear-axe, recharging Gem of Physical Prowess to use d12:1d12 ⇒ 9Failure; banished
Amaryllis continues to rush along, unseen, to find a way to flank that horrible woman. She finds herself at the edge of a precipitous drop, which she actually quite enjoys. The rush of it! There is a ghost prowling the cliff edge, but Amaryllis easily evades the stupid thing by trapping it in the ley lines in the stones. When a second creature, this comprised of buttered darkness, emerges, the clever little halfling uses the trapped ghost to capture this newer thing... somehow. There is a massive axe thing stuck in the stone nearby, by pulling weapons from stone was never Amaryllis' thing.
Displayed: Deck: 7 Discard: 2 Buried: 2
"Current Location: Cliff
Hero Points Available/Used: 2 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-3D: Confronting a Stranger?: N"
Role Card: TBD
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Arcane 13 to recharge Volcanic Storm as per character power, adding d4 for Spellbook:1d12 + 3 + 2 + 1d4 ⇒ (10) + 3 + 2 + (4) = 19Success; recharged
(I forgot to note that Prophesize is set aside as per scenario power.
Turn 2: Amaryllis/The Gold-fisted
Explore Trail Card #1: Accursed Priest Combat 20 to defeat Accursed Priest, putting Ghost Whip in Recovery to use Arcane plus 2d8 and recharging Magical Child to add d4:1d12 + 3 + 2 + 2d8 + 1d4 ⇒ (2) + 3 + 2 + (3, 6) + (2) = 18Failure; bury Riftwarden to reroll dice and take new result as per character power Combat 20 to defeat Accursed Priest, putting Ghost Whip in Recovery to use Arcane plus 2d8 and recharging Magical Child to add d4:1d12 + 3 + 2 + 2d8 + 1d4 ⇒ (12) + 3 + 2 + (4, 4) + (2) = 27Success; defeated and banished Bury Blessing of the Spellbound for Accursed Priest power.
The Pharasman lady might not be on this side of the hedge, but her minions certainly are. Anther Pharasman, this one quite dead (if the rotting flesh is any guide), reaches out with a clawed hand and burning eye. He is moaning something, but the lack of tongue makes if difficult for Amaryllis to make out what he is trying to say. She quickly conjures a whip of arcane matter and snaps him in half, but the effort is draining.
Arcane 10 to recharge Ghost Whip:1d12 + 3 + 2 ⇒ (2) + 3 + 2 = 7TBD Arcane 10 to recharge Ghost Whip, this one for character power:1d12 + 3 + 2 ⇒ (12) + 3 + 2 = 17Success; recharged Reset hand and end turn.
Displayed: Deck: 9 Discard: 0 Buried: 2
"Current Location: Trail
Hero Points Available/Used: 2 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-3D: Confronting a Stranger?: N"
Role Card: TBD
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Displayed: Deck: 11 Discard: 0 Buried: 0
"Current Location: Trail
Hero Points Available/Used: 2 / 9"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-3D: Confronting a Stranger?: N"
Role Card: TBD
Favored Card: Spell Hand Size: 6 ☑ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Displayed:Elixir of Energy Resistance,
Deck: 9 Discard: 2 Buried: 2
"Current Location: Ravine
Hero Points Available/Used: 2 / 6"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-3C: Unearthing the Truth?: N"
Role Card: TBD
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Displayed:Elixir of Energy Resistance,
Deck: 11 Discard: 1 Buried: 1
"Current Location: Tower
Hero Points Available/Used: 2 / 6"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-3C: Unearthing the Truth?: N"
Role Card: TBD
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.
Five Combat spells in deck, and I can't draw one to save my life. Use my cards!
Off-turn: Accept display of Elixir of Energy Resistance from Valeros; ta!
Turn 11: Amaryllis/The Avalanche
Move to Tower.
Explore Tower Card #1: The Owl Wisdom 7 to acquire The Owl:1d4 ⇒ 1Failure; banished
Discard Riftwarden to explore Tower Card #2: Tinker Charisma 6 to acquire Tinker, recharging Anathemic Volume to bury Blessing of the Spellbound to Bless, mostly to clear hand for a Combat spell:1d12 + 3 + 1d12 ⇒ (4) + 3 + (11) = 18Success; acquired
Amaryllis gratefully accepts the libation from Valeros, and toasts him with a twinkling eye as she downs it.
What a punch the little drink has! Amaryllis' tiny frame is not equal to the intensity of the drink, and she staggers off to be alone while her eyesight returns to normal. Somehow, she ends up climbing the tower again, keep an eye out for any undead as best she can. She spots a tinker pushing his cart through the alley the tower; where did her come from? Perhaps he is an illusion brought on by the potency of Valeros' drink...
Reset hand and end turn, discarding Spellbook as free discard.
Displayed:Elixir of Energy Resistance,
Deck: 10 Discard: 3 Buried: 1
"Current Location: Tower
Hero Points Available/Used: 2 / 6"
"NOTES: Available Support: As always, all cards as needed. Bot me as needed.
Other: Dice Re-Roll Used for 7-3C: Unearthing the Truth?: N"
Role Card: TBD
Favored Card: Spell Hand Size: 6 ☐ 7 Proficiencies:
[]None POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after (X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
When you defeat a barrier, you may mark your location to represent setting a trap. The marker is referred to as a 'trap'. While a character at the marked location encounters a monster, add 1d6 plus the number of traps at that location to all combat checks against that monster; remove all traps at that location at the end of the encounter or when the location is closed.