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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
So sorry about the delay. With everything going on, this completely slipped my mind. :( Amaryllis starts her turn.
Amaryllis stays at the Paradise Hill, and takes her free exploration.
Demon Eater:
WotR
Monster 3 Traits: Outsider To Defeat: Combat 21 Armors may not be played during this encounter. If undefeated, bury 1d4+1 random cards from your discard pile. Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence. Using Volcanic Storm for the combat. Combat (Arcane) 21: 1d12 + 4 + 2 + 5 + 3d6 ⇒ (2) + 4 + 2 + 5 + (3, 6, 1) = 23 -> Defeated, although a lot closer than I would've liked. Want to save the blessings, so not going again. Amaryllis ends her turn, attempts to recharges Volcanic Storm, and resets her hand.
Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [X] +2 [ ] +3 Acrobatics: Dexterity +2 Constitution d8 [ ] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 5 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Sorry for the delayed response, the days are starting to blend together. :/
Amaryllis stays at the Paradise Hill, and takes her free exploration.
Demon Eater:
WotR
Monster 3 Traits: Outsider To Defeat: Combat 21 Armors may not be played during this encounter. If undefeated, bury 1d4+1 random cards from your discard pile. Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence. Using Life Drain for the combat check, and recharging a BotSpellbound for an extra die. Combat (Arcane) 21: 2d12 + 4 + 2 + 5 + 2d4 ⇒ (1, 5) + 4 + 2 + 5 + (2, 2) = 21 -> Defeated, just barely but defeated. Life Drain goes into recovery, and I heal one card (Vampire Bat). We're not short on time, so I think I'm going to save my remaining blessings and end my turn. Amaryllis ends her turn, auto-recharges Life Drain (d12+11 vs 9), and resets her hand. Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [X] +2 [ ] +3 Acrobatics: Dexterity +2 Constitution d8 [ ] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 5 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis starts her turn.
Amaryllis stays at Paradise Hill, and takes her free exploration.
Sacred Weapon:
WotR
Spell B Traits: Magic Divine Attack Veteran To Acquire: Wisdom Divine 6 For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Rolling a d4 for Wisdom, so no chance to acquire this. Amaryllis discards Vampire Bat to examine the top card of the location, then may explore.
Wand of Paralyze:
WotR
Item B Traits: Wand Attack Magic Arcane Divine Mental To Acquire: Intelligence Arcane Wisdom Divine 10 Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck. After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it. Auto-acquire with a d12+11 vs 10. Amaryllis ends her turn and resets her hand.
Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [X] +2 [ ] +3 Acrobatics: Dexterity +2 Constitution d8 [ ] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 5 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis will start at Paradise Hill. Amaryllis wrote:
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Spending hero point for a skill feat: Dex +2. Still have 6 Hero Points Scenario reward: Picking a random spell 5, in the following order: 1 - Blizzard, 2 - Life Leech, 3 - Death's Touch, 4 - Eagle Aerie, 5 - Fire Barrage, 6 - Summon Angel
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis starts her turn.
Amaryllis stays at the Abyssal Rift, and takes her free exploration.
Putrid Ooze:
WotR
Monster 4 Traits: Ooze Aquatic To Defeat: Combat 22 OR Dexterity 16 The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8. Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage. If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase When I encounter the card, I banish Cloudburst and ignore the BYA check. Then I use it for the combat check and reveal Black Robe for an additional +2. Combat (Arcane) 22: 1d12 + 4 + 2 + 5 + 3d6 + 2 ⇒ (7) + 4 + 2 + 5 + (5, 6, 2) + 2 = 33 -> Defeated, Putrid Ooze is banished. Amaryllis ends her turn, auto-recharges Cloudburst (with help from Black Robe and Binder's Tome), flips the location, and resets her hand.
Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Acrobatics: Dexterity +2 Constitution d8 [ ] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage:
MYTHIC POWERS
Charges: 5 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
Note the info in my notes section about blessings and if/when we encounter the villain ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis starts her turn.
Amaryllis stays at the Abyssal Rift, and takes her free exploration.
Pillar of Life:
WotR
Spell 4 Traits: Magic Divine Healing To Acquire: Wisdom Divine 12 Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it. Unfortunately, can't get the spell 4, so it gets added to the cards displayed next to the scenario. Searching the location deck for a henchman or villain: Grimslake. Shuffle location. Amaryllis discards Cleric of Nethys to examine the top 2 cards, possibly rearrange them, and explore again.
Grimslake:
WotR
Henchman 3 Type: Monster Traits: Aberration To Defeat: Combat 22 OR Survival 12 Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck. If undefeated, bury the top card of your deck. These foul worms are content to chew on the dead__ or those who will be Discarding the BoPharasma to add a d4 to my BYA Con/Fort check. Fortitude 8: 1d8 + 2 + 1d4 ⇒ (5) + 2 + (3) = 10 -> Success, no cards are buried. For the combat, using Pyrotechnic Blast, revealing Black Robe for a +2, and Binder's Tome for a d4. Combat (Arcane) 22: 1d12 + 4 + 2 + 5 + 2d4 + 2 + 1d4 ⇒ (12) + 4 + 2 + 5 + (1, 2) + 2 + (3) = 31 -> Success, henchman defeated! Unfortunately, location can't be permanently close. Amaryllis ends her turn, auto-recharges the Pyrotechnic Blast (d12+11 vs 8), flips the location card, and resets her hand. Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Acrobatics: Dexterity +2 Constitution d8 [ ] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage:
MYTHIC POWERS
Charges: 5 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
Correct me if I'm wrong, but we now know all the cards in this location, although we don't know their order except Putrid Ooze, yes? ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis starts her turn.
Amaryllis automatically succeeds at her attempt to recharge the Mist Horn. Amaryllis stays at the , and takes her free exploration.
Gargoyle:
WotR
Monster 2 Traits: Gargoyle To Defeat: Combat 14 If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4. This sinister crouching humanoid resembles a horned, winged demon statue. No combat spells, so this is just about worst case. At least the location is on the good side, and I have the Cleric of Nethys if things don't go too bad. So discarding a BotGods for a d12, and revealing Binder's Tome for a d4. Combat 18: 1d6 + 1d12 + 1d4 ⇒ (5) + (11) + (4) = 20 -> Success! Gargoyle is banished. Ending the turn, and hoping to draw a spell this time. Amaryllis ends her turn, flips the location card, and resets her hand.
Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Acrobatics: Dexterity +2 Constitution d8 [ ] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 5 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis starts her turn.
Amaryllis stays at the Abyssal Rift, and takes her free exploration.
Blessing of Ascension:
WotR
Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Have a mythic charge, so auto-acquire Amaryllis discards Blessing of Ascension to explore again.
Xenarth:
WotR
Monster 5 Traits: Outsider Demon To Defeat: Combat 24 The Xenarth is immune to the Electricity and Poison traits. Before you act, the Xenarth deals 2 Acid damage to each character at your location. If undefeated, the Xenarth deals 2 Poison damage to you. If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck. Deadlier than any shark, these rare mutations are infused with demon ichor Displaying Mist Horn, and using it to prevent the acid damage from the Xenarth. Using Life Drain for the combat, and revealing the Binder's Tome for an extra d4. Then the BoPharasma for an additional 2d4. Combat (Arcane) 24: 1d12 + 4 + 2 + 5 + 2d4 + 1d4 + 2d4 ⇒ (10) + 4 + 2 + 5 + (3, 1) + (1) + (2, 3) = 31 -> Success, but there are more than 4 cards in the location, so it gets shuffled back in. Then heal one from Life Drain: Blessing of Pharasma 1. Amaryllis ends her turn, flips the location card, auto-recharges Life Drain (d12+11 vs 9), and resets her hand. Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Acrobatics: Dexterity +2 Constitution d8 [ ] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 5 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Sorry, completely forgot about that. Normally, I probably would've started at the Family Tomb, but given that I only have one offensive spell, and a bunch of blessings, it's probably better to start at the Abyssal Rift. ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Acrobatics: Dexterity +2 Constitution d8 [ ] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 5 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Hero point:Immediately spending it on a card feat: Ally. Taking the Apprentice to fill the gap.
Deck upgrade: Only thing I'm really interested in is the blessing 5.
Note also that Amaryllis has 2XP now, since she tiered up at the end of 1-4D. ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
I'll take four damage, but since it's for the win I'll attempt to close Guard attempt: Spoiler:
Treachery Demon
Combat 24 The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards. Fail the BYA Wisdom check (rolling a d4 against a 12), so take 4 Combat damage; discarding Cloudburst, Sphere of Fire, Bound Elemental, and Gem of Mental Acuity. Using Ice and Fire for the combat check, and revealing Binder's Tome for an additional d4. Combat (Arcane) 24: 1d12 + 4 + 2 + 5 + 2d8 + 3 + 1d4 ⇒ (12) + 4 + 2 + 5 + (4, 3) + 3 + (2) = 35 -> Defeated, location is guarded. Also I draw two cards: BotSpellbound and Cleric of Nethys. This means I have a blessing available if needed. ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis starts her turn.
Amaryllis stays at the , and takes her free exploration.
Greater Shadow:
WotR
Monster 4 Traits: Undead Incorporeal To Defeat: Combat 22 The Greater Shadow is immune to the Mental and Poison traits. If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated. When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any. Negative energy and devoured souls increase its size. Using Volcanic Storm for the combat. Combat (Arcane) 22: 1d12 + 4 + 2 + 5 + 3d6 ⇒ (2) + 4 + 2 + 5 + (1, 3, 6) = 23 -> Defeated! A lot closer than I would've liked, but it gets the job done. The spell was neither basic nor elite, so it's defeated. Volcanic Storm goes into recovery. I have no way to go again, so ending my turn. Amaryllis ends her turn and resets her hand. During recovery, auto-recharges the volcanic storm with the help of the Binder's Tome (d12+d4+11 vs 13). Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Acrobatics: Dexterity +2 Constitution d8 [ ] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 5 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
In that case, since I would be taking 5 points of damage with no mitigation available, I won't be attempting to close ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Rules question: If I attempt to close, am I considered to be encountering the servitor demon, and if so does the "before the encounter" count as a "before you act"? ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
I'm going out of town for the weekend, starting tonight. So I won't be able to update anything for the next few days. ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis starts her turn.
Amaryllis stays at the , and takes her free exploration.
Blackaxe:
WotR
Weapon 4 Traits: Axe Melee Slashing 2-Handed Magic Corrupted Veteran To Acquire: Strength Melee 12 For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree. Rolling a d6 for Strength, so no chance to get this. Amaryllis discards Raconteur to explore again.
Worm Demon:
WotR
Monster B Traits: Outsider Undead Demon To Defeat: Combat 10 The Worm Demon is immune to the Electricity and Poison traits. If undefeated, bury an ally from your hand or your discard pile. Worn demons inhabit and control the corpses of dead humanoids Using Life Drain for the combat check. Arcane: 1d12 + 4 + 2 + 5 + 2d4 ⇒ (3) + 4 + 2 + 5 + (4, 3) = 21 -> Defeated, and banished. Heal a card (Raconteur), and Life Drain put in recovery Amaryllis discards Blessing of Xoveron to explore again.
Temptation of Big Die:
WotR
Barrier P Traits: Temptation Mythic To Defeat: None Display this card next to your deck;the barrier is defeated. You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result. "Roll 'em bigger, hurt ''em worse Don't you worry 'bout the curse! Giant boulder rumbles fine 'Specially when death's on the line!" - Plarg's song Card displayed, barrier defeated. Amaryllis ends her turn, auto-recharges Life Drain, and resets her hand.
Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Acrobatics: Dexterity +2 Constitution d8 [ ] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage:
MYTHIC POWERS
Charges: 5 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
Notes: I finally updated my deck manager for the recovery stuff, let me know if anything appears off. I think I updated everything necessary, but more eyes are better. Also, BR: I don't see a the stats for the servitor demon on the scenario posts. ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Off-turn attempt to acquire random ally:
Ally 1: Raconteur:
WotR
Ally B Traits: Gnome Bard To Acquire: Charisma Diplomacy 5 Recharge this card to add 1d6 to your Diplomacy or Knowledge check. Discard this card to explore your location. Attempt is Charisma at d12+9 vs. 5, so auto-succeed. ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis starts her turn.
Amaryllis stays at the Eagle Rock, and takes her free exploration.
Thylacine:
WotR
Ally 3 Traits: Animal To Acquire: Wisdom Survival 10 Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck. Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration. No chance of acquiring the ally, so banished. Can't go again, unless I want to discard an extra card. So ending my turn. Amaryllis ends her turn and resets her hand.
Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Acrobatics: Dexterity +2 Constitution d8 [ ] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 5 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis starts her turn.
Amaryllis moves to the Eagle Rock, then takes her free exploration. Blessing of Xoveron:
WotR
Blessing 5 Traits: Divine Xoveron Corrupted To Acquire: None 0 When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it. Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Not at an Abyssal location, so burying the BoPharasma to get a blessing 5. No way to explore again since the hour of Shax is corrupted. Amaryllis ends her turn and resets her hand. Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Acrobatics: Dexterity +2 Constitution d8 [ ] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 5 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Sorry for the delay, been a busy couple of weeks over the holidays. Working on my turn right now. ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
LOOT: Anathemic Volume -> Black Robe Amaryllis will start at the Canyon, but depending on what she draws she may move to Eagle Rock Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Acrobatics: Dexterity +2 Constitution d8 [ ] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage:
MYTHIC POWERS
Charges: 4 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
Amaryllis has enough attack spells to get through the multiple fights needed to close Eagle Rock, so she'll most likely be moving there on her turn ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
I agree with Greenclaw, and thank you. ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Sorry, been a super busy couple of weeks. Was in release mode for a couple projects at work. :/ Anyway not really interested in any deck upgrades, so not taking that. Immediately spending my hero point to gain a power feat (reduce Electricity damage by 2), and I remain at 6 hero points. ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Off-turn guard check for Grinder (Front Side)
Ash Giant Thug:
Henchman 4
Type: Monster Traits: Giant Barbarian To Defeat: Combat 27 OR Arcane Divine 18 The Ash Giant Thug is immune to the Poison trait. Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. No Ash Giant would willingly guard a portal to the Abyss. Thankfully, that's not a problem. Choosing the Arcane check. Revealing the Binder's Tome for an additional d4, and recharge a BotSpellbound for an additional die. Arcane 18: 2d12 + 4 + 2 + 4 + 1d4 ⇒ (3, 4) + 4 + 2 + 4 + (4) = 21 -> Defeated, location is guarded. Vulture Demon:
Henchman 4
Type: Monster Traits: Outsider Demon Servitor To Defeat: Combat 19 The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constitution or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage. If you still have entrails, it'll take care of that for you. For the Fortitude check, recharging the Gem of Mental Acuity to use my Charisma die, then discarding the BoPharasma for an additional die. Fortitude 9: 2d12 + 2 ⇒ (9, 10) + 2 = 21 -> Passed, may play seplls with the Attack trait. Using Ice And Fire for the combat, and revealing the Binder's Tome for an additional d4. Combat (Arcane) 19: 1d12 + 4 + 2 + 4 + 2d8 + 3 + 1d4 ⇒ (7) + 4 + 2 + 4 + (8, 2) + 3 + (1) = 31 -> Defeated ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis starts her turn.
Amaryllis moves to the Grinder (Front Side), then takes her free exploration.
Blessing of Torag:
WotR Blessing B
Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Location (Front): If you acquire a boon, flip the Grinder. Strength 4: 1d6 ⇒ 1 -> Failed, card is banished and location stays on the front side. Amaryllis discards Blessing of Abraxas to explore again.
Abyssal Shortcut:
WotR Barrier 4
Traits: Temptation Abyssal To Defeat: None Display this barrier next to a location; the barrier is defeated. While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck. Displaying Abyssal Shortcut next to the Locust Shrine. Seems like the best choice, since the Grinder goes away and everyone there moves when it's closed, and the Abyssal Rift flips to the always open side if it's ever unoccupied. Amaryllis ends her turn, automatically recharges Pyrotechnic Blast (d12+10 vs 8), resets her hand, and attempts to recharge Volcanic Storm.
Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Acrobatics: Dexterity +2 Constitution d8 [ ] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 4 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis starts her turn.
Amaryllis moves to the Molten Pool, then takes her free exploration.
Blessing of Abraxas:
WotR Blessing B
Traits: Divine Abraxas Corrupted To Acquire: Arcane 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any Arcane or Divine check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Auto-acquire with an Arcane of d12+10 vs 7. Amaryllis discards Vampire Bat to explore again.
Mythic Glyph:
WotR Barrier 4
Traits: Trap Magic Arcane Mythic To Defeat: Arcane Divine 17 OR Intelligence Knowledge Stealth 14 Before you act, each other character at your location must summon and encounter the Mythic Glyph. If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down. After you act, banish this barrier. Rulebook: If you encounter a bane that has the Mythic trait, when it is defeated, your character gets a mythic charge. Ukuja needs to encounter the Mythic Glyph. Mythic Glyph encounter:
Discarding the BotGods to add a die to the check, and revealing Binder's Tome to add an additional d4. Then spending a mythic charge to turn a d12 into a d20
Arcane 17: 1d20 + 1d12 + 4 + 2 + 4 + 1d4 ⇒ (7) + (4) + 4 + 2 + 4 + (1) = 22 -> Defeated, gain a mythic charge, putting me back up to four. Now need to discard three cards from my deck: Pyrotechnic Blast, Volcanic Storm, and Blessing of Pharasma 2. Barrier is banished. Amaryllis ends her turn and resets her hand. Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Acrobatics: Dexterity +2 Constitution d8 [ ] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 4 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis starts her turn.
Amaryllis stays at the Befouled Altar, and takes her free exploration.
Ash Giant Thug:
WotR Henchman 4
Type: Monster Traits: Giant Barbarian To Defeat: Combat 27 OR Arcane Divine 18 The Ash Giant Thug is immune to the Poison trait. Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from. Location: If you fail a check to defeat a monster, discard a card from the blessings deck. No Ash Giant would willingly guard a portal to the Abyss. Thankfully, that's not a problem. Taking the Arcane 18 check, revealing the Binder's Tome to add 1d4, and recharging a BotSpellbound for an additional die. Arcane 18: 2d12 + 4 + 2 + 4 + 1d4 ⇒ (4, 9) + 4 + 2 + 4 + (1) = 24 -> Defeated, may attempt to close. Summoning the Cultist of Baphomet Cultist of Baphomet:
Henchman B
Type: Monster Traits: Traits: Human Cleric Cultist Veteran To Defeat: Combat 10 The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number. Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you. If undefeated, shuffle the top card of the blessings deck into your location deck. If defeated, you may immediately attempt to close the location this henchman came from. This is still the first exploration, so one combat damage. Where's my Black Robe when I need it. Discarding the Bound Elemental for the damage. For the combat, using Volcanic Storm, and revealing Binder's Tome for an additional 1d4. Combat (Arcane) 14: 1d12 + 4 + 2 + 4 + 3d6 + 1d4 ⇒ (4) + 4 + 2 + 4 + (4, 6, 2) + (3) = 29 -> Defeated, location closed. No blessings in the discard pile, so nothing to bury. Revealing Surgeon to heal a random card (Bound Elemental), then recharging Surgeon. Amaryllis ends her turn, attempts to recharge her spell, and resets her hand.
Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Acrobatics: Dexterity +2 Constitution d8 [ ] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 4 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
I'll start at the Befouled Altar as well. Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Acrobatics: Dexterity +2 Constitution d8 [ ] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 4 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
I'm in about the same boat as Ukuja: Need to drop three skill feats, which gives me 3 hero points, and have 3 die bump for three more hero points, for a total of 6 hero points. Keeping all five power feats and (after getting a card feat for 4D) all five card feats, setting all my feats at the max of tier +1. Also teiring up, since the extra hero point I'd get for 4E isn't that important when you're sitting on 6. Dropping two dex feats and a con feat. Taking a card feat for 4D, giving me [X] Spell 6. Taking a Spell 4 for my deck upgrade (since there are three of them available, and only Erasmus seems interested in it), and taking Cloudburst. I think that covers everything, but if I missed anything let me know. ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Off-turn attempt to guard.
Lust Demon:
Henchman 4
Type: Monster Traits: Outsider Demon To Defeat: Combat 20 The Lust Demon is immune to the Electricity, Fire, and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait. If undefeated, the Lust Demon deals no damage; instead, bury an ally, or if you have no allies, bury your hand. Revaling Binder's Tome and Black Robe for an additional 1d4 and +2, respectively, to the BYA check. Arcane 12: 1d12 + 4 + 2 + 3 + 1d4 + 2 ⇒ (7) + 4 + 2 + 3 + (3) + 2 = 21 -> Success, may cast spells. Using Life Drain for the combat, and revealing Binder's Tome and Black Robe to add 1d4 and +2, respectively. Then discarding BoPharasma to add two additional dice, and discarding BotGods for playing a blessing. Combat (Arcane) 20: 3d12 + 4 + 2 + 3 + 2d4 + 1d4 + 2 ⇒ (4, 3, 9) + 4 + 2 + 3 + (1, 2) + (1) + 2 = 31 -> Defeated, location guarded. Healing a random card (Boomcrown), and auto-recharge Life Drain at the appropriate time, ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis starts her turn.
Amaryllis moves to the Harem of Ardent Dreams, then takes her free exploration.
Nezirrius:
WotR Henchman 4
Type: Monster Traits: Outsider Fey Assassin To Defeat: Combat 30 Nezirrius cannot be evaded. Other characters may not play boons on the check to defeat Nezirrius. Before you act, Nezirrius deals 1d4+1 Ranged damage to a random character. If defeated, you may banish a boon to immediately attempt to close the location this henchman came from. "I've been hired to kill you. Do you want to pay me to kill anyone else first?" -- Nezzirius BYA: 1-Amaryllis, 2-Ukuja, 3-Erasmus: 1d3 ⇒ 1 -> Amaryllis takes 1d4 ranged damage: BYA Ranged damage: 1d4 + 1 ⇒ (2) + 1 = 3 -> Burying Bound Elemental to reduce the Ranged damage to 0. Using Ice and Fire for the combat check, then revealing Black Robe for +2, discarding BofPharasma for two additional dice, and discarding the Surgeon for playing a blessing. Combat (Arcane) 30: 3d12 + 4 + 2 + 3 + 2d8 + 3 + 2 ⇒ (8, 12, 8) + 4 + 2 + 3 + (4, 8) + 3 + 2 = 54 -> Defeated, but don't have anything to fight the Lust Demon with so not banishing anything. Automatically recharge both Fire and Ice and the Bound Elemental by revealing the Black Robe (d12+9+2 vs 12). Amaryllis ends her turn and resets her hand.
Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [X] +2 [X] +3 Acrobatics: Dexterity +2 Constitution d8 [X] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 3 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Auto-fail the Wisdom 9 check with a d4. Burying the Gem of Mental Acuity and moving to the Locust Shrine. ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Just as an FYI, I'm heading to GenCon tomorrow morning and I'm not taking my computer with me, so my connectivity will be very limited. So I probably won't be able to check in again until I get back on Tuesday. ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Missed from previous turn: as Ukuja pointed out, need to discard a card to have used my blessing. Would have discarded the Boomcrown, and drawn Bound Elemental to replace it. Amaryllis starts her turn.
Amaryllis stays at the Harem of Ardent Dreams, and takes her free exploration.
Deacon of Death:
WotR Monster 4
Traits: Outsider To Defeat: Combat 30 The Deacon of Death is immune to the Acid and Poison traits. Before you act, if any locations are closed, you may bury a card to evade the Deacon of Death, summon and build the location Middle of Nowhere, and move there. If any characters are dead, the difficulty to defeat is increased by 10. Deacons of Death pilot skiffs along rivers in the Abyss. There is a closed location, but choosing not to evade. No characters are dead, so no difficulty increase. Using Pyrotechnic blast for the combat check, and revealing Black Robe for an additional +2. Then discarding BoPharasma for 2 exra dice, and discarding Mist Horn for playing a blessing. Combat (Arcane) 30: 3d12 + 4 + 2 + 3 + 2d4 + 2 ⇒ (9, 5, 10) + 4 + 2 + 3 + (3, 3) + 2 = 41 -> Defeated. Auto-recharge the Pyrotechnic Blast (d12+9 vs 8). Amaryllis ends her turn and resets her hand.
Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [X] +2 [X] +3 Acrobatics: Dexterity +2 Constitution d8 [X] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 3 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis starts her turn.
Amaryllis stays at the Harem of Ardent Dreams, and takes her free exploration.
Blessing of Abraxas:
WotR Blessing B
Traits: Divine Abraxas Corrupted To Acquire: Arcane 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any Arcane or Divine check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Auto-acquire with an Arcane of d12+9 vs 7. Amaryllis discards Blessing of Abraxas to explore again. Top card of the blessings discard pile is not Corrupted, so no penalty for playing the blessing.
Worm Demon:
WotR Monster B
Traits: Outsider Undead Demon To Defeat: Combat 10 The Worm Demon is immune to the Electricity and Poison traits. If undefeated, bury an ally from your hand or your discard pile. Worn demons inhabit and control the corpses of dead humanoids. Using Sphere of Fire for the combat, to make it an auto-success (d12+d6+9 vs 10). Amaryllis ends her turn, auto-recharges the Sphere of Fire, and resets her hand. Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [X] +2 [X] +3 Acrobatics: Dexterity +2 Constitution d8 [X] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 3 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Off-turn attempt to temp-close the Harem of Ardent Dreams.
Lust Demon:
Henchman 4
Type: Monster Traits: Outsider Demon To Defeat: Combat 20 The Lust Demon is immune to the Electricity, Fire, and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait. If undefeated, the Lust Demon deals no damage; instead, bury an ally, or if you have no allies, bury your hand. Auto-succeed at the BYA check by revealing Black Robe (for d12+12 vs 12). Using Sphere of Fire for the combat, and revealing Black Robe for an extra +2. Spending a mythic charge to convert the d12 into a d20, and ignoring the immunity to Fire. Combat (Arcane) 20: 1d20 + 4 + 2 + 4 + 1d6 + 2 ⇒ (13) + 4 + 2 + 4 + (6) + 2 = 31 -> Defated, location is temp-closed. Sphere of Fire is still displayed until the end of my turn. ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis starts her turn.
Amaryllis stays at the Harem of Ardent Dreams, and takes her free exploration.
Boomcrown:
WotR Item 4
Traits: Accessory Magic Attack Veteran To Acquire: Charisma Divine 13 For your combat check, bury this card to roll a number of d8s equal to the scenario's adventure deck number and add the scenario's adventure deck number. If the check is to defeat a bane that has the Undead trait, roll d12s instead. After playing this card, succeed at a Divine 15 check to recharge this card instead of burying it. Charisma 13: 1d12 + 4 + 4 ⇒ (8) + 4 + 4 = 16 -> Acquired Amaryllis discards Vampire Bat to examine the top card of the location, then she may explore again.
Locust Demon:
WotR Monster 3
Traits: Outsider Demon Vermin To Defeat: Combat 23 The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it. Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck. If undefeated, discard the top card of your deck. Can't make the Wisdom check, so discarding the top card of deck: Blessing of the Spellbound 1. Using Life Drain for the combat, and revealing Black Robe for an additional +2. Not using Force and can't make the Int check, so no +5. Arcane 23: 1d12 + 4 + 2 + 4 + 2d4 + 2 ⇒ (11) + 4 + 2 + 4 + (4, 3) + 2 = 30 -> Defeated. Auto-recharge Life Drain (d12+10 vs 9), then heal a random card: Vampire Bat. Amaryllis ends her turn and resets her hand.
Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [X] +2 [X] +3 Acrobatics: Dexterity +2 Constitution d8 [X] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 4 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Starting at Harem of Ardent Dreams Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [X] +2 [X] +3 Acrobatics: Dexterity +2 Constitution d8 [X] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 4 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
I don't have a strong opinion, but my preference would also be for the Talisman of Faith. If no one else does, I might take it during some of the scenarios. ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Selecting Spell for my additional card.
Not particularly interested in any of the treasure, so it's down to you two. Looks like Erasmus gets the Item 4, and Ukuja gets the Ally 4? ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Off-turn combat against Hepzamirah. Discarding Fire and Ice for the combat check, revealing Black Robe and Binder's Tome for an additional +2 and d4, respectively. Then recharging a BotSpellbound for an extra die, and getting another die from Ukuja discarding a blessing. Giving me 3d12+2d8+d4+15. Spending four charges to convert four dice into d20s.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis starts her turn.
Amaryllis stays at the Abyssal River, and takes her free exploration. Abyssal River card #: 1d4 + 1 ⇒ (2) + 1 = 3
Mirror Image:
Spell B
Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it. Auto-acquire with a d12+10 vs 6. While I could do two combats if I encounter the villain, I'd be using one of my blessings to explore again. And since I'm the only one here, anyone that helps me will be taking damage. So, since we're not at hurting for time, I'm going to stop here. Amaryllis ends her turn, discards Mirror Image, resets her hand, then recharges Mirror Image. Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [X] +2 [X] +3 Acrobatics: Dexterity +2 Constitution d8 [X] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 4 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis starts her turn. She chooses not to bury a card.
Amaryllis stays at the Abyssal River, and takes her free exploration.
Mist Horror:
Monster 3
Traits: Outsider Elemental Incorporeal To Defeat: Combat 20 The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0. If the check to defeat does not have the Magic trait, the Mist Horror is undefeated. After you act, shuffle this card into a random open location, then move to a random location. Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes. Location: When you would be dealt Combat damage, you are dealt Poison damage instead. Well, this is unpleasant. Using Pyrotechnic Blast for the combat, and revealing Black Robe and Binders Tome to add +2 and a d4, respectively. Combat (Arcane) 20: 1d12 + 4 + 2 + 4 + 2d4 + 2 + 1d4 ⇒ (3) + 4 + 2 + 4 + (1, 4) + 2 + (4) = 24 -> Defeated, closer than I would've liked, but it works. Auto-recharge Pyrotechnic Blast (d12+10 vs 8). Unfortunately, the Mist Horror gets shuffled into random open location, and since this is the only one open, it gets shuffled into here. Then Amaryllis moves to a random location: 1-River, 2-Runestone, 3-Shrine, 4-Wounded Lands: 1d4 ⇒ 1 -> Abyssal River, so looks like I stay here. Amaryllis ends her turn, discards Swarmlord's Jar, and resets her hand.
Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [X] +2 [X] +3 Acrobatics: Dexterity +2 Constitution d8 [X] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 4 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Off-turn discards BotSpellbound for Ukuja's check, then summons and encounters the Vulture Demon. Assuming Erasmus displays the Banner.
Vulture Demon:
Henchman 4
Type: Monster Traits: Outsider Demon Servitor To Defeat: Combat 19 The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage. If you still have entrails, it'll take care of that for you. BYA Fortitude 9: 1d8 + 1 + 2 + 1d8 ⇒ (7) + 1 + 2 + (3) = 13 -> Passed, may play spells with the Attack trait. Using Volcanic Storm for the combat, and revealing both Black Robes and Binder's Tome to add an additional 2 and d4, respectively, in addition to the Banner of Valor. Combat (Arcane) 19: 1d12 + 4 + 2 + 4 + 3d6 + 2 + 1d4 + 1d8 ⇒ (5) + 4 + 2 + 4 + (4, 2, 6) + 2 + (4) + (4) = 37 -> Defeated, and banished. Revealing the Black Robe to prevent the one damage. Also revealing it to auto-succeed the recharge check (d12+10+2 vs 13). Erasmus takes one poison damage. Ukuja ignores his damage. ![]()
Deck Handler // Looking for: Spell 3 > Spell 3 > Ally 3 > Blessing 3 > Spell B
Amaryllis starts her turn.
Amaryllis moves to the Abyssal River, then takes her free exploration.
Swarmlord's Jar:
Item 3
Traits: Object Magic To Acquire: Arcane Divine Craft 9 Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1. When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6. Auto-acquire with a d12+10 Arcane. Recharging Vampire Bat to examine the top card of the location: Blessing of Ascension. Not a monster or ally, so no healing. Amaryllis moves to join Ukuja at the Abyssal river, and heeds his advice about the magical jar nearby. Amaryllis ends her turn and resets her hand.
Amaryllis wrote:
Skills and Powers: SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [X] +2 [X] +3 Acrobatics: Dexterity +2 Constitution d8 [X] +1 [ ] +2 Fortitude: Constitution +2 Intelligence d4 [ ] +1 [ ] +2 Wisdom d4 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +2 Favored card: Spell
Mythic Archmage: MYTHIC POWERS
Charges: 4 Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20. Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
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