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Arabundi - Gimry's page

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Arabundi Deck Handler

Hero Point
Power Feat: ☑ On Your Attack Check Add 2

Deck Upgrades
Pull an Armor 5. No other upgrades.

Boon: 1d20 ⇒ 16


Arabundi Deck Handler

========================
Arabundi starts his turn.
Hour: The Desert
Hour Power:When you move during your move step, bury a card.
Location: Ruin
Location Power:At the start of your turn, succeed at a Dexterity or Survival 4+# or suffer the scourge Entangled.
Scenario Powers:

  • Replace your race trait (such as ""Human"" or ""Halfling"" with Kobold.
  • Add ""Or Charisma Diplomacy 8+#"" to all checks to defeat Kobold banes.
  • When you defeat a barrier, you may mark your location; this marker is referred to as a ""trap."" While a character at a 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.
  • When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftan - Proxy B1 into it. All Proxy A cards are now the closing henchman Planar Rift.

    Cards 2,6,7: 1d3 ⇒ 2

    Friendly Game of Sredna:

    CotCT
    Barrier 4
    Traits:
    Respect
    Task
    To Defeat:
    Strength 7
    OR Constitution
    Fortitude 12
    If defeated, you may remove this barrier from the game and gain 1 respect point.
    If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.

    Constitution 12: 1d10 + 1d10 + 1d10 ⇒ (10) + (6) + (6) = 22

    Roll Details:

    Constitution - 1d10
    Double Blessed - 1d10+1d10

    Use Alase's Zon Kuthon to double bless

    Defeated a Barrier, so add a trap to the location

    EoT Examine (2, 7): 1d2 ⇒ 1
    Death's Touch is on top. That stays.

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Returning Throwing Axe +1 (2), Returning Throwing Axe +1, Celestial Crossbow +3, Whip of Centipedes, Cure,

    Displayed: Sable Company Leathers,
    Deck: 13 Discard: 3 Buried: 1
    Current Location: Ruin
    Hero Points: 3
    NOTES:
    Available Support:
  • I can recharge a card to add 1d4 to distant combat checks.

    Other: Paizo reroll used for scenario PP-1C: Y

  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Erastil, Blessing of Abadar, Blessing of Shizuru, Deathbane Light Crossbow +1, Wolfhide Armor, Masterwork Tools, Blessing of Tsukiyo, Mountaineer, Dragoon, Legionnaire Chaplain, Archers Bracers, Venemous Bolt
    Recharged: Staff of Minor Healing,
    Discard Pile: Blessing of Angradd, Divine Blaze, Blessing of Erastil (2),
    Buried Pile: Cayden Cailean's Revelry,

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).
    ☑ At the end of your turn, you may examine the top card of your location. If it is not a spell, you may shuffle it into the location.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodstone Manor Reward)
    For the rest of the adventure path, when a power on a Protean monster would cause you to reroll, you may discard a card to ignore that effect.

    "

    End of Turn Summary
    Banished Card 6
    Card 2 is on top


  • Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: Pharasma's Knowing
    Hour Power:On your check against an Undead card, add 1d6.
    Location: River
    Location Power:On your check, you may discard a card to reroll a die.
    Scenario Powers:

  • Replace your race trait (such as ""Human"" or ""Halfling"" with Kobold.
  • Add ""Or Charisma Diplomacy 8+#"" to all checks to defeat Kobold banes.
  • When you defeat a barrier, you may mark your location; this marker is referred to as a ""trap."" While a character at a 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.
  • When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftan - Proxy B1 into it. All Proxy A cards are now the closing henchman Planar Rift.

    Start of turn check
    Dexterity 9(4+5): 1d8 + 3 ⇒ (3) + 3 = 6

    Roll Details:

    Dexterity - 1d8+3

    Suffer Entangled

    Put Cailean's Revelry on top, I'll let someone else do the honors of the Henchman. I don't trust myself against random barriers

    Cayden Cailean's Revelry:

    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    Veteran
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.

    Divine 9(4+5): 1d8 + 3 ⇒ (8) + 3 = 11

    Roll Details:

    Divine - 1d8+3

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Returning Throwing Axe +1 (2), Returning Throwing Axe +1, Whip of Centipedes, Cure, Cayden Cailean's Revelry,

    Displayed: Sable Company Leathers,
    Deck: 14 Discard: 3 Buried: 0
    Current Location: Thicket
    Hero Points: 3 // Arabundi has the following scourges marked:
    Entangled:
    While Marked:
    You cannot evade or move.

    When your location is closed, remove this scourge.


    NOTES:
    Available Support:
  • I can recharge a card to add 1d4 to distant combat checks.

    Other: Paizo reroll used for scenario PP-1B: Y

  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Celestial Crossbow +3, Blessing of Abadar, Deathbane Light Crossbow +1, Blessing of Shizuru, Blessing of Tsukiyo, Dragoon, Blessing of Erastil, Mountaineer, Venemous Bolt, Wolfhide Armor, Masterwork Tools, Archers Bracers, Legionnaire Chaplain
    Recharged: Staff of Minor Healing,
    Discard Pile: Blessing of Angradd, Divine Blaze, Blessing of Erastil (2),
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).
    ☑ At the end of your turn, you may examine the top card of your location. If it is not a spell, you may shuffle it into the location.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodstone Manor Reward)
    For the rest of the adventure path, when a power on a Protean monster would cause you to reroll, you may discard a card to ignore that effect.

    "

    End of Turn Summary
    Acquired Card 3 of the Thicket. Others can be reordered still


  • Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: The Lucky Drunk
    Hour Power:After your exploration, you may move to a random location.
    Location: [i]River
    Location Power:On your check, you may discard a card to reroll a die.
    Scenario Powers:

  • Replace your race trait (such as ""Human"" or ""Halfling"" with Kobold.
  • Add ""Or Charisma Diplomacy 8+#"" to all checks to defeat Kobold banes.
  • When you defeat a barrier, you may mark your location; this marker is referred to as a ""trap."" While a character at a 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.
  • When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftan - Proxy B1 into it. All Proxy A cards are now the closing henchman Planar Rift.

    Kobold Champion:

    Story Bane
    Type: Monster
    Traits: Kobold Veteran
    To Defeat: Combat 10+##
    Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.

    Intelligence 9(4+5): 1d6 + 1d6 + 1d6 ⇒ (2) + (4) + (5) = 11

    Roll Details:

    Intelligence - 1d6
    Blessed (Alase Claws Freely Recharge) - 1d6
    Blessed (Erastil) - 1d6

    Have Alase Freely Recharge Achaekek’s Claws to bless
    Discard Erastil to bless

    Combat 20(10+5+5): 1d8 + 3 + 1d6 + 1 + 1d8 + 1 + 1d8 + 1d8 ⇒ (5) + 3 + (5) + 1 + (5) + 1 + (4) + (3) = 27

    Roll Details:

    Combat(Divine) - 1d8+3
    Venomous Hand Crossbow +1 - 1d6+1
    Venomous Hand Crossbow +1 (Offhand shot) - 1d8+1
    Double Blessed - 1d8+1d8

    Use Erastil to double Bless
    Recharge Deathbane for Crossbow power

    Constitution 10(5+5): 1d10 + 1d10 ⇒ (2) + (6) = 8

    Roll Details:

    Constitution - 1d10
    Blessed - 1d10

    Use Alase's Abadar

    Use Paizo reroll
    Constitution 10(5+5): 1d10 + 6 ⇒ (4) + 6 = 10

    Move to Forest on closing

    Use Chaplain to heal 1
    Arabundi is healed for 1: (Blessing of Erastil). Deck shuffled.

    End of turn examine - Acidic Bolas (Shuffle Location)

    As I continue lost in thought, I almost don't notice Agna come down for a stroll. I've always appreciated her respect for nature. Maybe once this .... whatever this "IS" .. is done we could sit down for a pint.

    As I head over to Agna, something catches my eye. Kobold Tracks!

    At that moment the champion rushes from the underbrush swords ablazing. With a shot from both my crossbows the kobold falls before he even had a chance. Obviously the River isn't safe, so I'll head off into the Forest.

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Returning Throwing Axe +1 (2), Returning Throwing Axe +1, Whip of Centipedes, Cure, Staff of Minor Healing,

    Displayed: Sable Company Leathers,
    Deck: 13 Discard: 3 Buried: 0
    Current Location: River
    Hero Points: 3
    NOTES:
    Available Support:
  • I can recharge a card to add 1d4 to distant combat checks.

    Other: Paizo reroll used for scenario PP-1B: Y

  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Archers Bracers, Blessing of Tsukiyo, Venemous Bolt, Mountaineer, Blessing of Erastil, Dragoon, Masterwork Tools, Legionnaire Chaplain, Wolfhide Armor, Deathbane Light Crossbow +1, Blessing of Shizuru, Celestial Crossbow +3, Blessing of Abadar
    Recharged:
    Discard Pile: Blessing of Angradd, Divine Blaze, Blessing of Erastil (2),
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).
    ☑ At the end of your turn, you may examine the top card of your location. If it is not a spell, you may shuffle it into the location.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodstone Manor Reward)
    For the rest of the adventure path, when a power on a Protean monster would cause you to reroll, you may discard a card to ignore that effect.

    "

    End of Turn Summary
    Closed the River
    Used Alase's Claws and Abadar
    Move to Forest
    Examined Card 1 of Forest and shuffled location


  • Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: Sarenrae's Light
    Location: River
    Location Power:On your check, you may discard a card to reroll a die.
    Scenario Powers:

  • Replace your race trait (such as ""Human"" or ""Halfling"" with Kobold.
  • Add ""Or Charisma Diplomacy 8+#"" to all checks to defeat Kobold banes.
  • When you defeat a barrier, you may mark your location; this marker is referred to as a ""trap."" While a character at a 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.
  • When you defeat the Kobold Sorcerer, add the new location Thicket and shuffle the closing henchman Kobold Chieftan - Proxy B1 into it. All Proxy A cards are now the closing henchman Planar Rift.

    Dybbuk:

    CotCT
    Monster 5
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 22
    Immune to Mental and Poison.
    Resistant to Attack.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, choose them randomly.

    Combat 26(22+4): 1d8 + 3 + 4d8 + 1d8 + 1d8 ⇒ (5) + 3 + (6, 5, 5, 2) + (3) + (7) = 36

    Roll Details:

    Combat(Divine) - 1d8+3
    Divine Blaze (Undead) - 4d8
    Double Blessed - 1d8+1d8

    Discard Angradd to double bless (Fire)

    Discard Mountaineer to explore again

    Sable Company Leathers:

    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Acrobatics
    Fortitude 10
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.

    Constitution 10: 1d10 ⇒ 10

    Roll Details:

    Constitution - 1d10

    of Turn Examine - Summoning Trap - Shuffle Location

    I quietly head to the River to clear my mind as the rest of the crew heads elsewhere. What is happening here? Why does everything seems so distorted? Is this a lost memory of mine or am I experiencing someone else's memories. As I ponder the questions, I get jumped by a Dybbuk. I quickly dispatch of the undead with a divine blaze. As I cast the spell, I feel a sense of something explode from within. What is this power I am feeling? Where did it come from? The answers to those questions will need to wait until after we figure out these rifts.
    As I continue down the river, I come across a old set of leathers. They don't fit particularly well, but there are better then nothing.

    Arabundi ends his turn.

    Arabundi attempts to recover all cards in his Recovery pile.
    Divine Blaze: Divine 14: 1d8 + 2 + 4 ⇒ (1) + 2 + 4 = 7 -> Divine Blaze discarded.

    Arabundi resets his hand.

    Drew Staff of Minor Healing. Use it.

    Arabundi is healed for 1: (Mountaineer). Deck shuffled.

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Deathbane Light Crossbow +1, Legionnaire Chaplain, Blessing of Erastil, Blessing of Erastil (2),

    Displayed: Sable Company Leathers,
    Deck: 15 Discard: 2 Buried: 0
    Current Location: River
    Hero Points: 3
    NOTES:
    Available Support:
  • I can recharge a card to add 1d4 to distant combat checks.

    Other: Paizo reroll used for scenario PP-1B: N

  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing, Blessing of Tsukiyo, Celestial Crossbow +3, Returning Throwing Axe +1 (2), Archers Bracers, Blessing of Abadar, Venemous Bolt, Cure, Returning Throwing Axe +1, Masterwork Tools, Mountaineer, Whip of Centipedes, Wolfhide Armor, Dragoon, Blessing of Shizuru
    Recharged:
    Discard Pile: Blessing of Angradd, Divine Blaze,
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).
    ☑ At the end of your turn, you may examine the top card of your location. If it is not a spell, you may shuffle it into the location.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodstone Manor Reward)
    For the rest of the adventure path, when a power on a Protean monster would cause you to reroll, you may discard a card to ignore that effect.

    "

    End of Turn Summary
    Banished top card of River
    Acquired Card 2 of River
    Examined Card 3 of River and shuffled location


  • Arabundi Deck Handler

    Hero Point
    Card Feat: Blessing (Add Blessing of Angraad)

    Upgrades
    I'm very flexible with this card list actually.

    Bonus Card: I will take an Ally 5 if the two we got are claimed, or I will take a Spell 5.

    For Upgrades, if there is an Ally 5, I'll grab that. Otherwise I'll be perfectly happy with the Armor 4.

    Boon: 1d20 ⇒ 11


    Arabundi Deck Handler

    Blackjack's Daggers:

    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.

    Guard Failed

    Ranged 11: 1d8 + 6 + 1d4 ⇒ (2) + 6 + (1) = 9

    Roll Details:

    Ranged - 1d8+6
    Archer - 1d4

    Use Alase's Maat to turn this into a success


    Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: Nethys's Duality
    Location: Arsenal
    Location Power:On your combat check, add 1 for each weapon played.
    Scenario Powers:

  • At the start of your turn, examine the top card of your location. If it is a boon or a story bane, reload it; otherwise, shuffle your location.
  • When you close a location, before banishing cards from it, you may shuffle all of its story banes and proxies together into a random location.
  • When you defeat a Witness and close its location, report a Witness success to the table coordinator.
  • When you defeat the Planar Rift, display it next to the storybook. To win, corner and defeat both villains.
  • Wildcard: Desperate When you encounter a boon and do not acquire it, discard a card.

    Cast Cure on Agna

    Go ahead and Draw up and end turn

    Arabundi ends his turn.

    Arabundi attempts to recover all cards in his Recovery pile.
    Cure: Divine 8: 1d8 + 2 + 4 ⇒ (5) + 2 + 4 = 11 -> Cure recharged.

    Arabundi resets his hand.

    "

    Arabundi wrote:

    Hand: Celestial Crossbow +3, Returning Throwing Axe +1, Holy Light, Whip of Centipedes, Masterwork Tools, Archer,

    Displayed: Sable Company Hide,
    Deck: 13 Discard: 3 Buried: 0
    Current Location: Arsenal
    Hero Points: 3
    NOTES:
    Available Support:
  • I can recharge a card to add 1d4 to distant combat checks.

    Other: Paizo reroll used for scenario PP-1B: N

  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wolfhide Armor, Blessing of Shizuru, Dragoon, Venomous Hand Crossbow +1, Divine Blaze, Blessing of Tsukiyo, Staff of Minor Healing, Deathbane Light Crossbow +1, Seeking Longbow, Blessing of Erastil, Archers Bracers, Legionnaire Chaplain
    Recharged: Cure,
    Discard Pile: Blessing of Erastil (2), Returning Throwing Axe +1 (2), Blessing of Abadar,
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).
    ☑ At the end of your turn, you may examine the top card of your location. If it is not a spell, you may shuffle it into the location.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodstone Manor Reward)
    For the rest of the adventure path, when a power on a Protean monster would cause you to reroll, you may discard a card to ignore that effect.

    "

    End of Turn Summary
    Cast Cure on Agna


  • Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: The Trumpet
    Location: Arsenal
    Location Power:On your combat check, add 1 for each weapon played.
    Scenario Powers:

  • At the start of your turn, examine the top card of your location. If it is a boon or a story bane, reload it; otherwise, shuffle your location.
  • When you close a location, before banishing cards from it, you may shuffle all of its story banes and proxies together into a random location.
  • When you defeat a Witness and close its location, report a Witness success to the table coordinator.
  • When you defeat the Planar Rift, display it next to the storybook. To win, corner and defeat both villains.
  • Wildcard: Desperate When you encounter a boon and do not acquire it, discard a card.

    Start of turn Scenario Examine - Sable Company Hide

    Sable Company Hide:

    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 11
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.

    Constitution 11: 1d10 + 1d10 ⇒ (4) + (8) = 12

    Roll Details:

    Constitution - 1d10
    Blessed - 1d10

    Use my Abadar to bless

    End of Turn Examine - Salvator Scream. Go ahead and shuffle the location

    Drew Staff of Minor Healing. Use it at the start of Seoni's turn

    Arabundi is healed for 1: (Whip of Centipedes). Deck shuffled.

    Arabundi wrote:

    Hand: Celestial Crossbow +3, Holy Light, Masterwork Tools, Archer, Cure,

    Displayed: Sable Company Hide,
    Deck: 14 Discard: 3 Buried: 0
    Current Location: Arsenal
    Hero Points: 3
    NOTES:
    Available Support:
  • I can recharge a card to add 1d4 to distant combat checks.
  • Cure is available if anyone needs it

    Other: Paizo reroll used for scenario PP-1B: N

  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing, Dragoon, Wolfhide Armor, Venomous Hand Crossbow +1, Legionnaire Chaplain, Deathbane Light Crossbow +1, Whip of Centipedes, Seeking Longbow, Divine Blaze, Blessing of Tsukiyo, Archers Bracers, Returning Throwing Axe +1, Blessing of Shizuru, Blessing of Erastil
    Recharged:
    Discard Pile: Blessing of Erastil (2), Returning Throwing Axe +1 (2), Blessing of Abadar,
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).
    ☑ At the end of your turn, you may examine the top card of your location. If it is not a spell, you may shuffle it into the location.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodstone Manor Reward)
    For the rest of the adventure path, when a power on a Protean monster would cause you to reroll, you may discard a card to ignore that effect.

    End of Turn Summary
    Acquired top card of Arsenal
    Shuffled the Arsenal


  • Arabundi Deck Handler

    Summon and acquire a weapon to guard

    Verminbane Warhammer:

    CotCT
    Weapon 4
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Elect to Auto fail. Discard Returning Throwing axe for Desperate


    Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: The Liar
    Location: Arsenal
    Location Power:On your combat check, add 1 for each weapon played.
    Scenario Powers:

  • At the start of your turn, examine the top card of your location. If it is a boon or a story bane, reload it; otherwise, shuffle your location.
  • When you close a location, before banishing cards from it, you may shuffle all of its story banes and proxies together into a random location.
  • When you defeat a Witness and close its location, report a Witness success to the table coordinator.
  • When you defeat the Planar Rift, display it next to the storybook. To win, corner and defeat both villains.
  • Wildcard: Desperate When you encounter a boon and do not acquire it, discard a card.

    Sometimes it pays to be a loner.

    SoT Examine - Vampire!! Here we go!

    Vampire:

    Core
    Story Bane 2
    Type: Monster
    Traits:
    Undead
    Vampire
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 10+##
    OR Divine 7+#
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Combat 20(10+5+5): 1d8 + 6 + 1d8 + 3 + 2d6 + 1 ⇒ (3) + 6 + (4) + 3 + (4, 1) + 1 = 22

    Roll Details:

    Combat(Ranged) - 1d8+6
    Celestial Crossbow +3 - 1d8+3
    Celestial Crossbow +3 (Undead) - 2d6
    Location Power - 1

    Recharge Wolfhide Armor for Vampire

    Combat 20(10+5+5): 1d8 + 6 + 1d8 + 3 + 2d6 + 1 ⇒ (6) + 6 + (1) + 3 + (5, 6) + 1 = 28

    Roll Details:

    Combat(Ranged) - 1d8+6
    Celestial Crossbow +3 - 1d8+3
    Celestial Crossbow +3 (Undead) - 2d6
    Location Power - 1

    Recharge Seeking Longbow for Vampire

    Close Check - Summon/Acquire Weapon

    Dragonbane Greatsword:

    CotCT
    Weapon 3
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
    If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Go ahead and auto fail this, keeping the Arsenal open
    Discard Whip of Centipedes for desperate

    End of turn examine - Dybbuk. No point is shuffling, so leave on top. Scenario power will reshuffle it all anyways.

    Seoni is starting to worry me a little. Those that play with fire tend burn everything near to them.

    As my concern about Seoni's power grows, I catch wind of a nearby Vampire. My new bow makes quick work of the Undead, but there is still much to do in here.
    "

    Arabundi wrote:

    Hand: Celestial Crossbow +3, Returning Throwing Axe +1 (2), Holy Light, Masterwork Tools, Archer, Blessing of Abadar,

    Displayed:
    Deck: 14 Discard: 2 Buried: 0
    Current Location: Arsenal
    Hero Points: 3
    NOTES:
    Available Support:
  • I can recharge a card to add 1d4 to distant combat checks.

    Other: Paizo reroll used for scenario PP-1B: N

  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Tsukiyo, Blessing of Erastil, Venomous Hand Crossbow +1, Staff of Minor Healing, Divine Blaze, Dragoon, Deathbane Light Crossbow +1, Cure, Archers Bracers, Returning Throwing Axe +1, Legionnaire Chaplain
    Recharged: Blessing of Shizuru, Wolfhide Armor, Seeking Longbow,
    Discard Pile: Blessing of Erastil (2), Whip of Centipedes,
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).
    ☑ At the end of your turn, you may examine the top card of your location. If it is not a spell, you may shuffle it into the location.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodstone Manor Reward)

    "

    End of Turn Summary
    Banished top card of Arsenal - Henchman
    Examined Card 2 of Arsenal and left it there


  • Arabundi Deck Handler

    Guard Check for Arsenal

    Seeking Longbow:

    CotCT
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Ranged 13: 1d8 + 6 + 1d8 + 1d8 ⇒ (4) + 6 + (5) + (4) = 19

    Roll Details:

    Ranged - 1d8+6
    Double Blessed - 1d8+1d8

    Recharge Shizuru to double bless

    Arsenal is guarded

    "

    Arabundi wrote:

    Hand: Celestial Crossbow +3, Seeking Longbow, Whip of Centipedes, Wolfhide Armor, Blessing of Erastil (2), Blessing of Abadar,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Arsenal
    Hero Points: 3
    NOTES:
    Available Support:
  • I can recharge a card to add 1d4 to distant combat checks.
  • Seeking Longbow adds 1d8 to distant combat checks

    Other: Paizo reroll used for scenario PP-1B: N

  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Archers Bracers, Staff of Minor Healing, Deathbane Light Crossbow +1, Returning Throwing Axe +1, Divine Blaze, Holy Light, Cure, Archer, Blessing of Erastil, Legionnaire Chaplain, Venomous Hand Crossbow +1, Returning Throwing Axe +1 (2), Dragoon, Blessing of Tsukiyo, Masterwork Tools
    Recharged: Blessing of Shizuru,
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).
    ☑ At the end of your turn, you may examine the top card of your location. If it is not a spell, you may shuffle it into the location.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodstone Manor Reward)

    "


    Arabundi Deck Handler

    Start at Arsenal
    "

    Arabundi wrote:

    Hand: Celestial Crossbow +3, Whip of Centipedes, Wolfhide Armor, Blessing of Shizuru, Blessing of Erastil (2), Blessing of Abadar,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Arsenal
    Hero Points: 3
    NOTES:
    Available Support:
  • I can recharge a card to add 1d4 to distant combat checks.

    Other: Paizo reroll used for scenario PP-1B: N

  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Divine Blaze, Archer, Staff of Minor Healing, Venomous Hand Crossbow +1, Holy Light, Legionnaire Chaplain, Blessing of Erastil, Archers Bracers, Dragoon, Masterwork Tools, Deathbane Light Crossbow +1, Blessing of Tsukiyo, Cure, Returning Throwing Axe +1, Returning Throwing Axe +1 (2)
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).
    ☑ At the end of your turn, you may examine the top card of your location. If it is not a spell, you may shuffle it into the location.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodstone Manor Reward)
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodstone Manor Reward)

    "


    Arabundi Deck Handler

    Boon: 1d20 ⇒ 19

    I'll take a weapon 5 for the reward

    Ally 5: 1d1000 ⇒ 529


    Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: The Gold-fisted
    Hour Power:When you acquire a boon, you may recharge a card.

    Location: Academy
    Location Power: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore.
    Scenario Powers:
    Confusing: After your reset, shuffle a random card into your deck.

    Hippogriff Fledgling:

    CotCT
    Ally 4
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Survival 11
    If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
    Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.

    Wisdom 11: 1d8 + 1 + 1d8 ⇒ (8) + 1 + (2) = 11

    Roll Details:

    Wisdom - 1d8+1
    Blessed - 1d8

    Use Alases Vaultmaster to leave Achakek for Villain

    First explore was not a spell, so explore again from location power. Elect not to use Hour Power.

    Restorative Touch:

    Core
    Spell 3
    Traits:
    Divine
    Magic
    Healing
    To Acquire:
    WisdomDivine 8
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Divine 8: 1d8 + 2 + 4 ⇒ (2) + 2 + 4 = 8

    Roll Details:

    Divine - 1d8+2
    Acquire Power - 4

    Discard Archer to explore again, add 1d4 to Dex checks

    Azuretzi:

    7-99
    Story Bane 1
    Type: Monster
    Traits:
    Outsider
    Protean
    Veteran
    To Defeat:
    Combat 11
    THEN Charisma Arcane Diplomacy Divine 9
    Roll 1d4 twice, rerolling duplicates. This monster is resistant to:
    1. Acid
    2. Cold
    3. Electricity
    4. Fire
    Before acting, a local character discards an ally.
    On the combat check to defeat, reroll 1 die that shows the highest value, then reroll 1 die that shows the lowest value.

    Resistance: 1d4 ⇒ 4 -> Fire and
    Resistance: 1d3 ⇒ 1 -> Acid

    Ranged 21 (11+5+5): 1d10 + 6 + 1d6 + 1 + 2 + 1d4 + 1d10 + 2d4 + 1d10 ⇒ (4) + 6 + (2) + 1 + 2 + (4) + (9) + (4, 4) + (10) = 46

    Roll Details:

    Ranged - 1d10+6
    Venomous Hand Crossbow +1 - 1d6+1
    Archers Bracers - 2
    Archer - 1d4
    Hippogriff Fledgling - 1d10
    Faithfull Hound - 2d4
    Blessed - 1d10

    Use Wolfhide Armor to turn my Dex die to a d10
    Discard Bracers (after reveal) to activate Hounds
    Use Cyclone to Bless

    Villain Power to reroll Highest Die
    Ranged 21 (11+5+5): 4 + 6 + 2 + 1 + 2 + 4 + 9 + 4 + 4 + 1d10 ⇒ 4 + 6 + 2 + 1 + 2 + 4 + 9 + 4 + 4 + (5) = 41

    Villain Power to reroll Lowest Die
    Ranged 21 (11+5+5): 4 + 6 + 1d6 + 1 + 2 + 4 + 9 + 4 + 4 + 5 ⇒ 4 + 6 + (1) + 1 + 2 + 4 + 9 + 4 + 4 + 5 = 40

    Assuming Cyclone kicks in now, add 2 for a single 1 or 2

    As Alase sits in her corner using her archaic powers to examine the world around us a chill runs down my spine and my fingers twitch. In another life, that may have been too much for me. But I chose the life of healing the earth, and her powers prove fruitful as she find a nearby Hippogriff. Little did we know, the Hippogriff had an owner at one point because there was a Restorative Touch spell attached to a set of saddlebags.

    As we marvel at our luck, I hear Archie begin to call out in alarm

    "A Protean!!!!!!!"

    Without hesitating, I fire a shot.

    Let someone finish him off


    Arabundi Deck Handler

    Reveal Armor to prevent BYA damage

    Combat 21(11+5+5): 1d8 + 2 + 4d8 ⇒ (2) + 2 + (7, 5, 2, 5) = 23

    Roll Details:

    Divine - 1d8+2
    Divine Blaze (Undead) - 4d8

    "Ends of Agnas turn.

    Arabundi attempts to recover all cards in his Recovery pile.
    Divine Blaze: Divine 14: 1d8 + 2 + 4 ⇒ (6) + 2 + 4 = 12 -> Divine Blaze discarded.


    Arabundi Deck Handler

    OFF-TURN ACTIONS:
    Recharge Tsukiyo for Alase (Hour lists Charisma

    ========================
    Arabundi starts his turn.
    Hour: The Joke
    Hour Power:On your check against a barrier, you may recharge a card to add your Intelligence die.

    Location: Slaughterhouse
    Location Power: When you defeat a monster, discard a card.
    Scenario Powers:
    Confusing: After your reset, shuffle a random card into your deck.

    Move to Ossuary

    Skip my free explore. At the end of turn, examine the top of my location to trigger Evidence

    Proxy A - Evidence: :

    Story Bane
    Type: Barrier
    Traits: Task Trigger Veteran
    To Defeat: Intelligence Wisdom Knowledge Perception 10+#
    When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario.

    Knowledge 15(10+5): 1d6 + 2 + 1d8 + 2d4 + 1d6 ⇒ (1) + 2 + (4) + (2, 2) + (1) = 12

    Roll Details:

    Knowledge - 1d6+2
    Examine Power - 1d8
    Double Blessed - 2d4
    Hour Power - 1d6

    Go ahead and Hero Point that
    Knowledge 15(10+5): 1d6 + 2 + 1d8 + 2d4 + 1d6 ⇒ (1) + 2 + (7) + (4, 3) + (1) = 18

    Recharge Cure from Hour Power to add my Int Die to a barrier check
    Use my Abadar to double bless (Ossuary makes that 2d4)

    For Close check, I auto Fail my Skeleton. All I have it Whip of Centipedes which is Poison, so take the hand wipe

    Confusing: 1d6 ⇒ 6 -> Shuffle Shizuru

    "

    Arabundi wrote:

    Hand: Whip of Centipedes, Cure, Divine Blaze, Archers Bracers, Blessing of Abadar,

    Displayed:
    Deck: 13 Discard: 3 Buried: 0
    Current Location: Ossuary
    Hero Points: 3
    Used: 1
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks.

    Other: Paizo reroll used for scenario PP-1A: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Saber-Toothed Tiger, Blessing of Erastil, Legionnaire Chaplain, Wolfhide Armor, Venomous Hand Crossbow +1, Blessing of Tsukiyo, Deathbane Light Crossbow +1, Masterwork Tools, Holy Light, Blessing of Shizuru, Returning Throwing Axe +1 (2), Staff of Minor Healing, Archer
    Recharged:
    Discard Pile: Blessing of Erastil (2), Hand Crossbow, Returning Throwing Axe +1,
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).
    ☑ At the end of your turn, you may examine the top card of your location. If it is not a spell, you may shuffle it into the location.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodstone Manor Reward)

    "

    End of Turn Summary
    Moved to Ossuary
    Defeated Evidence, but couldn't defeat the Skeleton. Seoni needs to defeat hers to close location


    Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: The Eternal Rose
    Hour Power:When you encounter a monster, you may evade it.

    Location: Slaughterhouse
    Location Power: When you defeat a monster, discard a card.
    Scenario Powers:
    Confusing: After your reset, shuffle a random card into your deck.

    Wyrmsmite:

    Core
    Weapon 3
    Traits:
    Loot
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
    When a local character suffers damage, recharge to reduce it by 4.

    Auto Fail this

    Confusing: 1d6 ⇒ 1 ->Venomous Crossbow

    "

    Arabundi wrote:

    Hand: Whip of Centipedes, Cure, Legionnaire Chaplain, Blessing of Abadar, Blessing of Tsukiyo,

    Displayed:
    Deck: 13 Discard: 3 Buried: 0
    Current Location: Slaughterhouse
    Hero Points: 4
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks.

    Other: Paizo reroll used for scenario PP-1A: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Deathbane Light Crossbow +1, Archers Bracers, Venomous Hand Crossbow +1, Saber-Toothed Tiger, Archer, Wolfhide Armor, Masterwork Tools, Blessing of Shizuru, Staff of Minor Healing, Blessing of Erastil, Holy Light, Divine Blaze, Returning Throwing Axe +1 (2)
    Recharged:
    Discard Pile: Blessing of Erastil (2), Hand Crossbow, Returning Throwing Axe +1,
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).
    ☑ At the end of your turn, you may examine the top card of your location. If it is not a spell, you may shuffle it into the location.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodstone Manor Reward)

    "

    End of Turn Summary
    Banished Card 1 of the Slaughterhouse


    Arabundi Deck Handler

    Combat 9: 1d8 + 6 + 1d6 + 1 ⇒ (2) + 6 + (6) + 1 = 15

    Roll Details:

    Ranged - 1d8+6
    Venomous Hand Crossbow +1 - 1d6+1

    Combat 16(11+5): 1d8 + 6 + 1d6 + 1 + 1d8 + 1d8 ⇒ (6) + 6 + (4) + 1 + (5) + (4) = 26

    Roll Details:

    Ranged - 1d8+6
    Venomous Hand Crossbow +1 - 1d6+1
    Double Blessed - 1d8+1d8

    Recharge Shizuru to double bless


    Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: The Tangled Briar
    Hour Power:When you close your location, instead of banishing its cards, shuffle them into a random other location.

    Location: Slaughterhouse
    Location Power: When you defeat a monster, discard a card.
    Scenario Powers:
    Confusing: After your reset, shuffle a random card into your deck.

    Proxy B - Wight:

    Story Bane
    Type: Monster
    Traits: Undead Wight Veteran
    To Defeat: Knowledge 6+# OR Combat 10+##
    Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.


    Discard Hand Crossbow for BYA damage

    Combat 20(10+5+5): 1d8 + 6 + 1d8 + 1 + 1d6 + 1d8 + 1d8 ⇒ (7) + 6 + (4) + 1 + (5) + (4) + (5) = 32

    Roll Details:

    Ranged - 1d8+6
    Returning Throwing Axe +1 - 1d8+1
    Recharge - 1d6
    Double Blessed - 1d8+1d8

    Use Adowyns Achaekek to double bless

    Discard Throwing axe for location power

    No Allies to close, so this horrible place stays open

    A Wight? What are they slaughtering in this place? I mean I can understand a mammoth, but a wight???

    End of Turn Examine - Landshark Whelp. At this point, may as well just leave it on top.

    Confusing: 1d6 ⇒ 2 Shuffle Holy Light into my deck

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Holy Light, Whip of Centipedes, Cure, Blessing of Abadar, Blessing of Shizuru,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Current Location: Slaughterhouse
    Hero Points: 4
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks.

    Other: Paizo reroll used for scenario PP-1A: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Tsukiyo, Saber-Toothed Tiger, Archers Bracers, Blessing of Erastil, Masterwork Tools, Legionnaire Chaplain, Deathbane Light Crossbow +1, Archer, Wolfhide Armor, Staff of Minor Healing, Divine Blaze
    Recharged: Returning Throwing Axe +1 (2),
    Discard Pile: Blessing of Erastil (2), Hand Crossbow, Returning Throwing Axe +1,
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).
    ☑ At the end of your turn, you may examine the top card of your location. If it is not a spell, you may shuffle it into the location.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodstone Manor Reward)

    "

    End of Turn Summary
    Banished Card 1 of the Slaughterhouse
    Examined card 2 of the Slaughterhouse


    Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: The Keep
    Hour Power:When you would discard or bury an armor you play, you may recharge it instead.

    Location: Slaughterhouse
    Location Power: When you defeat a monster, discard a card.
    Scenario Powers:Confusing: After your reset, shuffle a random card into your deck.

    I forgot to explicitly mention I was starting at the Slaughterhouse. No harm, I'll move there at the start of my turn.

    Mammoth:

    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.

    Discard Erastil for BYA damage

    Combat 18: 1d8 + 6 + 1d8 + 1 + 1d8 + 1d8 ⇒ (4) + 6 + (2) + 1 + (5) + (7) = 25

    Roll Details:

    Ranged - 1d8+6
    Returning Throwing Axe +1 - 1d8+1
    Double Blessed - 1d8+1d8

    Discard Tiger for Location Power

    Recharge Chaplain to heal 1
    Arabundi is healed for 1: (Saber-Toothed Tiger). Deck shuffled.

    End of turn Examine - Wyrmsmite. Go ahead and shuffle the location

    As I look around the Slaughterhouse I try to make sense of the situation. How did we end up back here? My thoughts are cut short as one of the slaughterhouse victims decided it wanted to live as a giant Mammoth comes charging through the wall straight for me.

    The mammoth goes down, but not before causing some damage to the area. A quick treatment from the Chaplain and I'm ready for more.

    I might need a few extra weapons for this place...

    Confusing: 1d5 ⇒ 3 ->Venomous Crossbow

    "

    Arabundi wrote:

    Hand: Returning Throwing Axe +1, Returning Throwing Axe +1 (2), Hand Crossbow, Cure, Blessing of Abadar,

    Displayed:
    Deck: 15 Discard: 1 Buried: 0
    Current Location: Slaughterhouse
    Hero Points: 4
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks.

    Other: Paizo reroll used for scenario PP-1A: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing, Holy Light, Blessing of Shizuru, Legionnaire Chaplain, Archer, Whip of Centipedes, Deathbane Light Crossbow +1, Blessing of Tsukiyo, Wolfhide Armor, Blessing of Erastil, Divine Blaze, Masterwork Tools, Saber-Toothed Tiger, Archers Bracers
    Recharged: Venomous Hand Crossbow +1,
    Discard Pile: Blessing of Erastil (2),
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).
    ☑ At the end of your turn, you may examine the top card of your location. If it is not a spell, you may shuffle it into the location.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodstone Manor Reward)

    "

    End of Turn Summary
    Banished top card of Slaughterhouse
    Card 2 Examined and Slaughterhouse shuffled


    Arabundi Deck Handler

    "

    Arabundi wrote:

    Hand: Returning Throwing Axe +1, Returning Throwing Axe +1 (2), Legionnaire Chaplain, Saber-Toothed Tiger, Blessing of Erastil (2), Blessing of Shizuru,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Slaughterhouse
    Hero Points: 4
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks

    Other: Paizo reroll used for scenario PP-1A: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Deathbane Light Crossbow +1, Blessing of Erastil, Staff of Minor Healing, Masterwork Tools, Holy Light, Whip of Centipedes, Archer, Cure, Blessing of Tsukiyo, Divine Blaze, Blessing of Abadar, Venomous Hand Crossbow +1, Archers Bracers, Wolfhide Armor, Hand Crossbow
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).
    ☑ At the end of your turn, you may examine the top card of your location. If it is not a spell, you may shuffle it into the location.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location. (Bloodstone Manor Reward)

    "


    Arabundi Deck Handler

    Arabundi, the Nature Adept reporting for duty.


    Arabundi Deck Handler

    So I'd like that Ally 2 as my second upgrade if nobody else wants it.


    Arabundi Deck Handler

    Tier up to Tier 4.0

    Save Hero Point: 4 Total

    Blessing 3: 1d1000 ⇒ 35

    If we get an Ally 2 from a draw, that will be my second choice

    I will give Arabundi the Reward to recharge and move.

    Boon: 1d20 ⇒ 13


    Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: Benefaction
    Hour Power:No effect.

    Location: Cell
    Location Power: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    Scenario Powers:When you close your location, remove a Perils wildcard of your choice.
    Deadly: When you suffer damage, it is increased by 1.

    Spiked Half-plate:

    Armor 1
    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Constitution 8: 1d10 ⇒ 9

    Roll Details:

    Constitution - 1d10

    As I continue checking out the cells, I run across one that still has a suit of armor left in it. Grabbing the armor, I send Swiper out on an exploration mission.

    Discard Fox to explore again

    Leech:

    Ally 1
    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    It's only an Ally 1, so I'm going to use Wisdom which is worse than Knowledge for me, but it allows me to give Dogfinder back to Poog

    Wisdom 6: 1d8 + 1 + 1d4 + 1d4 ⇒ (1) + 1 + (1) + (2) = 5

    Roll Details:

    Wisdom - 1d8+1
    Dogfinder - 1d4
    Fox - 1d4

    Hahah! Awesome! This is becoming a trend for me.
    Reload Dogfinder on Poogs deck

    While resetting, I drew my Staff of Minor Healing. I will immediately use that to heal my Fox at the start of Erasmus turn. My hand reflects this change

    "

    Arabundi wrote:

    Hand: Deathbane Light Crossbow +1, Hand Crossbow, Holy Light, The Queen Mother, Blessing of Tsukiyo,

    Displayed: Spiked Half-plate,
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Cell
    Hero Points: 3
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Fox can recharge for 1d4 to local Int/Wis checks

    Other: Paizo reroll used for scenario BM-1D: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing Of the Samurai, Judgement Light, Cure, Wolfhide Armor, Returning Throwing Axe +1 (2), Masterwork Tools, Blessing of Erastil (2), Fox, Divine Blaze, Legionnaire Chaplain, Returning Throwing Axe +1, Saber-Toothed Tiger, Venomous Hand Crossbow +1, Blessing of Erastil, Staff of Minor Healing, Archers Bracers
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "

    End of Turn Summary
    Acquired Card 1 from Cell
    Banished Card 2 from Cell
    Reloaded Dogfinder on Poogs deck


    Arabundi Deck Handler

    "OFF-TURN ACTIONS:
    [ooc]End of Poogs turn.
    Arabundi attempts to recover all cards in his Recovery pile.
    Holy Water: Divine 6: 1d8 + 2 ⇒ (2) + 2 = 4 -> Holy Water BANISHED.
    Judgement Light: Divine 8: 1d8 + 2 + 4 ⇒ (3) + 2 + 4 = 9 -> Judgement Light recharged.
    ========================
    Arabundi starts his turn.
    Hour: The Mountain Man
    Hour Power: On your Strength or Constitution check, you may recharge a card to reroll.

    Location: Cell
    Location Power: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    Scenario Powers:When you close your location, remove a Perils wildcard of your choice.
    Confusing: After your reset, shuffle a random card into your deck.
    Deadly: When you suffer damage, it is increased by 1.

    After a thrilling combat with an old skeleton, Poog and I get separated and I find myself in an old prison....

    Reefclaw:

    Monster 1
    Traits
    Aberration
    Aquatic

    Check
    Combat
    11

    Powers
    If this monster would be defeated, reroll.

    Ranged 11: 1d8 + 5 + 1d8 + 1 + 1d6 ⇒ (8) + 5 + (2) + 1 + (4) = 20

    Roll Details:

    Ranged - 1d8+5
    Returning Throwing Axe +1 - 1d8+1
    Recharge - 1d6

    Ranged 11: 1d8 + 5 + 1d8 + 1 + 1d6 ⇒ (2) + 5 + (5) + 1 + (1) = 14

    Roll Details:

    Ranged - 1d8+5
    Returning Throwing Axe +1 - 1d8+1
    Recharge - 1d6

    It looks like there was an old aberration that had been prisoned down here and had escaped. However, he proves no match for my axe.

    "Swiper, why don't you scout on ahead, boy."

    Discard Fox to explore again. Int/Wis checks +1d4

    Sick Child:

    Barrier 2
    Traits
    Task

    Check
    Constitution
    Fortitude
    10
    OR
    Charisma
    Diplomacy
    12

    Powers
    On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
    If undefeated, summon and encounter the story bane Blood Veil.

    Constitution 10: 1d10 + 1d10 ⇒ (8) + (9) = 17

    Roll Details:

    Constitution - 1d10
    Blessed - 1d10

    Play the Queen Mother to bless and add 1(Not needed.) Played my Harrow, so I will heal the Fox

    Swiper finds a room that apparently housed a very sickly person. The stench is unbearable, but I quickly cover my nose and get leave that area as quick as I can.

    Confusion: 1d6 ⇒ 5
    Recharge BoErastil

    "

    Arabundi wrote:

    Hand: Deathbane Light Crossbow +1, Dogfinder, Fox, Blessing Of the Samurai, Blessing of Tsukiyo,

    Displayed:
    Deck: 16 Discard: 1 Buried: 0
    Current Location: Cell
    Hero Points: 3
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Fox can recharge for 1d4 to local Int/Wis checks

    Other: Paizo reroll used for scenario BM-1D: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Saber-Toothed Tiger, Cure, Venomous Hand Crossbow +1, Archers Bracers, Holy Light, Judgement Light, Masterwork Tools, Blessing of Erastil, Returning Throwing Axe +1, Wolfhide Armor, Hand Crossbow, Divine Blaze, Staff of Minor Healing, Legionnaire Chaplain, Returning Throwing Axe +1 (2)
    Recharged: Blessing of Erastil (2),
    Discard Pile: The Queen Mother,
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "

    "End of Turn Summary
    Cleared top two cards of the Cell"


    Arabundi Deck Handler

    Start with Poog at Twisting Passages

    "

    Arabundi wrote:

    Hand: Deathbane Light Crossbow +1, Returning Throwing Axe +1 (2), Holy Light, Judgement Light, Holy Water, Fox, Blessing of Tsukiyo, The Queen Mother,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Twisting Passages
    Hero Points: 3
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Fox can recharge for 1d4 to local Int/Wis checks

    Other: Paizo reroll used for scenario BM-1D: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Legionnaire Chaplain, Returning Throwing Axe +1, Staff of Minor Healing, Blessing of Erastil, Cure, Masterwork Tools, Venomous Hand Crossbow +1, Archers Bracers, Blessing of Erastil (2), Divine Blaze, Blessing Of the Samurai, Saber-Toothed Tiger, Hand Crossbow, Wolfhide Armor
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "


    Arabundi Deck Handler

    Bank Hero Point (Tier 3.5)

    Spell 3: 1d1000 ⇒ 776

    That's the only upgrade I want.

    Boon: 1d20 ⇒ 11


    Arabundi Deck Handler

    Hour exhausts me because I have no blessings because I have no cards. End turn and reset hand

    "

    Arabundi wrote:

    Hand: Deathbane Light Crossbow +1, Venomous Hand Crossbow +1, Returning Throwing Axe +1, Judgement Light, Holy Light, Archers Bracers,

    Displayed:
    Deck: 7 Discard: 8 Buried: 2
    Current Location: Ossuary
    Hero Points: 3 // Arabundi has the following scourges marked:
    Exhausted:
    While Marked:
    On each check or step, you may play no more than 1 boon.

    At the start of your move step, you may end your turn to remove this scourge.


    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Fox can recharge for 1d4 to local Int/Wis checks

    Other: Paizo reroll used for scenario BM-1C: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Cure, Clairvoyance, Blessing Of the Samurai, Returning Throwing Axe +1 (2), Saber-Toothed Tiger, Staff of Minor Healing, Fiery Glare,
    Discard Pile: Blessing of Erastil, The Carnival, Blessing of Erastil (2), Masterwork Tools, Fox, Blessing of Tsukiyo, Soothing Word, Legionnaire Chaplain,
    Buried Pile: Hand Crossbow, Wolfhide Armor,

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "


    Arabundi Deck Handler

    Divine 17(11+6): 1d8 + 2 + 2d4 + 1d6 + 1d4 + 1d8 ⇒ (3) + 2 + (2, 1) + (3) + (2) + (2) = 15

    Roll Details:

    Divine - 1d8+2
    Fiery Glare - 2d4
    Saber-Toothed Tiger - 1d6
    Erasmus Aid - 1d4
    Blessed - 1d8

    Arabundi attempts to recover all cards in his Recovery pile.
    Fiery Glare: Divine 9: 1d8 + 2 + 4 ⇒ (8) + 2 + 4 = 14 -> Fiery Glare recharged.


    Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: Orison
    Hour Power:No effect.

    Location: Ossuary
    Location Power: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    Scenario Powers: When you encounter a monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison.

    As Poog heads over the Ossuary, he decide to poke a giant undead ooze. The next thing we see is Poog flying past us against the wall as the ooze explodes spraying acid over the rest of us.

    Reveal Soothing Word to prevent the Acid damage from the Ooze

    Shaking my head at the reckless goblin, I notice a Spider swarm right on the tail of the ooze.

    Spider Swarm:

    Monster 1
    Traits
    Vermin
    Swarm

    Check
    Combat
    10

    Powers
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.

    Ranged 10(14): 1d8 + 5 + 1d8 + 1 + 1d4 ⇒ (1) + 5 + (2) + 1 + (1) = 10

    Roll Details:

    Ranged - 1d8+5
    Returning Throwing Axe +1 - 1d8+1
    Erasmus Aid - 1d4

    So defeated, but less than 4, so it's shuffled back in.

    Unfortunately, my axe does little to against the Swarm.

    With the Villain nearby, I quickly send Swiper out to scout ahead.

    Discard Fox to explore again
    Random Card: 1d9 ⇒ 1

    Swiper doesn't get far before he angers the Spiders and they come charging back at us again.

    Need another Summoned Monster here. Poog offered.

    OK. This time, throw the axe and a blessing....

    Ranged 10(14): 1d8 + 5 + 1d8 + 1 + 1d6 + 1d4 + 1d4 ⇒ (7) + 5 + (4) + 1 + (5) + (3) + (3) = 28

    Roll Details:

    Ranged - 1d8+5
    Returning Throwing Axe +1 - 1d8+1
    Recharge - 1d6
    Erasmus Aid - 1d4
    Blessed - 1d4 (Location Power)

    This time the spiders get dispersed for good.

    I will discard the Masterwork Tools here since I'm weaponless

    "

    Arabundi wrote:

    Hand: Fiery Glare, Soothing Word, Staff of Minor Healing, Saber-Toothed Tiger, Legionnaire Chaplain, Blessing of Tsukiyo,

    Displayed:
    Deck: 10 Discard: 5 Buried: 2
    Current Location: Ossuary
    Hero Points: 3
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks

    Other: Paizo reroll used for scenario BM-1C: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Archers Bracers, Judgement Light, Venomous Hand Crossbow +1, Holy Light, Deathbane Light Crossbow +1
    Recharged: Returning Throwing Axe +1, Cure, Clairvoyance, Blessing Of the Samurai, Returning Throwing Axe +1 (2),
    Discard Pile: Blessing of Erastil, The Carnival, Blessing of Erastil (2), Masterwork Tools, Fox,
    Buried Pile: Hand Crossbow, Wolfhide Armor,

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "

    End of Turn Summary
    Encountered Ossuary Card 1.
    Shuffled Ossuary
    Randomly encountered/banished Card 1 from the Ossuary


    Arabundi Deck Handler

    With the Rift being so near, I grab Erasmus and we head over.

    Put the Planar Rift on Top and explore

    As we get there, we come face to face with the rifts guardian.

    Danger: 1d6 ⇒ 4

    Mummy:
    Mummy
    Story Bane Monster 2

    Traits
    Undead
    Mummy
    Veteran

    Check
    Combat
    14+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded

    OK. I'll need one of Erasmus's signs for this fight as well.

    Ranged 20(14+6): 1d8 + 5 + 1d8 + 1 + 1d4 + 1d8 ⇒ (1) + 5 + (8) + 1 + (1) + (7) = 23

    Roll Details:

    Ranged - 1d8+5
    Returning Throwing Axe +1 - 1d8+1
    Erasmus Aid - 1d4
    Blessed - 1d8

    Use one of Erasmuses Signs

    With the guardian out of the way, I head after the Rift.

    Planar Rift:

    Story Bane Barrier 1
    Traits
    Obstacle
    Magic
    Veteran

    Check
    Combat
    11+##
    OR
    Arcane
    Divine
    6+#

    Powers
    Cannot be evaded.
    Before acting, a local character summons and encounters the danger.
    The difficulty to defeat is increased by the number of locations.

    Ranged 20(11+6+3): 1d8 + 5 + 1d8 + 1 + 1d6 + 1d4 + 1d8 ⇒ (5) + 5 + (4) + 1 + (3) + (4) + (2) = 24

    Roll Details:

    Ranged - 1d8+5
    Returning Throwing Axe +1 - 1d8+1
    Recharge - 1d6
    Erasmus Aid - 1d4
    Blessed - 1d8

    Use second Erasmus Sign

    When Closed: Move to Random Location
    Random Location: 1d2 ⇒ 1
    Move to Ossuary

    "Arabundi ends his turn.
    Arabundi attempts to recover all cards in his Recovery pile.
    Cure: Divine 8: 1d8 + 2 + 4 ⇒ (3) + 2 + 4 = 9 -> Cure recharged.
    Clairvoyance: Divine 11: 1d8 + 2 + 4 ⇒ (8) + 2 + 4 = 14 -> Clairvoyance recharged.
    Arabundi resets his hand."

    "

    Arabundi wrote:

    Hand: Returning Throwing Axe +1 (2), Masterwork Tools, Fox, Legionnaire Chaplain, Blessing of Tsukiyo, Blessing Of the Samurai,

    Displayed:
    Deck: 11 Discard: 3 Buried: 2
    Current Location: Ossuary
    Hero Points: 3
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Fox can recharge for 1d4 to local Int/Wis checks

    Other: Paizo reroll used for scenario BM-1C: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Archers Bracers, Deathbane Light Crossbow +1, Saber-Toothed Tiger, Judgement Light, Staff of Minor Healing, Venomous Hand Crossbow +1, Fiery Glare, Holy Light
    Recharged: Returning Throwing Axe +1, Cure, Clairvoyance,
    Discard Pile: Blessing of Erastil, The Carnival, Blessing of Erastil (2),
    Buried Pile: Hand Crossbow, Wolfhide Armor,

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "

    End of Turn Summary
    Closed Twisting Passages
    [oov]Villain escaped to Ossuart[/ooc]
    Used both of Erasmus Signs
    Randomly moved to Ossuary


    Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: Torag's Power
    Hour Power:When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    Location: Twisting Passages
    Location Power: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    Scenario Powers: When you encounter a monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison.

    Seeing Erasmus still recovering from his wounds, I cast Cure to help him recover.

    Cure: 1d4 + 1 ⇒ (3) + 1 = 4

    Knowing the Gray Maiden Footsoldier is nearby, I decide to use Clairvoyance to scout ahead.

    Examine top 3 of the location

    Twisting Passage Card #1 => Gray Maiden Footsoldier
    Twisting Passage Card #2 => Wyrmsmite (Weapon 3)
    Twisting Passage Card #3 => Planar Rift (Villain!)

    I quickly find the footsoldier, but in a pleasant surprise, I catch a glimpse of the rift.

    Going to take the discussion to Hangouts to figure out what we want to do here.


    Arabundi Deck Handler

    While Erasmus is focusing on the footsoldier, a crocodile comes creeping up behind.

    Encounter Monster 4

    Monster 2:

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    Ranged 16: 1d8 + 5 + 1d8 + 1 + 1d8 + 1d8 + 1d4 ⇒ (3) + 5 + (4) + 1 + (3) + (4) + (2) = 22

    Roll Details:

    Ranged - 1d8+5
    Returning Throwing Axe +1 - 1d8+1
    Double Blessed - 1d8+1d8
    Erasmus Aid - 1d4

    Disacrd Erastil to double bless
    Defeated by more than 4

    Now to encounter the Danger
    Undead: 1d6 ⇒ 3

    Unfortunately, the footsoldier is able to call in reinforcements and make a quick getaway. With Erasmus still hurting from the fight, I quickly throw my axe and the attacking minion.

    Zombie Minions:
    Zombie Minions
    Story Bane Monster 1

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9
    THEN
    Combat
    11+#

    Powers
    Immune to Mental and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.

    Ranged 9: 1d8 + 5 + 1d8 + 1 + 1d4 ⇒ (6) + 5 + (4) + 1 + (2) = 18

    Roll Details:

    Ranged - 1d8+5
    Returning Throwing Axe +1 - 1d8+1
    Erasmus Aid - 1d4

    Going to risk this. Don't want to recharge my only weapon
    Ranged 14(11+3): 1d8 + 5 + 1d8 + 1 + 1d4 ⇒ (1) + 5 + (3) + 1 + (3) = 13

    Roll Details:

    Ranged - 1d8+5
    Returning Throwing Axe +1 - 1d8+1
    Erasmus Aid - 1d4

    Paizo Reroll that d8
    Ranged 14: 1d8 + 5 + 3 + 1 + 3 ⇒ (6) + 5 + 3 + 1 + 3 = 18

    With the Zombies taken care of, I head over to Erasmus and make sure they're OK. We still have a planar rift to close and need all the mystic help we can get.

    "

    Arabundi wrote:

    Hand: Returning Throwing Axe +1, Clairvoyance, Cure, Masterwork Tools, Fox,

    Displayed:
    Deck: 12 Discard: 3 Buried: 2
    Current Location: Twisting Passages
    Hero Points: 3
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Fox can recharge for 1d4 to local Int/Wis checks

    Other: Paizo reroll used for scenario BM-1C: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Venomous Hand Crossbow +1, Returning Throwing Axe +1 (2), Judgement Light, Blessing Of the Samurai, Saber-Toothed Tiger, Legionnaire Chaplain, Blessing of Tsukiyo, Fiery Glare, Staff of Minor Healing, Archers Bracers, Holy Light, Deathbane Light Crossbow +1
    Recharged:
    Discard Pile: Blessing of Erastil, The Carnival, Blessing of Erastil (2),
    Buried Pile: Hand Crossbow, Wolfhide Armor,

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "


    Arabundi Deck Handler

    "OFF-TURN ACTIONS:
    On Poogs Turn fight a werewolf. Hour on Poogs turn is not 0, so normal combat 11.
    Ranged 11: 1d8 + 5 + 1d8 + 1 ⇒ (5) + 5 + (1) + 1 = 12

    Roll Details:

    Ranged - 1d8+5
    Returning Throwing Axe +1 - 1d8+1

    ========================
    Arabundi starts his turn.
    Hour: Prayer
    Hour Power:No effect.

    Location: Blood Pool
    Location Power: After you discard cards as damage, bury a card from your discards.
    Scenario Powers: When you encounter a monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison."

    Poog quickly points out the cultist, but in typical Goblin fashion runs off after the shiny in the corner of yard. After grabbing a new weapon, he quickly turns to Erasmus and I to show off his new toy and I turn my attention to the Cultist.

    Cultist:

    Story Bane Monster 1
    Traits
    Human
    Cultist
    Veteran

    Check
    Combat
    10+##
    OR
    Diplomacy
    8+#

    Powers
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    Ranged 16: 1d8 + 5 + 1d8 + 1 + 1d6 ⇒ (4) + 5 + (8) + 1 + (6) = 24

    Roll Details:

    Ranged - 1d8+5
    Returning Throwing Axe +1 - 1d8+1
    Recharge - 1d6

    Bury Hand Crossbow and Wolfhide Armor to close
    WPC: Heal a card
    Arabundi is healed for 1: (Fox). Deck shuffled.

    I'll head to the Twising passages next

    With the Blood Pool clear of anymore cultists, it's time to head off into the maze. Better to stay outside of that house at all costs.

    "

    Arabundi wrote:

    Hand: Returning Throwing Axe +1, Clairvoyance, Cure, Masterwork Tools, Fox, Blessing of Erastil (2),

    Displayed:
    Deck: 12 Discard: 2 Buried: 2
    Current Location: Twisting Passages
    Hero Points: 3
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Fox can recharge for 1d4 to local Int/Wis checks

    Other: Paizo reroll used for scenario BM-1C: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing Of the Samurai, Deathbane Light Crossbow +1, Saber-Toothed Tiger, Returning Throwing Axe +1 (2), Fiery Glare, Judgement Light, Blessing of Tsukiyo, Archers Bracers, Legionnaire Chaplain, Staff of Minor Healing, Venomous Hand Crossbow +1, Holy Light
    Recharged:
    Discard Pile: Blessing of Erastil, The Carnival,
    Buried Pile: Hand Crossbow, Wolfhide Armor,

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "

    End of Turn Summary
    Used Monster 1 from the Random Monsters
    Closed the Blood Pools
    Moved to Twisting Passages.


    Arabundi Deck Handler

    Constitution 6: 1d10 + 1d10 ⇒ (10) + (5) = 15

    Roll Details:

    Constitution - 1d10
    Blessed - 1d10

    Don't want to fail this, so going to use The Carnival to bless

    Arabundi attempts to recover all cards in his Recovery pile.
    Judgement Light: Divine 8: 1d8 + 2 + 4 ⇒ (6) + 2 + 4 = 12 -> Judgement Light recharged.

    "

    Arabundi wrote:

    Hand: Hand Crossbow, Returning Throwing Axe +1 (2), Wolfhide Armor, Masterwork Tools,

    Displayed:
    Deck: 15 Discard: 3 Buried: 0
    Current Location: Blood Pool
    Hero Points: 3
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Fox can recharge for 1d4 to local Int/Wis checks

    Other: Paizo reroll used for scenario BM-1C: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing, Deathbane Light Crossbow +1, Fiery Glare, Blessing Of the Samurai, Holy Light, Returning Throwing Axe +1, Blessing of Erastil (2), Venomous Hand Crossbow +1, Blessing of Tsukiyo, Cure, Clairvoyance, Saber-Toothed Tiger, Archers Bracers, Legionnaire Chaplain
    Recharged: Judgement Light,
    Discard Pile: Blessing of Erastil, Fox, The Carnival,
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "


    Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: The Twin
    Hour Power:On your check, the first item or ally played is played freely.

    Location: Blood Pool
    Location Power: After you discard cards as damage, bury a card from your discards.
    Scenario Powers: When you encounter a monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison.

    With the cultist removed from the Crypt, it's time to head over to the pool which for some reason looks a very deep red. What kind of lunacy goes on in this house?

    Tayce Soldado:

    Ally 2
    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    9
    OR
    Bury A Healing Card
    0

    Powers
    If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

    As we enter the pool area, a scared townsfolk sees us and darts away as fast as they can. Can't these townsfolk just stay in town while we investigate this?

    "

    Arabundi wrote:

    Hand: Hand Crossbow, Returning Throwing Axe +1 (2), Judgement Light, Wolfhide Armor, Masterwork Tools, The Carnival,

    Displayed:
    Deck: 14 Discard: 2 Buried: 0
    Current Location: Blood Pool
    Hero Points: 3
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Fox can recharge for 1d4 to local Int/Wis checks

    Other: Paizo reroll used for scenario BM-1C: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fiery Glare, Saber-Toothed Tiger, Venomous Hand Crossbow +1, Deathbane Light Crossbow +1, Staff of Minor Healing, Holy Light, Legionnaire Chaplain, Cure, Returning Throwing Axe +1, Blessing of Tsukiyo, Blessing Of the Samurai, Clairvoyance, Archers Bracers, Blessing of Erastil (2)
    Recharged:
    Discard Pile: Blessing of Erastil, Fox,
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "

    End of Turn Summary
    Banished Top Card of the Blood Pools


    Arabundi Deck Handler

    "OFF-TURN ACTIONS:
    Ranged 25(13+6+9+3): 1d8 + 5 + 1d8 + 1 + 1d6 + 1d4 + 1d8 + 1d8 ⇒ (3) + 5 + (7) + 1 + (2) + (2) + (8) + (2) = 30

    Roll Details:

    Ranged - 1d8+5
    Returning Throwing Axe +1 - 1d8+1
    Recharge - 1d6
    Erasmus Aid - 1d4
    Double Blessed - 1d8+1d8

    ========================
    Arabundi starts his turn.
    Hour: The Rabbit Prince
    Hour Power:At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it
    "

    Location Powers: Shop When you fail to acquire a boon, you may shuffle it into the location.
    Scenario Powers: When you encounter a monster from a location, a local character summons and encounters a monster; the summoned monster gains the Undead trait and is immune to Mental and Poison.

    As Erasmus and I enter the crypt, a pair of cobras come after us.

    Metal Cobra:

    Monster 2
    Traits
    Construct

    Check
    Combat
    12
    OR
    Craft
    8

    Powers
    Immune to Mental and Poison.
    Resistant to Melee and Ranged.
    If undefeated, suffer the scourge Poisoned.

    Ranged 16(12+4): 1d8 + 5 + 1d6 + 1d6 + 1d4 ⇒ (5) + 5 + (1) + (5) + (4) = 20

    Roll Details:

    Ranged - 1d8+5
    Hand Crossbow - 1d6
    Saber-Toothed Tiger - 1d6
    Erasmus Aid - 1d4

    Ranged 16(12+4): 1d8 + 5 + 1d6 + 1d8 + 1d4 ⇒ (6) + 5 + (5) + (7) + (1) = 24

    Roll Details:

    Ranged - 1d8+5
    Hand Crossbow - 1d6
    Blessed - 1d8
    Erasmus Aid - 1d4

    Grab Poogs Blessing, or maybe one from Erasmus?

    I quickly load 2 bolts into my crossbow and easily dispatch of both snakes.

    After finishing off the snakes, I quickly send Swiper out to scout ahead.
    Discard Fox to explore, add 1d4 to Int/Wis checks

    Clairvoyance:

    Spell 3
    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Divine 9: 1d8 + 2 + 1d4 + 4 ⇒ (4) + 2 + (4) + 4 = 14

    Roll Details:

    Divine - 1d8+2
    Fox - 1d4
    Acquire Power - 4

    Swiper returns with a scroll of Clairvoyance!
    I quickly take the spell to get a readout of our current surroundings.

    Banish Clairvoyance to examine the top 3 cards of Crypt

    Card 3 ->Barghest (Monster 2)
    Card 4 ->Wyvern Blade Trap (Barrier 3)
    Card 5 ->Cultist (Story Bane Monster 1)

    "AHA Erasmus! The Cultist is over there!"

    Arabundi ends his turn.
    Arabundi attempts to recover all cards in his Recovery pile.
    Clairvoyance: Divine 11: 1d8 + 2 + 4 ⇒ (2) + 2 + 4 = 8 -> Clairvoyance discarded.
    Arabundi resets his hand.

    I drew my Staff of Healing. At the Start of Erasmus' turn, I use it to heal. My hand below reflects my current hand after the heal
    Arabundi is healed for 1: (Clairvoyance). Deck shuffled.

    "

    Arabundi wrote:

    Hand: Hand Crossbow, Judgement Light, Wolfhide Armor, Masterwork Tools, The Carnival,

    Displayed:
    Deck: 15 Discard: 2 Buried: 0
    Current Location: Crypt
    Hero Points: 3
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Fox can recharge for 1d4 to local Int/Wis checks

    Other: Paizo reroll used for scenario BM-1C: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Saber-Toothed Tiger, Legionnaire Chaplain, Returning Throwing Axe +1 (2), Archers Bracers, Blessing of Tsukiyo, Clairvoyance, Blessing Of the Samurai, Venomous Hand Crossbow +1, Fiery Glare, Holy Light, Staff of Minor Healing, Cure, Deathbane Light Crossbow +1, Returning Throwing Axe +1, Blessing of Erastil (2)
    Recharged:
    Discard Pile: Blessing of Erastil, Fox,
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "

    End of Turn Summary
    Banished Card 1 from the Crypt. Used a Blessing from Someone
    Acquired Card 2 from the Crypt.
    Examined cards 3, 4 and 5 of the Crypt


    Arabundi Deck Handler

    I'll start at the Crypt. Need to find that Deathbane crossbow and quick!

    "

    Arabundi wrote:

    Hand: Returning Throwing Axe +1, Hand Crossbow, Masterwork Tools, Fox, Saber-Toothed Tiger, Blessing of Erastil, The Carnival,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Crypt
    Hero Points: 3
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Fox can recharge for 1d4 to local Int/Wis checks

    Other: Paizo reroll used for scenario BM-1C: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Tsukiyo, Judgement Light, Venomous Hand Crossbow +1, Holy Light, Fiery Glare, Blessing of Erastil (2), Deathbane Light Crossbow +1, Blessing Of the Samurai, Archers Bracers, Staff of Minor Healing, Returning Throwing Axe +1 (2), Legionnaire Chaplain, Wolfhide Armor, Cure
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "


    Arabundi Deck Handler

    Bank Hero Point.
    Boon: 1d20 ⇒ 4

    Spell 3: 1d1000 ⇒ 243
    Ally 2: 1d1000 ⇒ 593


    Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: Iomedae’s Justice
    Hour Power:On your check against an Outsider card, add 1d4.

    In the corner of my eye, I spy Poog carefully enter the Slaughterhouse and run across some throwing knives which he promptly discards much to my chagrin. The larger problem though was the way the little goblin treated that bow!

    Someone needs to teach that little Goblin the power of a bow and quickly before he ruins anymore works of art.

    As I stand shaking my head at Poog, I get hit with an arrow from behind.

    Orc Rager:

    Monster 2
    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    BYA Damage: 1d4 ⇒ 1

    Ranged 16: 1d8 + 5 + 1d6 + 1 + 1d8 + 1 ⇒ (1) + 5 + (6) + 1 + (3) + 1 = 17

    Roll Details:

    Ranged - 1d8+5
    Venomous Hand Crossbow +1 - 1d6+1
    Recharge - 1d8+1

    Whipping out my hand crossbow, I am able to defeat the rager before he can do anymore damage.
    Discard the desert from location power. Bummer, there went my extra explore. There are no monsters left in the deck. An Ally, A weapon and the henchman. I don't want to use the Fox and have it be the Henchman. We have plenty of time, so I'll let Erasmus take us home.

    Use Staff of Healing to heal Poog for 1 card since he graciously heals us all the time
    Fox can add 1d4 to Int/Wis checks, I can also heal someone for a card with the Chaplain

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Deathbane Light Crossbow +1, Holy Light, Fox, Legionnaire Chaplain, Blessing of Erastil (2),

    Displayed:
    Deck: 11 Discard: 6 Buried: 0
    Current Location: Slaughterhouse
    Hero Points: 2
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Fox can recharge for 1d4 to Int/Wis checks

    Other: Paizo reroll used for scenario BM-1B: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Djinn, Blessing of Tsukiyo, Cure, Returning Throwing Axe +1 (2), Blessing Of the Samurai, Fiery Glare, Blessing of Erastil
    Recharged: Masterwork Tools, Returning Throwing Axe +1, Hand Crossbow, Staff of Minor Healing,
    Discard Pile: Wolfhide Armor, Snow Leopard, The Lost, Archers Bracers, Judgement Light, The Desert,
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "


    Arabundi Deck Handler

    OFF-TURN ACTIONS:
    Recharge BoSamurai for Poog and heal BoErastil and Djinn
    ========================
    Arabundi starts his turn.
    Hour: Rovagug's Destruction
    Hour Power:On your check, you may banish a random blessing from your discards to bless.

    Continuing the search of the area, I notice something odd about the furniture on the corner.

    Trapped Furniture:

    Story Bane Barrier 1
    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.

    Grabbing my trusty tools, I easily disable the trap.
    Recharge Masterwork tools to defeat

    Discard the Lost to explore again

    As I disable the furniture, a footsoldier appears.

    Gray Maiden Footsoldier:

    Monster 2
    Traits
    Human
    Fighter
    Gray Maiden
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
    If undefeated, a local character summons and encounters the danger.

    Ranged 18: 1d8 + 5 + 1d8 + 1 + 1d6 + 2 ⇒ (7) + 5 + (3) + 1 + (3) + 2 = 21

    Roll Details:

    Ranged - 1d8+5
    Returning Throwing Axe +1 - 1d8+1
    Recharge - 1d6
    Archers Bracers - 2

    Discard Archers Bracers for Scenario Power

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Hand Crossbow, Judgement Light, Staff of Minor Healing, Fox, The Desert,

    Displayed:
    Deck: 13 Discard: 4 Buried: 0
    Current Location: Slaughterhouse
    Hero Points: 2
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Keeping Fox for Close

    Other: Paizo reroll used for scenario BM-1B: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Holy Light, Djinn, Legionnaire Chaplain, Blessing of Tsukiyo, Blessing Of the Samurai, Returning Throwing Axe +1 (2), Blessing of Erastil, Deathbane Light Crossbow +1, Fiery Glare, Blessing of Erastil (2), Cure
    Recharged: Masterwork Tools, Returning Throwing Axe +1,
    Discard Pile: Wolfhide Armor, Snow Leopard, The Lost, Archers Bracers,
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "

    End of Turn Summary:
    Cleared top two cards of the Slaughterhouse.


    Arabundi Deck Handler

    OFF-TURN ACTIONS:
    Play The Desert for Poog. Heal Blessing of Tsukiyo and The Desert
    ========================
    Arabundi starts his turn.
    Hour: Orison
    Hour Power:No effect.

    Gotta clear the evil from this place a quickly.

    As I dart between the filth, I spot something lurking in the corner.

    Boggart:

    Monster 1
    Traits
    Fey

    Check
    Knowledge
    Perception
    4
    THEN
    Combat
    10

    Powers
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Knowledge 4: 1d6 + 2 ⇒ (5) + 2 = 7

    Roll Details:

    Knowledge - 1d6+2

    A BOGGART! Time to take it down.

    Ranged 10: 1d8 + 5 + 1d8 + 1 + 2 ⇒ (8) + 5 + (8) + 1 + 2 = 24

    Roll Details:

    Ranged - 1d8+5
    Returning Throwing Axe +1 - 1d8+1
    Archers Bracers - 2

    With my new Axe, the boggart proves no match for me.

    Tough call here. There are no barriers here, but there are three at the office so I'll discard my Snow Leopard and keep the Tools for now. That means I have no more explores.

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Returning Throwing Axe +1, Masterwork Tools, Archers Bracers, The Lost, Blessing Of the Samurai,

    Displayed:
    Deck: 13 Discard: 4 Buried: 0
    Current Location: Slaughterhouse
    Hero Points: 2
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks

    Other: Paizo reroll used for scenario BM-1B: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing, Hand Crossbow, Returning Throwing Axe +1 (2), The Desert, Judgement Light, Legionnaire Chaplain, Blessing of Erastil, Cure, Fox, Fiery Glare, Deathbane Light Crossbow +1, Holy Light, Blessing of Tsukiyo
    Recharged:
    Discard Pile: Blessing of Erastil (2), Djinn, Wolfhide Armor, Snow Leopard,
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "


    Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: Sands of the Hour
    Hour Power:No effect.

    Creeping through the Slaughterhouse, I spy a djinn hiding out.

    Djinn:

    Ally 3
    Traits
    Outsider
    Genie

    Check
    Charisma
    Diplomacy
    Knowledge
    12

    Powers
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

    Knowledge 12: 1d6 + 2 + 1d6 + 1d4 ⇒ (4) + 2 + (6) + (3) = 15

    Roll Details:

    Knowledge - 1d6+2
    Blessed - 1d6
    Fox - 1d4

    Having a bit of knowledge about Djinns, Swiper and I head over for a chat. After convincing the Djinn our cause is just, they decide to tag along.

    The Djinn informs us of some strange magic just beyond a nearby door. Anxious to discover more, I head over there.

    The Desert:

    Blessing 1
    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you move during your move step, bury a card.

    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.

    Top card is a boon, so I encounter it

    Constitution 7: 1d10 ⇒ 10

    Roll Details:

    Constitution - 1d10

    Now explore from second part of Djinn Power

    As I enter the room, I gather the magical energy that the Djinn had revealed, however, I get jumped by a small construct.

    Necrophidian:

    Monster 1
    Traits
    Construct

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.

    Ranged 12: 1d8 + 5 + 1d6 + 1 + 2 ⇒ (5) + 5 + (6) + 1 + 2 = 19

    Roll Details:

    Ranged - 1d8+5
    Venomous Hand Crossbow +1 - 1d6+1
    Archers Bracers - 2

    Discard Wolfhide Armor for defeating a monster

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Returning Throwing Axe +1, Masterwork Tools, Archers Bracers, Snow Leopard, The Desert,

    Displayed:
    Deck: 13 Discard: 4 Buried: 0
    Current Location: Slaughterhouse
    Hero Points: 2
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks

    Other: Paizo reroll used for scenario BM-1B: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Holy Light, Hand Crossbow, Deathbane Light Crossbow +1, Returning Throwing Axe +1 (2), Fiery Glare, Judgement Light, Blessing of Erastil, Staff of Minor Healing, Legionnaire Chaplain, Cure, The Lost, Blessing Of the Samurai
    Recharged: Fox,
    Discard Pile: Blessing of Erastil (2), Blessing of Tsukiyo, Djinn, Wolfhide Armor,
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "

    End of Turn Summary:
    Cleared top 3 cards of the Slaughterhouse


    Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: The Crows
    Hour Power:When you would bury a boon, succeed at its check to acquire or banish it instead.

    As I enter the Tavern, I spy a banner in the corner.

    Banner Of The Ancient Kings:

    Item 2
    Traits
    Object
    Magic

    Check
    Charisma
    Diplomacy
    Fortitude
    Melee
    10

    Powers
    Display. While displayed:
    • On all combat checks, add 1. If any character fails a combat check, bury this item.
    • You may bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.

    Auto Fail, not even close.
    Discard Wolfhide Armor from Desperate

    Discard The Lost to explore again since it doesn't bless.
    Playing my Harrow allows me to heal my Wolfhide armor

    Object: 1d4 ⇒ 4
    Pre-Roll object for flavor Flav!

    Moving on from the banner, I get attacked by an animated ITEM!

    Animated Object:

    Story Bane Monster 1
    Traits
    Construct
    Veteran

    Check
    Combat
    12+##
    OR
    Arcane
    7+#

    Powers
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

    Ranged 18(12+6): 1d8 + 5 + 1d8 + 1 + 1d6 + 1d8 + 1d8 ⇒ (8) + 5 + (6) + 1 + (5) + (5) + (2) = 32

    Roll Details:

    Ranged - 1d8+5
    Returning Throwing Axe +1 - 1d8+1
    Recharge - 1d6
    Double Blessed - 1d8+1d8

    Encounter Random Item (Pre-Rolled)

    Cape Of Escape:

    Item 1
    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Dexterity 8: 1d8 + 2 ⇒ (2) + 2 = 4

    Roll Details:

    Dexterity - 1d8+2

    Discard Blessing of Tsukio from Desperate

    I reveal the Fox and Erasmus reveals the Fortune Teller. Tavern is closed.

    Unfortunately subduing the cape has rendered it useless for use anymore.

    With the Tavern in relative peace, I decide to head to the Slaughterhouse. We need to deal with what's in there at some point!

    Use Staff of Minor Healing
    Heal Card: 1d3 ⇒ 1
    Heal The Lost back

    I will head to the Slaughterhouse on close

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Wolfhide Armor, Masterwork Tools, Archers Bracers, Snow Leopard, Fox,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Current Location: Slaughterhouse
    Hero Points: 2
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks

    Other: Paizo reroll used for scenario BM-1B: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing, Returning Throwing Axe +1 (2), Legionnaire Chaplain, Judgement Light, Hand Crossbow, The Lost, Holy Light, Blessing Of the Samurai, Returning Throwing Axe +1, Cure, Blessing of Erastil, Deathbane Light Crossbow +1, Fiery Glare
    Recharged:
    Discard Pile: Blessing of Erastil (2), Blessing of Tsukiyo,
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "

    End of Turn Summary:
    Tavern is closed, Moved to Slaughterhouse. Erasmus needs a new location


    Arabundi Deck Handler

    I think I'll head over to investigate the bar area of this mansion.
    Move to Tavern

    "

    Arabundi wrote:

    Hand: Returning Throwing Axe +1, Wolfhide Armor, Staff of Minor Healing, Fox, Blessing of Erastil (2), Blessing of Tsukiyo, The Lost,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Tavern
    Hero Points: 2
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks

    Other: Paizo reroll used for scenario BM-1B: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Legionnaire Chaplain, Snow Leopard, Returning Throwing Axe +1 (2), Blessing Of the Samurai, Masterwork Tools, Fiery Glare, Cure, Judgement Light, Holy Light, Deathbane Light Crossbow +1, Venomous Hand Crossbow +1, Blessing of Erastil, Hand Crossbow, Archers Bracers
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "


    Arabundi Deck Handler

    Boon Meh: 1d20 ⇒ 9

    Maybe next time.


    Arabundi Deck Handler

    This is scenario 3.3 for me. I had previously taken a skill and power feat, so this will be a card feat for me.

    Hero Point: Card Feat: Ally
    Blessing 3: 1d1000 ⇒ 391
    Ally 2: 1d1000 ⇒ 399
    Armor 2: 1d1000 ⇒ 268


    Arabundi Deck Handler

    "OFF-TURN ACTIONS:
    Discard top of Deck(Holy Light) to add d6
    Con 7: 1d10 + 1d6 ⇒ (10) + (3) = 13
    Avoid Garden Guardian breath
    ========================
    Arabundi starts his turn.
    Hour: The Teamster
    Hour Power:After your first exploration of your turn, you may discard a card to explore.
    "

    Let clean up this Graveyard and find those missing kids!

    Looking around, I spy some old leathers.

    Sable Company Leathers:

    Armor 3
    Traits
    Light Armor
    Magic

    Check
    Constitution
    Acrobatics
    Fortitude
    10

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.

    Constitution 10: 1d10 ⇒ 6
    Unfortunately, these leathers are way past their usefulness.

    Discard Wolfhide armor to explore again

    Pressing on, I notice some eery looking runes.

    Ghastly Runes:

    Barrier 1
    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

    Powers
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Recharge Masterwork tools to defeat
    Grabbing my handy tools, I quickly disable the barrier and move on.

    Discard Hand Crossbow to explore again

    As we continue on, we come face to face with an aberration.

    Strangler:

    Monster 1
    Traits
    Aberration

    Check
    Combat
    10

    Powers
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.

    Combat 10: 1d8 + 5 + 1d8 + 1 + 2 ⇒ (7) + 5 + (1) + 1 + 2 = 16

    Roll Details:

    Combat - 1d8+5
    Deathbane Light Crossbow +1 - 1d8+1
    Archers Bracers - 2

    Easily dispatching of the aberration, I figure it's time to let Erasmus take the lead for a bit.

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Deathbane Light Crossbow +1, Judgement Light, Archers Bracers, Legionnaire Chaplain, Snow Leopard,

    Displayed:
    Deck: 8 Discard: 6 Buried: 0
    Current Location: Graveyard
    Hero Points: 2
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Snow Leopard recharges to add 1d4 to any Combat Check
    Judgement Light adds 1d4 (+1d8 to Undead) and Magic to a local Combat Check
    Other: Paizo reroll used for scenario BM-1A: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Eclipse, Blessing of Tsukiyo, Cure, Returning Throwing Axe +1, Staff of Minor Healing
    Recharged: Returning Throwing Axe +1 (2), Blessing Of the Samurai, Masterwork Tools,
    Discard Pile: Blessing of Erastil, Blessing of Erastil (2), Fiery Glare, Holy Light, Wolfhide Armor, Hand Crossbow,
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "

    End of Turn Summary:
    Cleared cards 1, 2, 3 from the Graveyard