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Arabundi Deck Handler
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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
" Arabundi wrote:
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: 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
End of Turn Summary
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Arabundi Deck Handler
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Start of turn check
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:
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: 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
End of Turn Summary
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Arabundi Deck Handler
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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
Move to Forest on closing Use Chaplain to heal 1
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:
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: 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
End of Turn Summary
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Arabundi Deck Handler
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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.
Arabundi ends his turn. Arabundi attempts to recover all cards in his Recovery pile.
Arabundi resets his hand. Drew Staff of Minor Healing. Use it. Arabundi is healed for 1: (Mountaineer). Deck shuffled. " Arabundi wrote:
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: 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
End of Turn Summary
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Arabundi Deck Handler
![]() Hero Point
Upgrades
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
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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.
Arabundi resets his hand. " Arabundi wrote:
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: 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
End of Turn Summary
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Arabundi Deck Handler
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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:
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: 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
End of Turn Summary
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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
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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
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:
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: 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
End of Turn Summary
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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:
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
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Arabundi Deck Handler
![]() Start at Arsenal
Arabundi wrote:
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
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Arabundi Deck Handler
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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
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
Villain Power to reroll Lowest Die
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.
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Arabundi Deck Handler
![]() OFF-TURN ACTIONS:
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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
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:
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: 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
End of Turn Summary
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Arabundi Deck Handler
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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:
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: 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
End of Turn Summary
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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
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Proxy B - Wight:
Story Bane
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:
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: 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
End of Turn Summary
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Arabundi Deck Handler
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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
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:
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: 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
End of Turn Summary
![]()
Arabundi Deck Handler
![]() " Arabundi wrote:
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
![]()
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
![]() ========================
Spiked Half-plate:
Armor 1 Traits Heavy Armor Check
Powers
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
Powers
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:
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
End of Turn Summary
![]()
Arabundi Deck Handler
![]() "OFF-TURN ACTIONS:
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
Powers
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
Powers
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
" Arabundi wrote:
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: 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
"End of Turn Summary
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Arabundi Deck Handler
![]() Start with Poog at Twisting Passages " Arabundi wrote:
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
![]()
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:
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: 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
![]()
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.
![]()
Arabundi Deck Handler
![]() ========================
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
Powers
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
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:
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: 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
End of Turn Summary
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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
Check
Powers
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
Powers
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
"Arabundi ends his turn.
" Arabundi wrote:
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: 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
End of Turn Summary
![]()
Arabundi Deck Handler
![]() ========================
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
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
Powers
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
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
Check
Powers
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
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:
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: 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
![]()
Arabundi Deck Handler
![]() "OFF-TURN ACTIONS:
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
Powers
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
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:
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: 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
End of Turn Summary
![]()
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.
" Arabundi wrote:
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: 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
![]()
Arabundi Deck Handler
![]() ========================
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
Powers
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:
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: 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
End of Turn Summary
![]()
Arabundi Deck Handler
![]() "OFF-TURN ACTIONS:
Location Powers: Shop When you fail to acquire a boon, you may shuffle it into the location.
As Erasmus and I enter the crypt, a pair of cobras come after us. Metal Cobra:
Monster 2 Traits Construct Check
Powers
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.
Clairvoyance:
Spell 3 Traits Magic Arcane Divine Check
Powers
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!
Banish Clairvoyance to examine the top 3 cards of Crypt Card 3 ->Barghest (Monster 2)
"AHA Erasmus! The Cultist is over there!" Arabundi ends his turn.
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 wrote:
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: 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
End of Turn Summary
![]()
Arabundi Deck Handler
![]() I'll start at the Crypt. Need to find that Deathbane crossbow and quick! " Arabundi wrote:
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
![]()
Arabundi Deck Handler
![]() ========================
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
Powers
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.
Use Staff of Healing to heal Poog for 1 card since he graciously heals us all the time
" Arabundi wrote:
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: 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
![]()
Arabundi Deck Handler
![]() OFF-TURN ACTIONS:
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
Powers
Grabbing my trusty tools, I easily disable the trap.
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
Powers
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:
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: 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
End of Turn Summary:
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Arabundi Deck Handler
![]() OFF-TURN ACTIONS:
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
Powers
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:
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: 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
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Arabundi Deck Handler
![]() ========================
Creeping through the Slaughterhouse, I spy a djinn hiding out. Djinn:
Ally 3 Traits Outsider Genie Check
Powers
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
Powers
On any check, discard to bless.
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
Powers
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:
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: 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
End of Turn Summary:
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Arabundi Deck Handler
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As I enter the Tavern, I spy a banner in the corner. Banner Of The Ancient Kings:
Item 2 Traits Object Magic Check
Powers
Auto Fail, not even close.
Discard The Lost to explore again since it doesn't bless.
Object: 1d4 ⇒ 4
Moving on from the banner, I get attacked by an animated ITEM! Animated Object:
Story Bane Monster 1 Traits Construct Veteran Check
Powers
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
Powers
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
I will head to the Slaughterhouse on close " Arabundi wrote:
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: 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
End of Turn Summary:
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Arabundi Deck Handler
![]() I think I'll head over to investigate the bar area of this mansion.
" Arabundi wrote:
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
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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
![]()
Arabundi Deck Handler
![]() "OFF-TURN ACTIONS:
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
Powers
Constitution 10: 1d10 ⇒ 6
Discard Wolfhide armor to explore again Pressing on, I notice some eery looking runes. Ghastly Runes:
Barrier 1 Traits Trap Magic Veteran Trigger Check
Powers
Recharge Masterwork tools to defeat
Discard Hand Crossbow to explore again As we continue on, we come face to face with an aberration. Strangler:
Monster 1 Traits Aberration Check
Powers
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:
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: 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
End of Turn Summary:
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