Male Human Vigilante Deck Handler
Hour: Blessing of Isis Switch to Red Raven. No move.
Recharge Wayfinder to move to Scorched Obelisk then examine 2 top cards of location:
Free explore: encounter known Clawhand Shield.
Cenovath Swarm:
MM Monster 5 Traits: Vermin Swarm Poison To Defeat: Combat 18 Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced. If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated. That before acting power is nasty, especially with an ally 5 in hand I’d prefer to keep. I don’t see the need for Raz to come fight the summoned monster when I can evade.
Discard Clawhand Shield and Elyana due to having too many cards in hand. The Red Raven at Scorched Obelisk wrote:
Male Human Vigilante Deck Handler
Aric goes to Ruined Temple. Loot:
Aric at Ruined Temple wrote:
Male Human Vigilante Deck Handler
Armor 6: Gravewatcher Chain Mail replaces Shark Skin Armor Ally 6: replace Dreamstalker by Eyebiter.
Male Human Vigilante Deck Handler
Upgrades preferences: 1. Armor 6: 1d1000 ⇒ 975
Male Human Vigilante Deck Handler
Autofail the con/fortitude 13 checks. Bury all those allies: Isiem
Male Human Vigilante Deck Handler
Hour: Sandstorm Sandstorm:
MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: None None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card. "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx I’m assuming no one wants to examine the siege deck instead of a location except Aric. Ezren’s random location: 1d4 ⇒ 1 Chisisek's Tomb
Aric’s random location: 1d4 ⇒ 3 Chisisek's Tomb Examine siege deck: Ossumental Swarm:
MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Switch to Red Raven on examining. Switch Silken Ceremonial Armor for kit’s Fortune-Teller.
Sandstorm is banished. Aric’s Curse of Blindness: No blessing to discard so advance the hour once more.
Move: No move. Use Red Raven power to examine, selecting siege deck and examining known Ossumental Swarm. Choose to encounter it. Ossumental Swarm:
MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Discard Sawtooth Sabre +2 to use Melee+d6+2+d8+6. Use RR power and recharge a clothing/accessory (Mask of the Red Raven) to add a d8. Combat 20: 1d10 + 7 + 1d6 + 2 + 1d8 + 6 + 1d8 ⇒ (2) + 7 + (2) + 2 + (2) + 6 + (1) = 22 Use Hero point to reroll, 2 HP left. Combat 20: 1d10 + 7 + 1d6 + 2 + 1d8 + 6 + 1d8 ⇒ (8) + 7 + (4) + 2 + (6) + 6 + (2) = 35 Defeated. Defeated by more than 4 (monster), 6 (scenario) and check is more than 30 so draw a new blessing: Blessing of Maat Use Fortune-Teller power selecting Bane.
Holy Word Trap:
MM Barrier 5 Traits: Trigger Trap Magic Divine To Defeat: Wisdom Divine 11 OR Intelligence Perception 13 When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card. If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck. On examining switch Vizier for kit’s Shadowless Sword. Trigger! No Cold/Mummy/Undead card. Reveal Shadowless Sword to add a d8 on Perception. Perception 13: 1d8 + 5 + 1d8 ⇒ (8) + 5 + (2) = 15 Defeated. Curse of the Sphinx: choose to examine siege deck. Pharaoh's Altar:
MM Barrier 5 Traits: Trigger Cache Lock Curse To Defeat: Dexterity Disable 12 OR Craft 14 When you examine this card, suffer a scourge. If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number. If undefeated, suffer the scourge Curse of Blindness. Tigger: scourge: 1d10 ⇒ 3 Curse of Vulnerability. Already have it, so banished.
Free explore: encounter the examined card.
Hippopotamus Mud Elemental:
MM Ally 6 Traits: Elemental Acid To Acquire: Wisdom Survival 14 Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait. End turn: Use Red Raven power to examine, choosing siege deck: Mummy Lord:
MM Monster 6 Traits: Undead Mummy To Defeat: Combat 23 The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits. Before you act, summon and encounter a random monster that has the Undead trait from the box. If undefeated, bury your discard pile, then shuffle this card into a random open location deck. On examining, exchange Elyana for kit’s Silken Ceremonial Armor. Use power to encounter it. BA: Hollow Serpent:
MM Monster 6 Traits: Undead To Defeat: Combat 16 OR Stealth 12 The Hollow Serpent is immune to the Mental and Poison traits. Before you act, discard a random card. If it is an ally, the difficulty to defeat is increased by 3. While you act, other characters may not play cards. You may play no more than 1 card on the check to defeat. If the check to defeat has the Cold trait, add 1d8. BA random card: 1d6 ⇒ 5 Shadowless Sword. Reveal Vampiric Backsword +3 to use Melee +2d6+3. Combat 16 (22): 1d10 + 7 + 2d6 + 3 ⇒ (6) + 7 + (5, 4) + 3 = 25 Defeated, back to Mummy Lord Reveal Vampiric Backsword +3 to use Melee +2d6+3. Use power and recharge Silken Ceremonial Armor to add a d8. Recharge Isiem and add a d6 and the Fire trait.
Draw 6 cards. Aric at Chisisek's Tomb wrote:
Male Human Vigilante Deck Handler
Blessing of the Ancients Change to Red Raven No move, use red raven power to examine. Siege Deck Card 1: Hanshepsu:
MM Monster 5 Traits: Construct To Defeat: Combat 20 The Hanshepsu is immune to the Attack, Mental, and Poison traits. Before you act, roll 1d4: 1. You are dealt 1d4 Poison damage. 2. The difficulty to defeat is increased by 3. 3. The Hanshepsu is evaded. 4. Bury the top card of your deck. Use power and encounter.
Reveal Fortune-Teller, pick bane and examine the siege deck top card: Sky Pharaoh's Curse:
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Arcane 15 OR Divine 14 When you examine this card, display it next to your deck. If undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge. That’s a bane but the trigger makes it displayed next to Aric/The Red Raven’s deck. Free exploration: Earth Ossumental:
MM Monster 5 Traits: Trigger Undead To Defeat: Combat 19 When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck. The Earth Ossumental is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage. Before acting: The Red Raven is alone. Recharge Vreva to add a d6.
Reveal Shadowless Sword to use Melee +d8+2, use power and recharge clothing: Bloodbound Hat, to add a d8
Discard Maftet Hunter to explore
Vanth:
MM Monster 2 Traits: Outsider Psychopomp To Defeat: Combat 13 The Vanth is immune to the Poison trait. Before you act, suffer a scourge. Scourge: 1d10 ⇒ 10 Curse of the Mummy Reveal Shadowless Sword to use Melee +d8+2, maftet hunter adds 2d6 Combat 19: 1d10 + 7 + 1d8 + 2 + 2d6 ⇒ (5) + 7 + (4) + 2 + (6, 1) = 25 Defeated by 6. Discard Dreamstalker, use it to examine the Siege deck before moving the card in The Red Raven’s location and encountering it.
Mummy:
MM Monster 4 Traits: Undead Mummy To Defeat: Combat 21 The Mummy is immune to the Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. If undefeated, bury your discard pile. Use Red Raven power to exchange Shadowless Sword for Vampiric Backsword +3. Reveal Vampiric Backsword +3 to use Melee+d6+3, another d6 is added due to proficiency. Combat 21: 1d10 + 7 + 2d6 + 3 ⇒ (5) + 7 + (1, 6) + 3 = 22 Defeated by less than 6 sourge: 1d10 ⇒ 3 Curse of Vulnerability. Reload Vampiric Backsword +3 power to recharge a random card from discard random discard: 1d2 ⇒ 2 dreamstalker Discard Blessing of Bastet and look at location: Jolting Portent. Use power to exchange from kit when examining, taking Hand of the Honest Man and putting Fortune-Teller instead. Bury Hand of the Honest Man to remove TRR’s curse of the mummy.
End of turn:
Living Sandstorms:
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Switch to Aric Trigger: fail the dexterity check, Combat Damage: 1d4 ⇒ 2 Recharge Adamantine Sai +2 to reduce damage by 2, 0 damage so no loss of cards in locations. I don’t think I can encounter the monster as I switched to Aric, and I would only do so if Raz wants to encounter the monster. Reset hand draw 8 cards. Aric at Sepulcher of the Servant wrote:
Male Human Vigilante Deck Handler
Not using trader.
Start at Sepulcher of the Servant. Aric at Sepulcher of the Servant wrote:
Male Human Vigilante Deck Handler
Aric is interested in Ally 6. I understand that Seoni is fine getting an item 6 (there’s 2 left). He’s got plenty of choice but Isiem seems best, and Sorrowsoul is out.
Male Human Vigilante Deck Handler
Aric is interested in Tomb Artisan as that boost skills he has. It does not go well with his ability to recharge allies that would be discarded, so no problem letting Mavaro get it. Deck upgrades: 1. Ally 6 (Isiem): 1d1000 ⇒ 95
Spend Hero point on power feat. Aric: ☐ When temporarily closing locations, you may discard a card to temporarily close your location. Red Raven ☐ If a character at your location would fail a check to defeat a monster, you may discard a card to allow her to reroll the dice and take the new result.
Male Human Vigilante Deck Handler
Aric moves to Garden of Symmetry. No move, no free exploration. Close: Recharge Shadowless Sword and Vampiric Backsword +3. All locations are closed and it’s a win Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III displayed.
Male Human Vigilante Deck Handler
Change to Red Raven Move to Peasant Tombs.
Guardian Thunderbirds:
MM Monster 6 Traits: Animal Electricity To Defeat: Combat 22 The Guardian Thunderbird is immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. Before you act, a random character at your location is dealt 1d4 Electricity damage. If the check to defeat has the Ranged trait, the difficulty is increased by 3. Choose to encounter the monster. Random Character (1 Aric, 2 Mavaro, 3 Ezren): 1d3 ⇒ 2 BA Electricity damage: 1d4 ⇒ 3 Mavaro takes 3 electricity damage Reveal Vampiric Backsword +3. Use power and recharge Shark Skin Armor to add a d8. Combat 22: 1d10 + 7 + 1d6 + 3 + 1d6 + 1d8 ⇒ (8) + 7 + (2) + 3 + (1) + (5) = 26 On defeating, reload Vampiric Backsword +3 to recharge a random card from discard. random from discard: 1d2 ⇒ 2 Blessing of the Midnight Lord Switch to Aric. Play Fortune-Teller and say “Boon”.
Seer's Tea:
MM Item B Traits: Liquid Magic To Acquire: Intelligence Wisdom 4 Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to put them back in any order; otherwise, shuffle your location deck. Boon so encounter it. Intelligence 4: 1d8 + 3 ⇒ (4) + 3 = 7 Acquired. Use Ezren power and banish it and get Ring of Energy Resistance. Use Aric power on acquiring a boon: examine next card: Ubashki. Not ally with diplomacy to acquire so no drawing it. Scenario: Examined non-villain Undead, encounter it and recharge Silken Ceremonial Armor. Ubashki:
MM Ally B Traits: Undead Mummy To Acquire: Bury a card Recharge this card to reduce damage dealt to you by 2. When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it into its deck. Discard this card to explore your location. Bury Sawtooth Sabre +2. On acquiring use Erzen power: Sophronia:
MM Ally 4 Traits: Undead Ghost Incorporeal To Acquire: Charisma Diplomacy 12 Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead. Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks. On acquiring an ally, scenario power allows to try to close:
Free explore: nothing to do. End phase: draw 3 Aric at Peasant Tombs wrote:
Male Human Vigilante Deck Handler
Blessing of the Ancients Aric changes to Red Raven. End of move: use Red Raven to examine top card of location. Blessing of Ra:
MM Blessing B Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. On examining, exchange Pakesket for Kit’s Shy Ratani and switch back to Aric. Explore and encounter Blessing of Ra.
Recharge Wayfinder to move to Embalming Parlor and examine top 2 location cards: Find Traps, Nefti the Bard.
Discard Maftet Hunter to explore, using Aric power to recharge the ally.
Bury Hand of the Honest Man to remove one of Ezren’s curse. Wisdom 8: 1d8 ⇒ 5 Not recharged. End turn:
Aric at Embalming Parlor wrote:
Male Human Vigilante Deck Handler
Discarded Blessing of Asmodeus for Ezren. Aric’s turn Blessing of the Ancients Change to Red Raven. Exchange Adamantine Sai +2 for Vampiric Backsword +3. End of move: use power to examine location top card: The Viper:
MM Ally 3 Traits: Human Rogue Aspis To Acquire: Charisma Diplomacy 9 Recharge this card to exchange a card in your hand with a card of the same type in your discard pile. Discard this card to explore your location. Change to Aric on examining. Exchange Shy Ratani for Silken Ceremonial Armor. Free explore: Encounter examined The Viper. Diplomacy 9: 1d10 + 7 ⇒ (2) + 7 = 9 Acquired.
Scenario: summon and encounter
MORTEVIA STRASSEL:
Henchman 6 Monster Traits: UNDEAD GHAST SOLDIER Check to defeat: CONSTITUTION FORTITUDE CHARISMA ARCANE 13 Mortevia Strassel is immune to the Mental and Poison traits. Before you act, recharge a random card. If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card. Before you act: recharge random card: 1d8 ⇒ 3 Vreva Jhafae
Recharge Quick-change Mask to use Diplomacy instead of the listed skills.
Choose to try to close the location.
End turn:
Aric at Peasant Tombs wrote:
Male Human Vigilante Deck Handler
" Aric at Peasant Tombs wrote:
"
Male Human Vigilante Deck Handler
Not really interested in Freed Soul, it does not have an interesting discard effect and Aric has few blessing. Not interested in Sand Elemental. Deck upgrade:
After some thinking, I’ll let Zelhara get the ally, I don’t think we often find armor so I’ll get that upgrade instead. 1th XP at tier 6.
Male Human Vigilante Deck Handler
From Seoni’s turn: Aric discard Elyana to move and examine then uses power to recharge ally with Diplomacy to acquire instead of discarding. Aric receives Venomous Heavy Crossbow +2. Aric’s turn. Switch to Red Raven. Move phase: no move.
Ossumental Swarm (Known):
MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Discard Shadowless Sword 2 to use Melee w/Finesse+d8+2+d6+#. Recharge Dandy Brute to add a d6. Combat 20: 1d10 + 6 + 1d8 + 2 + 1d6 + 5 + 1d6 ⇒ (3) + 6 + (2) + 2 + (1) + 5 + (5) = 24 Defeated by at least 4, no cold damage. Switch back to Aric.
Free explore: Location empty. Can’t be closed as other locations are opened. End turn:
Aric at Five-Pointed Sun wrote:
Male Human Vigilante Deck Handler
Aric changes to Red Raven. Move: No move but use Red Raven power to examine top card of location: Sightless Starvation:
MM Barrier 5 Traits: Trigger Curse Undead Poison To Defeat: SEE BELOW When you examine this card, encounter it. Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated. Switch to Aric on examining. Trigger! encounter the card.
Barrier is banished. Reveal Fortune-Teller and choose boon. Examine top location card: Acute Senses. A boon so encounter it.
On acquiring a boon, use Aric’s power to examine location top card: Bonecrusher Hunter:
MM Monster B Traits: Trigger Gnoll Veteran To Defeat: Combat 9 When you examine this card, encounter it; the difficulty to defeat is increased by 3. The difficulty to defeat is increased by the scenario's adventure deck number. Use Aric’s power to switch to Red Raven on an examine. Exchange Mistform for kit’s Shadowless Sword. Reveal Shadowless Sword to use Melee+d8+2 Combat 9+#+3=17: 1d10 + 7 + 1d8 + 2 ⇒ (10) + 7 + (1) + 2 = 20 Defeated. Use Red Raven power to switch back to Aric. Free explore:
Eternal Captives:
MM Barrier 4 Traits: Curse Undead To Defeat: Wisdom Divine 10 OR Charisma Diplomacy 8 Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx. Diplomacy 8: 1d10 + 7 ⇒ (9) + 7 = 16 Defeated, barrier is banished. Reload Vizier to examine location top card: Caravan Raider. Use Aric power and switch to Red Raven. End of turn:
Caravan Raider:
MM Monster B Traits: Human Veteran To Defeat: Stealth 7 OR Combat 9 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Caravan Raider deals no damage; instead, banish a boon. Reveal Shadowless Sword to use Melee+d8+2. Recharge Blessing of the Midnight Lord to bless twice on the finesse check. Combat 9+#=14: 3d10 + 7 + 1d8 + 2 ⇒ (5, 2, 4) + 7 + (1) + 2 = 21 Switch back to Aric on defeating the monster. Draw 3 cards including the reloaded Vizier. Aric at Shifting Dunes wrote:
Male Human Vigilante Deck Handler
Loot/rewards: Bloodbound Hat replaced by Hand of the Honest Man, Sorrowsoul replaced by Maftet Hunter.
Aric at Shifting Dunes wrote:
Male Human Vigilante Deck Handler
For the upgrade, grab an item 5 and replace Candle of Comity by Ring of Regeneration. Aric bank the hero point. Now at 4. He’s at his 6th XP at tier 5 so he needs to tier up.
Male Human Vigilante Deck Handler
Hour of Blessing of Wadjet Start of turn: examine Blessing of Thoth. Put it at the bottom of the location.
No move.
Switch back to Aric. Explore: Blessing of Anubis.
End turn:
Aric at Ruined Temple wrote:
Male Human Vigilante Deck Handler
Scenario power: examine top card of location: Acid Splash. Spell 0. Recharge at Sculptors Lair.
No move.
Use Red Raven power to encounter the monster.
Reveal Shadowless Sword 2 for Melee+d8+2, reload Ring of Stony Flesh to add a d6
Switch back to Aric. Discard Maftet Hunter to explore, use power so that it is recharged instead.
Ruined Temple Card 3: Bronze Sentinel:
MM Loot 4 Type: Armor Traits: Heavy Armor Construct Magic To Acquire: None Display this card to explore your location. During this exploration, add 1d12 to your Strength checks, or 2d12 if proficient with heavy armors, and reduce all damage dealt to you to 0. At the end of this exploration, you may succeed at a Craft 13 check to discard this card; otherwise, bury it. No check to acquire so the card is banished. End turn.
Aric at Ruined Temple wrote:
Male Human Vigilante Deck Handler
Aric at Ruined Temple wrote:
Male Human Vigilante Deck Handler
Aric discard Blessing of Maat for Ezren.
Red Raven moves to Ruined Temple.
Free exploration: encounter examined Parade Armor. Parade Armor:
MM Armor 5 Traits: Light Armor Alchemical To Acquire: Constitution Fortitude Charisma Diplomacy 12 Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead. Recharge Candle of Comity to add a d8. Diplomacy 12: 1d10 + 7 + 1d8 ⇒ (5) + 7 + (3) = 15 Acquired. Use Aric power to examine after acquiring a boon: Grave Goods:
MM Barrier 3 Traits: Trigger Cache Curse To Defeat: Disable 10 OR Dexterity Craft 12 When you examine this card, discard a blessing. If undefeated, suffer the scourge Curse of Fevered Dreams. If defeated, choose a type of boon other than loot and draw a card of that type from the box. Trigger! No blessing to discard thought. Discard Dreamstalker for its power but use Aric’s power to recharge them.
Glyphbane Gloves:
MM Item 2 Traits: Accessory Magic To Acquire: Intelligence Disable Arcane Wisdom Divine 7 Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait. Recharge Quick-change Mask to use Diplomacy
Next card has a trigger so no point in examining.
Aric at Ruined Temple wrote:
Male Human Vigilante Deck Handler
Aric starts at Altar of Riddles. Usual loot selection (Maftet Hunter, Hand of the Honest Man replacing Bloodbound Hat and Sorrowsoul) Aric at Altar of Riddles wrote:
Male Human Vigilante Deck Handler
Upgrade: taking ally 4 unless Seoni is not interested in the Ally 5. Bank the hero point. 5.5 XP
Male Human Vigilante Deck Handler
Hour: Blessing of Maat
Move to Thornscrub. Encounter known Sekrephere. Random blessing 2: Blessing of Isis
Bury hand for Blessing of Asmodeus to succeed at the check. Draw 7 cards.
Discard Elyana for her power, use Aric’s power to recharge her instead.
To Defeat: Dexterity Acrobatics Wisdom Perception 9+#
Discard Wayfinder examine top card of location: Mummy.
Mummy:
MM Monster 4 Traits: Undead Mummy To Defeat: Combat 21 The Mummy is immune to the Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. If undefeated, bury your discard pile. Reveal Shadowless Sword 2 to use Melee+d8+2, it adds Finesse, recharge Dandy Brute to add a d6. Use power to discard an Accessory or Clothing to add a d8, discarding Quick-change Mask.
Dance of the Dead location: 1d7 ⇒ 7 Item sshuffled in Windswept Chasm. Explore location:
Guecubu:
MM Monster 3 Traits: Undead To Defeat: Combat 15 The Guecubu is immune to the Electricity, Mental, and Poison traits. After you act, suffer a scourge. Use power to encounter the monster. Reveal Shadowless Sword 2 to use Melee+d8+2, it adds Finesse. Combat 15: 1d10 + 7 + 1d8 + 2 ⇒ (10) + 7 + (8) + 2 = 27 After you act, suffer a scourge: 1d8 + 1 ⇒ (2) + 1 = 3 Curse of Vulnerability Defeated. Dance of the Dead location: 1d7 ⇒ 6 Item shuffled in Scorched Ruins Choose to explore
Symbol of Fear:
MM Barrier 3 Traits: Trigger Trap Magic Curse To Defeat: None When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it. Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card. Symbol of Fear displayed End of turn:
Aric at Scorched Ruins wrote:
Male Human Vigilante Deck Handler
Hour of Osiris Switch to Red Raven. Move to Towering Obelisk.
Discard Dreamstalker to examine top card of Windswept Chasm: Baited Jewel Box. Use Aric Power so that the ally is recharged.
Baited Jewel Box:
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Disable 6+#=11: 1d4 ⇒ 3 Failed, the location is shuffled. Explore: Iceblade Spelldagger:
MM Weapon 5 Traits: Knife Ranged Piercing Cold Magic To Acquire: Dexterity Ranged 12 OR Arcane Divine 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3. On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait. Recharge Shy Ratani to add a d8. Arcane 10: 1d4 + 1d8 ⇒ (3) + (6) = 9 Discard Blessing of Maat to add 3 and succeed. Use Aric’s power to examine next card: Pard.
Discard Slip to examine location top card, use power to recharge him instead: Sekrephere
Sekrephere:
MM Henchman 5 Type: Barrier Traits: Construct Lock To Defeat: See Below The check to defeat is the same as the highest check to acquire a random blessing from the box. If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations. While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck. Random Blessing #3: Blessing of the Elements:
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Discard Blessing of the Midnight Lord to bless. Charisma 6: 2d10 ⇒ (1, 1) = 2 Use Hero Point to reroll. 3 left after that. Charisma 6: 2d10 ⇒ (9, 2) = 11 Display Sekrephere next to location. End of turn:
Aric at Towering Obelisk wrote:
Male Human Vigilante Deck Handler
Loot: Maftet Hunter and Hand of the Honest Man (Sorrowsoul and Bloodbound Hat out) Aric at Garden of Ossumentals wrote:
Male Human Vigilante Deck Handler
Bank Hero point, now at 4 Deck upgrade: Ally 5
Male Human Vigilante Deck Handler
Aric keeps the shiny ring. Aric does not take damage because the henchman is a barrier so his armor is still in his hand. End of turn:
Aric at Vizier’s Hill wrote:
Male Human Vigilante Deck Handler
Receive Ring of Regeneration. Aric buries Slip for Zelhara. Aric at Glass Pavilion wrote:
Male Human Vigilante Deck Handler
Turn 11 Blessing of Abadar Reveal Eando Kline and recharge Hand of the Honest Man to examine location top card: Anubis Staff. Choose to recharge Wayfinder from discard. Switch to Red Raven. Move to Glass Pavilion. Use Red Raven power to examine. Glass Pavilion Card 1: Shaitan Ghul:
MM Monster 5 Traits: Elemental Undead Janni To Defeat: Combat 20 The Shaitan Ghul is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, the difficulty is increased by 3. Before you act, discard a weapon or an armor. Choose to encounter the monster.
Free explore:
Hungry Fog:
MM Barrier 3 Traits: Obstacle Magic Acid To Defeat: Wisdom Perception 10 The Hungry Fog is immune to the Acid and Electricity traits. When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it. If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck. Reveal Shadowless Sword to add d8 to Perception Perception 10: 1d8 + 2 + 1d8 ⇒ (8) + 2 + (4) = 14 Defeated by less than 6, banished. Discard Blessing of Bastet to examine top card of location deck:
Ring of the Grasping Grave:
MM Item 3 Traits: Accessory Magic Pharasma To Acquire: Arcane Divine Knowledge 12 Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead. Not a bane, choose to encounter it. Discard Blessing of Asmodeus to add a die Knowledge 12: 1d8 + 4 + 1d8 ⇒ (1) + 4 + (2) = 7 It would have been nice to succeed, that would have allowed to trigger Aric’s ability. Not worth a hero point thought. Boon Banished End turn:
Aric at Glass Pavilion wrote:
Male Human Vigilante Deck Handler
During Raz’s turn: Aric vs Eternal Captive Diplomacy 8, Create Mindscape: 1d10 + 7 + 1d4 ⇒ (2) + 7 + (4) = 13 Not beaten by more than 6 so no scourge.
Male Human Vigilante Deck Handler
Aric’s Curse is removed by Ezren. Change to Red Raven. Move to Precinct of Left Eyes.
Precinct of Left Eyes Card 1: Thunder Lizard:
MM Monster 3 Traits: Dragon Electricity To Defeat: Combat 13 The Thunder Lizard is immune to the Electricity trait. Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location. Choose to encounter the monster. Before acting electricity damage: 1d4 ⇒ 1 Discard Shark Skin Armor to damage. Reveal Sawtooth Sabre +2 for combat Combat 13: 1d10 + 7 + 1d6 + 2 ⇒ (8) + 7 + (4) + 2 = 21 Defeated. Switch back to Aric. Explore and encounter
Precinct of Left Eyes Card 2: Djinn Favor Amulet:
MM Item 1 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 4 OR Wisdom 7 Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile. Constitution 4: 1d6 ⇒ 6 Acquired. Use Ezren’s power. Nothing in random that match the level. From BR site: Ring of Stony Flesh:
MM Item 5 Traits: Accessory Magic To Acquire: Strength Melee 10 OR Constitution Fortitude 8 Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check. Put this card on top of your deck to add 1 die to your Constitution non-combat check. Put this card on top of your deck to reduce all damage dealt to you by 2. Use Aric’s power to examine when acquiring a boon:
Precinct of Left Eyes Card 3: Blessing of Osiris:
MM Blessing 4 Traits: Divine Osiris Healing To Acquire: Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait. When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile. Not an ally so no drawing it. Leaving that to someone with the Divine skill On examine, exchange Ring of Stony Flesh for Sorrowsoul. Use Aric’s power when discarding Elyana to recharge her. Examine top card of Canny Jackal:
Canny Jackal Card 1: Shocking Scimitar +2:
MM Weapon 3 Traits: Sword Melee Slashing Finesse Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait. If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act. Change to Red Raven on examine. Choose to move to Canny Jackal. Recharge Sorrowsoul to be able to move (location power) Choose to explore. Melee 11 to acquire: 1d10 + 7 ⇒ (1) + 7 = 8 Discard Blessing of Maat to add 3. Weapon Acquired. Use Ezren power to transmogrify it: Striking Wing Scimitar from Random. End turn:
Canny Jackal Card 2: Eternal Captives:
MM Barrier 4 Traits: Curse Undead To Defeat: Wisdom Divine 10 OR Charisma Diplomacy 8 Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx. Switch to Aric. Exchange Sawtooth Sabre +2 for Eando Kline. Draw 5 cards. Aric at Canny Jackal wrote:
Male Human Vigilante Deck Handler
Aric is not interested in the Auction House allies. He goes to Tooth and Hookah. Loot:
Aric at Tooth and Hookah wrote:
Male Human Vigilante Deck Handler
4-5A: Zarta's Assessment 2nd XP at Tier 5 Use hero point for skill feat: Aric gets +1 charisma while red raven gets +1 dexterity. Deck upgrade choices: 1. Item 5: 1d1000 ⇒ 7 I think Ring of Regeneration is more interesting to Aric than Boots of Teleportation or Vestments of False Faith. The ability to put the ring in the kit when not needed seems nice. Red Raven can discard any of them to add +d8 on his combat.
Not interested in Chest of Keeping.
Male Human Vigilante Deck Handler
Hour: Blessing of the Ancients Start of turn:
Move: to Vault of Hidden Wisdom.
Vault of Hidden Wisdom Card 2: Telekinetic Enucleation:
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Dexterity Disable 16 When you examine this card, encounter it. If undefeated, each character at your location suffers the scourge Curse of Blindness. Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location. Trigger Recharge Quick-change Mask to use Stealth, discard Blessing of the Midnight Lord to bless. Dexterity 16: 2d10 + 5 ⇒ (6, 8) + 5 = 19 Defeated, but not by more than 6. I believe the location power can not be used as explore can not be done during move phase. Free explore: use Magical Mansion to heal instead.
End of turn:
Vault of Hidden Wisdom Card 3: Rukh:
MM Monster 3 Traits: Animal Acid To Defeat: Combat 13 THEN Combat 13 All damage dealt by the Rukh is Acid damage. If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4. If undefeated, move to a random location. Choose to encounter it. Reveal Sawtooth Sabre +2 to use Finesse Melee +d6+2, recharge Dandy Brute to add a d6 Combat 13+4=17: 1d10 + 3 + 3 + 1d6 + 2 + 1d6 ⇒ (3) + 3 + 3 + (5) + 2 + (6) = 22 Defeated, next check is at −5 difficulty thanks to the Sawtooth Sabre power. Reveal the weapon again to use melee+d6+2 Combat 13+4−5=12: 1d10 + 3 + 3 + 1d6 + 2 ⇒ (6) + 3 + 3 + (4) + 2 = 18 Defeated. Once again, can not use the location power Switch to Aric on defeating a monster. Draw 4 cards Aric at Vault of Hidden Wisdom wrote:
Male Human Vigilante Deck Handler
Burning Child:
MM Monster 3 Traits: Undead Fire To Defeat: Combat 16 OR Charisma 10 The Burning Child is immune to the Fire, Mental, and Poison traits. If the check to defeat the Burning Child has the Cold trait, add 1d8. If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage. Red Raven reveals Shadowless Sword that adds finesse and allow him to use dexterity+3+d8+2 for combat and adds another d8 because it is a summoned bane. Combat 16: 1d10 + 6 + 1d8 + 2 + 1d8 ⇒ (2) + 6 + (6) + 2 + (5) = 21 Defeated. I believe it is banished due to being summoned rather than shuffled in another location. Explore and encounter the examined Geniekin
Display Chest of Keeping. Discard Shy Ratani to explore, using Aric’s power to recharge her instead.
Warehouse Card 2: Scribe:
MM Ally 4 Traits: Human Hireling To Acquire: Intelligence Knowledge Charisma Diplomacy 9 Recharge this card to add 2d6 to your Diplomacy or Knowledge check. Discard this card to explore your location. Shy Ratani adds a d8 to acquire during that exploration. Diplomacy 9: 1d10 + 6 + 1d8 ⇒ (3) + 6 + (6) = 15 Acquired. Use Ezren power, changing Scribe to (card 1 is level 0) Apprentice (random ally 2). Use Aric power to examine top card of location after acquiring a boon: Warehouse Card 3: Magic Carpet:
MM Item 2 Traits: Object Magic To Acquire: Intelligence Craft Charisma Survival 9 Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location. Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter. Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait. Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location. Exchange Blessing of the Midnight Lord for kit’s Candle of Comity. Discard Sorrowsoul to explore, using Aric’s power to recharge him.
Discard Apprentice to examine, use power to recharge them, encounter examined Potion of Healing
End turn:
Aric at Warehouse wrote:
Male Human Vigilante Deck Handler
Start of turn: switch to Red Raven. Exchange Shadowless Sword 2 for kit’s Galvanic Kopis +2. Move: No move then use Red Raven power to examine:
Warehouse Card 1: Geniekin:
MM Monster B Traits: Trigger Elemental Outsider Janni Veteran To Defeat: Combat 8 When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait. The difficulty to defeat is increased by twice the scenario's adventure deck number. Trigger! From random: only undead and another geniekin.
Male Human Vigilante Deck Handler
Use Aric power to examine top card of location deck after acquiring a boon:
Great Library of Tephu Card 1: Blessing of Isis:
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Location: If you fail to acquire a boon, shuffle it into this location deck. Discard Elyana to examine a distant location top card, but recharge her due to Aric’s power, then choose Stonework Passages for the examination:
Stonework Passages Card 1: Acute Senses:
MM Spell B Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 4 Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead. Switch to Red Raven. Choose to move to Warehouse. Can not use Elyana’s explore due to having closed a location. End turn:
Warehouse Card 1: Scarab Swarm:
MM Monster B Traits: Trigger Vermin Swarm Poison Veteran To Defeat: Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from. From examining, use power to Switch to Aric and exchange chest of keeping by Slip from kit. Trigger! Discard Slip for damage and use Aric power to have the ally recharged instead. Aric fails the Combat 16 check (only a d6), and has no card left to discard for any damage. The monster is shuffled in Warehouse. Draw 7 cards. Aric at Warehouse wrote:
Male Human Vigilante Deck Handler
Aric’s turn With all his ally at a safe distance from the boulder he spotted, it’s time for the Red Raven to take his place and deal with it. Reveal Eando Kline and recharge Adamantine Sai +2 to examine top card of location, it is already known and still the rolling boulder. Then choose to recharge Wayfinder from discard.
No move. Explore and encounter known card Rolling Sphere:
MM Barrier 3 Traits: Trap Obstacle To Defeat: Dexterity Acrobatics 12 OR Disable 9 Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand. If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location. After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated. Adventure: If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. Recharge Vreva to add a d6. Acrobatics 12: 1d10 + 5 + 1d6 ⇒ (8) + 5 + (1) = 14 As the boulder rolls toward him the Red Raven quickly climb on the wall, jump on top of the boulder ending up unscathed on the other side. Choose to explore the location. Encounter Ghost Battling Ring
MM Item C: Traits: Accessory Magic Pharasma Veteran To Acquire: Arcane Divine Knowledge 8 Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead. Adventure: If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait. Scenario: When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. Scenario: When you acquire an item, you may display it next to its location then you may immediately attempt to close that location. Another one of those, and only Aric has a chance to grab it. d4 versus 8, so automatic failure. Scenario: Combat damage: 4 = 4 Recharge Blessing of Maat to reduce damage by 2. Discard Eando Kline and Maftet Hunter for damage. Boon is shuffled back in. Discard Blessing of Bastet to examine next card:
Male Human Vigilante Deck Handler
Not taking one of the trader’s ware.
Aric at Guardian Vaut wrote:
Male Human Vigilante Deck Handler
Not interested in the loot items. Upgrade preferences 1. Armor 4: 1d1000 ⇒ 713 (silken ceremonial armor)
2 XP at tier 5. Power Feat
Visit Auction House.
Male Human Vigilante Deck Handler
Raz’s turn Healed 5: Wayfinder
Ezren’s turn > Banished Aric's Curse of Poisoning Aric’s turn Turn 15: Blessing of Abadar Switch to Red Raven, exchanging Hand of the Honest Man for Vreva Jhafae. Move: No move.
Siege Deck Card 16: Grave Goods:
MM Barrier 3 Traits: Trigger Cache Curse To Defeat: Disable 10 OR Dexterity Craft 12 When you examine this card, discard a blessing. If undefeated, suffer the scourge Curse of Fevered Dreams. If defeated, choose a type of boon other than loot and draw a card of that type from the box. Trigger: discard Blessing of Bastet. Explore and encounter previously examined Grave Goods.
Ally 1: Kafar:
MM Ally B Traits: Trigger Human Rogue Aspis To Acquire: Wisdom Charisma Diplomacy 9 When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon. Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons. Discard Kafar to explore.
Siege Deck Card 17: Baited Jewel Box:
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Can not defeat the difficulty without those skills. Siege deck is shuffled. Discard Maftet Hunter, choose not to recharge any card, and explore.
Siege Deck Card 36: Ambush:
MM Barrier 2 Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck. If defeated, you may immediately explore again. Reveal Shadowless Sword 2 to add a d8 on perception Perception 9+#=13: 2d8 + 4 ⇒ (1, 3) + 4 = 8 Choose to examine siege. random between 17-35, 37-46: 1d29 ⇒ 27 card 44: Bonestorm:
MM Monster 4 Traits: Undead Swarm To Defeat: Combat 17 The Bonestorm is immune to the Mental and Poison traits. Damage dealt by the Bonestorm may only be reduced by no more than half (round up). If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from. Discard Shadowless Sword 2 to use Melee+d8+2+d6+#, Ambush applies a -3. Combat 17: 1d10 + 6 + 1d8 + 2 + 1d6 + 4 - 3 ⇒ (9) + 6 + (7) + 2 + (1) + 4 - 3 = 26 Bonestorm is defeated and banished, Ambush is shuffled back in. End turn:
card 28: Desert Trapper:
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Red Raven has no weapon so no combat. Switch to Aric. Draw 6 cards. Aric at Walled Oasis wrote:
Siege: (already 1-16 banished), 17 banished, 44 banished, 28 on top, the rest is shuffled.
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