Displayed: Kit: Sawtooth Sabre +2, Shadowless Sword 2, Blessing of the Spy 1,
Deck: 13 Discard: 0 Buried: 0
NOTES: Available Support: Armor of Skulls: local character can evade a non-villain bane.
Other: Box reroll for 2-6A is USED.
Favored Card: None Hand Size: 4 ☐ 5 Proficiencies: Light Armor, Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.
===================================
ARIC: SKILLS AND POWERS
Favored Card: None Hand Size: 6 ☑ 7 Proficiencies: Light Armor POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
With the location closed, Aric hears the siren song of the Vault of Greed calling, but not so much as to be foolish. He hangs back and allows The Red Raven to scout ahead first. The vigilante spots a fine looking [ooc]Card 1: Force Sling +3 in a display case by the door and opts to investigate himself. Dispite its lack of Finesse, TRR calls upon the aid of Zon Kuthon to acquire it.
TRR deftly replaces the sling with an empty coin purse in one fluid motion, fooling whatever weight-triggered trap was surely protecting the weapon.
"Do make sure you pick up that ring in the next alcove, honey," purrs the voice of his Psychic Detective suddenly. "It's worth a bundle."
TRR mentally grunts his reply, somehow conveying both assent and displeasure, before attempting to nab the Card 2:Sihedron Ring. Out of both spite and prudence, he doesn't immediately act on the info, instead taking his time to plot his own plan to obtain the ring (forgo "may explore" from Detective, spend BotSpy to explore with +1 die).
Sihedron Ring CtA Con 7:3d6 ⇒ (2, 3, 1) = 6Failure! Bullshit, using box reroll.
box reroll 1:1d6 ⇒ 6 2, 3, 1 6 = 11Success!
The Raven can find no trap or trigger on the ring display, but it is extraordinarily heavy, or attached with a powerful magnetic pull. The tug-of-war seems to go on forever and just as he seems to falter, TRR gives a final, mighty yank and frees the ring from its invisible tether.
Slipping it on, he follows an image sent by the Dreamstalker which leads him to a scroll with a pictograph of some kind of Card 3:Poison Blast.
Poison Blast CtA Skill 12:1d8 ⇒ 6Failure!
The Raven considers trying to decipher the command words to release the scroll, but spotting a fine green mist on the floor surrounding the blank outline of footprints, he opts not to get sprayed with poison aerosol for being out of his depth.
With a clap, The Raven summons Appleslayer and lets him loose on the room to find more treasure (or trouble). When he returns with a happy yap rather than a tiny growl, TRR assumes the former, stashing the sling deeper in his back and drawing out intel from Jelani as he walks forward to see the Card 4:Necklace of Fireballs the pup discovered. Knowing Aric might at least have a small possibility of success, TRR melds into the shadows of the hallway and Aric jauntily struts into the room, always eager to try a new accessory.
Necklace of Fireballs CtA Int 9:1d8 + 1 ⇒ (1) + 1 = 2Failure!
Aric scoops up the necklace without a care, but the string catches on part of the ornate display and snaps. In slow motion, Aric's eyes widen in horror as he sees the tiny orange spheres let fly up into the air. His only grace is that the momentum sent them flying upwards, giving him and his canine an extra few seconds to sprint out the door and around the corner of the corridor before the "tink...tink...BOOMBOOMBOBOBOBOOOOOOOM" of successive fireballs destroy the contents of that small chamber.
Exchanging a look with the dog, he mutters, "I never look good in orange anyway," and and motions for the Jelani to lead on. The commotion must have alerted the vault's guardian to his presence because the djinn immediately motions Aric back around the corner. A Card 5:Baykok comes stomping down the hall, and Aric reaches for the Mask of the Red Raven...
Reveal and discard Sawtooth Saber for extra d8+#, recharge accessory (SVR) to add 1d8 (power).
Baykok AYA Ranged Damage:1d4 ⇒ 3Reveal Armor of Skulls to reduce all damage by 2, reveal Sihedron Ring to reduce all damage by 2.
The Raven catches the monster off-guard and slashes twice, but he fights back hard. After a fierce melee, the vigilante is able to take the Baykok down. It lets loose a volley of spiny protrusions as part of its death rattle, but TRR's armor and new ring are able to protect him.
Exhausted and greedy, he can't bring himself to put extra effort into sealing off the vault, instead peering around the corner into one of the last chambers. A Card 6:Faceless Stalker lurks in the next room, but without a weapon, The Raven exercises the better part of valor and falls back to the exploded fireball chamber to allow Aric to rest.
Displayed: Kit: Skyplate Armor, Sawtooth Sabre +2, Force Sling +3,
Deck: 12 Discard: 6 Buried: 0
NOTES: Available Support: Zon-Kuthon: 2 dice to Con or Finesse check.
Other: Box reroll for 2-6A is available.
Favored Card: None Hand Size: 6 ☑ 7 Proficiencies: Light Armor POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
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THE RED RAVEN: SKILLS AND POWERS
Favored Card: None Hand Size: 4 ☐ 5 Proficiencies: Light Armor, Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.
UPKEEP:
Vault of Greed Card 1 ACQUIRED.
Vault of Greed Card 2 ACQUIRED.
Vault of Greed Card 3 BANISHED.
Vault of Greed Card 4 BANISHED.
Vault of Greed Card 5 BANISHED.
Vault of Greed Card 6 KNOWN.
Favored Card: None Hand Size: 6 ☑ 7 Proficiencies: Light Armor POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS
Favored Card: None Hand Size: 4 ☐ 5 Proficiencies: Light Armor, Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.
Having used his downtime to scout the Thassilonian Library, Aric sinks further into his cushy chair and The Red Raven emerges from the stacks to face down the [ooc]Card 2: Warrior of Wrath.
The Red Raven plunges his sword into the wrathful cultist and doesn't bother to retrieve it, pushing onward. He doesn't bother trying to close the Library. He knows where his quarry is; just on the other side of this tomb of Card 3:Augury.
Psychic Detective to explore.
Augury CtA Divine 6:1d4 ⇒ 4Failure!
Not wanting to be halted by the library's rules of stopping to check out a spell once you've read it, TRR brushes the tome aside. His Blessing of the Spy intel has lead him to face down Card 4:Ruyla!
VILLAIN FIGHT:
Reveal Sawtooth Sabre, hoping to get the sequential bonus.
Ruyla CtD Combat 23:2d10 + 7 + 1d6 + 2 ⇒ (5, 3) + 7 + (1) + 2 = 18Failure! Bury Red Leathers to add 1+#. 18+1+5=24. Success! Sabre: If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.
Favored Card: None Hand Size: 6 ☑ 7 Proficiencies: Light Armor POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
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THE RED RAVEN: SKILLS AND POWERS
Favored Card: None Hand Size: 4 ☐ 5 Proficiencies: Light Armor, Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.
Favored Card: None Hand Size: 4 ☐ 5 Proficiencies: Light Armor, Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
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ARIC: SKILLS AND POWERS
Favored Card: None Hand Size: 6 ☑ 7 Proficiencies: Light Armor POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
With nowhere left to go, Aric wanders into the Thassilonian Library. Pulling a scroll of the nearest shelf, the title reads [ooc]Card 1: Lightning Bolt.
He tries to decipher the arcane marks, but quickly grows board and re-shelves it in the wrong place.
Ambling down an aisle of books, Aric halts as Appleslayer comes around a corner, then yaps back towards the corner he came from.
"What's that, boy? Someone's waiting to Card 2:Ambush me?" Aric slips on his Quick-Change Mask, then considers, and whispers a prayer to Abadar as well.
Ambush CtD Perception Diplomacy 9 + 5 = 14:3d10 + 7 ⇒ (2, 10, 4) + 7 = 23Success! If defeated, you may immediately explore again.
Between the dog's warning and the god's intel on the ambushers' locations, Aric is able to easily reroute his path away from their kill zone and into another wing of the library.
Aric hears Grazzle hissing an offer of assistance in his ear, and replies that he would love to run into some more friends, if possible.
Card 3: Raise Dead
Card 4: Blessing of Norgorber
Card 5: Treachery Demon
Aric feels the slimy yet satisfying slither of the lizard gods' magic around him and notes some of the things in the immediate area, but none of them are potential allies. Still hoping, he picks a direction and heads off, finding random location card:1d10 ⇒ 3 and happens across the Card 3:Raise Dead scroll Grazzle mentioned.
Raise Dead CtA Wis 12:1d8 ⇒ 3Failure!
Regrettably, this magic is too complex for Aric's limited understanding of the divine, and he must leave it be.
Favored Card: None Hand Size: 4 ☐ 5 Proficiencies: Light Armor, Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
===================================
ARIC: SKILLS AND POWERS
Favored Card: None Hand Size: 6 ☑ 7 Proficiencies: Light Armor POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
Aric considers grouping up, but isn't keen on visiting Lamashtu anytime soon. Instead he heads to the monster-riffic Nettlemaze and invites the alchemist to join him.
Favored Card: None Hand Size: 6 ☑ 7 Proficiencies: Light Armor POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
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THE RED RAVEN: SKILLS AND POWERS
Favored Card: None Hand Size: 4 ☐ 5 Proficiencies: Light Armor, Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.
Power Feat:
Aric - [X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
TRR - [X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
Aric hears Mother Myrtle preparing to face off with the villain and hurries to cut off the Nettlemaze as an escape route. He encounters a Skull Ripper who is intent on keeping the way open.
Reveal Shadowless Sword, get extra die vs summoned monster, discard for extra die plus #. 1d6 Heroism, 1d6 Toxic Cloud. Two dice from Blessing of Zon Kathon.
Unfortunately, it is not impressed by Aric's intelligence, and hops away. Appleslayer sniffs after it, but then finds random location card:1d6 + 2 ⇒ (6) + 2 = 8Card 8: a Cat! Appleslayer snuffles at it, and his hisses back. Aric is a little more invested in the Cat's opinion of him, so he has his Psychometrist give him the Arcane knowledge of his Secret Broker.
The cat is haughty, but moderately accepting of Aric's presence. It rubs up against his shins, then trills at him as it trots off around a hedge towards a random location card:1d6 + 2 ⇒ (1) + 2 = 3Card 3: scroll of Enfeeble.
Aric scritches the cat and picks up the scroll, then turns to his Dreamstalker as she has a vision of
random location card:1d3 + 4 ⇒ (1) + 4 = 5Card 5:Blessing of Calistria. Knowing how the goddess values dexterity, Aric will back off and allow The Red Raven to impress Calistria.
Aric claims the blessing and stows it, then assesses the area as he settles in to rest, when he spotsrandom location card:1d2 + 5 ⇒ (1) + 5 = 6Card 6: the Putrid Horror nearby!
The Raven considers rushing it, but he is low on supplies, and tactically, there is value in not letting it know we know where it is while we seal off its escape routes.
TRR tempers his aggression with cunning and melds back into the shadows to allow Aric to rest.
Favored Card: None Hand Size: 6 ☑ 7 Proficiencies: Light Armor POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
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THE RED RAVEN: SKILLS AND POWERS
Favored Card: None Hand Size: 4 ☐ 5 Proficiencies: Light Armor, Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.
Favored Card: None Hand Size: 6 ☑ 7 Proficiencies: Light Armor POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
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THE RED RAVEN: SKILLS AND POWERS
Favored Card: None Hand Size: 4 ☐ 5 Proficiencies: Light Armor, Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.
Predictably, we are of two minds on the upgrade. TRR is always interested in weapons, but I think Aric's array of available allies is far more interesting.
Ally 5:1d1000 ⇒ 96 Under 10%, but still better than 9.
Barring that,
Weapon 5:1d1000 ⇒ 993
HP: card feat - Weapon. Will reclaim another Captain's Cutlass if he gets the ally (or otherwise doesn't get the weapon).
Knowning what awaits on the other side of the City Gate, Aric falls back, and The Red Raven swings into action against the [ooc]Card 1: Stone Head, exchanging his cutlass for his Diviner's Blight on the way, and then bringing down his Shadowless Sword!
Stone Head CtD Combat 16:1d10 + 7 + 1d8 + 2 ⇒ (4) + 7 + (6) + 2 = 19Success! Damage, then attempt to close.
Stone Head AYA damage:1d4 - 1 ⇒ (3) - 1 = 2
The head is no match for the crimson crusader's blade, but the crumbling idol tumbles some rock onto the vigilante. He takes it on Diviner's Blight and emerges unscathed.
The Raven begins to swing the gate closed, but a Bandit spills out of the gatehouse and half-heartedly tries to stop him.
Bandit:
Henchman
Type: Monster
Traits: Human Bandit
To Defeat: Combat 8
Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.
The Raven must stash his recharge Blessing of Abadar to keep it out of the thug's greedy hands, then pistol whips him with his sword's pommel and finished locking the gate. CLOSED.
Elyana warns of a Card 1:Wyvern attacking the Guard Tower, and TRR has her lead him there examine top of any deck, then may move, then may explore.
With this knowledge, TRR ducks into the shadows of the tower and Aric emerges at its base, and at Jakardros' behest (discard to explore, immediately befriends the Card 2:Grizzled Mercenary (cannot fail Dip 6).
The mercenary tells Aric there is a Card 3:Heavy Crossbow on a nearby rack but that it is crap, and in demonstration, smashes it against the tower wall (banish a boon if encountered.
Aric is startled by the display and sits on a bench to collect himself.
Favored Card: None Hand Size: 6 ☑ 7 Proficiencies: Light Armor POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
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THE RED RAVEN: SKILLS AND POWERS
Favored Card: None Hand Size: 4 ☐ 5 Proficiencies: Light Armor, Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.
Favored Card: None Hand Size: 6 ☑ 7 Proficiencies: Light Armor POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
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THE RED RAVEN: SKILLS AND POWERS
Favored Card: None Hand Size: 4 ☐ 5 Proficiencies: Light Armor, Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.
Yeah, I don't think I would make enough use of that to make it worth my while. Thanks for thinking of me, though.
The spell recharge ability can be nice if you end up losing a spell to damage as well, something I frequently overlook when I'm like "I always (nearly) auto-recharge."
Seeing that Nok-Nok has moved to the Courtyard where Aric had originally planned to start, the fop jealously moves there to make sure the goblin isn't hoarding everything. He gets immediately distracted by a shiny pair of Card 3:Bracers of Greater Protection.
Not sure how to proceed, he contacts the Psychometrist referred to him by his psychic detective. He holds out his Red Leathers for the mentalist to astrally "sniff", and she in turn gives him a good sense of how Fortitude works. He's sure he can charm his way through that (Gain skills on Check to Acquire of displayed card equal to my Charisma).
Bracers of Greater Protection CtA Fort Cha 5:1d10 + 4 ⇒ (2) + 4 = 6Success!
Aric is pleased to have claimed the shiny new wristguards before the Head Drum, but his ensemble is getting far too cluttered, so much so that he can't go on until this travesty is fixed. He removes the excessive breastplate and bracers and stashes them in a pack until he can find a tunic and cape that goes with them more suitably.
Favored Card: None Hand Size: 6 ☑ 7 Proficiencies: Light Armor POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
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THE RED RAVEN: SKILLS AND POWERS
Favored Card: None Hand Size: 4 ☐ 5 Proficiencies: Light Armor, Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.
Feeling compelled to follow his companions around and make sure they haven't found any loot that he wants, Aric tails (heh) Grazzle to the Throne Room since that will obviously have the best stuff. Looks like he's right as he finds a Card 1:Headband of Alluring Charisma resting on the head of a decorative bust.
This tiara is too find to rest on a lizard's brow. Aric snags it before Grazzle can sacrifice it to his gawds or whatever. Tasking his Zealot to find more loot, the maniac charges through the pillars along one side of the chamber and returns with...a rock. Or could it be a Card 2:Greater Luckstone?
Greater Luckstone CtA Wis 5:1d8 ⇒ 1Failure!
"NO! IT MUST BE MINE!" Recharge Blessing of Bastet to reroll 1 die.
Greater Luckstone CtA Wis 5:1d8 ⇒ 7Success!
Aric pockets the stone and draws out his Crystal Ball to better plan out his looting. Breastplate of Fire Resistance, Ghoul, BotG. We'll change that to BotG, BoFR, Ghoul.
Knowing what is to come, Aric stashes his new headband and draws out his boon of Zon-Kuthon, then orders his Detective to explore (who sighs in exasperation because they know I already know what's there, which is kind of their thing), and in mock surprise points out the Card 5:Blessing of the Gods before it is visible. Aric uses their distracted bitterness to duck into the shadows, and The Red Raven decends from a pillar to snag the blessing.
With great follow through comes great responsibility, and TRR immediately expends the BotG to swing into the Card 3:Breastplate of Fire Resistance, hoping for a little help from Zon-Kuthon.
Breastplate of Fire Resistance CtA Combat 8:3d6 ⇒ (3, 2, 6) = 11Success! TRR swings into the open clamshell of the breastplate and it closes over him perfectly.
Already knowing what is to come, TRR uses his final scout to get behind the Card 4:Ghoul and prepares to strike EoT examine, if its a monster, may encounter.
Favored Card: None Hand Size: 6 ☑ 7 Proficiencies: Light Armor POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
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THE RED RAVEN: SKILLS AND POWERS
Favored Card: None Hand Size: 4 ☐ 5 Proficiencies: Light Armor, Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.
Favored Card: None Hand Size: 6 ☑ 7 Proficiencies: Light Armor POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
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THE RED RAVEN: SKILLS AND POWERS
Favored Card: None Hand Size: 4 ☐ 5 Proficiencies: Light Armor, Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.
Aric will go hand out on the rickety Wooden Bridge where the shared danger experience of being tenuously suspended over a gaping chasm is sure to net him some new friends.
Favored Card: None Hand Size: 6 ☑ 7 Proficiencies: Light Armor POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
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THE RED RAVEN: SKILLS AND POWERS
Favored Card: None Hand Size: 4 ☐ 5 Proficiencies: Light Armor, Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.
Favored Card: None Hand Size: 6 ☑ 7 Proficiencies: Light Armor POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
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THE RED RAVEN: SKILLS AND POWERS
Favored Card: None Hand Size: 4 ☐ 5 Proficiencies: Light Armor, Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.
Favored Card: None Hand Size: 6 ☑ 7 Proficiencies: Light Armor POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
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THE RED RAVEN: SKILLS AND POWERS
Favored Card: None Hand Size: 4 ☐ 5 Proficiencies: Light Armor, Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.
Apparently I completely forgot to actually add allies for my last two ally feats (I think I just swapped instead of added), so I'll be adding Elyana as my Ally 4 for starters, and either a 3 or a 2 for the other slot, depending on how the 2nd upgrade rolls go.
Power feat
Aric: [X] When you acquire a boon, you may examine the top card of your location deck.
TRR: ([X] or a barrier)
which makes the whole thing"[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result."
I guess I should hang out with other characters more .
With Nok-Nok having sufficiently, um, "taken care" of the General Store, and a troll still hovering at the dungeons, Aric heads to the Warrens hoping to be useful. Skulking around the edge of the entrance, he accidentally kicks a scroll tube of Card 1: Restoration[/b].
Aric uses his Quick-Change Mask to try an fool the scroll into thinking he's a cleric? Some deity somewhere must be amused, because he can feel a divine nudge guide him to the scroll's end in the low light (BotSpellbound from Grazzle).
Scrambling into the warren proper, Aric feels a mental tug as his "ear" and the familiar voice of his retained [b]Psychic Detective warning, "Not so fast, dearie. There is YET STILL ANOTHER Card 2:Tyrant Troll guarding the tunnel ahead." Well, crap. "And I still don't see any fire or acid in your gear..." she adds judgingly.
Aric exercises the better part of valor and retreats to the mouth of the warrens entrance to send word to his compatriots (Detective allows examine, with the option to explore, which Aric will decline).
Aric swaps his Sharper summon for his Diviner's Blight while "talking" with the Detective, then awaits the cavalry.
Aric wrote:
Hand: Dreamstalker, Captain's Cutlass +1, Blessing of Abadar, Red Leathers, Shadowless Sword 2, Diviner's Blight, Restoration (acq),
Displayed: Deck: 9 Discard: 3 Buried: 0
Notes: 2 dice vs. barrier
Cards in Kit: Sharper, Blessing of Bastet, Blessing of the Spy 1,
Favored Card: Ally
Hand Size 6 [X] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an Ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may recharge it instead.
☐ When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
UPKEEP:
Warrens Card 1 acquired.
Warrens Card 2 KNOWN.
Grazzle recharges Blessing of the Spellbound.
Poking around the Giant Lair with Nok-Nok, Aric finds a divine clue Card 3:Blessing of the Gods that helps him to a hidden alcove auto acquire and discard to explore again where what looks like a Card 4:Wand of Shield is nestled...
Wand of Shield CtA Int 7:1d8 ⇒ 8Success!
In a startling turn of events, Aric finds he is right, but his Sharper has other plans for the wand. She pockets it and instead hands Aric a Random Item 1:Spyglass for more immediate use.
In the meantime, Aric sends Appleslayer off to scout examine, then may explore and the pup tumbles into a Card 5:Rat Swarm. Aric thanks him for the heads-up, then hides in a wicker basket as The Red Raven descends from a balcony to deal with the swarm.
Using the Spyglass, TRR is able to scout the remains of the lair and finds Card 6:Tyrant Troll and Card 7:Shadow ahead. The Raven moves to strike down the troll, but recalls their regenerative powers, and laments his own lack of fire or acid in his kit.
Knowing his friend Nok-Nok's affinity for flame, he opts to use his advanced knowledge to lie in wait and allow Aric to rest.
Aric wrote:
Hand: Blessing of Bastet, Vreva Jhafae, Blessing of Abadar, Red Leathers, Shadowless Sword 2, Sharper, Quick-Change Mask,
Displayed: Deck: 9 Discard: 2 Buried: 0
"Notes: 2 dice vs barrier
blessing of rerolls"
Cards in Kit: Diviner's Blight, Striking Wing Scimitar, Blessing of the Spy 1,
Favored Card: Ally
Hand Size 6 [X] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an Ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may recharge it instead.
☐ When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
UPKEEP:
Giant Lair Card 3 acquired.
Giant Lair Card 4 acquired, then banished.
Random Item 1 Spyglass acquired.
Giant Lair Card 5 banished.
Giant Lair Card 6 known.
Giant Lair Card 7 known.
Favored Card: Ally
Hand Size 6 [X] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an Ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may recharge it instead.
☐ When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
OT: Aric hears the lovely melody of bird song and is drawn through the Prison towards it... but just as he is about to be locked in a vacant cell, Grazzle slays the Harpy luring him there. Whew!
Turn 6, under Blessing of Calistria...
Hoping to find some (obviously falsely accused) new friends in nearby cells, Aric pokes his head around a corner, and instead finds an empty sickbay with a Card 4:Potion of Ghostly Form in an otherwise deserted cabinet.
Potion of Ghostly Form CtA Int 4:1d8 ⇒ 1Failure!
Regrettably, the bottle is mostly empty, no doubt because someone used its powers to escape!
Pausing to consult with his Psychic Detective Aric hears her pithy voice in his head, "Carefully, darling. There a great big rock monster of some kind nearby; a Card 5:Stone Golem I think they call it? Mind yourself!"
Aric nods to himself, and slings into a shadowy corner of a cell, while...
Hand: Blessing of Zon-Kuthon, Captain's Cutlass +1, Blessing of the Spy 1, Appleslayer, Shadowless Sword 2, Blessing of the Spy 2, Striking Wing Scimitar,
Favored Card: Ally
Hand Size 6 [X] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an Ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may recharge it instead.
☐ When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
With the hunt narrowed to two locations, The Red Raven ziplines off the Bridge and joins Grazzle at the Warrens. From his bird's-eye view, he spies Card 2:Fungal Savage.
Touching down in a hero landing crouch in the Warrens, The Raven takes stock of his gear and does some mental calculations. Conferring with Grazzle and their knowledge of the party's supplies, TRR ops to hold off on the attack until everyone is strategically positioned and prepared. Ducking into the shadows, he lets Aric handle the duties of reallocating his gear for the battle.
Aric wrote:
Hand: Red Leathers, Shadowless Sword 2, Blessing of Bastet, Shadowless Sword 1, Blessing of Zon-Kuthon, Captain's Cutlass +1, Quick-Change Mask,
Displayed: Mask of Stolen Mien, Spectre (Incorporeal, Undead),
Deck: 6 Discard: 6 Buried: 0
Notes: Cards in Kit: Mask of the Red Raven, Diviner's Blight, Dreamstalker,
Favored Card: Ally
Hand Size 6 [X] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an Ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may recharge it instead.
☐ When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.