Deck Handler for Aric/RedRaven - Dinketry
Forgot Akhair’s Slander check. Diplomacy (7) Check: 1d10 + 2 + 3 ⇒ (1) + 2 + 3 = 6 GROWL. Using die bump. SUCCESS!
Deck Handler for Aric/RedRaven - Dinketry
Forgot to roll for The Third Law. Four cards left at the Tooth and Hookah.
Deck Handler for Aric/RedRaven - Dinketry
Note: I realised that I had forgotten one of Aric's newest powers - recharging an Ally with Diplomacy as part of its acquire checks when discarding it for its power. That would've applied to Onmyoji on a previous turn. I've put him in my recharge list if that's ok. Top card of the hourglass: Blessing of the Elements. Aric nurses his brandy at the Tooth and Hookah bar. Free explore and encounter Evil Eye. Ugh. Recharge Captain's Cutlass for a boost.
The nobleman shakes off the feeling that someone is eyeing him up from within the tavern and steels himself for another go at the tavern halls. Discard Blessing of the Spy to explore again. Encounter Commander Abdallah. Bonus die to acquire from my blessing. Discard Menacing Backsword +1 for this check. A well-polished breastplate signals the entrance of a military person of interest into the bar. Aric sidesteps away from the tavern halls and in the trajectory of the incoming military officer. Combat (11) Check: 1d6 + 1d6 + 1 + 1d6 + 1d6 ⇒ (2) + (4) + 1 + (1) + (3) = 11 SUCCESS! Flashing his magical sword, Aric sidles up to the general. "Excuse me sir, you appear to be the information source that I seek..." The nobleman moves the commander off to a private room to discuss things further. Closure check: random ally from the box - Shock Lizard.
Shock Lizard:
Ally B
Traits: Animal Electricity Basic To Acquire: Wisdom Survival 4 Recharge this card to add 1d4 and the Electricity trait to your combat check. Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration. I believe that I continue to get my extra die for this check from my Blessing of the Spy. Wisdom (4) Check: 1d8 + 1d8 ⇒ (3) + (1) = 4 Whew. SUCCESS! Location closed! A small lizard scampers after the commanding general and leaps onto his shoulder as Aric holds the door open with a smile. "Ahh, a lovely example of a ruby-throated desert iguana...." End turn. Reset hand. Aric wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d8 [ ] +1 [ ] +2 [ ] +3 Perception: Wisdom +2 Charisma d10 [X] +1 [X] +2 [ ] +3 [ ] +4 Diplomacy: Charisma +3 Favored Card: None
Deck Handler for Aric/RedRaven - Dinketry
Top card of hourglass: Blessing of Bastet. Display Osirion Ancestor from my hand and recharge it to examine top card of location: Shrieking Plant! (TRIGGER!) Aric muses on the history of the hookah bar as he awaits his brandy snifter, perusing deeper and deeper into the byzantine halls of the ancient place. Rounding a corner, the nobleman comes right up on a horny goat-weed bush! Recharge Akhentepi’s Armor to avoid a non-villain bane’s power that happens before I act. Aric reflexively throws up an ancient Osiriani coat of arms he found and hides behind it, hoping the semi-sentient plan notices him not. After a beat of no noise, Aric backs out of the hall and makes a mental note to not explore there again. Use Osirion Ancestor power to place the Shrieking Plant at the bottom of the location. Aric heads back to the bar’s main room, now thirsty for his brandy. End turn; Reset hand. Aric Hand wrote: Mistform, Blessing of the Spy 2, Captain’s Cutlass, Menacing Backsword +1, Compass
Deck Handler for Aric/RedRaven - Dinketry
Top card of hourglass: Blessing of the Elements Aric haughtily regards the smokehouse staff. ”One of your staff members just tried to do me grievous bodily harm! I demand restitution!” Free explore and encounter Mistform (Spell 3). Oloch, I’ll use both of your +2 boosts on this. Enora, please recharge your
Wisdom 10 Check: 2d8 + 4 ⇒ (2, 3) + 4 = 9 SIGH. I’ll use a die bump. SUCCESS! One of the proprietors tries to assuage Aric’s with a magic scroll. Aric is momentarily intrigued, but then argues his rights once again. Discard Onmyoji to explore again. Encounter Osirion Ancestor. Aric argues with the proprietor, citing ancient Gokan law surrounding the care of clientele at a house of tabac. The proprietor counters with ancient Osirion law. Diplomacy (8) Check, Sword Cane Discard: 1d10 + 2 + 3 + 1d4 ⇒ (10) + 2 + 3 + (1) = 16 SUCCESS The tabac bar owner begins citing strange and erroneous incidents surrounding the rights of customers in a public place. He cites his reference as the poet-proclaimer Akhair. Diplomacy (7) Check to defeat Akhair’s Slander, recharge Mindblade for bonus: 1d10 + 2 + 3 + 1 ⇒ (4) + 2 + 3 + 1 = 10 SUCCESS Aric spies the flaw in the argument and hones in for the killing Summon random ally from the box: Porcupine Wisdom (7) Check: 1d8 ⇒ 3 Reroll?
Aric gets heated when his counter-argument fails to change opinions. He storms out of the place in a prickly humour. End turn. Reset hand. Aric Hand wrote: Mistform, Osirion Ancestor, Lockpick Shield, Akhentepi’s Armor, Captain’s Cutlass, Menacing Backsword +1
Deck Handler for Aric/RedRaven - Dinketry
Oof. That should say Aric Hand next to my updated hand. Sorry!
Deck Handler for Aric/RedRaven - Dinketry
Top card of hourglass is Blessing of Nethys. Varian looks askance at the strange, water-filled contraption the serving boy has brought him. He then turns his gaze on the boy. ”Does my gold also buy me a manual of how to use this thing, what?” he laughs, looking around for compatriots, or at least someone willing to show him how it’s done. Free explore and encounter Sand Creeper! No cards with the Electricity trait to recharge from my hand. The hookah suddenly explodes in a gout of animated sand aimed in the direction of the nobleman’s face! The serving boy snickers evilly and disappears into the crowd as Aric falls away from the possessed water pipe. No space for me to change into the Red Raven. I will have to rely on my enchanted mace! The genteel Aric draws forth a wicked-appearing bludgeon. Discard Neferekhu for a bonus to this check against an Outsider. Combat (9) Check: 1d6 + 2d8 ⇒ (3) + (1, 4) = 8 Bleah. Recharge Bird Feather Token to reroll that 1.
Aric shields his eyes with his coat and swings blindly at the enchanted hookah pipe until he makes contact and crushes the ceramic conjuration container into pieces. He only then hazards a glance. ”I’m not paying for that!” End turn. Reset hand. Varian Hand wrote: Onmyoji, Mindblade, Sword Cane, Captain’s Cutlass, Lockpick Shield, Ahkentepi’s Armor
Deck Handler for Aric/RedRaven - Dinketry
Start of turn: top card of hourglass is Blessing of Wadjet. Move to Tooth and Hookah. Taking a chance at the next stop the pleasure barge alights at, Aric hops off and enters the Tooth and Hookah shisha bar, eyebrows at full-cock at the heady wonders to behold. Free explore and encounter Day-Star Half Plate. Oh, Oloch, you want this armor badly. Day-Star Half Plate:
Armor 3
Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Divine 10 Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead. If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait. Sadly, we have no blessings to use. Auto-FAIL. Aric cocks his head to match his eyebrows at the Iomedaean plate mail mounted on the wall in the entry hall. "Curious," he murmurs as he passes it by, moving into the haze of the club. End turn. Same hand. Aric wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d8 [ ] +1 [ ] +2 [ ] +3 Perception: Wisdom +2 Charisma d10 [X] +1 [X] +2 [ ] +3 [ ] +4 Diplomacy: Charisma +3 Favored Card: None
Deck Handler for Aric/RedRaven - Dinketry
Top card of the hourglass: Blessing of Isis. Aric wanders the pleasure barge. He inevitably opens a door upon a scene that he's not meant to see. Free explore and encounter Pahmet Clansman. Diplomacy (6) Check: 1d10 + 2 + 3 ⇒ (5) + 2 + 3 = 10 Auto-SUCCESS! Aric clucks sympathetically at the senior dwarven cleric alone in the room trussed up in true Calistrian style. "Ah, my poor fellow," the nobleman says with a conspiratorial wink, "it seems that you've tripped and fallen into a snare of some sort. Odd that it removed most of your clues too, that. I'll leave you to it, then." He makes to close the door, then opens it once more. "You know, I had heard of a similar fate befalling that scoundrel Ahkair. I'm sure you know the real story, eh?" Recharge Pahmet Clansman for a boost to the check against Ahkair's Slander. Diplomacy (7) Check: 1d10 + 2 + 3 + 1 ⇒ (3) + 2 + 3 + 1 = 9 SUCCESS! The dwarven cleric leaks information like a shoddy canoe leaks water. Recharge Hand of the Honest Man for a boost to this check. Diplomacy (9) Check: 2d10 + 2 + 3 ⇒ (5, 3) + 2 + 3 = 13 SUCCESS! Going through the deck, I see that Porcupine is the only Basic boon in the bunch that I'd suggest to banish. I'd like to preserve the Blessing of the Elements in the lot. End turn and reset hand (no cards in discard for location power). Aric wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d8 [ ] +1 [ ] +2 [ ] +3 Perception: Wisdom +2 Charisma d10 [X] +1 [X] +2 [ ] +3 [ ] +4 Diplomacy: Charisma +3 Favored Card: None
Deck Handler for Aric/RedRaven - Dinketry
Top card of the hourglass: Blessing of the Ancients. Aric steps onto the pleasure barge, his eyes flashing in excitement and not-a-small amount of cheekiness. Free explore and encounter Elemental Treaty. Aric notes the temperature rising as he moves about the pleasure barge. "I wonder if the temperature rises so as to make the cruise-goers shed some clothing," muses Aric to no one. Intelligence (4) Check: 1d8 ⇒ 1 FAIL! Please banish this boon. Aric walks along the deck of the barge in obliviousness. End turn. Same hand. Aric wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d8 [ ] +1 [ ] +2 [ ] +3 Perception: Wisdom +2 Charisma d10 [X] +1 [X] +2 [ ] +3 [ ] +4 Diplomacy: Charisma +3 Favored Card: None
Deck Handler for Aric/RedRaven - Dinketry
Aric will trade his Dreamcatcher for a Bird Feather Token.
Deck Handler for Aric/RedRaven - Dinketry
Aric will start as Aric at the Pleasure Barge. He will replace his Silver Balladeer with Neferekhu. He'd like to go to the trader Falsin Deek. Aric wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d8 [ ] +1 [ ] +2 [ ] +3 Perception: Wisdom +2 Charisma d10 [X] +1 [X] +2 [ ] +3 [ ] +4 Diplomacy: Charisma +3 Favored Card: None
Deck Handler for Aric/RedRaven - Dinketry
Aric will take an Armor 2 upgrade and an armor card feat. Not rolling because there are only two of the 3 of us who can use armor and there are two Armor 2 upgrades. Do we get a die bump?
Deck Handler for Aric/RedRaven - Dinketry
Celeste’s player (Ira Kroll) disappeared from another ACG table that I’m at for the current GameDay. I’m not sure, but we might be Waiting for Godot (Guffman) here.
Deck Handler for Aric/RedRaven - Dinketry
New baby was born 3 days ago. Mum and new peanut are both doing well. Sleep is coming sparingly; I do appreciate all y'alls patience. I'll get to posts, but I'll simply be slower about it. Thanks!
Deck Handler for Aric/RedRaven - Dinketry
Oloch, I'll plan on handing off my Blessing of the Ancients to you on my next turn if you're still shy a Divine card.
Deck Handler for Aric/RedRaven - Dinketry
Top card of the hourglass: Blessing of the Elements. No free explore. Change into Red Raven and exchange Silver Balladeer for Sword Cane. Move to Peasant Tombs. Use power to examine the top card of the location: Blessing of the Ancients. The vigilante follows the half-orc back into the peasant tombs, still avoiding the vampire patriarch within the deeper catacombs. Discard Blessing of Wadjet to explore (and to get a bonus die to the acquire check). Divine (3) Check: 1d4 + 1d4 ⇒ (3) + (3) = 6 SUCCESS! Recharge Lookout to examine the next top card: Collapsing Scaffolding. Discard Onmyoji to explore. The masked man encounters a desiccated shrine to the ancient gods within the peasant tomb. Fingering a tchotchke on the towering shrine unfortunately triggers its collapse! Perception (4) Check: 1d8 + 2 ⇒ (6) + 2 = 8 SUCCESS!
The vigilante dives out of the way, a strange amount of debris raining down from the now-destroyed shrine. He confides with the wizard Cordelia on the best way forward. Reveal Cordelia Perseis and examine the next top card: Magma Spirit. Shuffle location deck. End turn. The Red Raven wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [X] +2 [ ] +3 [ ] +4 Acrobatics: Dexterity +2 Stealth: Dexterity +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 [ ] +3 Perception: Wisdom +2 Charisma d4 [ ] +1 Favored Card: None
Deck Handler for Aric/RedRaven - Dinketry
I used Oloch's Divine Favor as I screwed up in using Enora's Bestiary of Garund, sadly. Sorry.
Deck Handler for Aric/RedRaven - Dinketry
You are correct, Oloch. My bad. Yes, it seems that I would need your Divine Favor then. Thanks. And the dwarf is a reference to my Mindblade ally - she is a dwarven magus.
Deck Handler for Aric/RedRaven - Dinketry
Top card of hourglass: Blessing of Thoth - non-basic blessing, so normal explorations. Change to Aric and swap Hand of the Honest Man for Dandy Brute. Move to Crypt. Aric creeps away from the vampire patriarch, choosing to explore a quiet crypt. Free explore and encounter Amadjawet (Henchman)! A shrouded undead form immediately moans as Aric passes through its lair. Aric calls out for help from his dwarven friend! Would Enora please discard her Bestiary of Garund? Combat (16) Check: 2d8 + 2 + 1d12 + 1d4 ⇒ (8, 3) + 2 + (3) + (4) = 20 SUCCESS!
The dying mummy reaches out and touches the nobleman with its last withering action. Bury how many cards?: 1d4 ⇒ 1
Closure Wisdom (4+2) Check: 2d8 ⇒ (4, 4) = 8 SUCCESS! Location closed.
Note: All boons still remain in the crypt as per Amadjawet's power, though the location is closed. Reset hand and end turn. Aric wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d8 [ ] +1 [ ] +2 [ ] +3 Perception: Wisdom +2 Charisma d10 [X] +1 [X] +2 [ ] +3 [ ] +4 Diplomacy: Charisma +3 Favored Card: None
Deck Handler for Aric/RedRaven - Dinketry
My blessing was free to use, Celeste. BR, could we retcon to add on Aric's blessing to Celeste's vital attempt to close this location?
Deck Handler for Aric/RedRaven - Dinketry
Top card of hourglass: Blessing of Wadjet. Non-basic so regular exploration rules. The vigilante stalks through the catacombs, daring enemies to cross his path. Free explore and encounter random card.
The masked man comes upon a poorly-constructed magic glyph sparking with energy. He attempts to skirt its range of effect. Stealth (5) Check: 1d10 + 2 + 2 ⇒ (3) + 2 + 2 = 7 Auto-SUCCESS! The Red Raven successfully bypasses the arcane trap. As he does so, he recognises how poorly he feels. He rummages around in his pack and pulls out a Shoanti healing device. Reveal Use The Red Raven's power to examine top card of the location at the end of his turn.
Peeking around a corner, the masked man spies a hulking form stalking his way, bloody fangs protruding from the moustache adorning his mouth. The vigilante rests in the shadows, trying to determine the next best route of attack. End turn. Reset hand. The Red Raven wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [X] +2 [ ] +3 [ ] +4 Acrobatics: Dexterity +2 Stealth: Dexterity +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 [ ] +3 Perception: Wisdom +2 Charisma d4 [ ] +1 Favored Card: None
Deck Handler for Aric/RedRaven - Dinketry
Top card of the hourglass: Blessing of the Ancients. Change to The Red Raven and swap Flawless Monocle for Ahkentepi's Armor. Move to the Catacombs. A bit more concerned now that he has seen what they're up against, the nobleman Aric dons the mask of the Red Raven once more. "If blood needs to be spilled," the vigilante says to no one in particular, "this raven's claws are already dripping with it!" No free explore; bury Lockpick Shield and encounter Plague Zombie. Discard Mindblade for this check. Clued in to the presence of the disease-infested zombie by the naga, the masked man lets his dwarven colleague take the lead. Combat (11) Check: 1d8 + 2 + 1d12 ⇒ (2) + 2 + (10) = 14 SUCCESS! The dwarf makes short work of the zombie with his enchanted axe. "Now, we pry further!" Recharge Blessing of the Spy 1 to examine the top card: Ambush. Discard Blessing of the Spy 2 to explore again with a bonus die to this exploration. Voluntarily fail Ambush check and explore deck to find: #1 - Galvanic Chakram +1; #2 - Galvanic Chakram +1 (weird!); #3 - Bonecrusher Wizard. Encounter this with -1 penalty to each die. Recharge Ahkentepi's Armor to ignore the BYA damage. Perhaps overly-confident as the vigilante spies a poorly-laid trap up ahead, the Red Raven springs the ambush with talons bared! "Foolish foe! You do not know the might with which you struggle!" Use Scorpion Whip for this check. Combat (9) Check: 1d10 - 1 + 2 + 3 + 1d8 - 1 ⇒ (1) - 1 + 2 + 3 + (4) - 1 = 8 Add +3 per whip power. SUCCESS! The struggle goes the way similar to most overly-brash moves: a win for the vigilante, but at a cost. Discard Scorpion Whip for AYA Poison damage. End turn. Banish Ambush card. Reset hand. The Red Raven wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [X] +2 [ ] +3 [ ] +4 Acrobatics: Dexterity +2 Stealth: Dexterity +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 [ ] +3 Perception: Wisdom +2 Charisma d4 [ ] +1 Favored Card: None
Deck Handler for Aric/RedRaven - Dinketry
Top card of the hourglass: Blessing of Thoth. I will take Cordelia Perseis as my cohort as I've not heard anyone else wanting to claim her. Aric races along the darkened corridors as if in a bad dream, hand clasped in that of the weakened Cordelia as he pulls her along. "Come on, dear. Let's get to a better place so that we can make stand." And I can call upon the fury of the Red Raven if needed, Aric thinks. Top card does not have the Basic trait. Free explore and encounter Flame Staff. As Aric ducks into a room strong with the smell of mumia, Cordelia trips over a staff on the ground. Aric whips around. Arcane (4) Check: 1d4 ⇒ 1 FAIL! Aric stabilises Cordelia from falling over the broken wooden post. "Steady there, dear. Are you feeling woozy?" That reminds me of a song I once knew....'feeling woozy'.....
Aric glances around the room, seeing crumbling paper on a set of stone shelves near opened sarcophagi and sealed urns. Spying no immediate assistance, he pulls out his magical compass to shed some light on the room. Discard Compass to explore again and encounter Velriana Unborn. Use Flawless Monocle for the BYA check. A vampiric fiend flies at Aric from out of the dark, intent upon draining him of his life! Perception (8) Check: 1d8 + 2 + 1d4 ⇒ (3) + 2 + (1) = 6
Cordelia throws herself in front of the former wizard, holding her off long enough for Aric to unsheathe his sword. Use Menacing Backsword +1. Oloch, can I use your Blessing of Gorum please?
No time for the Raven! The nobleman acts quickly and buries his longsword in the neck of the wizard, coating the live wizard in thick black semi-clotted blood that pumps from the hideous wound on the now-dead undead wizard that collapses to the ground. Aric breathes a bit easier. "That was fun, what?" The wizard stirs again, reaching for the warm living flesh from its prone position. Encounter Natron Zombie to attempt a location closure. [spoiler=Natron Zombie]Undead Mummy Veteran
Spoiler: Use Menacing Backsword +1 again and discard it this time. Celeste, can I use your BotG, please? I'll also use Oloch's lone +2 boost. Combat (12+2) Check: 2d6 + 1d6 + 1 + 1d6 + 2 ⇒ (1, 3) + (2) + 1 + (4) + 2 = 13 Horrible rolls. Use tshirt reroll for the 1.
Aric screeches and stabs repeatedly at the grasping undead thing until it lies very still, various body parts hacked off of its bloodied form. "Yes, well.....we should see to the others!" the nobleman exclaims, attempting to save face. End turn and reset hand. Aric wrote:
[spoiler=Skills and Powers]SKILLS Strength d6 [ ]+1 [ ]+2Dexterity d4 [ ] +1 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d8 [ ] +1 [ ] +2 [ ] +3 Perception: Wisdom +2 Charisma d10 [X] +1 [X] +2 [ ] +3 [ ] +4 Diplomacy: Charisma +3 Favored Card: None
Deck Handler for Aric/RedRaven - Dinketry
It looks like the Blessing 1 falls to you then, Celeste. If you don't take the Blessing 1, then I will drop the Ally 2 upgrade and take that instead, as it was my first upgrade choice.
Deck Handler for Aric/RedRaven - Dinketry
Gotcha - I assumed that it wasn't as evil as my second interpretation painted it to be. Ok, let's talk strategy. It appears that the villain and most of the henchmen have checks that make you lose more cards if you fail before or after their defeat. And of course, there's the lack of a free explore when there's a Basic blessing on top of the hourglass. I think we've got two main goals to start: 1) Spread out as much as possible, and
If we can find the location of the villain, that's also a bonus. I don't think that the villain or the henchmen have triggers, so we're safe with Celeste's scouting abilities. Any other thoughts, team?
Deck Handler for Aric/RedRaven - Dinketry
Sure thing. I'm happy with an Ally 2. I'll swap my Psychic Detective out for a Mindblade magus. BR, I'm a bit confused at the wording of the scenario's powers. Does it mean that if the top card of the hourglass is non-Basic that you DON'T have to bury a card or use a power to explore, or does it mean that you CAN'T bury a card to explore? Asking for a friend.
Deck Handler for Aric/RedRaven - Dinketry
"Yes, I think the reputation suggested for these Smiths of Wati is founded on myth," Aric says in agreement with the half-orc. Nothing for Aric from the merchants, either. He will make use of the Scorpion Whip, Ahkentepi's Armor, Compass, and the Hand of the Honest Man as per previous scenario loot hauls. ********************************************************************** Aric rues the choices that led him to this tomb. "...and this blood has seeped into my best blouse. It's going to be a devil to get it out without leaving a permanent stain!" the noble complains as he races away from the vampire family through the desolate ghost town. Aric will start at the Embalming Parlor as Aric. I'll plan on bringing Cordelia Perseis along with me, but anyone else can have dibs on her if they wish. Aric wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d8 [ ] +1 [ ] +2 [ ] +3 Perception: Wisdom +2 Charisma d10 [X] +1 [X] +2 [ ] +3 [ ] +4 Diplomacy: Charisma +3 Favored Card: None
Deck Handler for Aric/RedRaven - Dinketry
"I, too, have heard of these famed smiths, Oloch! We shall go there together. Ha ha!" Aric will join Oloch at the Smiths of Wati.
Deck Handler for Aric/RedRaven - Dinketry
Coolness. Looking forward to a die bump next time round! I'm interested in the Blessing upgrade over the Ally, but I am interested in both. Blessing 1: 1d1000 ⇒ 606
If I don't get either of these, I'll abstain from other upgrade choices.
Deck Handler for Aric/RedRaven - Dinketry
And so, we won’t be ok. I don’t think we can win this scenario with two locations that need to be completely emptied. I think Celeste needs to lose the henchmen battles.
Deck Handler for Aric/RedRaven - Dinketry
Celeste wrote:
I disagree. This is potentially disastrous as we now have no way to close the locations in question quickly since both of the henchmen were defeated without someone being there. I am going to suggest that Celeste does NOT defeat the henchmen, otherwise we will have 11 turns to clear out all of the cards at those two locations. There's no villain in this scenario and we win only when all the locations are closed. This would mean significant damage for Celeste after the first henchmen encounter. It might be that you do not have any cards available for the second examination. I'd strongly advise, given this result, that we avoid using Celeste's exploration powers for this scenario. Hindsight and all.
Deck Handler for Aric/RedRaven - Dinketry
Top card of hourglass: Blessing of Thoth. Remain as Aric but exchange Ahkentepi's Armor for Scorpion Whip. Reveal Scorpion Whip as per location power to examine top card of location deck - Lurking Spy (TRIGGER!). I will encounter the card and ignore its BYA text. The tobacconist returns from the storeroom with a wooden crate of a most-aromatic leaf. Aric notices an odd expression on the merchant's face. Reveal Flawless Monocle and Lookout for this check. Use Blessing of Abadar for a boost. Perception (8+2) Check: 2d8 + 2 + 1d4 + 1d6 ⇒ (5, 4) + 2 + (3) + (5) = 19 SUCCESS! "I say, my good man, you look like you've seen a ghost! Care to share your troubles?" Summon and encounter random ally with a Diplomacy check to acquire: Tehrk Fourwinds! I'll use one of Oloch's +2 blessings to make this a sure thing. Tehrk Fourwinds:
Ally C Traits: Half-Orc Fighter To Acquire: Charisma Diplomacy 7 Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile. At the end of your turn, recharge this card to move to another location. Discard this card to explore your location. Diplomacy (7) Check: 1d10 + 2 + 3 + 2 ⇒ (1) + 2 + 3 + 2 = 8 SUCCESS! (Thanks to Oloch!) Location CLOSED! Note the 'When Permanently Closed' location info. When Permanently Closed...:
For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait. The merchant tells a story of racketeering and graft of the store at the hands of a criminal network that works out of the local theatre - the Dawnflower's Wink! Aric listens compassionately and then enlists the half-orc tobacconist to the Pathfinder's cause, acquiring a knowledgeable ally in the streets of Omash. End turn and reset hand. Note that I used one of Oloch's boosts. Aric wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d8 [ ] +1 [ ] +2 [ ] +3 Perception: Wisdom +2 Charisma d10 [X] +1 [X] +2 [ ] +3 [ ] +4 Diplomacy: Charisma +3 Favored Card: None
Deck Handler for Aric/RedRaven - Dinketry
Top card of the hourglass: Blessing of Bastet. Move to the Smoking Den. Stay as Aric. Enora takes her leave of the nobleman. Aric considers his options as he attempts to put further distance between himself and the murderous acting troupe, all the while seeking out where the wizard Cordelia escaped. "Oh my, look! A tabac vendor! I am running low on pipe-weed..." Aric gets distracted and enters a fragrant shop. Free explore and encounter Burning Tar. Reveal Flawless Monocle for a 1d4 bonus to this check. Perception (6) Check: 1d8 + 2 + 1d4 ⇒ (5) + 2 + (3) = 10 SUCCESS! Fixing his pince-nez in place, Aric avoids the gentleman lighting a cigar as he enters the store. "Oopsy-daisy, there's a good man. Pardon," Aric says jovially as he dodges the smoker. "I say there, good tobacconist, what in the way of a Taldan Errant-Knight pipe leaf would you have in stock?" Aric's refined tastes pique the storekeeper's interests and he scurries into the storeroom to hunt for Aric's desired product, leaving the nobleman free to browse. Discard Psychic Detective to examine the top card - Corridor Dart Trap. Choose to explore further. Reveal Flawless Monocle for a bonus again to this check. Discard Onmyoji for a bonus to this check as well. Aric pries open the lid of a barrel to see what lies within. With the pressure on the lid released, the contents of the barrel explode in the nobleman's face! Perception (6+4) Check: 1d8 + 2 + 1d4 + 1d10 ⇒ (3) + 2 + (1) + (1) = 7 Using my t-shirt reroll for that 1d10.
Aric gracefully ducks behind the barrel lid, a collection of pipe fittings and tobacco tins clanging up against the wood in front of his face. "I say, good man! Some of your wares are under pressure!" Aric calls out to the searching storekeeper. Peering closer at the barrel's contents, the distractible Aric is struck by a sensation of hunger. "Oh, I'm a bit peckish...." Aric rummages about in his belongings, finding a Shoanti charm in one of his pockets. Discard (perhaps) Dreamcatcher to draw random discarded card to my hand. Use Flawless Monocle for recharge attempt.
Plagued by bad luck (and a dice roller that needs a kick in the teeth) and a mild noshy sensation, Aric disappointedly and hungrily awaits the storekeeper's return. End turn. Reset hand. Aric wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d8 [ ] +1 [ ] +2 [ ] +3 Perception: Wisdom +2 Charisma d10 [X] +1 [X] +2 [ ] +3 [ ] +4 Diplomacy: Charisma +3 Favored Card: None
Deck Handler for Aric/RedRaven - Dinketry
Top card of hourglass (shifted for Oloch): Blessing of Horus. Start turn as Aric and exchange my Scorpion Whip for Ahkentepi's Armor. Aric watches as Enora encounters a number of obstacles, the last of which leaves her sickly-appearing. "My dear, are you ok?" the nobleman comes to the halfling's side. Free explore and encounter Fighting Crook. Auto-fail. Aric sees what appears to be a cane lying in the rubble of the plaza and moves to give it to the arcanist, but it snaps in half.
An older lady emerges from one of the buildings onto the decrepit plaza, obviously looking for her cane. "Providence made flesh! You are just the one we are looking for!" Aric says smoothly, discarding the broken cane out of sight. Diplomacy (8) Check: 1d10 + 2 + 3 ⇒ (9) + 2 + 3 = 14 SUCCESS! The older woman comes over to Aric and Enora. "Where are we, my good woman?" Aric asks kindly. Discard Aunty to examine top 3 cards: #1 - Forgotten Pharaoh Cultists (Henchman); #2 - Porcupine; #3 - Armored Kilt. Keep them in this order and encounter the henchman. Suddenly, a group of robed figures, each hidden beneath the mask of an ancient Osirion god, surround the trio. One of them steps forward, a heavy cudgel in hand, and speaks to the older woman. "Honoured Elder Sarissa, do these hoodlums bother you?" I'll discard my Sword Cane and use one of Oloch's boosts for this check. Diplomacy (7+4) Check: 1d10 + 2 + 3 + 1d4 + 2 ⇒ (1) + 2 + 3 + (3) + 2 = 11 SUCCESS! With impressive grace, Aric brandishes his sword-cane (as a cane) and hands it to the older lady in a grand gesture. "My good man! We were just discussing the location of her lost walking-stick. As luck would have it, I discovered her walking-stick not a moment before I had the pleasure of making her acquaintance. There you are, my dear. Now, if you would all excuse us---" Out of the corner of his eye, Aric sees a few of the murderous theatre-craft folk scouting through the plaza for errant Pathfinders. Closure Diplomacy (4+2) Check: 1d10 + 2 + 3 ⇒ (7) + 2 + 3 = 12 SUCCESS! "---we must away!" And Aric takes Enora's hand, leading her swiftly away from the plaza and the dangers therein. Location closed! Note the Permanently Closed condition. Reset hand. End turn. Permanently Closed Dilapidated Plaza Condition:
For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result. Aric wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d8 [ ] +1 [ ] +2 [ ] +3 Perception: Wisdom +2 Charisma d10 [X] +1 [X] +2 [ ] +3 [ ] +4 Diplomacy: Charisma +3 Favored Card: None
Deck Handler for Aric/RedRaven - Dinketry
Top card of hourglass: Blessing of Horus. Begin this scenario as Aric. Take on Cordelia Perseis. The nobleman ducks into the tavern across the street from the playhouse with the wizard Cordelia in tow, seeking to elude its murderous cast and crew. Free explore and encounter The Evil Eye. A small black cat on one of the empty tables stands up a-fright as the nobleman enters, looking to bolt straight across his path. Recharge Hand of the Honest Man for a second die to this check. Diplomacy (6+4) Check: 2d10 + 2 + 3 ⇒ (10, 9) + 2 + 3 = 24 SUCCESS! "Here, puss, puss, pussssss..." Aric simpers, swiftly scooping the onyx-furred feline in his arms and defusing its alarm with gentle back-of-the-ear scratches. Soon, the kitten is purring openly. Aric smiles and hands it off to Cordelia for safe-keeping. Recharge Blessing of the Spy to examine the next card: Void Glyph (TRIGGER!) The kitten doesn't take kindly to being pawned off, yowls, and slashes at Aric's face! This barrier invokes the Arcane trait, so would Enora please recharge her Blessing of the Spellbound for a boost here, please? I'll also use two of Oloch's boosts. Wisdom (8+2) Check: 2d8 + 4 ⇒ (1, 3) + 4 = 8 Urgh. Recharge Cordelia Perseis to reroll that 1.
Aric hoists the kitten away from his face, avoiding a painful swipe. Not sure how to proceed, Aric holds fast, kitten held in mid-air. Cordelia, snatches the creature out of Aric's arms. "I'll take care of this," she says, and vanishes as the door to the tavern bursts open and the murderous theatre crew piles into the room. I'll defer on switching to the Red Raven, but I will swap my Silver Balladeer for my Compass. "Exit stage left," Aric quips, racing out the back entrance to the tavern and into a dark alley. Quickly checking his compass, the nobleman rights his location and heads for a decrepit open-air marketplace. Discard Compass to move to the Dilapidated Plaza and examine the top card of the location: Crystal Stalker (TRIGGER!). "This place looks like it would be a good summer-stock location." Aric quips. With a flash, a creature of glass shards and rock crystal held together by gaffer's tape lurches into the plaza, reaching at the nobleman with sharp tendrils. As it reaches him, however, Aric's form has transformed into that crimson-masked vigilante, the Red Raven. Change into the Red Raven. Exchange Captain's Cutlass for Dandy Brute. "All the world is a stage, but this is where you take your final bow," the vigilante pronounces. Combat (9) Check: 1d10 + 2 + 3 + 1d6 + 1 ⇒ (1) + 2 + 3 + (5) + 1 = 12 SUCCESS! The masked man chops overhead at the crystalline creature, shattering it in one blow. Seeing movement at his shoulder, the Red Raven quickly pivots to his left, spying the halfling arcanist. "Ho there! It is I, the Red Raven! Fear not. My sidekick will seek out the ne'er-do-wells." Discard Dandy Brute to explore again and encounter Shock Elemental. The half-orc companion of the vigilante kicks at the disrupted pile of glass and crystal and receives a violent shock for his efforts. That electrical current anthropomorphises into an elemental creature that surges at the Red Raven. Combat (9+2) Check: 1d10 + 2 + 3 + 1d6 + 1 ⇒ (9) + 2 + 3 + (4) + 1 = 19 SUCCESS! The masked man short-circuits the electrical creature with a thrust of the flat of his blade. The static cloud clears and the vigilante smiles at Enora. "Shocking turn of events." End turn. Reset hand. The Red Raven wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [X] +2 [ ] +3 [ ] +4 Acrobatics: Dexterity +2 Stealth: Dexterity +2 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 [ ] +3 Perception: Wisdom +2 Charisma d4 [ ] +1 Favored Card: None
Deck Handler for Aric/RedRaven - Dinketry
Aric turns his nose up at Falsin Deek's offerings and head into the Tooth and Hookah. Aric wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d8 [ ] +1 [ ] +2 [ ] +3 Perception: Wisdom +2 Charisma d10 [X] +1 [X] +2 [ ] +3 [ ] +4 Diplomacy: Charisma +3 Favored Card: None
Deck Handler for Aric/RedRaven - Dinketry
Does someone else want to try out Cordelia as a cohort for this adventure? If not, I'll happily take her again.
Deck Handler for Aric/RedRaven - Dinketry
I’ll go see Falsin Deek again.
Current Campaigns
Previous Campaigns
|