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Augustille Z.'s page

263 posts. Alias of Abraham Z..


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Deck Handler

Off turn: Move to Sea Fort with Damiel. Move to Sharkskin Reef with Ak. When Sharkskin Reef closes move to Murder Hole (with Ak?). At the start of Maznar's turn, reveal Fox to draw a card: Mountaineer

It is the hour of Achaekek

Augustille power: at the start of your turn, discard a card (Discard Repelling Pike +1), then examine the top card of your location (which is Murder Hole Card 2: Arronax Endymion); then you may examine the top card of another occupied location (which is Torture Pit Card 2: Kapre).

Start of Turn: Divine Fortune goes to Recovery

Move to: Torture Pit (bringing Ak along)
Location Power: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.

Free exploration

Torture Pit Card 2 is Kapre:

SS
Monster 5
Traits:
Plant
To Defeat:
Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.

BYA Wis 12, maznar, df, headband: 1d10 + 4 + 1d4 + 1 + 1d6 + 1d4 ⇒ (5) + 4 + (1) + 1 + (5) + (4) = 20
Display Aqueous Orb
Combat 20, maznar, df, headband: 1d10 + 6 + 1d6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (10) + 6 + (6) + (4) + 1 + (2) + (2) = 31

Discard The All-Seeing Eye to examine top 2 of location: Dimension Leap and Blessing of Erastil, swap their order, then explore

Torture Pit Card 4 is Blessing of Erastil:

SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
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.

Divine 5, maz, df, headband: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (9) + 6 + (4) + 1 + (3) + (2) = 25

Discard Pteranodon to move (together with Maznar and Ak) to Murder Hole. Then explore.

At This Location: The difficulty to defeat monsters is increased by 4.

Murder Hole Card 2 is Arronax Endymion:

SS
Ally 5
Traits:
Human
Aristocrat
Pirate
To Acquire:
Charisma
Diplomacy 13
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Cha 13, maznar, df, headband: 1d6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (6) + (4) + 1 + (2) + (1) = 14

Discard Pharasma's Knowing to draw 2 cards: The Lady of Mysteries and Nethys's Duality, then recharge 2 cards: Find Traps and Erastil. Then explore.

Murder Hole Card 3 is Drowning Devil:

SS
Henchman 6
Type: Monster
Traits:
Outsider
Devil
Aquatic
To Defeat:
Combat 27
The Drowning Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
After you act, succeed at a Constitution or Fortitude 10 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Power: When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12: bury Erastil

BYA Divine 14, maznar, df, headband: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (1) + 6 + (2) + 1 + (4) + (4) = 18

Banish Arronax Endymion to succeed at your check to defeat (Combat 27+4=31) a henchman.

AYA Con 10, maznar, df: 1d8 + 1d4 + 1 + 1d6 ⇒ (1) + (1) + 1 + (5) = 8
Spend 1 hero point to reroll - 3 hp remaining
AYA Con 10, maznar, df: 1d8 + 1d4 + 1 + 1d6 ⇒ (1) + (3) + 1 + (3) = 8
Use paizo tshirt to reroll d8
Con 10: 7 + 1d8 ⇒ 7 + (5) = 12

When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.

Ruffian:

SS Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.

Combat 7+4+6=17, maznar, df, headband, orb, pirate: 1d10 + 6 + 1d6 + 1d4 + 1 + 1d6 + 1d4 + 1d4 ⇒ (9) + 6 + (1) + (4) + 1 + (3) + (1) + (3) = 28

AYA bury Pike from discards

Buccaneer:

Henchman
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.

Combat 8+4+6=18, maznar, df, headband, orb, pirate: 1d10 + 6 + 1d6 + 1d4 + 1 + 1d6 + 1d4 + 1d4 ⇒ (7) + 6 + (4) + (1) + 1 + (6) + (1) + (4) = 30

Search Murder Hole for Villain: Yep! Banish the rest of the cards there but Murder Hole is NOT closed.

End turn: Augustille power - heal a card (Pharasma's Knowing is healed)

Recovery Phase:
Recharge Divine Fortune? Divine 13, maznar, df, headband: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (4) + 6 + (1) + 1 + (3) + (3) = 18
Recharge Orb? Divine 11, maznar, df, headband: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (8) + 6 + (1) + 1 + (4) + (4) = 24

Reset Hand

At the start of Damiel's turn: Breath of Life on self
healing: 1d4 + 1 ⇒ (1) + 1 = 2
Recharge Breath of Life? Divine 15, maznar, df, headband: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (10) + 6 + (3) + 1 + (5) + (1) = 26

"Board Status
Most Recent BR Refresh
Divine Fortune (Core) displayed by Maznar.
Ship: Blood Moon

Notes for Maznar: Move to Murder Hole

Notes for Ak: May draw a card at the start of Maznar's turn.
Moved to Murder Hole when Sharkskin Reef closed. Then move to Torture Pit with Augustille. Then move to Murder Hole.

Maznar, Ak, Augustille - Murder Hole 9 remain // 9: Voidlord Akinaru (villain)
Sea Caves CLOSED
Torture Pit 3, 5-11 remain // 3: Dimension Leap
Damiel - Sea Fort 1-3 remain // No Villain
Seltyiel - Fort Hazard 2-11 remain
Sharkskin Reef CLOSED
Rocky Cliff CLOSED
Jirelle - Riptide Cove CLOSED 1-4 remain // Boons shuffled: Barracuda Aiger (Al5), Alkali Flask (I4), Furious Broadsword +2 (W6), Dindreann (Al3) "

"

Augustille wrote:

Hand: Vengeful Storm, Headband of Mental Superiority, Fox (Core), Mountaineer, Lyrune-Quah Truthspeaker, The Lady of Mysteries, Nethys's Duality, Blessing of Achaekek,

Displayed:
Deck: 11 Discard: 2 Buried: 3
Current Location: Murder Hole
Hero Points: 3
Tshirt Reroll: Used
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Fox: recharge +1d4 to local Int/Wis

Mountaineer: reveal +2d8 for any Survival

Truthspeaker: +1d6 for local Wis/Divine

Nethys's Duality: On an Intelligence or a Wisdom check, freely discard to bless.

Achaekek: +2 dice on one check to defeat villain/henchman

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Divine Fortune, Boneshatter, Find Traps, Steal Soul, The Healing Light, Fortune-Teller, Aqueous Orb, Pteranodon, Wand of Restorative Touch, Pharasma's Knowing
Recharged: Breath of Life,
Discard Pile: Fly, The All-Seeing Eye,
Buried Pile: Staff of Weather, Blessing of Erastil, Repelling Pike +1,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"


Deck Handler

It is the hour of Gods

Augustille power: at the start of your turn, discard a card (Discard Fly), then examine the top card of your location (which is Sea Fort 1=Saltbox); then you may examine the top card of another occupied location (which is Rocky Cliff 1=Oni Mariner).

Display Divine Fortune by Augustille

Move to: Rocky Cliff
Location Power: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.

Free exploration

Rocky Cliff Card 1 is Oni Mariner:

SoTT
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Power: When you encounter a monster that has the Outsider trait, you may bury the top or bottom card of your deck; if you do not, the difficulty of checks against the monster is increased by 1d12. BURY STAFF OF WEATHER FROM BOTTOM OF DECK.

BYA random character, left to right on the tracker: 1d6 ⇒ 4
Jirelle must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.

Send Boneshatter to recovery; discard All-Seeing Eye to bless
Ask Damiel to discard a card to add 1d6 and the Acid or Fire trait
Combat 26, df, headband, damiel item: 2d10 + 6 + 2d12 + 1d6 + 1d4 + 1d6 ⇒ (10, 9) + 6 + (11, 10) + (2) + (4) + (4) = 56

When Closing: Banish a boon. - BANISH PIERCE JERRELL

Check Rocky Cliff for the villain - nope - all cards there are banished.

Rocky Cliff is closed

When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it. - examine Murder Hole 1=Sapphire Jellyfish. Banish it.

End turn: Augustille power - heal a card (All Seeing Eye is healed)

Recovery Phase:
Recharge Boneshatter? Divine 16, df, headband: 1d10 + 6 + 1d6 + 1d4 ⇒ (5) + 6 + (1) + (2) = 14

Reset Hand

"Board Status
Most Recent BR Refresh

Ship: Blood Moon

Notes for Damiel: discard a card (any) for Augustille
Notes for Jirelle: must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
Notes for Ak: May draw a card on Maznar's turn by revealing an animal.
Notes for Seltyiel: Heal for 3.
Murder Hole 2-10 remain
Maznar, Seltyiel - Sea Caves CLOSED
Torture Pit 1-10 remain
Sea Fort 1-10 remain // No Villain; 1=Saltbox
Fort Hazard 1-10 remain
Sharkskin Reef 1-10 remain
Ak, Damiel, Augustille - Rocky Cliff CLOSED
Jirelle - Riptide Cove 1-10 remain // No Villain"

"

Augustille wrote:

Hand: Repelling Pike +1, Aqueous Orb, Find Traps, Vengeful Storm, Headband of Mental Superiority, Fox (Core), Pharasma's Knowing, Pteranodon, The All-Seeing Eye,

Displayed: Divine Fortune,
Deck: 10 Discard: 2 Buried: 1
Current Location: Rocky Cliff
Hero Points: 4
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Find Traps: +2 dice vs any barrier

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Breath of Life, Wand of Restorative Touch, The Healing Light, Steal Soul, Lyrune-Quah Truthspeaker, The Lady of Mysteries, Blessing of Achaekek, Nethys's Duality, Fortune-Teller, Mountaineer
Recharged:
Discard Pile: Fly, Boneshatter,
Buried Pile: Staff of Weather,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"


Deck Handler

Guard Sea Fort by banishing Angelic Armor


Deck Handler

Start at Sea Fort

Draw 2 extra.

Shuffle new ally and new blessing in to my deck.

Recharge 3 cards (Staff of Weather, Pharasma's Knowing, and Mountaineer) to draw a new ally.

"

Augustille wrote:

Hand: Fly, Aqueous Orb, Boneshatter, Divine Fortune, Find Traps, Angelic Armor, Headband of Mental Superiority, The All-Seeing Eye,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Sea Fort
Hero Points: 4
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Fly: examine top card of 2 locations; then local character may move.

Find Traps: +2 dice vs any barrier

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Healing Light, Repelling Pike +1, Nethys's Duality, Wand of Restorative Touch, Fortune-Teller, Vengeful Storm, The Lady of Mysteries, Breath of Life, Fox (Core), Lyrune-Quah Truthspeaker, Steal Soul
Recharged: Pharasma's Knowing, Mountaineer, Staff of Weather,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"


Deck Handler

My kid starts her week-long spring break today and we are going to visit Grandma. I'll still be able to post but likely with reduced frequency until after April 13. I appreciate your understanding.


Deck Handler

Save the hero point (now have 4 in reserve).

Upgrades:
Spell 6: 1d1000 ⇒ 290 replace Divine Blaze with Boneshatter

Put Lyrune Quah Truthspeaker back in the deck instead of Alise Grogblud.


Deck Handler

Btw, I have family visiting this weekend. Posting will be a little limited through Monday but I'll do my best to keep up.


Deck Handler

It is the hour of Cayden Cailean

Augustille power: at the start of your turn, discard a card (Discard Fly), then examine the top card of your location (which is n/a); then you may examine the top card of another occupied location (which is *all are known already*).

Move to: Shrine to Norgorber
Location Power: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.

Display Divine Fortune

Free exploration

Shrine to Norgorber Card 2 is Blasting Pistol +2:

SS
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
To Acquire:
Dexterity
Ranged
Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

Craft 13, df, steal soul, maznar: 1d8 + 1 + 1d6 + 1d4 + 1d4 + 1 ⇒ (7) + 1 + (2) + (4) + (1) + 1 = 16

Discard Mountaineer to explore

Scenario Power: Before each exploration that is not your first of the turn, discard a card: discard Blasting Pistol

Shrine to Norgorber Card 3 is Blessing of Sivanah:

SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
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.

Divine 5, df, maznar, steal soul: 1d10 + 6 + 1d6 + 1d4 + 1d4 + 1 ⇒ (7) + 6 + (1) + (1) + (2) + 1 = 18

Discard All-Seeing Eye to examine top two of the location: Giant Spyglass Octopus and Blessing of Abadar, swap their order, then explore

Scenario Power: Before each exploration that is not your first of the turn, discard a card: discard Repelling Pike

Shrine to Norgorber Card 5 is Blessing of Abadar:

SS
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
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.

Divine 5, df, maznar, steal soul: 1d10 + 6 + 1d6 + 1d4 + 1d4 + 1 ⇒ (1) + 6 + (1) + (2) + (4) + 1 = 15

Discard Nethys's Duality to examine top two of location: Giant Spyglass Octopus and Cryptic Runes. Swap their order.

Send Breath of Life to Recovery to heal Jirelle
Healing: 1d4 + 1 ⇒ (1) + 1 = 2

Display Angelic Armor

End turn: Augustille power - heal a card (The All-Seeing Eye is healed)

Recovery Phase:
Recharge Breath of Life? Divine 15, df, steal soul, maznar, headband: 1d10 + 6 + 1d6 + 1d4 + 1d4 + 1 + 1d4 ⇒ (1) + 6 + (5) + (1) + (2) + 1 + (4) = 20

Reset Hand

"Board Status
Lucrehold When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
Ship: Kraken
Divine Fortune is displayed by Augustille

Notes for Jirelle: May draw a card at the start of Maznar's turn.
Heal 2

Notes for Ak: take 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead.

Notes for Seltyiel: take 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury it instead.

Fort Hazard CLOSED
Lucrehold CLOSED
Maznar, Augustille - Shrine to Norgorber 6, 4 remain // 6=Cryptic Runes (closing henchman); 4=Giant Spyglass Octopus. Divine Fortune is currently displayed by Augustille here.
Torture Pit 1-8 remain // 1=Teleportation Trap 2=Cannon Golem
Damiel - Hall of Champions CLOSED 1-3 remain // Crossbow of Retribution plus 2 random weapons
Murder Hole CLOSED
Jirelle, Ak, Seltyiel - Tower CLOSED"

"

Augustille wrote:

Hand: Aqueous Orb, Divine Blaze, Vengeful Storm, Staff of Weather, Headband of Mental Superiority, Fortune-Teller, The Lady of Mysteries, Blessing of Abadar, Blessing of Sivanah,

Displayed: Steal Soul, Divine Fortune, Angelic Armor,
Deck: 7 Discard: 5 Buried: 0
Current Location: Shrine to Norgorber
Hero Points: 3
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Divine Fortune is displayed by Augustille (+1d6 to local checks)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wand of Restorative Touch, Fox (Core), The All-Seeing Eye, Find Traps, The Healing Light, Pharasma's Knowing
Recharged: Breath of Life,
Discard Pile: Fly, Mountaineer, Blasting Pistol +2, Repelling Pike +1, Nethys's Duality,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"


Deck Handler

It is the hour of Kelizandri

Lucrehold: At This Location: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage. - reveal Alise.

Augustille power: at the start of your turn, discard a card (Discard Fly), then examine the top card of your location (which is already known Draugr Captain); then you may examine the top card of another occupied location (which is n/a because all are already known).

Give card: Mountaineer to Damiel (feel free to give it back on your turn, or keep it)

Free exploration

Lucrehold Card 1 is Draugr Captain:

SS
Henchman 6
Type: Monster
Traits:
Undead
Pirate
Captain
To Defeat:
Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.

BYA recharge 8 cards (everything but Alise), then draw 8 cards.

Send Divine Blaze to Recovery
Scenario Power: When you attempt a check against a bane, before the roll, replace your highest die with a d4.
Combat 27, undead, pirate, headband, recharge Fox: 1d4 + 6 + 4d8 + 2d4 + 1d4 + 1d4 ⇒ (4) + 6 + (7, 7, 5, 4) + (1, 2) + (3) + (2) = 41

Display Steal Soul

When Closing: Banish a card that has the Pirate trait.Banish Alise

Lucrehold is closed

Lucrehold When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.

End turn: Augustille power - heal a card (Fly is healed)

Recovery Phase:
Recharge Divine Blaze? Divine 14, headband, steal soul: 1d10 + 6 + 2d4 ⇒ (5) + 6 + (1, 2) = 14

Reset Hand

"Board Status
Most Recent BR Refresh
Lucrehold When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
Ship: Kraken

Notes for Damiel: Augustilled gave Mountaineer to Damiel (feel free to give it back on your turn, or keep it)

Notes for Ak: May draw a card on Maznar's turn.

Seltyiel - Fort Hazard CLOSED
Augustille, Damiel, Jirelle, - Lucrehold CLOSED
Shrine to Norgorber 1-10 remain // 1=Dire Shark 2=Sword Cane Pistol +2
Ak - Torture Pit 1-8 remain // 1=Teleportation Trap 2=Cannon Golem
Maznar - Hall of Champions 1-10 remain // 1=Enervating Pistol +3 2=Flaming Longbow +2
Murder Hole CLOSED
Tower 1-10 remain // 1=Corlan 2=Pirate Sniper"

"

Augustille wrote:

Hand: Repelling Pike +1, Aqueous Orb, Breath of Life, Divine Fortune, Fly, Angelic Armor, Headband of Mental Superiority, Nethys's Duality, The All-Seeing Eye,

Displayed: Steal Soul,
Deck: 10 Discard: 0 Buried: 0
Current Location: Lucrehold
Hero Points: 3
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Fly: examine top card of 2 locations; then local character may move.

Breath of Life: global healing 1d4+1

Divine Fortune can be displayed by Augustille (+1d6 to local checks) - not useful right now unless he also uses Fly to move, which he can do as long as it's not in an encounter

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fortune-Teller, The Healing Light, Fox (Core), Staff of Weather, Pharasma's Knowing, Wand of Restorative Touch, The Lady of Mysteries, Find Traps, Vengeful Storm
Recharged: Divine Blaze,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"


Deck Handler

Does anchored mean we all have to start there?


Deck Handler

Used Spell 6 upgrade to replace Major Cure with Breath of Life.

Took Vengeful Storm loot card (swapping out Icy Prison).

Start at Hall of Champions.

Draw starting hand and then two more cards.

At the start of the first turn examine top 2 cards of Fort Hazard: Draugr Captain (Henchman) and Treasure Hunt. Swap their order.

"

Augustille wrote:

Hand: Find Traps, Fly, Wand of Restorative Touch, Staff of Weather, Lyrune-quah Truthspeaker, Mountaineer, Fortune-Teller, The Lady of Mysteries, The Healing Light, Pharasma's Knowing, Nethys's Duality,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Hall of Champions
Hero Points: 3
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Find Traps: +2 dice vs any barrier

Fly: examine top card of 2 locations; then local character may move.

Wand of Restorative Touch: local healing 1d4+1

Staff of Weather (reveal + discard a spell) +2d8 to any check by a character on a ship (this scenario only at Lucrehold)

Mountaineer: reveal +2d8 for any Survival

Healing Light: any check, discard to bless. If the character succeeds at the check, they heal a card.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fox (Core), Aqueous Orb, Angelic Armor, Breath of Life, Vengeful Storm, Headband of Mental Superiority, Repelling Pike +1, The All-Seeing Eye, Divine Blaze, Divine Fortune, Steal Soul
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"


Deck Handler

Spend hero point on Skill Feat (7): Str +3
3 Hero points in the bank.

Upgrades:
Spell 6: 1d1000 ⇒ 541 Replace Major Cure with Breath of Life OR Replace Divine Blaze with Boneshatter

Loot:
Unless someone else wants it, Augustille will take Vengeful Storm, swapping out Icy Prison


Deck Handler

Off turn: discard The Healing Light for Maznar.

It is the hour of Asmodeus Blessing 4 if anyone has a way to draw the hour

Ring of Regeneration: reveal to recharge a random card from discards: Nethys's Duality

Augustille power: at the start of your turn, discard a card (Discard Flaming Longbow +2), then examine the top card of your location (which is n/a); then you may examine the top card of another occupied location (which is n/a).

Move to: Widowmaker

Free exploration: n/a

End turn: Augustille power - heal a card (Divine Blaze is healed)

Ring of Regeneration: reveal to recharge a random card from discards: The All-Seeing Eye

Recovery Phase:

Reset Hand

"Board Status
Most Recent BR Refresh

Ship: Kraken

Notes for Seltyiel: must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
Maznar - Coastline 1-7 remain // 1. Examined after villain escape Spellsword +2 Onigumo is displayed here
Tempest Cay 1-6 remain
Windward Isle CLOSED
Rocky Cliff CLOSED
Fog Bank CLOSED
Holy Isle CLOSED
Damiel, Jirelle, Ak, Seltyiel, Augustille - Widowmaker Isle CLOSED
Lonely Island CLOSED"

"

Augustille wrote:

Hand: Grayflame Mace +2, Repelling Pike +1, Icy Prison (Core), Aqueous Orb, Fly, Headband of Mental Superiority, Ring of Regeneration, Fox (Core), Mountaineer,

Displayed: Angelic Armor,
Deck: 12 Discard: 3 Buried: 0
Current Location: Widowmaker
Hero Points: 3
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Mountaineer: reveal +2d8 for any Survival

Fox: recharge +1d4 to local Int/Wis

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Find Traps, Fortune-Teller, Staff of Weather, Wand of Restorative Touch, Nethys's Duality, Major Cure, Steal Soul, Pharasma's Knowing, Divine Fortune, Lyrune-quah Truthspeaker, Divine Blaze
Recharged: The All-Seeing Eye,
Discard Pile: The Lady of Mysteries, Flaming Longbow +2, The Healing Light,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"


Deck Handler

Start of Maz's turn: reveal Fox to draw a card: Ring of Regeneration

No guard check when Maz encounters Brinebones since Augustille is at a closed location

Posted a question in Discord about this but presuming that Augustille's (closed) location of Lonely Island still exists...
Villain's BYA applies to which occupied location? 1=WI, 2=LI: 1d2 ⇒ 1

"

Augustille wrote:

Hand: Grayflame Mace +2, Repelling Pike +1, Flaming Longbow +2, Icy Prison (Core), Aqueous Orb, Headband of Mental Superiority, Ring of Regeneration, Fox (Core), Mountaineer, The Healing Light,

Displayed: Angelic Armor,
Deck: 10 Discard: 4 Buried: 0
Current Location: Lonely Island
Hero Points: 3
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Mountaineer: reveal +2d8 for any Survival

Fox: recharge +1d4 to local Int/Wis

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Staff of Weather, Pharasma's Knowing, Fortune-Teller, Lyrune-quah Truthspeaker, Steal Soul, Wand of Restorative Touch, Find Traps, Major Cure, Fly
Recharged: Divine Fortune,
Discard Pile: The All-Seeing Eye, The Lady of Mysteries, Nethys's Duality, Divine Blaze,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"


Deck Handler

I no longer see our game in Discord. Is that just me or anyone else? Would someone please send me the link/invite (id: abrahamz) so I can rejoin if I somehow accidentally left. Thanks!


Deck Handler

Leave barriers in the same order

Discard Mountaineer to evade Social Niceties, then Ak encounters it, with +1d4+6 from Augustille's power. (If defeated, you may bury a card to add a random ally from the box to your hand.)

Recharge Repelling Pike +1 to display Onigumo at Lonely Island, then move there, then examine top card (Grayflame Mace).

Discard Lady of Mysteries to draw 3 cards: Wand of Restorative Touch, Nethys's Duality, and Icy Prison; then recharge 3 cards: Icy Prison, Wand of Restorative Touch, Ring of Regeneration; then explore.

Lonely Island Card 1 is Grayflame Mace +2:

SS
Weapon 5
Traits:
Mace
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.

Divine 12, headband: 1d12 + 6 + 1d4 ⇒ (12) + 6 + (1) = 19

Discard Nethys's Duality to examine top 2 cards of location: Powder Keg and Lightning Elemental; leave in the same order (unless Damiel wants them reversed)

End of turn: heal a card: Mountaineer

Recharge Divine Fortune? Divine 13, headband: 1d12 + 6 + 1d4 ⇒ (8) + 6 + (2) = 16
Recharge Divine Blaze? Divine 14, headband: 1d12 + 6 + 1d4 ⇒ (2) + 6 + (2) = 10

Reset hand

"Board Status
Most Recent BR Refresh

Ship: Kraken

Notes for Jirelle: May draw a card at the start of Maznar's turn.
Notes for Ak: May draw a card at the start of Maznar's turn.
Ak heals 3 at the end of Maznar's turn.
Encounter Social Niceties with +1d4+6 (If defeated, you may bury a card to add a random ally from the box to your hand.)

Coastline 1-10 remain
Tempest Cay 1-10 remain
Windward Isle CLOSED
Rocky Cliff CLOSED
Fog Bank CLOSED 1-4 remain
Holy Isle CLOSED
Maznar, Jirelle, Seltyiel, Ak - Widowmaker Isle 2-9 remain // 2=Social Niceties; 3=Pirate Entertainments
Damiel, Augustille - Lonely Island 2-7 remain // Onigumo is displayed here. 2=Powder Keg; 3=Lightning Elemental"

"

Augustille wrote:

Hand: Grayflame Mace +2, Repelling Pike +1, Flaming Longbow +2, Icy Prison (Core), Aqueous Orb, Headband of Mental Superiority, Fox (Core), Mountaineer, The Healing Light,

Displayed: Angelic Armor,
Deck: 11 Discard: 4 Buried: 0
Current Location: Widowmaker Isle
Hero Points: 3
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Mountaineer: reveal +2d8 for any Survival

Fox: recharge +1d4 to local Int/Wis

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Lyrune-quah Truthspeaker, Ring of Regeneration, Major Cure, Wand of Restorative Touch, Fortune-Teller, Staff of Weather, Fly, Pharasma's Knowing, Find Traps, Steal Soul
Recharged: Divine Fortune,
Discard Pile: The All-Seeing Eye, The Lady of Mysteries, Nethys's Duality, Divine Blaze,
Buried Pile:

[spoiler=Skills and Powers]SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"


Deck Handler

Off turn: draw Pike at the start of Maz's turn. Send Major Cure to Recovery to heal Ak.
Ak healing: 1d4 + 1 ⇒ (2) + 1 = 3
Augustille also heals 1: Fortune Teller
Recharge Major Cure? Divine 10, df, headband: 1d10 + 6 + 1d6 + 1d4 ⇒ (5) + 6 + (6) + (3) = 20

It is the hour of Gods

Augustille power: at the start of your turn, discard a card (Discard Aqueous Orb), then examine the top card of your location (which is n/a); then you may examine the top card of another occupied location (which is Lonely Island Card 1: Grayflame Mace +2).

Ring of Regeneration: recharge Aqueous Orb

Divine Fortune goes to Recovery

Move to: Widowmaker Isle, taking the rest of the crew with me
Location Power: For each ally in your discard pile, the difficulty of your checks is increased by 1.

Free exploration

Widowmaker Isle Card 1 is Spiny Eurypterid:

SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.

Send Divine Blaze to Recovery
Combat 21, headband, maznar: 1d10 + 6 + 3d8 + 1d4 + 1d4 + 1 ⇒ (7) + 6 + (3, 6, 3) + (3) + (4) + 1 = 33
Combat 21, headband, maznar: 1d10 + 6 + 3d8 + 1d4 + 1d4 + 1 ⇒ (7) + 6 + (1, 4, 8) + (1) + (1) + 1 = 29

Discard All-Seeing Eye to examine top 2 cards, decide whether to swap the order, then explore

Widowmaker Isle Card 2 is Social Niceties:

SS
Barrier 5
Traits:
Task
To Defeat:
Charisma
Diplomacy 14
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Widowmaker Isle Card 3 is Pirate Entertainments:

SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Pausing turn for Discord consultation


Deck Handler

Buccaneer:

SS-B, SS-C henchman (monster)
HumanPirateVeteran
Check to defeat
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.

If defeated, you may immediately attempt to close the location this henchman came from.

Combat 8+6=14, using str, maznar, dfx2, pirate: 1d10 + 2 + 1d4 + 1 + 2d6 ⇒ (3) + 2 + (3) + 1 + (3, 4) = 16


Deck Handler

I goofed on my turn - misread Damiel's location as Windward Isle when it was actually Widowmaker Isle (c'mon paizo, you could have helped me avoid this!). Implications of this goof:

1) I could have examined the top card of Widowmaker, not Windward. No point now in retconning the examine of Widowmaker, but it does mean that I could not have encountered the Flaming Longbow by revealing Fortune Teller; instead that encounter would have been the result of my start of turn free exploration. I think the simplest way to retcon this is to just say that I discarded Fortune-Teller for one of the other explorations I took that turn.

That would mean that one of the three cards in my discards would not have been healed.
Which one? 1 FT, 2 ND, 3 THL: 1d3 ⇒ 1

It also means I would have drawn one additional card at hand reset: The All-Seeing Eye.

2) I would have still recharged a card to move Onigumo to one of the two possible locations, move there, and then examine the top card. So nothing changes about that except that it's not where Damiel is (or was). And I see that Jirelle chose Rocky Cliff, so that works.

Ok, I think that resolves everything from that goof. Sorry!


Deck Handler

It is the hour of Milani

Augustille power: at the start of your turn, discard a card (Discard Icy Prison), then examine the top card of your location (which is Rocky Cliff Card 1=Reflecting Buckler); then you may examine the top card of another occupied location (which is Windward Isle Card 1=Flaming Longbow +2).

Rocky Cliff At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck. Choose to examine, recharging Reflecting Buckler to the bottom of the location (unless someone particularly wants to acquire it, in which case I won't do this, leaving it on top).

Move to: Windward Isle, taking everyone else along.
At This Location: If you move here, you may draw a card.
Everyone but Damiel may draw a card.
Draw 1: Nethys's Duality

Reveal Fortune-Teller, choosing boon, then encounter Flaming Longbow+2

Windward Isle Card 1 is Flaming Longbow +2:

SS
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

Display Divine Fortune; ask Maznar to display Divine Fortune;
Dex 13, maznar, dfx2: 1d4 + 1d4 + 1 + 2d6 ⇒ (3) + (1) + 1 + (6, 2) = 13

[ooc]Free exploration

Windward Isle Card 2 is Ring of Regeneration:

SS
Item 5
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude
Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.

Divine 11, maznar, dfx2: 1d10 + 6 + 1d4 + 1 + 2d6 ⇒ (3) + 6 + (2) + 1 + (4, 2) = 18

Discard Nethys's Duality to examine top 2 cards: Firedrake Trap and Hurricane Winds; swap their order

Discard Healing Light to explore

Windward Isle Card 4 is Hurricane Winds:

SS
Henchman 3
Type: Barrier
Traits:
Obstacle
Task
Weather
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Power: When you encounter a henchman or a villain from a location deck, if you did not examine it this turn, you are dealt 1d4 Electricity damage. N/A because Augustille did examine the card already.

Wis 13, maznar, df, headband: 1d10 + 4 + 1d4 + 1 + 2d6 + 1d4 ⇒ (8) + 4 + (2) + 1 + (5, 3) + (3) = 26

Healing Light: heal 1 card - Icy Prison

When Closing: Succeed at a Wisdom or Perception 7 check.
Perception 7, maznar, dfx2, headband: 1d10 + 7 + 1d4 + 1 + 2d6 + 1d4 ⇒ (4) + 7 + (1) + 1 + (6, 1) + (1) = 21

When Permanently Closed: On closing, draw a card. Draw: Divine Blaze

Onigumo power: Recharge Flaming Longbow +2 to display Onigumo at either Tempest Cay or Rocky Cliff, whichever Damiel prefers; then move to that location and Augustille examines the top card

Top card of Tempest Cay or Rocky Cliff is examined by Augustille, pending Damiel's choice of location.

Display Angelic Armor

End turn: Augustille power - heal a card (Nethys's Duality is healed); reveal ring of regeneration to heal a card (The Healing Light is healed)

Recovery Phase:

Reset Hand

"

Augustille wrote:

Hand: Aqueous Orb, Major Cure, Divine Blaze, Ring of Regeneration, Headband of Mental Superiority, Mountaineer, Fortune-Teller, Fox (Core), The Lady of Mysteries,

Displayed: Divine Fortune, Angelic Armor,
Deck: 13 Discard: 0 Buried: 0
Current Location: Tempest Cay or Rocky Cliff (Damiel's choice)
Hero Points: 3
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Flaming Longbow +2, Fly, Lyrune-quah Truthspeaker, The Healing Light, Staff of Weather, Nethys's Duality, Repelling Pike +1, Steal Soul, Icy Prison (Core), The All-Seeing Eye, Pharasma's Knowing, Wand of Restorative Touch, Find Traps
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"

"Board Status
Most Recent BR Refresh
Divine Fortune (Core) by Maznar; Divine Fortune displayed by Augustille;
Ship: Kraken

Notes for Maznar: May draw a card from moving to Windward Isle on Augustille's turn.
display Divine Fortune;

Notes for Damiel: Choose which location you want Onigumo displayed at (Tempest Cay or Rocky Cliff); then Augustile moves there and examines the top card
Notes for Jirelle: May draw a card from moving to Windward Isle on Augustille's turn.
Notes for Ak: May draw a card from moving to Windward Isle on Augustille's turn.
Notes for Seltyiel: May draw a card from moving to Windward Isle on Augustille's turn.
Coastline 1-10 remain
DAMIEL'S CHOICE which location for Augustille - Tempest Cay 1-10 remain // Onigumo is displayed here or there (Damiel's choice)
Damiel, Jirelle, Maznar, Seltyiel, Ak - Windward Isle CLOSED
DAMIEL'S CHOICE which location for Augustille - Rocky Cliff 2-10, 1 remain // Onigumo is displayed here or there (Damiel's choice); 1=Reflecting Buckler
Fog Bank 1-10 remain
Holy Isle 1-10 remain
Widowmaker Isle 1-10 remain
Lonely Island 1-10 remain"


Deck Handler

Start at Rocky Cliff (but will move to Windward Isle).

Starting hand, then draw 2 more:

"

Augustille wrote:

Hand: Aqueous Orb, Major Cure, Divine Fortune, Icy Prison (Core), Angelic Armor, Headband of Mental Superiority, Mountaineer, Fortune-Teller, Fox (Core), The Healing Light, The Lady of Mysteries,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Rocky Cliff
Hero Points: 3
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Staff of Weather, Lyrune-quah Truthspeaker, Fly, The All-Seeing Eye, Divine Blaze, Repelling Pike +1, Pharasma's Knowing, Nethys's Duality, Wand of Restorative Touch, Find Traps, Steal Soul
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -
Great Stone Bridge"


Deck Handler

Hero Point: Card feat (7): Armor (1)

Upgrades:
Armor 5: Fill new empty Armor slot with Angelic Armor

Loot:
I'll take Staff of Weather (I don't think anyone else wants it?), swapping out Crystal Ball (alas!).


Deck Handler

Earlier...
Healing Seltyiel: 1d4 + 1 ⇒ (2) + 1 = 3
and again...
Healing Seltyiel: 1d4 + 1 ⇒ (4) + 1 = 5


Deck Handler

Off turn: Discard Healing Light for Seltyiel. Cast Find Traps for Maznar
Recharge Find Traps? Divine 8, maznar, df: 1d10 + 6 + 1d4 + 1 + 1d6 ⇒ (3) + 6 + (1) + 1 + (5) = 16

It is the hour of the Gods

Scenario Power: At the start of your turn, you may summon and encounter the henchman Enemy Ship; if you do not defeat an Enemy Ship, your ship is dealt 1d4-1 structural damage and you are dealt 1d4-2 Fire damage.

Random ship: 1d24 ⇒ 17

Random Ship 17 is Sanbalot:

Ship 3
Class 3
Check to Defeat
Dexterity
Stealth
9
OR
Wisdom
Survival
7

When Encountered
Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When Commanding
This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.

Check to Repair
Craft
6

When Commanding (Wrecked)
At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.

BYA each character at the location takes 1d4-1 Ranged Combat dmg.
Ranged Combat dmg for Augustille: 1d4 - 1 ⇒ (1) - 1 = 0

Wis 7, maznar, df: 1d10 + 4 + 1d4 + 1 + 1d6 ⇒ (2) + 4 + (2) + 1 + (2) = 11

Start of Turn: send Divine Fortune to Recovery

Augustille power: at the start of your turn, discard a card (Discard Fly), then examine the top card of your location (which is n/a); then you may examine the top card of another occupied location (which is Widowmaker Isle Card 2: Jagged Shoals).

Move to: Widowmaker Isle together with the gang.
Location Power: For each ally in your discard pile, the difficulty of your checks is increased by 1.

Free exploration

Widowmaker Isle Card 2 is Jagged Shoals:

SS
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

Wis 11, maznar, headband: 1d10 + 4 + 1d4 + 1 + 1d4 ⇒ (6) + 4 + (2) + 1 + (2) = 15

oops, I forgot to stash a plunder for defeating SoT ship: 1d6 ⇒ 2
Stash a spell as plunder

Discard Crystal Ball to examine top 3 of location: 3: Oni Mariner (henchman); 4: Treasure Hunt; 5: Crawling Cyclops Hands - reorder as 5, 4, 3, then explore

Widowmaker Isle Card 5 is Crawling Cyclops Hands:

SS
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

Divine 10, maznar, headband: 1d10 + 6 + 1d4 + 1 + 1d4 ⇒ (8) + 6 + (4) + 1 + (4) = 23

Discard Lady of Mysteries - draw 3 cards: Icy Prison, Major Cure, Wand of Restorative Touch; recharge 3 cards: Divine Blaze, Icy Prison, and Headband - then explore

Widowmaker Isle Card 4 is Treasure Hunt:

SS
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.

Everyone may attempt Int/Knowledge 7+6=13 check to draw a random item (don't forget the difficulty is +1 for each ally in your discards); as long as someone makes the check, the barrier is defeated.

Augustille casts Major Cure and Wand of Restorative Touch to heal 2 characters, depending on who needs it the most - pending Discord discussion and resolution of earlier Ranged Combat dmg.

Augustille heals one random card from discards from Major Cure: Crystal Ball

End turn: Augustille power - heal a card (Lady of Mysteries is healed)

Recovery Phase:
Recharge Divine Fortune? Divine 13, maznar: 1d10 + 6 + 1d4 + 1 ⇒ (8) + 6 + (3) + 1 = 18
Recharge Major Cure? Divine 10, maznar: 1d10 + 6 + 1d4 + 1 ⇒ (6) + 6 + (3) + 1 = 16
Recharge Wand of Restorative Touch? Divine 12, maznar: 1d10 + 6 + 1d4 + 1 ⇒ (4) + 6 + (2) + 1 = 13

Reset Hand

"Board Status
Notes for Maznar: takes 1d4-1 Ranged Combat dmg
May attempt Treasure Hunt (Int/Knowledge 13 +1 for each ally in your Discards) with +1d4+1 from Maz

Notes for Damiel: takes 1d4-1 Ranged Combat dmg
May attempt Treasure Hunt (Int/Knowledge 13 +1 for each ally in your Discards) with +1d4+1 from Maz

Notes for Jirelle: takes 1d4-1 Ranged Combat dmg
May attempt Treasure Hunt (Int/Knowledge 13 +1 for each ally in your Discards) with +1d4+1 from Maz

Notes for Ak: takes 1d4-1 Ranged Combat dmg
May attempt Treasure Hunt (Int/Knowledge 13 +1 for each ally in your Discards) with +1d4+1 from Maz

Notes for Seltyiel: May attempt Treasure Hunt (Int/Knowledge 13 +1 for each ally in your Discards) with +1d4+1 from Maz
Fog Bank CLOSED
Seltyiel, Maznar, Ak, Jirelle, Augustille, Damiel - Widowmaker Isle 4?, 3, 6-11 remain // 4: Treasure Hunt (but banished as long as one person beats the check); 3: Oni Mariner (closing henchman)
Fringes of the Eye CLOSED
Raker Shoals CLOSED
Gannet Island CLOSED
Cannibal Isle CLOSED
Gozreh's Flow CLOSED
Dagon's Jaws 1 1-7 remain
Dagon's Jaws 2 1-5 remain"

"

Augustille wrote:

Hand: Steal Soul, Divine Blaze, Headband of Mental Superiority, Lyrune-quah Truthspeaker, Fox, Pharasma's Knowing, Nethys's Duality, Flaming Buckler Gun,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Current Location: Widowmaker Isle
Hero Points: 3
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Truthspeaker: +1d6 to local Wis/Divine

Fox: recharge +1d4 to local Int/Wis

Nethys's Duality: On an Intelligence or a Wisdom check, freely discard to bless.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Crystal Ball, Fortune-Teller (Core), Find Traps, Icy Prison (Core), The Lady of Mysteries, Repelling Pike +1, Wolf, Aqueous Orb
Recharged: Divine Fortune, Major Cure, Wand of Restorative Touch,
Discard Pile: The All-Seeing Eye, The Healing Light, Fly,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

Send Wand of Restorative Touch to Recovery to heal Jirelle
Healing: 1d4 + 1 ⇒ (4) + 1 = 5

Recharge Wand? Divine 12, maznar, df, headband: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (6) + 6 + (1) + 1 + (6) + (2) = 22

"

Augustille wrote:

Hand: Divine Blaze, Find Traps, Fly, Headband of Mental Superiority, Crystal Ball, The Healing Light, The Lady of Mysteries, Flaming Buckler Gun,

Displayed: Divine Fortune,
Deck: 12 Discard: 1 Buried: 0
Current Location: Gozreh's Flow
Hero Points: 3
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Divine Fortune is displayed by Augustille (+1d6 to local checks)

Find Traps: +2 dice vs any barrier

Healing Light: any check, discard to bless. If the character succeeds at the check, they heal a card.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Aqueous Orb, Fox, Nethys's Duality, Wand of Restorative Touch, Icy Prison (Core), Repelling Pike +1, Wolf, Major Cure, Pharasma's Knowing, Fortune-Teller (Core), Steal Soul, Lyrune-quah Truthspeaker
Recharged:
Discard Pile: The All-Seeing Eye,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

BA fire dmg: 1d4 ⇒ 2
Augustille's power increases this to 3. Reveal Flaming Buckler Gun to reduce by 3 to 0

BA fire dmg: 1d4 ⇒ 2
Augustille's power increases this to 3. Reveal Flaming Buckler Gun to reduce by 3 to 0

"

Augustille wrote:

Hand: Divine Blaze, Find Traps, Fly, Wand of Restorative Touch, Headband of Mental Superiority, Crystal Ball, The Healing Light, The Lady of Mysteries, Flaming Buckler Gun,

Displayed: Divine Fortune,
Deck: 11 Discard: 1 Buried: 0
Current Location: Gozreh's Flow
Hero Points: 3
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Divine Fortune is displayed by Augustille (+1d6 to local checks)

Find Traps: +2 dice vs any barrier

Wand of Restorative Touch: local healing 1d4+1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Steal Soul, Icy Prison (Core), Fortune-Teller (Core), Pharasma's Knowing, Major Cure, Nethys's Duality, Wolf, Fox, Lyrune-quah Truthspeaker, Repelling Pike +1, Aqueous Orb
Recharged:
Discard Pile: The All-Seeing Eye,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

Plunder choice: Spell.
Random Spell 2 is Freezing Storm (Spell 3). I think this is just being stashed, not drawn, yes?


Deck Handler

Plunder: 1d6 ⇒ 3 armor
Pretty sure non-basic, non-elite means level 4+ so skipping past random armor 1 (Besmaran Vestments, level 3) to pick up:

Random Armor 2 is Flaming Buckler Gun:

SS
Armor 6
Traits:
Shield
Firearm
Magic
To Acquire:
Dexterity
Ranged 10
THEN Constitution
Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.


Deck Handler

Off turn: draw card when Maz casts Renewal: Fly

It is the hour of Abadar

Scenario Power: At the start of your turn, you may summon and encounter the henchman Enemy Ship; if you do not defeat an Enemy Ship, your ship is dealt 1d4-1 structural damage and you are dealt 1d4-2 Fire damage.

Enemy Ship: 1d24 ⇒ 18

Blood Moon:

Ship 4
Class 4
Check to Defeat
Wisdom
Survival
9
OR
Arcane
Divine
11

When Encountered
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.
When Commanding
Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.

Check to Repair
Craft
7

When Commanding (Wrecked)
When you encounter a bane, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat that bane is increased by 3.

BYA - n/a
Display Divine Fortune
Divine 11, maznar: 1d10 + 6 + 1d4 + 1 + 1d6 ⇒ (3) + 6 + (1) + 1 + (1) = 12

Seize the ship - we are now aboard the Blood Moon.

Augustille power: at the start of your turn, discard a card (Discard Fly), then examine the top card of your location (which is n/a); then you may examine the top card of another occupied location (which is Gannet Island 1=Blood Hag).

Move to: Gozreh's Flow (with the rest of the crew)
Location Power: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random location; then end your move step.

Free exploration

Gozreh's Flow Card 1 is Giant Jellyfish:

SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.

Display Aqueous Orb
Recharge Truthspeaker
Combat 18 (22), maznar, DF: 1d10 + 6 + 1d6 + 1d4 + 1 + 1d6 + 1d6 ⇒ (8) + 6 + (4) + (4) + 1 + (4) + (4) = 31
Truthspeaker: heal 2 cards (Fly is only card in discards)

Discard All-Seeing Eye to examine top 2 of location: Teleportation Trap and Tetrolimulus, swap order, then explore

Gozreh's Flow Card 3 is Tetrolimulus:

SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 23
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.

Combat 23, maznar, DF, discard orb: 1d10 + 6 + 3d6 + 1d4 + 1 + 1d6 ⇒ (2) + 6 + (2, 3, 2) + (1) + 1 + (1) = 18
Hero Point (down to 3)
Combat 23, maznar, DF, discard orb: 1d10 + 6 + 3d6 + 1d4 + 1 + 1d6 ⇒ (5) + 6 + (3, 4, 2) + (1) + 1 + (2) = 24
Forced reroll:
Combat 23, maznar, DF, discard orb: 1d10 + 6 + 3d6 + 1d4 + 1 + 1d6 ⇒ (4) + 6 + (1, 3, 6) + (3) + 1 + (5) = 29

End turn: Augustille power - heal a card (Orb is healed)

Recovery Phase:

Reset Hand

"Board Status
Apparatus of the Octopus
Divine Fortune displayed by Augustille
Seized Blood Moon - the crew is now aboard it.

Notes for Damiel: Must do Dex/Acro 11 or suffer 1d4 Cold damage must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
Notes for Jirelle: Succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.May draw a card from Renewal.
Notes for Ak: Succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.May draw a card from Renewal.

Fog Bank CLOSED
Widowmaker Isle 1-10 remain
Fringes of the Eye 1-10 remain
Raker Shoals 1-10 remain
Damiel - Gannet Island 1-10 remain // 1=Blood Hag
Seltyiel - Cannibal Isle CLOSED
Maznar, Ak, Jirelle, Augustille - Gozreh's Flow 2, 4-10 remain // 2=Teleportation Trap
Dagon's Jaws 1 CLOSED
Dagon's Jaws 2 1-4 remain"

"

Augustille wrote:

Hand: Divine Blaze, Find Traps, Fly, Wand of Restorative Touch, Headband of Mental Superiority, Crystal Ball, The Healing Light, The Lady of Mysteries,

Displayed: Divine Fortune,
Deck: 11 Discard: 1 Buried: 0
Current Location: Gozreh's Flow
Hero Points: 3
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Divine Fortune is displayed by Augustille (+1d6 to local checks)

Find Traps: +2 dice vs any barrier

Wand of Restorative Touch: local healing 1d4+1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fox, Nethys's Duality, Pharasma's Knowing, Fortune-Teller (Core), Steal Soul, Wolf, Repelling Pike +1, Icy Prison (Core), Major Cure, Lyrune-quah Truthspeaker, Aqueous Orb
Recharged:
Discard Pile: The All-Seeing Eye,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

on Maznar's turn: reveal Wolf to draw a card: Pharasma's Knowing.

Move to Fog Bank with everyone else

Autofail Dex 13
Elec dmg: 1d6 ⇒ 3
Augustille power: reduce by 1. Discard Divine Blaze and Fly for 2 dmg

Discard Fortune-Teller, Wolf, Pharasma's Knowing, and Nethys's Duality for 4 Structural dmg

Send Major Cure to Recovery to heal self
Healing: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6
All 6 cards in Discards healed!

At the end of Maznar's turn:
Recharge Major Cure? Divine 10, maznar: 1d10 + 6 + 1d4 + 1 ⇒ (3) + 6 + (1) + 1 = 11

"

Augustille wrote:

Hand: Divine Fortune, Aqueous Orb, Lyrune-quah Truthspeaker, The All-Seeing Eye,

Displayed:
Deck: 17 Discard: 0 Buried: 0
Current Location: Fog Bank
Hero Points: 4
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Divine Fortune can be displayed by Augustille (+1d6 to local checks) - unless needed, I'll wait to display this at the start of my turn since that gives it maximum duration.

Truthspeaker: +1d6 to local Wis/Divine

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pharasma's Knowing, Headband of Mental Superiority, Wolf, Repelling Pike +1, Fly, Icy Prison (Core), The Healing Light, Divine Blaze, Fortune-Teller (Core), The Lady of Mysteries, Find Traps, Fox, Nethys's Duality, Wand of Restorative Touch, Crystal Ball, Steal Soul
Recharged: Major Cure,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

Autofail Dex 11 even with Maz help
Cold dmg: 1d4 ⇒ 1
Aug power reduces by 1 to 0


Deck Handler

Starting with Maznar and the gang. Drawing 2 extra cards.

"

Augustille wrote:

Hand: Fly, Divine Blaze, Divine Fortune, Aqueous Orb, Major Cure, Fortune-Teller (Core), Lyrune-quah Truthspeaker, Wolf, The All-Seeing Eye, Nethys's Duality,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: 8 Dagon's Jaws
Hero Points: 4
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Fly: examine top card of 2 locations; then local character may move.

Divine Fortune can be displayed by Augustille (+1d6 to local checks) - unless needed, I'll wait to display this at the start of my turn since that gives it maximum duration.

Major Cure available for local healing

Truthspeaker: +1d6 to local Wis/Divine

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Repelling Pike +1, Pharasma's Knowing, Wand of Restorative Touch, Headband of Mental Superiority, Steal Soul, Crystal Ball, The Lady of Mysteries, Icy Prison (Core), The Healing Light, Fox, Find Traps
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

Also 6th xp at tier 5 so tier up to level 6.

Save hero point - spent two in that scenario - currently have 4 in the bank.

Upgrade: Item 4 (to replace banished Wand of Restorative Touch.

Bonus Upgrade: Blessing 5 (but use for Blessing 3) - replace The Midwife with The Healing Light.


Deck Handler

Off turn: on Maznar's turn, reveal Wolf to draw a card: Fox.

It is the hour of Sivanah

Scenario Power: At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order. - location is empty so n/a

Augustille power: at the start of your turn, discard a card (Discard Besmaran Vestments), then examine the top card of your location (which is empty so n/a); then you may examine the top card of another occupied location (which is Torture Pit 4=Animated Shield).

Move to: Torture Pit
Location Power: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.

Free exploration

Torture Pit Card 4 is Animated Shield:

SS
Armor 4
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Con 7, maznar, steal soul: 1d8 + 1d4 + 1 + 1d4 ⇒ (7) + (4) + 1 + (2) = 14

Discard Crystal Ball to examine top 3 of location and reorder as: Protect, Albatross, Giant Sea Anemone, then explore

Torture Pit Card 6 is Protect:

SS
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Divine 6, maznar, steal soul, headband: 1d10 + 6 + 1d4 + 1 + 1d4 + 1d4 ⇒ (1) + 6 + (3) + 1 + (1) + (2) = 14

Discard Fox to explore

Torture Pit Card 5 is Albatross:

SS
Ally 5
Traits:
Animal
To Acquire:
Wisdom
Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

Wis 11, maznar, steal soul, headband, fox: 1d10 + 4 + 1d4 + 1 + 1d4 + 1d4 + 1d4 ⇒ (10) + 4 + (1) + 1 + (4) + (3) + (1) = 24

Discard Wolf to explore

Torture Pit Card 7 is Giant Sea Anemone:

SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 20
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

Augustille power: discard Protect to evade; ONE OF Jirelle, Maznar, OR Seltyiel encounters Giant Sea Anemone with 1d4+5 to their checks to defeat.

Presuming the Anemone is defeated...

Discard All-Seeing Eye to examine top 2 of location: Giant Jellyfish, Shrouded Queen (villain), leave in the same order, then explore.

Torture Pit Card 8 is Giant Jellyfish:

SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
OR Dexterity
Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.

Reveal Repelling Pike +1
Combat 11 (15), maznar, steal soul, piercing: 1d10 + 2 + 1d8 + 1 + 1d4 + 1 + 1d4 + 1d8 ⇒ (2) + 2 + (4) + 1 + (2) + 1 + (4) + (3) = 19

End turn: Augustille power - heal a card (Nethys's Duality is healed)
Location Power: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.

Con 10, maznar, steal soul: 1d8 + 1d4 + 1 + 1d4 ⇒ (3) + (1) + 1 + (3) = 8
Bury Find Traps from top of deck

Recovery Phase:

Reset Hand, recharging Animated Shield

At the start of Damiel's turn, use Fly (no cards to examine) to move away to Jungle (to avoid the Queen's nasty BYA

Recharge Fly? Divine 10, steal soul, headband: 1d10 + 6 + 2d4 ⇒ (7) + 6 + (3, 1) = 17

"Board Status
Apparatus of the Octopus

Notes for Maznar: ONE OF Jirelle, Maznar, OR Seltyiel encounters Giant Sea Anemone with 1d4+5 to their checks to defeat.

Notes for Damiel: Given Jirelle's Blessing of Besmara
Recharge The Winged Serpent

Notes for Jirelle: ONE OF Jirelle, Maznar, OR Seltyiel encounters Giant Sea Anemone with 1d4+5 to their checks to defeat.

Notes for Seltyiel: ONE OF Jirelle, Maznar, OR Seltyiel encounters Giant Sea Anemone with 1d4+5 to their checks to defeat.
Augustille - Jungle CLOSED
Tengu Rookery CLOSED // Ship Anchored;
Jirelle, Maznar, Seltyiel - Torture Pit 9-10 remain // 9=Shrouded Queen (villain!)
Dinosaur Corral CLOSED
Eye of Serenity CLOSED
Great Stone Bridge CLOSED
Ak - Ghol-Gan Ruins CLOSED // Storm displayed
Rocky Cliff CLOSED // Storm displayed"

"

Augustille wrote:

Hand: Repelling Pike +1, Aqueous Orb, Divine Blaze, Headband of Mental Superiority, Albatross, Lyrune-quah Truthspeaker, Nethys's Duality,

Displayed: Steal Soul,
Deck: 7 Discard: 8 Buried: 1
Current Location: Jungle
Hero Points: 3
Tshirt Reroll: Used
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Truthspeaker: +1d6 to local Wis/Divine

Nethys's Duality: On an Intelligence or a Wisdom check, freely discard to bless.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Icy Prison (Core), Major Cure, Divine Fortune, The Lady of Mysteries, Fortune-Teller (Core)
Recharged: Animated Shield, Fly,
Discard Pile: Pharasma's Knowing, Skeleton Anchor, Besmaran Vestments, Crystal Ball, Fox, Wolf, Protect, The All-Seeing Eye,
Buried Pile: Find Traps,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

It is the hour of Asmodeus

Scenario Power: At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order: n/a

Augustille power: at the start of your turn, discard a card (Discard Besmaran Vestments), then examine the top card of your location (which is n/a); then you may examine the top card of another occupied location (which is Jungle 1=Skeleton Anchor).

Start of Turn: banish Divine Fortune to Recovery

Move to: Jungle
Location Power: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.

Free exploration

Jungle Card 1 is Skeleton Anchor:

SS
Item 4
Traits:
Object
Magic
To Acquire:
Wisdom
Survival
Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.

Recharge Truthspeaker
Ask Seltyiel to display Create Mindscape at Jungle
Divine 13+5=18, headband, steal soul: 1d10 + 6 + 2d4 + 1d6 + 1d4 ⇒ (4) + 6 + (3, 2) + (1) + (4) = 20

Truthspeaker: after the check, heal 2 cards: Crystal Ball and Besmaran Vestments

Discard All-Seeing Eye to examine top 2 of location: Periscope and Tentacle Slaver, swap their order, then explore

Jungle Card 3 is Tentacle Slaver:

None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.

Before you act, a character at your location summons and encounters a monster from the box: Augustille takes it.

Random Monster 1 is Werecrocodile:

SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.

Augustille power: discard Skeleton Anchor to evade and let Seltyiel encounter Werecrocodile with +1d4+5 to their checks to defeat.

Back to Tentacle Slaver
Wis 8, headband, steal soul, mindscape: 1d10 + 4 + 3d4 ⇒ (8) + 4 + (4, 4, 2) = 22
Combat 18, headband, steal soul, mindscape, icy prison: 1d10 + 6 + 4d6 + 3d4 ⇒ (4) + 6 + (3, 2, 4, 1) + (4, 1, 3) = 28

Curse of the Flesheaters:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.

Divine 16, headband, steal soul, mindscape, nethys's duality: 2d10 + 6 + 3d4 ⇒ (9, 1) + 6 + (4, 2, 1) = 23

When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.

Wis 5+5=10, headband, steal soul, mindscape: 1d10 + 4 + 3d4 ⇒ (8) + 4 + (4, 4, 2) = 22

Jungle is closed. Seltyiel's Mindscape goes to Recovery

When Permanently Closed: On closing, if more than one location is not permanently closed (3 locations are not permanently closed), shuffle a random barrier into each open location; add random barriers to Torture Pit, Dinosaur Corral, and Ghol Ghan Ruins

End turn: Augustille power - heal a card (All-Seeing Eye is healed)

Recovery Phase:
Recharge Divine Fortune? Divine 13, headband, steal soul: 1d10 + 6 + 2d4 ⇒ (8) + 6 + (3, 3) = 20
Recharge Icy Prison? Divine 14, headband, steal soul: 1d10 + 6 + 2d4 ⇒ (8) + 6 + (4, 1) = 19

Reset Hand

"Board Status
Most Recent BR Refresh
Apparatus of the Octopus

Notes for Jirelle: Discard Blessing of Maat
Notes for Ak: May draw a card at the start of Maznar's turn.
Notes for Seltyiel: Heal for 5
Display Create Mindscape at Jungle
Must encounter Werecrocodile with +1d4+5 to your checks to defeat
Mindscape goes to Recovery

Seltyiel, Augustille - Jungle CLOSED
Tengu Rookery CLOSED // Ship Anchored;
Torture Pit 1-10+random barrier (all shuffled) remain // 1=Barracuda Aiger, random barrier
Jirelle - Dinosaur Corral 1-3+random barrier (all shuffled) remain // random barrier
Maznar - Eye of Serenity CLOSED
Damiel, Ak - Great Stone Bridge CLOSED
Ghol-Gan Ruins 1-8+random barrier (all shuffled) remain // 1=Tentacle Slaver 2=Darkforest Anemone, random barrier
Rocky Cliff CLOSED // Storm displayed"

"

Augustille wrote:

Hand: Repelling Pike +1, Aqueous Orb, Divine Blaze, Besmaran Vestments, Crystal Ball, Headband of Mental Superiority, Wolf, The All-Seeing Eye,

Displayed: Steal Soul,
Deck: 9 Discard: 3 Buried: 0
Current Location: Jungle
Hero Points: 3
Tshirt Reroll: Used
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Truthspeaker: +1d6 to local Wis/Divine

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fly, Lyrune-quah Truthspeaker, The Lady of Mysteries, Find Traps, Fox, Major Cure, Fortune-Teller (Core)
Recharged: Divine Fortune, Icy Prison (Core),
Discard Pile: Pharasma's Knowing, Skeleton Anchor, Nethys's Duality,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

As noted in my previous post, use Fly to move to Damiel's new location (i.e. Great Stone Bridge) at the start of Damiel's turn (that has now already passed).

"

Augustille wrote:

Hand: Repelling Pike +1, Icy Prison (Core), Besmaran Vestments, Headband of Mental Superiority, Lyrune-quah Truthspeaker, The All-Seeing Eye, Nethys's Duality,

Displayed: Steal Soul, Divine Fortune,
Deck: 9 Discard: 2 Buried: 0
Current Location: Great Stone Bridge
Hero Points: 3
Tshirt Reroll: Used
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Truthspeaker: +1d6 to local Wis/Divine

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wolf, Aqueous Orb, Fox, Fortune-Teller (Core), The Lady of Mysteries, Divine Blaze, Find Traps
Recharged: Major Cure, Fly,
Discard Pile: Pharasma's Knowing, Crystal Ball,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

Off turn: at the start of Maznar's turn, reveal Wolf to draw a card: Divine Fortune.

It is the hour of Asmodeus

Scenario Power: At the start of your turn, you may examine the top 2 cards of your location deck then return them in any order.
At This Location: If you examine 1 or more cards, examine 1 more card.
Reorder Eye of Serenity 4=Ambush; 5=Will-o'-Wisp; 6=Tentacle Slaver - reorder as: Tentacle Slaver, Will-o'-Wisp, Ambush

Augustille power: at the start of your turn, discard a card (Discard Wolf), then examine the top card of your location (which is already known); then you may examine the top card of another occupied location (which is Rocky Cliff 3=Besmaran Vestments, 4=Phantom Fog).
At This Location: If you examine 1 or more cards, examine 1 more card.

Move to: Rocky Cliff; per Discord, Maznar discards Allosaurus to move there as well (and then does trick with discarding a spell (tbd) to redraw it)
Location Power: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.

Display Divine Fortune by Augustille.

Send Major Cure to Recovery to heal Seltyiel

Free exploration

Rocky Cliff Card 3 is Besmaran Vestments:

SS
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Con 6, maznar, df, steal soul: 1d8 + 1d4 + 1 + 1d6 + 1d4 ⇒ (6) + (3) + 1 + (5) + (1) = 16

Discard Pharasma's Knowing: draw 2 cards: Fox and Truthspeaker, then recharge 2 cards: Fox and Besmaran Vestments, then explore

Rocky Cliff Card 4 is Phantom Fog:

SS
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15
If undefeated, move to a random open location and shuffle this card into that location.

Recharge Truthspeaker
Wis 15, maznar, df, steal soul, truthspeaker: 1d10 + 4 + 1d4 + 1 + 1d6 + 1d4 + 1d6 ⇒ (3) + 4 + (4) + 1 + (6) + (1) + (6) = 25
Truthspeaker: heal 2 cards: Fortune-Teller and Divine Blaze

Discard Crystal Ball to examine top 3 of location: Pirate Captain, Tentacle Slaver, Storm. Reorder as: Slaver, Captain, Storm, then explore

Rocky Cliff Card 6 is Tentacle Slaver:

None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.

BYA either Maznar or Seltyiel summon and encounter Random Monster 1

Random Monster 1 is Mercenary:

SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

Maznar's check vs Mercenary (per Discord), plus 1d6 from DF: 10 + 1d8 + 1d4 + 11 + 1d6 ⇒ 10 + (2) + (3) + 11 + (1) = 27

Wis 8, maznar, df, steal soul: 1d10 + 4 + 1d4 + 1 + 1d6 + 1d4 ⇒ (6) + 4 + (2) + 1 + (4) + (4) = 21

Maznar's check vs Tentacle Slaver (Combat 18), plus 1d6 from DF: 10 + 1d8 + 1d4 + 11 + 1d6 ⇒ 10 + (4) + (4) + 11 + (4) = 33

Scenario Power: Before you attempt to close a location, if the henchman Curse of the Flasheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters;

Curse of the Flesheaters:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.

Discard Nethys's Duality to bless
Divine 16, maznar, df, steal soul: 2d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (7, 8) + 6 + (1) + 1 + (2) + (2) = 27

When Closing: Banish a boon: banish The Midwife

When Permanently Closed: On closing, you may examine the top card of any location deck (Dinosaur Corral Card 1: Royster McCleagh); if it's a non-henchman, non-villain monster, banish it: n/a

Send Major Cure to Recovery to heal Seltyiel
Healing: 1d4 + 1 ⇒ (2) + 1 = 3 Augustille also heals 1: Wolf

End turn: Augustille power - heal a card (Nethys's Duality is healed)

Recovery Phase:
Recharge Major Cure, Divine 10, maznar, df, steal soul: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (8) + 6 + (1) + 1 + (2) + (1) = 19

Reset Hand

At the start of Damiel's turn (after Storm is resolved at Damiel's location): send Fly to Recovery to examine top cards of Jungle 1=Audessa Reyquio; Ghol-Gan Ruins Card 1=Darkforest Anemone. Then Augustille moves to wherever Damiel is going (unless it's the location that Storm moved to) to provide Divine Fortune assistance (and I think Maznar can also do the same?).

Recharge Fly? Divine 10, df, steal soul, headband: 1d10 + 6 + 1d6 + 2d4 ⇒ (1) + 6 + (3) + (2, 2) = 14

"Board Status
Most Recent BR Refresh
Apparatus of the Octopus
Divine Fortune is displayed by Augustille

Notes for Damiel: Recharge The Winged Serpent
Augustille moves (via Fly) to whatever location Damiel is planning to explore (unless it's where Storm winds up)

Notes for Jirelle: Discard Blessing of Abadar

Notes for Seltyiel: Take 1d4 +1 Ranged Combat damage.
Heal 3 cards

Damiel - Jungle 1-5 remain // Storm displayed; 1=Audessa Reyquio;
Tengu Rookery CLOSED // Ship Anchored;
Torture Pit 1-10 remain // 1=Barracuda Aiger
Jirelle - Dinosaur Corral 1-6 remain // 1=Royster McCleagh
Eye of Serenity 6, 5, 4, 7, 8 remain // 6=Tentacle Slaver; 5=Will-o'-Wisp; 4=Ambush; 7=Safe Harbor; 8=Shackles Pirate
Great Stone Bridge 1-10 remain // 1=Sargassum Fiend
Ak - Ghol-Gan Ruins 1-8 remain // 1=Darkforest Anemone
Seltyiel, Augustille, Maznar - Rocky Cliff CLOSED"

"

Augustille wrote:

Hand: Repelling Pike +1, Icy Prison (Core), Besmaran Vestments, Headband of Mental Superiority, Lyrune-quah Truthspeaker, The All-Seeing Eye, Nethys's Duality,

Displayed: Steal Soul, Divine Fortune,
Deck: 9 Discard: 2 Buried: 0
Current Location: Damiel's location for the coming turn
Hero Points: 3
Tshirt Reroll: Used
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Truthspeaker: +1d6 to local Wis/Divine

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Aqueous Orb, Fortune-Teller (Core), The Lady of Mysteries, Find Traps, Wolf, Divine Blaze, Fox
Recharged: Major Cure, Fly,
Discard Pile: Pharasma's Knowing, Crystal Ball,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

Off turn: at the end of Seltyiel's turn (location power) examine top of Jungle = Siren Caller; Start of Maznar's turn draw a card: Major Cure; When Maznar defeats Mercenary, display Steal Soul; At the end of Maznar's turn (location power) examine top of Torture Pit = Barracuda Aiger.

It is the hour of Erastil

Augustille power: at the start of your turn, discard a card (Discard Fortune-Teller), then examine the top card of your location (which is Spiny Eurypterid); then you may examine the top card of another occupied location (which is n/a).

Scenario Power: At the start of your turn, you may examine the top 2 cards of your location deck: Spiny Eurypterid and Albatross Soup; then return them in any order: leave them in the same order.

Free exploration

Tengu Rookery Card 8 is Spiny Eurypterid:

SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.

Send Divine Blaze to Recovery
Combat 21, maznar, df, steal soul: 1d10 + 6 + 3d8 + 1d4 + 1 + 1d6 + 1d4 ⇒ (4) + 6 + (5, 4, 6) + (3) + 1 + (2) + (2) = 33
REQUIRED REROLL Combat 21, maznar, df, steal soul: 1d10 + 6 + 3d8 + 1d4 + 1 + 1d6 + 1d4 ⇒ (5) + 6 + (8, 1, 6) + (1) + 1 + (5) + (3) = 36

Discard All-Seeing Eye to examine top 2 of location - Albatross Soup & Tentacle Slaver - swap their order - then explore.

Tengu Rookery Card 10 is Tentacle Slaver:

None
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Wisdom 8
THEN Combat 18
Before you act, a character at your location summons and encounters a monster from the box.
If undefeated, draw a card, bury a card, discard a card, then recharge a card.
If defeated, you may immediately attempt to close the location this henchman came from.

BYA, ask one of the Fighter types (Jirelle, Ak, or Seltyiel, I presume?) to summon and encounter Random Monster 1. Since the result of the encounter won't affect the rest of my turn I'll keep going...

Random Monster 1 is... (don't look until who is going to take the encounter is decided):
Sea Serpent
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.

Wis 8, maznar, df, steal soul: 1d10 + 4 + 1d4 + 1 + 1d6 + 1d4 ⇒ (2) + 4 + (4) + 1 + (1) + (4) = 16

Reveal Pike
Combat 18, maznar, df, steal soul, onboard ship: 1d10 + 2 + 1d8 + 1 + 1d4 + 1 + 1d6 + 1d4 + 1d4 ⇒ (1) + 2 + (3) + 1 + (1) + 1 + (2) + (4) + (2) = 17
Spend 1 hero point to reroll (down to 4)
Combat 18, maznar, df, steal soul, onboard ship: 1d10 + 2 + 1d8 + 1 + 1d4 + 1 + 1d6 + 1d4 + 1d4 ⇒ (5) + 2 + (2) + 1 + (1) + 1 + (2) + (4) + (4) = 22

Scenario Power: Before you attempt to close a location, if the henchman Curse of the Flasheaters is displayed next to your character, summon and encounter the henchman Abyssal Scavenger. Otherwise, summon and encounter the henchman Curse of the Flesheaters; if undefeated, display it next to your character. If you do not defeat the henchman, ignore all requirements to close the location, and you automatically fail your attempt to close it.

Curse of the Flesheaters:

Henchman
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.

Divine 16, maznar, df, steal soul: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (1) + 6 + (2) + 1 + (2) + (1) = 13
Spend 1 hero point to reroll (down to 3)
Divine 16, maznar, df, steal soul: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (3) + 6 + (1) + 1 + (2) + (2) = 15
Use paizo tshirt to reroll the d4
Divine 16: 14 + 1d4 ⇒ 14 + (2) = 16

When Closing: Banish an item - Wand of Restorative Touch

When Permanently Closed: On closing, you may examine the top card of your deck (Aqueous Orb); then you may recharge it or give it to another character.

[ooc]Send Fly to Recovery to examine top card of two locations: Ghol-Gan Ruins 1=Mercenary and Great Stone Bridge 1=Sargassum Fiend; then Augustille moves to Eye of Serenity (others can't move along due to ship is anchored).

End turn: Augustille power - heal a card (All-Seeing Eye is healed)

Recovery Phase:
Recharge Divine Blaze? Divine 14, steal soul: 1d10 + 6 + 1d4 ⇒ (2) + 6 + (4) = 12
Recharge Fly? Divine 10, steal soul: 1d10 + 6 + 1d4 ⇒ (3) + 6 + (2) = 11

Reset Hand

"Board Status
Most Recent BR Refresh
Apparatus of the Octopus, Divine Fortune (Core) displayed by Maznar

Jungle 1-10 remain // 1=Siren Caller
Damiel, Maznar, Ak, Seltyiel, Jirelle - Tengu Rookery CLOSED // Ship Anchored;
Torture Pit 1-10 remain // 1=Barracuda Aiger
Dinosaur Corral 1-10 remain
Augustille - Eye of Serenity 1-10 remain
Great Stone Bridge 1-10 remain // 1=Sargassum Fiend
Ghol-Gan Ruins 1-10 remain // 1=Mercenary
Rocky Cliff 1-10 remain"

"

Augustille wrote:

Hand: Repelling Pike +1, Icy Prison (Core), Major Cure, Crystal Ball, Wolf, The Midwife, Pharasma's Knowing, Nethys's Duality,

Displayed: Steal Soul,
Deck: 9 Discard: 2 Buried: 0
Current Location: Eye of Serenity
Hero Points: 3
Tshirt Reroll: Used
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.

Major Cure available for local healing

Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Divine Fortune, Fox, The Lady of Mysteries, Aqueous Orb, Lyrune-quah Truthspeaker, Find Traps, The All-Seeing Eye, Headband of Mental Superiority
Recharged: Fly,
Discard Pile: Fortune-Teller (Core), Divine Blaze,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

Start with everyone else at the Rookery.

Draw hand, then draw 2 extra cards.

"

Augustille wrote:

Hand: Repelling Pike +1, Steal Soul, Divine Blaze, Icy Prison (Core), Fly, Wand of Restorative Touch, Wolf, Fortune-Teller (Core), The Midwife, The All-Seeing Eye,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Tengu Rookery
Hero Points: 5
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Fly: examine top card of 2 locations; then local character may move.

Wand of Restorative Touch: local healing 1d4+1

Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Lady of Mysteries, Fox, Aqueous Orb, Find Traps, Lyrune-quah Truthspeaker, Pharasma's Knowing, Headband of Mental Superiority, Crystal Ball, Nethys's Duality, Major Cure, Divine Fortune
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

For the adventure reward, Skill Feat +1 (up to 6 skill feats): up to +2 Str.


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Deck Handler

Hero Point - save; now have 5 in reserve.

Deck upgrade:
Blessing 5: 1d1000 ⇒ 509

I think this means that Ak and Augustille can both take Blessing upgrades, Jirelle Item, and Damiel Spell, and it doesn't look like anyone else wants an upgrade. Sound correct?

Assuming yes, Augustille uses Blessing upgrade to replace Prayer with The All-Seeing Eye.


Deck Handler

At the end of Maznar's turn, send Major Cure to recovery to heal self
Healing: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Recharge Major Cure? Divine 10, maznar, headband, df: 1d10 + 6 + 1d4 + 1 + 1d4 + 1d6 ⇒ (5) + 6 + (1) + 1 + (4) + (5) = 22

It is the hour of Asmodeus

SoT: draw Pearl of Sirines

Scenario Power: At the start of your turn, succeed at a Strength, Melee, Constitution, or Fortitude 11 check or move to a random other location then roll 1d4:
1. Your ship is dealt 1d4 Structural damage.
2. You are dealt 1d4 Combat damage.
3. Discard a random card.
4. Bury a random card from your discard pile.

SoT Str 11, maznar, df, steal soul: 1d10 + 1 + 1d4 + 1 + 1d6 + 1d4 ⇒ (5) + 1 + (2) + 1 + (1) + (4) = 14

Augustille power: at the start of your turn, discard a card (Discard Breastplate), then examine the top card of your location (which is n/a); then you may examine the top card of another occupied location (which is n/a).

Start of Turn: Divine Fortune goes to Recovery

Edit: see down below for SoT Storm die roll (5 structural dmg)
Jirelle reduces structural dmg by 1; Apparatus of the Octopus reduces it by 2; 2 structural dmg still needs to be absorbed by the party - Damiel discards Keen Falcata and Augustille discards Prayer.
Edit: see below for Storm relocation die roll - Storm moves to Dagon's Jaws 1

Location Power: At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random location; then end your move step.

Wis 7, maznar, steal soul, headband: 1d10 + 4 + 1d4 + 1 + 2d4 ⇒ (10) + 4 + (3) + 1 + (4, 3) = 25

Move with entire group to Gozreh's Flow

Display Pearl of Sirines at Gozreh's Flow

Free exploration

Gozreh's Flow Card 1 is Symbol of Insanity:

SS
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

recharge Truthspeaker
Divine 14, maznar, steal soul, headband: 1d10 + 6 + 3d4 + 1 + 1d6 ⇒ (2) + 6 + (2, 3, 4) + 1 + (4) = 22
Truthspeaker: heal 2 cards

discard Milani to explore

Gozreh's Flow Card 2 is Ambush:

SS
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Perception 9+5=14, maznar, steal soul, headband: 1d10 + 7 + 3d4 + 1 ⇒ (7) + 7 + (2, 1, 1) + 1 = 19

Explore from Ambush

Gozreh's Flow Card 3 is Koko:

SS
Monster 4
Traits:
Plant
Treant
To Defeat:
Combat 17
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.

BYA each character takes 1 Ranged Combat dmg.
Augustille power reduces 1 ranged combat dmg by 1 to 0.

Send Divine Blaze to Recovery
Combat 17, maznar, steal soul, headband, fire trait: 1d10 + 6 + 3d8 + 3d4 + 1 + 1d8 ⇒ (6) + 6 + (3, 6, 2) + (1, 2, 3) + 1 + (8) = 38

Discard Pharasma's Knowing to draw 2 cards - Truthspeaker and Rekkish - then recharge 2 cards - Find Traps and Rekkish - then explore

Gozreh's Flow Card 4 is Kraken Tentacle:

None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.

BYA Structural dmg: 1d4 ⇒ 2
Apparatus of the Octopus reduces by 2 to 0
each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check (+2d4+1 from Maznar and Pearl) or be dealt 1d4 Combat damage and discard the top card of his deck

Str 11, maznar, pearl, steal soul: 1d10 + 1 + 3d4 + 1 ⇒ (3) + 1 + (4, 1, 1) + 1 = 11

Reveal Pike
Ask Maznar for Gorum
Combat 24, maznar, pearl, steal soul, onboard ship: 3d10 + 1 + 1d8 + 1 + 4d4 + 1 ⇒ (9, 5, 7) + 1 + (7) + 1 + (1, 1, 1, 2) + 1 = 36

When Closing: Succeed at a Wisdom or Survival 7 check.
Wis 7, maznar, steal soul, headband: 1d10 + 4 + 3d4 + 1 ⇒ (6) + 4 + (4, 3, 4) + 1 = 22

Gozreh's Flow is closed
Draw Pearl of the Sirines on closing

When Permanently Closed: On closing, move all characters at this location to one other random location.

Other random location: 1d9 ⇒ 6
Everyone moves to Fog Bank

Display Pearl at Fog Bank

Edit: SoT Storm roll
Storm at SoT back at Gannett Island: 1d6 ⇒ 5
Storm moves to random location: 1d9 ⇒ 8

End turn: Augustille power - heal a card (Reflecting Buckler is healed)
Scenario power: At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed, bury the top card of your deck. (For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.)

Recovery Phase:
Recharge Divine Fortune? Divine 13, maznar, steal soul, headband: 1d10 + 6 + 3d4 + 1 ⇒ (6) + 6 + (3, 3, 3) + 1 = 22
Recharge Divine Blaze? Divine 14, maznar, steal soul, headband: 1d10 + 6 + 3d4 + 1 ⇒ (5) + 6 + (2, 4, 1) + 1 = 19

Reset Hand

"Board Status
Most Recent BR Refresh
Apparatus of the Octopus: Active,

Notes for Maznar: Take 1 ranged combat dmg.
Must succeed at a Strength, Melee, Constitution, or Fortitude 11 check (+2d4+1 from Maznar and Pearl) or be dealt 1d4 Combat damage and discard the top card of his deck

Notes for Damiel: Take 1 ranged combat dmg.
Must succeed at a Strength, Melee, Constitution, or Fortitude 11 check (+2d4+1 from Maznar and Pearl) or be dealt 1d4 Combat damage and discard the top card of his deck

Notes for Jirelle: May draw a card from Renewal. You may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to your hand.
Take 1 ranged combat dmg.
Must succeed at a Strength, Melee, Constitution, or Fortitude 11 check (+2d4+1 from Maznar and Pearl) or be dealt 1d4 Combat damage and discard the top card of his deck

Notes for Ak: Take 1 ranged combat dmg.
Must succeed at a Strength, Melee, Constitution, or Fortitude 11 check (+2d4+1 from Maznar and Pearl) or be dealt 1d4 Combat damage and discard the top card of his deck

Notes for Seltyiel: May draw a card from Renewal. You may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to your hand.
Take 1 ranged combat dmg.
Must succeed at a Strength, Melee, Constitution, or Fortitude 11 check (+2d4+1 from Maznar and Pearl) or be dealt 1d4 Combat damage and discard the top card of his deck

Gannet Island CLOSED // Storm displayed here
Raker Shoals 1 remain // 1=Kraken Maw (VILLAIN!)
Shipwreck Graveyard CLOSED
Tempest Cay CLOSED
Gozreh's Flow CLOSED
Damiel, Maznar, Ak, Seltyiel, Augustille, Jirelle - Fog Bank CLOSED // Pearl is displayed here
Fringes of the Eye CLOSED 1-4 remain
Dagon's Jaws 1 1-6 remain // Storm is displayed face up here
Dagon's Jaws 2 1-4 remain // 1=Slip"

"

Augustille wrote:

Hand: Repelling Pike +1, Major Cure, Wand of Restorative Touch, Headband of Mental Superiority, Lyrune-quah Truthspeaker, Merrill Pegsworthy, Wolf, Fortune-Teller (Core),

Displayed: Steal Soul,
Deck: 16 Discard: 3 Buried: 0
Current Location: Gozreh's Flow
Hero Points: 4
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Major Cure and Wand available for local healing

Truthspeaker: +1d6 to local Wis/Divine

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Lady of Mysteries, Nethys's Duality, Fox, Blessing of Norgorber, Fly, Crystal Ball, The Midwife, Aqueous Orb, Brine Dragonhide Breastplate, Icy Prison (Core), Reflecting Buckler, Animate Water
Recharged: Find Traps, Rekkish, Divine Fortune, Divine Blaze,
Discard Pile: Blessing of Milani, Pharasma's Knowing, Prayer,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

At the start of Maznar's turn reveal Wolf to draw a card - Major Cure

Draw a card when Maznar casts Renewal - Pharasma's Knowing

Plunder: 1d6 ⇒ 3

Random Armor 1 is Brine Dragonhide Breastplate:

SS
Armor 4
Traits:
Heavy Armor
Magic
Aquatic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

"

Augustille wrote:

Hand: Repelling Pike +1, Divine Blaze, Find Traps, Major Cure, Brine Dragonhide Breastplate, Headband of Mental Superiority, Wolf, Lyrune-quah Truthspeaker, Pharasma's Knowing, Prayer, Blessing of Milani,

Displayed: Steal Soul, Divine Fortune,
Deck: 9 Discard: 6 Buried: 0
Current Location: Fringes of the Eye
Hero Points: 4
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Divine Fortune is displayed by Augustille (+1d6 to local checks)

Truthspeaker: +1d6 to local Wis/Divine

Find Traps: +2 dice vs any barrier

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Rekkish, Icy Prison (Core), Animate Water, Aqueous Orb, The Lady of Mysteries, Fly, Nethys's Duality, Fortune-Teller (Core), Wand of Restorative Touch
Recharged:
Discard Pile: The Midwife, Crystal Ball, Fox, Blessing of Norgorber, Merrill Pegsworthy, Reflecting Buckler,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

Just a heads up that I'll be on a trip from this Friday through June 28. I'll probably still be able to post from time to time but it'll be erratic.


Deck Handler

Noted: healed 1 (Fortune-Teller), then Rekkish shuffled into deck.

"

Augustille wrote:

Hand: Repelling Pike +1, Divine Blaze, Find Traps, Headband of Mental Superiority, Wolf, Lyrune-quah Truthspeaker, Prayer, Blessing of Milani,

Displayed: Steal Soul, Divine Fortune,
Deck: 11 Discard: 6 Buried: 0
Current Location: Fringes of the Eye
Hero Points: 4
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Divine Fortune is displayed by Augustille (+1d6 to local checks)

Truthspeaker: +1d6 to local Wis/Divine

Find Traps: +2 dice vs any barrier

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Rekkish, Pharasma's Knowing, Major Cure, Animate Water, Fortune-Teller (Core), Aqueous Orb, The Lady of Mysteries, Nethys's Duality, Icy Prison (Core), Fly, Wand of Restorative Touch
Recharged:
Discard Pile: The Midwife, Crystal Ball, Fox, Blessing of Norgorber, Merrill Pegsworthy, Reflecting Buckler,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

Off turn: No animal in hand at the start of Maznar's turn.
Kraken Tentacle BYA on Mavaro's turn - Str 11, maznar, steal soul: 1d10 + 1 + 1d4 + 1 + 1d4 ⇒ (10) + 1 + (3) + 1 + (3) = 18

It is the hour of Gorum

SoT Str 11, maznar, steal soul: 1d10 + 1 + 1d4 + 1 + 1d4 ⇒ (7) + 1 + (2) + 1 + (1) = 12

Augustille power: at the start of your turn, discard a card (Discard Animate Water), then examine the top card of your location (which is n/a); then you may examine the top card of another occupied location (which is n/a).

SoT: draw Pearl of Sirines

Display Divine Fortune

Move to: Fringes of the Eye, taking everyone with me
Location Power: The difficulty of checks to defeat barriers is increased by 3.

Display Pearl of the Sirines

Free exploration

Fringes of the Eye Card 1 is Blessing of Norgorber:

SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
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.

Divine 5, maznar, steal soul, df, headband: 1d10 + 6 + 1d4 + 1 + 1d4 + 1d6 + 1d4 ⇒ (10) + 6 + (3) + 1 + (2) + (2) + (1) = 25

Discard Fortune-Teller to examine top of location - Sea Scourge - then explore

Fringes of the Eye Card 2 is Sea Scourge:

SS
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.

BYA, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage (note Augustille's Divine Fortune is in effect for this).

BYA Con 8, maznar, DF, steal soul, pearl: 1d8 + 1d4 + 1 + 1d6 + 1d4 + 1d4 ⇒ (6) + (3) + 1 + (3) + (2) + (4) = 19

Combat 12, maznar, DF, steal soul, pearl: 1d10 + 1 + 1d4 + 1 + 1d6 + 1d4 + 1d4 ⇒ (2) + 1 + (4) + 1 + (6) + (3) + (2) = 19

Discard Norgorber to explore

Fringes of the Eye Card 3 is Merrill Pegsworthy:

SS
Ally 2
Traits:
Human
Fighter
Captain
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Str 6, maznar, DF, steal soul: 1d10 + 1 + 1d4 + 1 + 1d6 + 1d4 ⇒ (10) + 1 + (4) + 1 + (6) + (2) = 24

Discard Merrill Pegsworthy to explore

Fringes of the Eye Card 4 is Kraken Tentacle:

None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.

BYA Structural dmg: 1d4 ⇒ 4
Jirelle reduces by 1 and Apparatus of the Octopus reduces by 2. Discard Reflecting Buckler for 1 Structural dmg[/ooc]

Everyone must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck (+Divine Fortune & Pearl)

Str 11, maznar, DF, steal soul, pearl: 1d10 + 1 + 1d4 + 1 + 1d6 + 1d4 + 1d4 ⇒ (10) + 1 + (1) + 1 + (4) + (2) + (1) = 20

Send Icy Prison to Recovery
Combat 24, maznar, DF, steal soul, pearl, headband: 1d10 + 6 + 4d6 + 1d4 + 1 + 1d6 + 3d4 ⇒ (6) + 6 + (1, 2, 3, 2) + (3) + 1 + (3) + (3, 4, 4) = 38

When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.

Random Barrier 1 is Illusory Wall:

SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Perception 6+5+3=14, maznar, DF, steal soul, headband: 1d10 + 7 + 1d4 + 1 + 1d6 + 2d4 ⇒ (9) + 7 + (1) + 1 + (6) + (4, 3) = 31

If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck: Blessing of the Gods - return to top of the deck but it doesn't matter because all the cards in the location are banished.

Fringes of the Eye is closed. Banish remaining cards in the location.

When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
Add random barriers: 1d4 ⇒ 1
Add random barriers: 1d4 ⇒ 4
encounter which one? (b is 1): 1d5 ⇒ 3

Random Blessing 1 is Blessing of Milani:

SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
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.

Divine 5: 1d10 + 6 ⇒ (9) + 6 = 15

Location (closed) now consists of (shuffled) 1 barrier and 3 blessings.

End turn: Augustille power - heal a card (Animate Water is healed)
Scenario power: At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed - N/A, bury the top card of your deck. (For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.)

Recovery Phase:
Recharge Icy Prison? Divine 14: 1d10 + 6 + 1d4 + 1 + 1d6 + 2d4 ⇒ (10) + 6 + (2) + 1 + (4) + (4, 4) = 31

Reset Hand

"Board Status
Apparatus of the Octopus: Active, Divine Fortune displayed by Augustille;

Notes for Maznar: - must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage (note Augustille's Divine Fortune is in effect for this & +1d4 from Pearl)
- must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck (+Divine Fortune & Pearl)

Notes for Damiel: - succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck. (no Divine Fortune but +1d4 from Pearl)
- must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage (note Augustille's Divine Fortune is in effect for this & +1d4 from Pearl)
- must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck (+Divine Fortune & Pearl)

Notes for Jirelle: - Encounters Barroom Brawl (Maznar's Divine Fortune in effect)
- succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck. (no Divine Fortune but +1d4 from Pearl)
- must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage (note Augustille's Divine Fortune is in effect for this & +1d4 from Pearl)
- must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck (+Divine Fortune & Pearl)

Notes for Ak: - May reveal an animal card to draw a card on Maznar's turn.
- succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck. (no Divine Fortune but +1d4 from Pearl)
- must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage (note Augustille's Divine Fortune is in effect for this & +1d4 from Pearl)
- must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck (+Divine Fortune & Pearl)

Notes for Seltyiel: - succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck. (No Divine Fortune but +1d4 from Pearl)
- Create Mindscape goes to recovery.
- must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage (note Augustille's Divine Fortune is in effect for this & +1d4 from Pearl)
- must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck (+Divine Fortune & Pearl)

Gannet Island 1-10 remain // 1=Dire Shark;
Raker Shoals 1 remain // 1=Kraken Maw (VILLAIN!)
Shipwreck Graveyard CLOSED
Tempest Cay 1-10 remain // 1=Kraken Tentacle (henchman);
Gozreh's Flow 1-7 remain // Shackled Sorcerer
Fog Bank CLOSED
Damiel, Maznar, Ak, Seltyiel, Augustille, Jirelle - Fringes of the Eye CLOSED Shuffled: 1 Random Barrier & 3 Random Blessings remain // Pearl of the Sirines is displayed here.
Dagon's Jaws 1 1-6 remain
Dagon's Jaws 2 1-4 remain"

"

Augustille wrote:

Hand: Repelling Pike +1, Divine Blaze, Find Traps, Headband of Mental Superiority, Wolf, Lyrune-quah Truthspeaker, Prayer, Blessing of Milani,

Displayed: Steal Soul, Divine Fortune,
Deck: 9 Discard: 7 Buried: 0
Current Location: Fringes of the Eye
Hero Points: 4
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Divine Fortune is displayed by Augustille (+1d6 to local checks)

Truthspeaker: +1d6 to local Wis/Divine

Find Traps: +2 dice vs any barrier

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wand of Restorative Touch, Pharasma's Knowing, Fly, Aqueous Orb, Nethys's Duality, Major Cure, The Lady of Mysteries, Animate Water
Recharged: Icy Prison (Core),
Discard Pile: The Midwife, Crystal Ball, Fox, Fortune-Teller (Core), Blessing of Norgorber, Merrill Pegsworthy, Reflecting Buckler,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

Barroom Brawl:

SS Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any. Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Str 5+5=10, maznar, DF, steal soul: 1d10 + 1 + 1d4 + 1 + 1d6 + 1d4 ⇒ (9) + 1 + (1) + 1 + (4) + (3) = 19


Deck Handler

Hmm, I'm not quite sure what happened but my hand got messed up a bit. I know that I had the Headband in my hand (I went back and doublechecked my starting hand) but it's not there now and I can't figure out why... Just double checked the rest of the cards and they are all correct so I just randomly chose one of the cards I had drawn - Wolf alas - and put it back in my deck to make room to put the Headband back in my hand. Sorry for any confusion.

"

Augustille wrote:

Hand: Animate Water, Icy Prison (Core), Divine Fortune, Reflecting Buckler, Headband of Mental Superiority, Lyrune-quah Truthspeaker, Fortune-Teller (Core),

Displayed: Steal Soul,
Deck: 12 Discard: 3 Buried: 0
Current Location: Shipwreck Graveyard
Hero Points: 4
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Divine Fortune can be displayed by Augustille (+1d6 to local checks)

Animate Water: freely reduce difficulty of any global check vs Aquatic bane by 2d4

Truthspeaker: +1d6 to local Wis/Divine

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Repelling Pike +1, Prayer, Wolf, Pharasma's Knowing, The Lady of Mysteries, Nethys's Duality, Divine Blaze, Wand of Restorative Touch, Fly
Recharged: Find Traps, Major Cure, Aqueous Orb,
Discard Pile: The Midwife, Crystal Ball, Fox,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

Augustille looks sheepishly at Damiel. "Ah whoops, sorry about that, my bad. But we found the villain, right? Right?"

Retcon eot: Prayer not buried, Divine Blaze not recharged.

BA Kraken tentacle on Damiel's turn, Str 11, maznar, df, pearl: 1d10 + 1 + 1d4 + 1 + 1d6 + 1d4 ⇒ (10) + 1 + (2) + 1 + (5) + (1) = 20

When Damiel defeats Kraken Tentacle, display Steal Soul.

"

Augustille wrote:

Hand: Animate Water, Icy Prison (Core), Divine Fortune, Reflecting Buckler, Lyrune-quah Truthspeaker, Fortune-Teller (Core), Wolf,

Displayed: Steal Soul,
Deck: 12 Discard: 3 Buried: 0
Current Location: Shipwreck Graveyard
Hero Points: 4
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Divine Fortune can be displayed by Augustille (+1d6 to local checks)

Animate Water: freely reduce difficulty of any global check vs Aquatic bane by 2d4

Truthspeaker: +1d6 to local Wis/Divine

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pharasma's Knowing, Prayer, The Lady of Mysteries, Headband of Mental Superiority, Repelling Pike +1, Nethys's Duality, Divine Blaze, Fly, Wand of Restorative Touch
Recharged: Find Traps, Major Cure, Aqueous Orb,
Discard Pile: The Midwife, Crystal Ball, Fox,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"


Deck Handler

Off turn: reveal Fox to draw a card at the start of Maznar's turn: Major Cure. Use Wand of Restorative Touch to heal Maznar. Send Fly to Recovery to examine top cards of Gannet Island 1=Dire Shark and Tempest Cay 1=Kraken Tentacle (henchman); then Maznar moves to Shipwreck Graveyard; he's still commanding the ship so he takes everyone with him except Damiel.

Recharge Wand? Divine 12, maznar, DF, headband: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (4) + 6 + (3) + 1 + (6) + (2) = 22

Recharge Fly? Divine 10, maznar, DF, headband: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (6) + 6 + (3) + 1 + (6) + (3) = 25

It is the hour of the Gods

Shipwreck Graveyard: At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
Wis 5, maznar, DF, headband: 1d10 + 4 + 1d4 + 1 + 1d6 + 1d4 ⇒ (6) + 4 + (1) + 1 + (2) + (3) = 17

Augustille power: at the start of your turn, discard a card (Discard Prayer), then examine the top card of your location (which is Shipwreck Graveyard 1=Kapre); then you may examine the top card of another occupied location (which is Raker Shoals 10=Kraken Maw (VILLAIN!)).

Scenario Power: At the start of your turn, succeed at a Strength, Melee, Constitution, or Fortitude 11 check or move to a random other location then roll 1d4:
1. Your ship is dealt 1d4 Structural damage.
2. You are dealt 1d4 Combat damage.
3. Discard a random card.
4. Bury a random card from your discard pile.

SoT Str 11, maznar, DF: 1d10 + 1 + 1d4 + 1 + 1d6 ⇒ (9) + 1 + (3) + 1 + (2) = 16

Location Power: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.

Free exploration

Shipwreck Graveyard Card 1 is Kapre:

SS
Monster 5
Traits:
Plant
To Defeat:
Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.

BYA Wis 12, maznar, DF, headband: 1d10 + 4 + 1d4 + 1 + 1d6 + 1d4 ⇒ (10) + 4 + (2) + 1 + (1) + (2) = 20

Display Orb

Combat 20, maznar, DF, headband, orb: 1d10 + 6 + 1d6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (2) + 6 + (3) + (4) + 1 + (5) + (3) = 24

Discard Crystal Ball to examine top 3 and reorder as: Gargoyle Sniper, Electricity Arc Trap, Reflecting Buckler, then explore.

Shipwreck Graveyard Card 4 is Gargoyle Sniper:

SS
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deals 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.

BYA Perception 12, maznar, DF, headband: 1d10 + 7 + 1d4 + 1 + 1d6 + 1d4 ⇒ (1) + 7 + (1) + 1 + (4) + (3) = 17

Combat 18, maznar, DF, headband, orb (adds magic trait): 1d10 + 6 + 1d6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (5) + 6 + (2) + (4) + 1 + (3) + (1) = 22

Discard Fox to explore

Shipwreck Graveyard Card 2 is Electricity Arc Trap:

SS
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

Send Find Traps to Recovery
Int 14, maznar, DF, headband, fox: 1d4 + 1d4 + 1 + 1d6 + 1d4 + 1d4 + 2d4 ⇒ (2) + (3) + 1 + (6) + (1) + (1) + (3, 4) = 21

Discard Wolf to explore

Shipwreck Graveyard Card 3 is Reflecting Buckler:

SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Con 10, maznar, DF: 1d8 + 1d4 + 1 + 1d6 ⇒ (6) + (1) + 1 + (2) = 10

Send Major Cure to Recovery to heal Maznar
Maznar healing: 1d4 + 1 ⇒ (2) + 1 = 3
Maznar heals 3
Augustille heals 1: Prayer

Discard Midwife to explore: Safe Harbor (Spell 2). Use Midwife power to exchange it for Random Spell 1

Random Spell 1 is Animate Water:

SS
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Divine 10, maznar, DF, headband: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (7) + 6 + (4) + 1 + (2) + (3) = 23

End turn: Augustille power - heal a card (Wolf is healed)

Scenario power: At the end of your turn, if you are not at the location where Pearl of the Sirines is displayed, bury the top card of your deck. (For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.) - Examine top 2 of deck (Prayer and Divine Blaze) - bury Prayer and recharge Divine Blaze.

Recovery Phase:
Recharge Find Traps? Divine 8, maznar, DF, headband: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (6) + 6 + (4) + 1 + (6) + (1) = 24
Recharge Major Cure? Divine 10, maznar, DF, headband: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (6) + 6 + (2) + 1 + (2) + (4) = 21
Recharge Orb? Divine 11, maznar, DF, headband: 1d10 + 6 + 1d4 + 1 + 1d6 + 1d4 ⇒ (2) + 6 + (4) + 1 + (2) + (3) = 18

Reset Hand

"Board Status
Most Recent BR Refresh
Apparatus of the Octopus: Active, Divine Fortune (Core) displayed by Maznar;

Notes for Maznar: Heal 3 cards on Augustille's turn

Gannet Island 1-10 remain // 1=Dire Shark;
Damiel - Raker Shoals 10 remain // Pearl of the Sirines is displayed here. 10=Kraken Maw (VILLAIN!)
Maznar, Ak, Seltyiel, Augustille, Jirelle - Shipwreck Graveyard 6-10 remain
Tempest Cay 1-10 remain // 1=Kraken Tentacle (henchman);
Gozreh's Flow 1-10 remain
Fog Bank 1-10 remain
Fringes of the Eye 1-10 remain
Dagon's Jaws 1 1-6 remain
Dagon's Jaws 2 1-4 remain"

"

Augustille wrote:

Hand: Animate Water, Steal Soul, Icy Prison (Core), Divine Fortune, Reflecting Buckler, Lyrune-quah Truthspeaker, Fortune-Teller (Core), Wolf,

Displayed:
Deck: 11 Discard: 3 Buried: 1
Current Location: Shipwreck Graveyard
Hero Points: 4
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Divine Fortune can be displayed by Augustille (+1d6 to local checks)

Animate Water: freely reduce difficulty of any global check vs Aquatic bane by 2d4

Truthspeaker: +1d6 to local Wis/Divine

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Headband of Mental Superiority, Pharasma's Knowing, Repelling Pike +1, Nethys's Duality, Fly, The Lady of Mysteries, Wand of Restorative Touch
Recharged: Divine Blaze, Find Traps, Major Cure, Aqueous Orb,
Discard Pile: The Midwife, Crystal Ball, Fox,
Buried Pile: Prayer,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wis +2
Perception: Wis +3
Survival: bury a boon to roll your Strength (d10), Constitution, or Intelligence die (reward for the rest of the AP)
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9
Proficiencies:
Divine | Healing
POWERS (Role: Cautious Surgeon):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster ([X] or a barrier), if there is another local character, you may discard a card to evade; another local character encounters the card. ([X] Add 1d4 ([X] + # ) to checks to defeat the card during the rest of the encounter.) ( [ ] If the card is defeated, you may discard a card to explore.)
When you are dealt Acid or Fire damage, increase it by 1; ([X] when you are dealt any other type of damage, reduce it by 1.)
At the end of your turn, heal a card ([ ] or a Divine card) ([ ] or another local character may heal a card.)
[ ] You may discard a card to remove the Frightened scourge from a local character.
AP reward: you may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

AP reward: you may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
Reward: When you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
Raft: When Commanding -

"

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