Reloaded: Middle of Deck (Unknown Order): False Life, Locate Object, Soothing Word, Ring of Protection, Spellbook, Enhance, Wand of Force Missile, Dust of Revealing
Recharged: Discard Pile: Djinn, Deathgrip, Vampiric Touch, Buried Pile:
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard (or draw) a new spell of level #-1 or lower.
Banish Pits 1 - 3. Acquire random spell 1. Banish Dragon's Breath (previous acquire). 1 Respect.
Lini: Gain Lady Luck
Radovan: Bury Cloak of Daggers.
The Baron heads to the Tavern, where quite a party is occurring.
There, he does some sort of Bardic nonsense where he chains lightning through a Wraith and three of his closest friends.
Summon 1: Orc Rager
BYA Damage:1d4 ⇒ 4 False Life.
Chain Lightning and Blood.
Combat 18:1d10 + 6 + 3d6 + 1d8 ⇒ (6) + 6 + (4, 6, 6) + (8) = 36 Huh. Do we have any way to bump this by 2 now? I wasn't expecting to near max my roll ;)
Give Harrowstrike to Seoni
Draw new spell Lightning Bolt.
Okay, Seoni has Enervation, Coordinated Blast, The First. I'll use 1 per remaining fight.
Summon 2: Ghost
Enervation, Chain Lightning, and Blood.
Diff:11 + 8 - 2d4 ⇒ 11 + 8 - (2, 2) = 15 Combat 15/35:1d10 + 6 + 3d6 + 1d8 ⇒ (9) + 6 + (5, 5, 4) + (8) = 37 Ok, that's ridiculous. My odds of getting this high are not that good.
Quarterstaff of Vaulting to Ak or Sajan.
Draw new spell Dragon's Breath.
Summon 3: Xenarth
Immune to Electricity and Poison, eh?
Also: Before acting, each local character suffers 2 Acid Damage.
Maiden's Helm and recharge Nightspear as damage.
Dragon's Breath, Blood, and The First. Oh, and the hour.
Combat 24:1d10 + 6 + 3d6 + 1d8 + 1d10 + 1d4 ⇒ (10) + 6 + (6, 5, 5) + (5) + (8) + (4) = 49 The hell now.
Give Seoni Lightning Bolt.
Draw new spell Good Omen.
Wraith.
Chain Lightning, Blood, Coordinated Blast.
Combat 21:1d10 + 6 + 3d6 + 1d8 + 1d12 + 5 ⇒ (7) + 6 + (4, 5, 3) + (5) + (10) + 5 = 45
I guess I don't need to use my Lady Luck on that.
Give Good Omen to Seoni.
Draw new spell Deathgrip.
Also, those rolls were 2.66%, 1.46%, .23%, and 13.83% to be that good or better. So... lottery ticket time.
Okay, 4 Respect. Used way too much blood (given I can't get cards into my discard pile), but worth it.
Reloaded: Middle of Deck (Unknown Order): Spellbook, Soothing Word, Ring of Protection, Dust of Revealing
Recharged: Fortune-Teller, Locate Object, Enhance, Wand of Force Missile, Nightspear, False Life,
Discard Pile: Chain Lightning, Dragon's Breath, Buried Pile:
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard (or draw) a new spell of level #-1 or lower.
Banish Tavern 1 and use Story Pile 1. Acquire Spells 1-4. **4 RESPECT**
Seoni / Radovan / Ak: 2 Acid damage from Before Acting monster. Remember to recharge instead of discard.
Seoni: Use Enervation, Coordinated Blast, The First. GAIN Harrowstrike, Lightning Bolt, Good Omen.
Ak or Sajan: Gain Quarterstaff of Vaulting.
Reloaded: Middle of Deck (Unknown Order): Ring of Protection, Soothing Word, Spellbook, The First, Djinn, Dust of Revealing, Vampiric Touch, The Lady of Mysteries
Recharged: Fortune-Teller, Locate Object, Enhance,
Discard Pile: Buried Pile:
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard (or draw) a new spell of level #-1 or lower.
Castle: Banish 1, 4, 7, shuffle.
Respect: 1
Used Seoni's The First, and Ak's Desna's Freedom.
Please use the 2d4 Force Missile for any combat it might push into respect range.
Impoverished: With everyone so poor, Baron arranges to donate a Magic Mithral Chain Mail, Wand of Force Missiles, and The Peacock to a nearby gallery to show the poor what they're missing out on. His accountant uses the tax writeoff to shelter the profits from the Baron's Dream Spider farms.
The Theater informs Baron he's needed on stage to deal with a Chimera. Thankfully, his Ring of Protection prevents any of that Fire damage from hurting anyone that matters.
1 Fire damage to Liberator + Augustille.
Chain Lightning is good for this, since it arcs between heads.
Combat 9/10/11:1d10 + 6 + 3d6 ⇒ (6) + 6 + (6, 5, 4) = 27 Combat 9/10/11:1d10 + 6 + 3d6 ⇒ (9) + 6 + (6, 3, 1) = 25 Combat 9/10/11:1d10 + 6 + 3d6 ⇒ (2) + 6 + (5, 3, 2) = 18
Give Augustille Harrowstrike, so he's ready for combat.
Draw new spell Mirror Image.
Move to the Alley.
The Mute Hag examines: Guardian Zombie.
Immune to Electricity and not a boon. Delightful.
(Free) Explore #1: Guardian Zombie
Vampiric Touch + Blood
Combat 19:1d10 + 6 + 2d6 + 1d10 + 1d8 ⇒ (8) + 6 + (5, 5) + (1) + (2) = 27
Give Augustille or Redeemer Mirror Image, since it's trash and can be banished for its effect or buried to explore.
Draw new spell (2) Enervation.
Djinn (displayed at location) to examine, encounter, and acquire Charm Person.
Arcane 6:1d10 + 6 + 1d4 ⇒ (3) + 6 + (1) = 10
Then explore #2 (Alley 3): Henchman A - Red Mantis
Difficulty increased by 1d6 for before acting, 4 for Attack, 8 for Veteran. Decrease by 2d4 for Enervation.
Diff:10 + 1d6 + 4 + 8 - 2d4 ⇒ 10 + (1) + 4 + 8 - (4, 2) = 17
Then Chain Lightning + blood:
Combat:1d10 + 6 + 3d6 + 1d8 ⇒ (4) + 6 + (5, 4, 1) + (7) = 27
Give Charm Person to Redeemer, since she likes hurling the ignorant masses into combat.
Draw new spell Sonic Blast.
Attempt to close location: summon and acquire Fortune-teller
It's a long shot, but Baron takes the Liberator's The Winged Serpent (recharge).
Cha 11:1d8 + 1d8 ⇒ (2) + (3) = 5
Hero point.
Cha 11:1d8 + 1d8 ⇒ (7) + (1) = 8
Shirt reroll the 1.
Cha 11:1d8 + 7 ⇒ (5) + 7 = 12
I'll take it.
Draw Djinn from location. Give Fortune-Teller to Augustille and Djinn to Redeemer.
Reloaded: Middle of Deck (Unknown Order): Good Omen, Soothing Word, Fortune-teller, Quarterstaff of Vaulting
Recharged: The Mute Hag, Chain Lightning, Vampiric Touch, Enervation,
Discard Pile: Buried Pile: Magic Mithral Chain Mail, Wand of Force Missile, The Peacock,
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard (or draw) a new spell of level #-1 or lower.
Storehouse 1 banished.
Alley 2, new spells 1-3 acquired.
Alley closed.
USED Liberator's The Winged Serpent
GAVE
Augustille: Harrowstrike, Mirror Image*, Fortune-teller
Redeemer: Charm Person, Djinn
Edit: Realized I would have gone to the Storehouse, so I'll draw a Good Omen, which is available to support!
Since Seoni did not use the Good Omen I gave her, and could have, I'll assume she gave it back.
This is going to generally be my assumption if I give a card and it's not used. Cause PbP.
Seeing that the other locations are potentially guarded, the Baron charges to the Cliff, under the reckless guidance of The True Rabbit Prince.
Free Explore: Erastil's Eye
Good Omen. Divine 8:1d4 + 1d6 + 4 ⇒ (1) + (4) + 4 = 9 Lose the 1, exactly make it.
Djinn to examine: Villain
Trigger - Acid damage vs Ring of Protection
explore it.
Lini and Radovan guard their locations, one way or another.
Baron deals with the summon himself, with a fully Enhanced Chain Lightning powered by blood.
Combat 16:1d10 + 6 + 3d6 + 5 + 1d8 ⇒ (1) + 6 + (5, 3, 1) + 5 + (2) = 23 Cliff eats 3 dice, still makes it. Give Ak The Real Rabbit Prince, since he might need to do some exploration.
Draw new spell 2: Volcanic Storm
And the villain. Volcanic Storm, even though Chain Lightning is up. Adding Erastil's Eye, just in case.
Combat 18:1d10 + 6 + 3d6 + 5 + 1d8 + 1d10 ⇒ (1) + 6 + (2, 4, 4) + 5 + (3) + (6) = 31
Give Seoni Vampiric Touch.
Draw new spell: Good Omen
If Lini or Radovan want me to cover a location, I'll head there since I won't have another turn. Otherwise, I'll head to final location so I can help fight.
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard (or draw) a new spell of level #-1 or lower.
Acquire Hour->Ak, Cliff 1, random spell 2+3
Defeat villain (close Cliff, spawn Lair)
Give Ak: The True Rabbit Prince
Give Seoni: Vampiric Touch
Lini: Bury a random card to guard.
Radovan: Discard a favored or random card to guard.
Reloaded: Middle of Deck (Unknown Order): Locate Object, Pharasma's Knowing, Good Omen, Vampiric Touch, Sage's Journal, Quarterstaff of Vaulting, The Mute Hag, Wand of Force Missile, Fortune-teller, Soothing Word
Recharged: Discard Pile: Buried Pile:
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard (or draw) a new spell of level #-1 or lower.
Recover Enlarge:1d10 + 6 + 1d4 ⇒ (7) + 6 + (3) = 16
Wounded takes Wand of Force Missile.
Explore the Ravine: Metal Cobra
Well, that won't do. Ice Strike.
Combat 16:1d10 + 6 + 3d6 ⇒ (3) + 6 + (3, 3, 6) = 21
Add Wand to blood pile.
Give Good Omen to Seoni.
Draw new spell Magical Mansion.
End of turn, Nightspear heals Cards:1d4 + 1 ⇒ (2) + 1 = 3 my allies and blessings.
Display Magical Mansion, in case someone wants it. Otherwise, will let it discard.
While Marked:
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead.
Support: Enhance (+5)
Location: Follow the group!
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Lady Luck, The Lady of Mysteries, The First, Enhance-2, Harrowstrike, Enlarge
Recharged: Ice Strike,
Discard Pile: Nightspear, Buried Pile: Deathgrip,
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard (or draw) a new spell of level #-1 or lower.
Clear Ravine 1. Acquire Spell 1. Give Seoni Good Omen.
Didn't realize I was Drained and Poisoned. Heal would have taken Poisoned instead of Wounded. Bury Deathgrip at end of last turn to remove Drained, so draw The First.
Baron starts at the Ravine, discards Vampiric Touch to his Wounded, and heads to the Thicket.
There, he discovers an Anaconda. Chain Lightning, Enhanced (Con) should deal with that.
Combat 18:1d10 + 6 + 3d6 + 5 ⇒ (6) + 6 + (2, 2, 6) + 5 = 27
Add Vampiric Touch to blood pile.
Give Sage's Journal to Seoni.
Draw new spell: Restorative Touch
The First to go again: Mercenary
So much Lightning.
Combat 18:1d10 + 6 + 3d6 + 5 ⇒ (6) + 6 + (6, 6, 4) + 5 = 33
Give Restorative Touch to Sajan, who hopefully can read scrolls.
Draw new spell: Enlarge
Once again, not having armor or a weapon to heal bites the Baron.
Lady Luck to go back to the Ravine and explore: Dire Crocodile
Apparently the Chain (Lightning) continues. Just in case, adding blood. Card:1d4 ⇒ 1 Vampiric Touch. You'll be back next scenario.
Combat 22:1d10 + 6 + 3d6 + 5 + 1d8 ⇒ (2) + 6 + (1, 6, 6) + 5 + (1) = 27
Give Magic Mithral Chain Mail to someone local, so they can give it back if they don't want it. (Radovan or Sajan)
Draw new spell Vampiric Touch.
Or... back sooner, apparently.
While Marked:
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead.
Support: Good Omen (d6+4)
Location: Follow the group!
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): 0
Recharged: Wand of Force Missile, Harrowstrike, Enhance-2, The First, Chain Lightning, Enhance,
Discard Pile: The Lady of Mysteries, Djinn, Lady Luck, Buried Pile: Deathgrip, Sage's Journal, Vampiric Touch-2, Magic Mithral Chain Mail,
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard (or draw) a new spell of level #-1 or lower.
Banish Thicket 1 + 2, Ravine 1. Acquire random spells 1-3.
Give Sage's Journal to Seoni.
Give Restorative Touch (suggest use for heal d4+1 & 2 scourges) to Sajan.
Give Magic Mithral Chain Mail to Radovan or Sajan. Keep or give back, either is fine.
Reloaded: Middle of Deck (Unknown Order): Good Omen, The First, Vampiric Touch
Recharged: Ice Strike, Nightspear, Quarterstaff of Vaulting, Ring of Protection, Wand of Force Missile, Harrowstrike, Enhance-2,
Discard Pile: The Lady of Mysteries, Djinn, Buried Pile:
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard (or draw) a new spell of level #-1 or lower.
Campfire: Banish 1,2,4, Acquire 3->Lini, Random Spells 1-3. Gave Seoni Soothing Word and Locate Object. Gave Lini Firepelt Cougar (Campfire #3) Used a basic 1 die blessing from someone.
First, the Baron's fortune-teller tells him all about the Dandasuka he already knows about.
It tries to stab the Baron.
Damage:1d4 ⇒ 4 Ring plus armor.
and Wounded.
So, the Baron Chain Lightnings it, for its temerity. With Blood.
Combat 15:1d10 + 6 + 3d6 + 1d8 + 1 ⇒ (5) + 6 + (3, 1, 3) + (7) + 1 = 26 I have to reroll the 7.
Combat 15:19 + 1d8 ⇒ 19 + (3) = 22
Add Prayer to Blood Magic.
Give Quarterstaff of Vaulting to Redeemer, who needs a weapon.
Discard new spell: Knock
Free Explore: Madness Mist
Huh, wish I had that Knock.
Disable Mechanism from Tyler.
Disable 8:1d4 + 2d8 ⇒ (3) + (7, 5) = 15
Draw a new spell: Minor Harrowing
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard ([ ] or draw) a new spell of level #-1 or lower.
Given 1 card in deck, and Wounded, I could probably use a heal, or for someone else to finish the location. I'm pretty safe from damage, mind.
Banished Cell 1 + 2, Acquired random spells 1 + 2.
Displayed Minor Harrowing but I have no idea what the harrow suit is.
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard (or draw) a new spell of level #-1 or lower.
Someone local encounters a barrier, probably Radovan, then I think we blow up a villain. A lot.
I've got 2 2d6 spells, and blood, sage's journal for d4 first check, d8+2 second check, there are tons of blessings, including at least 1 freely. Enervation on each check, Coordinated Blast on 1 of them... yeah, we've got this.
The Baron's pricey Ring of Protection shields him from the golem's force damage.
His Fortune-teller warns him that banes approach. Apparently, Stinging Wasps.
He'll Horn of Blasting it away, along with help from Ak's Burglar.
Disable 9:1d4 + 2d4 + 1d6 ⇒ (2) + (1, 4) + (5) = 12
Free Explore: Ambrosia
The Baron is thirsty, so Good Omens, with a cheers from The First.
Craft 12:1d8 + 1 + 1d6 + 4 + 1d8 ⇒ (3) + 1 + (3) + 4 + (2) = 13
While reading his Spellbook (to heal an Arcane spell), he'll sip on the fine Ambrosia, and see if he can recall how to cast any Attack spells.Cards:1d4 + 1 ⇒ (3) + 1 = 4
Reloaded: Middle of Deck (Unknown Order): The First, Spellbook, Drums of Panic, Magistrate, Ring of Protection, Locate Object
Recharged: Good Omen,
Discard Pile: Our Lord In Iron, Djinn, Chain Lightning, Clairvoyance, Horn of Blasting, Buried Pile: Lady Luck,
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard ([ ] or draw) a new spell of level #-1 or lower.
Baron Locate Objects: Horn of Blasting
Con 7:1d10 + 3 ⇒ (8) + 3 = 11
Location shuffles.
Free Explore: Card:1d29 + 3 ⇒ (6) + 3 = 9 Helm of the Valkyrie
Con 8:1d10 + 3 ⇒ (6) + 3 = 9
No banes, so summon Mercenary.
Harrowstrike, Sage's Journal, Blood.
Combat 18:1d10 + 6 + 2d6 + 1d4 + 1d8 ⇒ (10) + 6 + (6, 2) + (1) + (2) = 27 Add Aspect of the Monkey to Blood. Give Helm of the Valkyrie to Ak. Discard new spell Clairvoyance.
Recover Locate Object:1d10 + 6 ⇒ (3) + 6 = 9 Yes.
Recover Harrowstrike:1d10 + 6 ⇒ (1) + 6 = 7 Nope. Amazing luck with recharge on my Attack spells.
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard ([ ] or draw) a new spell of level #-1 or lower.
Acquire 5, 9 (->Ak), Spell 1. Give Ak Helm of the Valkyrie (Shop #9). Shuffle location.
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard ([ ] or draw) a new spell of level #-1 or lower.
The Baron does not appear to be at a location that's Wild, Erastil.
First, the Baron encounters a Mercenary. Chain Lightning and splashes of blood ought to make this Shop more festive.
Combat 18:1d10 + 6 + 3d6 + 1d8 ⇒ (3) + 6 + (3, 1, 2) + (8) = 23 Aid added to Bloodpile. Give Quarterstaff to Sajan. Discard new spell Aspect of the Monkey.
Examine top 2 cards: Wailing Maidens (TRIGGER), Restorative Touch
Con 8:1d10 + 3 ⇒ (7) + 3 = 10
Well, those seem awful. Unless the very next person wants those up top, I shuffle.
Mute Hag to examine next card: Card:1d41 + 1 ⇒ (33) + 1 = 34
Discard Tonic to explore: Card:1d41 + 1 ⇒ (30) + 1 = 31 Imprisonment
Well, The Baron is happy to go look at current prison offerings, but is not so big on joining them. He'll heed some advice from Sajan's Archer and Ak's Vision.
Calling 2 Dex 9:1d4 + 1d4 + 1d4 ⇒ (4) + (2) + (2) = 8 +3 for Vision.
Reloaded: Middle of Deck (Unknown Order): Fortune-teller, The First, Spellbook
Recharged: Good Omen, The Mute Hag,
Discard Pile: Our Lord In Iron, Vampiric Touch, Drums of Panic, Aspect of the Monkey, Twitch Tonic, Djinn, Chain Lightning, Buried Pile: Lady Luck,
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard ([ ] or draw) a new spell of level #-1 or lower.
Banish 1, 6, 31, examined 2 + 3, Acquired 34, Spell 1, Ally 1, Shuffle away. Gave Sajan a Quarterstaff of Vaulting Used Sajan's archer and Ak's Vision.
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard ([ ] or draw) a new spell of level #-1 or lower.
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard ([ ] or draw) a new spell of level #-1 or lower.
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard ([ ] or draw) a new spell of level #-1 or lower.
The Baron examined his top 5 cards, and chose not to recharge any of them.
The Baron's expensive jewelry, a Ring of Protection, keeps him safe from these pesky Infernos.
He pets his strangely evil cat while walking calmly through the flames, into a Slaughterhouse.
He wrinkles his nose. "Really, now, the places you 'champions' take me. So Bohemian."
He checks with his Fortune-teller if the way ahead contains banes or not, discovering a Sczarni Thief waiting in ambush.
A Vampiric Touch for you, powered by the Redeemer's friendliness.
Combat 15:1d10 + 5 + 2d6 + 1d8 + 3 + 1 ⇒ (8) + 5 + (2, 2) + (2) + 3 + 1 = 23 Mirror Image added to pile w/ 5 random monsters in it. Orison healed. Discard Wand of Force Missile to Slaughterhouse. Hand the Redeemer Sands of the Hour. Discard new Spell 1, Frost Ray.
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard ([ ] or draw) a new spell of level #-1 or lower.
Slaughterhouse 1 -> Redeemer, Banish #2. Gave Sands of the Hour to Redeemer as well.
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard ([ ] or draw) a new spell of level #-1 or lower.
Examined Ruin 1 + 2, Acquired 3, gave it to Tyler, Banished Ruin 4, shuffle location, Pixies did things that are totally not the Baron's fault, see above.
Sadly, not trying will Drained me. Should've read the hour first? Eh. I'll use Good Omen and Benefaction from Tyler.
Str 11:1d6 + 1d6 + 3 + 1d6 ⇒ (6) + (4) + 3 + (6) = 19
I'll give Tyler the Lucky Starknife, since he did all the work, and might need protection from the Fire.
Explore: Ruin:1d7 ⇒ 3 Pixie Gang!
Harrowstrike them.
Combat 13:1d10 + 5 + 2d6 + 4 ⇒ (6) + 5 + (5, 1) + 4 = 21
Good news. They're defeated. Bad news, they jumbled all our stuff. On the plus side, we're all next to each other.
Who?:1d3 ⇒ 2 Eliandra
What?:1d4 ⇒ 1 Chain Lightning
Baron would like that back. It's the lynchpin of his "murder everyone who gets in his way" ethos.
Reloaded: Middle of Deck (Unknown Order): Force Missile, Ring of Protection, Fortune-teller, Sands Of The Hour, Sage's Journal, Prayer, Orison, Cat, Spellbook, Quarterstaff of Vaulting
Recharged: Discard Pile: Buried Pile:
Favored Card: Attack spell
Hand Size: 6 ☑ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
After you defeat a monster, you may give another character a card, then discard ([ ] or draw) a new spell of level #-1 or lower.
The Baron heads back to his Abandoned Shacks, keeping an eye on his scheme to buy up the area on the cheap before Fireballing it to make way for a new road.
A Cultist yaps on about something or other, so Baron snuffs out his life force to feed the Rabbit Prince.
Journal, Blood Combat 14:1d10 + 4 + 2d4 + 1d4 + 1d8 ⇒ (3) + 4 + (3, 1) + (4) + (6) = 21
Add Toxic Cloud to blood pile.
Heal Rabbit Prince.
Reloaded: Middle of Deck (Unknown Order): Harrowstrike, Acadamae Student, Prayer, Sands Of The Hour, Cat, The Real Rabbit Prince
Recharged: Life Drain,
Discard Pile: Buried Pile: Orison,
Favored Card: Attack spell
Hand Size: 6 ☐ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
Favored Card: Attack spell
Hand Size: 6 ☐ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
Favored Card: Attack spell
Hand Size: 6 ☐ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
Favored Card: Attack spell
Hand Size: 6 ☐ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
Favored Card: Attack spell
Hand Size: 6 ☐ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (or any card) from your discard pile to shuffle into your blood magic pile.
Favored Card: Attack spell
Hand Size: 6 ☐ 7 Proficiencies: Arcane POWERS:
While there is at least 1 card in your blood magic pile, gain the skill Arcane: Constitution +3.
When you play a spell on your combat check, you may banish the top card from your blood magic pile to add 1d8 (☐ 1d10).
When you are dealt combat damage that is not reduced to 0, banish the top card from your blood magic pile; then reduce the damage by 2 (☐ 4).
When you exceed a combat check to defeat by 5 or more, you may choose a spell (☐ or any card) from your discard pile to shuffle into your blood magic pile.