Lord-Mayor Haldmeer Grobaras

Baron Keith's page

37 posts. Alias of Keith Richmond (Lone Shark Games).


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The Baron heads to the Pits, with his safety helmet. There, Iron Shackles are intriguing, but not worth any effort to acquire. He's got more at home.

Djinn to examine (and encounter) Keen Starknife, which is pretty, but also not interesting.

Then explore: Hippogriff Rider. Thankfully, this helm protects against arrows.

Deathgrip first Combat.
Combat 18: 1d10 + 6 + 2d8 ⇒ (8) + 6 + (7, 6) = 27
Add Dragon's Breath to blood pile.

Vampiric touch, The First, Blood 1d2 ⇒ 2 (banish Dragon's Breath) and Cloak of Daggers the second Combat for Respect.
Combat 17/37: 1d10 + 6 + 2d6 + 1d8 + 1d10 + 4d4 ⇒ (8) + 6 + (6, 2) + (7) + (5) + (4, 3, 1, 2) = 44
Heal Chain Lightning.
Give Lady Luck to Lini.
Draw new spell Poison Blast.

Recoveries - let them both go to discard.

Baron
Hand: The Lady of Mysteries, Maiden's Helm, Poison Blast, Fortune-Teller, The First, Nightspear, Chain Lightning,
Displayed:
Deck: 8 Discard: 3 Buried: 0
Hero Points: 2
Support: bless (The First)
Location: Follow the group!

Deck, Discard, Buried:

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:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+3
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.


Wand Recharge: 1d10 + 6 ⇒ (3) + 6 = 9

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.

All done.

Recoveries:
False Life auto.
Chain Lightning: 1d10 + 6 ⇒ (3) + 6 = 9
Dragon's Breath: 1d10 + 6 ⇒ (4) + 6 = 10
Nope.

Baron
Hand: Deathgrip, Maiden's Helm, Lady Luck, Djinn, Vampiric Touch, The First, The Lady of Mysteries,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Hero Points: 2
Support: Lady Luck (reroll), bless (The First)
Location: Follow the group!

Deck, Discard, Buried:

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:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+3
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.


Hand: Harrowstrike, Maiden's Helm, Locate Object, False Life, Enhance, Wand of Force Missile, Fortune-Teller,

Start at the Castle.

First, Locate Object: Cerulean Mastermind
Eh, pass. Can't trust someone who thinks they're smarter than you.

Fortune-Teller predicts Bane Card: 1d10 + 1 ⇒ (6) + 1 = 7 Ghastly Runes (Trigger)
Thankfully, the Baron does not pay attention to his surroundings.
I'll use Enhance on Con/Arcane, since it might help later.
Ak uses Desna blessing, and Seoni uses The First.
Arcane 8: 1d10 + 6 + 5 + 1d10 + 1d10 ⇒ (10) + 6 + 5 + (9) + (6) = 36
1 RESPECT

Free explore: Card: 1d10 + 1 ⇒ (3) + 1 = 4 White War Paint
Ah well, don't have Divine or Melee.

Recoveries:
Locate Object: 1d10 + 6 ⇒ (10) + 6 = 16
Enhance auto.

Baron
Hand: Harrowstrike, Maiden's Helm, Wand of Force Missile, Chain Lightning, Lady Luck, Quarterstaff of Vaulting, Nightspear,
Displayed: False Life,
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
Support: Force Missile (+2d4), Lady Luck (reroll)
Location: Follow the group!

Deck, Discard, Buried:

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:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+3
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.


Card Feat: Ally [x] 3 for Fortune-Teller

Item 4: 1d1000 ⇒ 380 Dust of Revealing
Armor 3: 1d1000 ⇒ 986 Maiden's Helm
Spell 3: 1d1000 ⇒ 522 Restorative Touch or Fly


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.

Display False Life.

Recoveries:
Chain Lightning: 1d10 + 6 + 1d4 ⇒ (8) + 6 + (1) = 15
Vampiric Touch: 1d10 + 6 + 1d4 ⇒ (7) + 6 + (2) = 15
Enervation: 1d10 + 6 + 1d4 ⇒ (7) + 6 + (1) = 14

Baron
Hand: Ring of Protection, Spellbook, Disable Mechanism, Sonic Blast, Pharasma's Knowing, Sage's Journal, Locate Object,
Displayed: False Life,
Deck: 8 Discard: 0 Buried: 3
Hero Points: 1
Support: Disable Mechanism (2d8)
Location: Follow the group!

Deck, Discard, Buried:

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,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+3
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.

Recover - Good Omen: 1d10 + 6 + 1d4 ⇒ (6) + 6 + (2) = 14
Recover - Enhance: 1d10 + 6 + 1d4 ⇒ (5) + 6 + (2) = 13
Recover - Chain Lightning: 1d10 + 6 + 1d4 ⇒ (9) + 6 + (4) = 19
Recover - Volcanic Storm: 1d10 + 6 + 1d4 ⇒ (5) + 6 + (1) = 12 Nope.

Discard Quarterstaff and Spellbook.

Baron
Hand: Ring of Protection, Good Omen-2, The Lady of Mysteries, Enlarge, Harrowstrike, Ice Strike, Lady Luck,
Displayed: Magic Mithral Chain Mail,
Deck: 7 Discard: 4 Buried: 1
Hero Points: 2
Support: Good Omen (d6+4), Lady Luck (reroll), Other Lady (bless), Enlarge (Str+Con d12)
Location: Follow the group!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The First, Volcanic Storm, Nightspear, Enhance-2
Recharged: Good Omen, Enhance, Chain Lightning,
Discard Pile: Djinn, Quarterstaff of Vaulting, Spellbook, Magical Mansion,
Buried Pile: Deathgrip,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+3
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.


Storehouse

Baron
Hand: Chain Lightning, Magic Mithral Chain Mail, The Peacock, False Life, Ring of Protection, Harrowstrike, Djinn, Spellbook,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 2
Support:
Location: Follow the group!

Deck, Discard, Buried:

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:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+3
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.

Recover Ice Strike: 1d10 + 6 + 1d4 ⇒ (10) + 6 + (4) = 20

Baron
Hand: Spellbook, Quarterstaff of Vaulting, Ring of Protection, Vampiric Touch, Enhance, Djinn, Chain Lightning,
Displayed: Magical Mansion, Magic Mithral Chain Mail,
Deck: 7 Discard: 1 Buried: 1
Hero Points: 2 // Baron has the following scourges marked:

Wounded:
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,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+3
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.

Recoveries:
Chain Lightning: 1d12 + 6 + 1d4 ⇒ (3) + 6 + (4) = 13 Nice.
Auto Enhance.

Baron
Hand: Spellbook, Good Omen, Ice Strike, Nightspear, Quarterstaff of Vaulting, Ring of Protection, Vampiric Touch,
Displayed: Enlarge,
Deck: 6 Discard: 3 Buried: 4
Hero Points: 2 // Baron has the following scourges marked:

Wounded:
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,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+3
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.


The Baron walks up to a Harpy, who likely gathers many of the party to here.

Wis 6: 1d6 ⇒ 3

Thankfully, money can overcome any problem: Wand of Force Missile
Combat 10: 1d10 + 6 + 2d4 ⇒ (10) + 6 + (1, 3) = 20

Give Seoni Soothing Word again.
Draw new spell: Ice Strike

Lady of Mysteries to explore.
Draw 3: Locate Object, Sage's Journal, Djinn
Recharge: Ice Strike, Nightspear, Quarterstaff of Vaulting
Campfire 2: Dandasuka
Damage: 1d4 ⇒ 4 Reveal and recharge ring. Wounded.
Display Harrowstrike. Expend blood.
Combat 15: 1d10 + 6 + 1d6 + 1d8 ⇒ (5) + 6 + (5) + (1) = 17

Give Locate Object to Seoni.
Draw new spell: Enhance

Djinn to examine and encounter Firepelt Cougar (Ally 4). Hmm. I guess it's worth trying. Enhance and a blessing.
Wis 12: 1d6 + 5 + 1d6 ⇒ (3) + 5 + (6) = 14
Explore: Sczarni Thief
Thankfully, Baron travels with his entourage.
Banish Harrowstrike, w/ blood.
Combat 17: 1d10 + 6 + 2d6 + 1d8 ⇒ (6) + 6 + (6, 2) + (5) = 25

Give Firepelt Cougar to Lini.
Draw new spell: Deathgrip

End of turn, Campfire: remove Wounded.

Recoveries:
Wand: 1d10 + 6 ⇒ (7) + 6 = 13
Harrowstrike: 1d10 + 6 ⇒ (5) + 6 = 11
Enhance: 1d10 + 6 ⇒ (5) + 6 = 11

Baron
Hand: Sage's Journal, Deathgrip, Lady Luck, Magic Mithral Chain Mail, Spellbook, Enhance, Chain Lightning,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Hero Points: 2
Support: Lady Luck (reroll), Enhance (+5)
Location: Follow the group!

Deck, Discard, Buried:

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:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+3
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.


Harrowstrike: 1d10 + 6 + 2d6 + 1d8 ⇒ (7) + 6 + (2, 6) + (6) = 27
Add Knock to replace the monster I banished from blood.
Recovery: 1d10 + 6 + 1d4 ⇒ (6) + 6 + (3) = 15


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

Fire: 1d4 - 2 ⇒ (3) - 2 = 1 False Life (which auto-recovers)
Recover Chain Lightning: 1d10 + 6 + 1d4 ⇒ (7) + 6 + (3) = 16

Baron
Hand: Fortune-teller, Ring of Protection, Spellbook, Harrowstrike, Force Missile, Magic Mithral Chain Mail, Chain Lightning,
Displayed: Minor Harrowing,
Deck: 1 Discard: 3 Buried: 2
Hero Points: 1
Support:
Location: Follow the group!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: False Life,
Discard Pile: Locate Object, Knock, Locate Object-2,
Buried Pile: Sage's Journal, Vampiric Touch,

Wounded:
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.


Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+2
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.


Campsite sounds more promising than all of the other horrible options.

Baron
Hand: Wand of Force Missile, Quarterstaff of Vaulting, Ring of Protection, Nightspear, Harrowstrike, The Lady of Mysteries, Soothing Word,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
Support: Force Missile (+2d4), Soothe (-scourge, heal 1)
Location: Campsite. Go to Cave or Ravine next.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Good Omen, Magic Mithral Chain Mail, Djinn, Vampiric Touch, Locate Object, Enhance, Lady Luck, Sage's Journal, Chain Lightning, Spellbook, The First
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+3
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.


Power feat to draw new spells instead of discard.

I acquired a Clairvoyance, so we've also got a spell 3 available.

Ally 4: 1d1000 ⇒ 990 Nightspear
Blessing 3: 1d1000 ⇒ 864 The Lady of Mysteries
Item 3: 1d1000 ⇒ 75 Fate-Reader Lenses
Spell 3: 1d1000 ⇒ 236 Harrowing


First diff: Combat: 17 - 2d4 ⇒ 17 - (4, 3) = 10
Second diff: Combat: 17 - 2d4 ⇒ 17 - (2, 1) = 14

1st: harrowstrike, reveal journal, bless, blood
2nd: vampiric touch, bury journal, bless, eclipse freely bless, d8+d4 from Ak, d4+1 from Radovan... and maybe coordinated blast from Seoni, not rolled.
Combat 10: 1d10 + 6 + 2d6 + 5 + 1d4 + 1d10 + 1d8 ⇒ (4) + 6 + (6, 6) + 5 + (1) + (4) + (7) = 39
Combat 14: 1d10 + 6 + 2d6 + 5 + 1d8 + 2 + 1d10 + 1d10 + 1d8 + 1d4 + 1d4 + 1 + 1d8 ⇒ (6) + 6 + (3, 5) + 5 + (5) + 2 + (5) + (7) + (1) + (2) + (4) + 1 + (4) = 56

Give Mute Hag to someone, discard new spell: Embiggen

And we win. Barely.


Free Explore: Evil Eye
Enhance Arcane.
Arcane 10: 1d10 + 6 + 5 ⇒ (1) + 6 + 5 = 12

Fortune-Teller to examine Mercenary, and explore.
Harrowstrike, Sage's Journal, blood.
Banished Aspect of the Monkey I'd acquired.
Combat 18: 1d10 + 6 + 1d6 + 5 + 1d4 + 1d8 ⇒ (9) + 6 + (5) + 5 + (3) + (6) = 34

Examine top 2: Trapped Chest, Father of Creation - guess I'll shuffle.

Twitch Tonic to explore: Card: 1d4 + 2 ⇒ (3) + 2 = 5 Artifact Dealer

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 Trumpet sounds the hour.

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

Good Omen: 1d10 + 6 ⇒ (4) + 6 = 10

Baron
Hand: Sage's Journal, Harrowstrike, Vampiric Touch, The Mute Hag, Enhance, Fortune-teller, Twitch Tonic,
Displayed: Magic Mithral Chain Mail,
Deck: 7 Discard: 5 Buried: 1
Hero Points: 2
Support: Enhance (+5), Mute Hag (Examine + Bless), Twitch Tonic (heal 1d4+1 allies)
Location: Follow the group!

Deck, Discard, Buried:

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,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+3
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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 2+3. Recharge Ak's Burglar.


The Baron is given a Vision of the villain.

"Too busy for you right now, tata."

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.

Baron
Hand: Sage's Journal, Ring of Protection, Horn of Blasting, The First, Fortune-teller, Spellbook, Good Omen,
Displayed: Magic Mithral Chain Mail,
Deck: 5 Discard: 8 Buried: 1
Hero Points: 2
Support: Horn (2d4 to combat, Lock, Obstacle, Skirmish), The First (bless*), Good Omen (1d6+4)
Location: Follow the group!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Good Omen, The Mute Hag, Enhance, Magistrate, Locate Object,
Discard Pile: Our Lord In Iron, Vampiric Touch, Drums of Panic, Harrowstrike, Twitch Tonic, Djinn, Chain Lightning, Clairvoyance,
Buried Pile: Lady Luck,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+3
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.


The Vision decides to make the Baron's Fortune-Teller have an easier guess: Door Spike

The Fortune-Teller advises the Baron to hold his Quarterstaff of Vaulting in a careful manner, evading the trap.

Free Explore: Card: 1d5 ⇒ 2 Inferno
All take 1 Fire.
Ring
Mork's Orison.

Con 8: 1d10 + 2 + 1d10 ⇒ (5) + 2 + (9) = 16

Bury top of deck: Vampiric Touch

Display False Life.

Ablaze: 1d4 - 2 ⇒ (1) - 2 = -1

Baron
Hand: Chain Lightning, Ring of Protection, Spellbook, Harrowstrike, Force Missile, Fortune-teller, Quarterstaff of Vaulting,
Displayed: False Life, Magic Mithral Chain Mail,
Deck: 0 Discard: 3 Buried: 2
Hero Points: 1
Support:
Location: Follow the group!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged:
Discard Pile: Locate Object, Prayer, Locate Object-2,
Buried Pile: Sage's Journal, Vampiric Touch,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+2
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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

Djinn to go again, encountering a Twitch Tonic.
Craft 10: 1d8 + 1 + 1d8 + 1d4 ⇒ (3) + 1 + (5) + (4) = 13
Then explore: Card: 1d41 + 1 ⇒ (5) + 1 = 6 Marked Cards
Craft 10: 1d8 + 1 + 1d4 ⇒ (6) + 1 + (1) = 8

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.

Summon an ally: Magistrate
Know 9: 1d8 + 2 + 1d4 ⇒ (6) + 2 + (1) = 9

The Baron is tired of shopping, so pauses to see if the Magistrate can help someone else out.

Chain Lightning: 1d10 + 6 ⇒ (1) + 6 = 7

Baron
Hand: Magistrate, Harrowstrike, Sage's Journal, Ring of Protection, Enhance, Locate Object, Magic Mithral Chain Mail,
Displayed:
Deck: 5 Discard: 7 Buried: 1
Hero Points: 2
Support: Magistrate (+1d8 nc Int/Wis/Dip), Enhance (+5)
Location: Follow the group!

Deck, Discard, Buried:

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,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+3
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.


The Baron heads in to finish up the Slaughterhouse.

An Orc Rager hits him with an axe.
Combat Damage: 1d4 ⇒ 4
Ring of Protection + Magic Mithral Chain Mail.

Force Missile, blood, prayer.
Combat 16: 1d10 + 5 + 2d4 + 1d8 + 1d10 ⇒ (7) + 5 + (4, 4) + (8) + (7) = 35
Add Wand to blood pile.
Give Redeemer Orison.
Discard new spell Locate Object.

Banish Cat to close the Slaughterhouse... somehow Eries Yelloweyes also disappears. Sketchy. (Also, Cell 1 Accursed Priest examined)

Ablaze: 1d4 - 2 ⇒ (3) - 2 = 1
Ring of Protection

Auto-recover Force Missile.

Baron
Hand: Chain Lightning, Ring of Protection, Spellbook, Quarterstaff of Vaulting, Fortune-teller, Harrowstrike, False Life,
Displayed: Magic Mithral Chain Mail,
Deck: 2 Discard: 3 Buried: 1
Hero Points: 1
Support:
Location: Follow the group!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Vampiric Touch, Force Missile,
Discard Pile: Locate Object, Prayer, Locate Object-2,
Buried Pile: Sage's Journal,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+2
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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 gifts Seoni with a Soothing Word, sure she can take care of any of this lingering brain mold.

Going to assume she uses it on herself to remove Poisoned and Drained, shuffling it into her deck.

He explores, finding Our Lord in Iron. Thankfully, the Baron is ready with Good Omen.
Divine 8: 1d4 + 1d6 + 4 - 2 ⇒ (1) + (6) + 4 - 2 = 9

Discard it to explore: Drums of Panic
Con 10: 1d10 + 3 - 1 ⇒ (8) + 3 - 1 = 10

No banes, so I'll end turn. Bury Lady Luck to remove Drained.
Summon a Mercenary.
Display Drums of Panic, though opting out of the evade.

Vampiric Touch him. With extra blood.
Combat 18: 1d10 + 6 + 2d6 + 1d8 ⇒ (8) + 6 + (2, 2) + (1) = 19
Vampiric Touch removes the Poisoned (or heals 1).

Hand Wand of Force Missiles to Seoni.
Discard new spell Aid.

Recovery:
Good Omen: 1d10 + 6 ⇒ (9) + 6 = 15
Vampiric Touch: 1d10 + 6 ⇒ (1) + 6 = 7

Baron
Hand: Quarterstaff of Vaulting, Harrowstrike, Sage's Journal, Ring of Protection, Chain Lightning, The Mute Hag, Djinn,
Displayed: Drums of Panic,
Deck: 7 Discard: 3 Buried: 1
Hero Points: 2
Support:
Location: Follow the group!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Locate Object, The First, Magic Mithral Chain Mail, Enhance, Fortune-teller, Spellbook
Recharged: Good Omen,
Discard Pile: Our Lord In Iron, Vampiric Touch, Aid,
Buried Pile: Lady Luck,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+1
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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
Hand: Vampiric Touch, Lady Luck, Soothing Word, Quarterstaff of Vaulting, Harrowstrike, Good Omen, Wand of Force Missile,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
Support: Force Missile (2d4), Good Omen (1d6+4), Soothing Word (heal 1 + scourge), Lady Luck (a reroll)
Location: Follow the group!

Deck, Discard, Buried:

Reloaded: Chain Lightning, Ring of Protection, Sage's Journal, Djinn, The Mute Hag,
Middle of Deck (Unknown Order): Spellbook, Magic Mithral Chain Mail, Enhance, Fortune-teller, Locate Object, The First
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+1
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.

Normal explore: Shelyn's Song
Cha 7: 1d8 ⇒ 2

Ablaze: 1d4 - 2 ⇒ (1) - 2 = -1

Recovery: 1d10 + 5 ⇒ (8) + 5 = 13

Baron
Hand: Chain Lightning, Ring of Protection, Cat, Force Missile, Prayer, Orison, Spellbook,
Displayed: Magic Mithral Chain Mail,
Deck: 5 Discard: 2 Buried: 1
Hero Points: 1
Support:
Location: Follow the group!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fortune-teller, False Life, Quarterstaff of Vaulting, Harrowstrike
Recharged: Vampiric Touch,
Discard Pile: Locate Object, Wand of Force Missile,
Buried Pile: Sage's Journal,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+1
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.


Eliandra gives: 1d3 ⇒ 2 Baron
Card: 1d6 ⇒ 3Covering Heavy Shield

cartmanbeck gives: 1d3 ⇒ 2Mork
Card: 1d5 ⇒ 3Warhammer

Mork gives: 1d3 ⇒ 2Tyler
... something.

Since he defeated a monster, Baron returns this Heavy Shield to Eliandra and discards a new spell #1, Mirror Image.

Ablaze: 1d4 - 2 ⇒ (4) - 2 = 2 False Life.

Recover Locate: 1d10 + 5 ⇒ (1) + 5 = 6
Recover Harrowstrike: 1d10 + 5 ⇒ (7) + 5 = 12
Recover False Life: 1d10 + 5 ⇒ (4) + 5 = 9

Baron
Hand: Vampiric Touch, Wand of Force Missile, Fortune-teller, Sands Of The Hour, Ring of Protection, Sage's Journal, Orison,
Displayed: Magic Mithral Chain Mail,
Deck: 7 Discard: 2 Buried: 0
Hero Points: 1
Support:
Location: Follow the group!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cat, Spellbook, Prayer, Force Missile, Quarterstaff of Vaulting
Recharged: Harrowstrike, False Life,
Discard Pile: Locate Object, Mirror Image,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+1
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.


Display False Life.

Baron casts Locate Object, as he currently feels lacking in material objects.

1. Trapped Chest
2. Acid Spraying Skull
3. Lucky Starknife

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.


Start at the Ruin, with everybody else.

Baron
Hand: Chain Lightning, False Life, Wand of Force Missile, Magic Mithral Chain Mail, Vampiric Touch, Locate Object, Harrowstrike,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 1
Support:
Location: Follow the group!

Deck, Discard, Buried:

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:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+1
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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 melts a zombie.
Discard Quarterstaff, bury journal.
Combat 9: 1d6 + 1d6 + 1 + 1d6 + 1d8 + 2 ⇒ (1) + (3) + 1 + (5) + (5) + 2 = 17
Acid Burst, blood.
Combat 13: 1d10 + 4 + 2d4 + 1d8 ⇒ (3) + 4 + (3, 3) + (2) = 15


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.

Recovery: 1d10 + 4 ⇒ (8) + 4 = 12

Baron
Hand: Sage's Journal, Acid Burst, Wand of Force Missile, Quarterstaff of Vaulting, Force Missile, Codex,
Displayed: Quilted Cloth Armor,
Deck: 7 Discard: 0 Buried: 1
Hero Points: 1
Support: Force Missiles!
Location: Follow the group!

Deck, Discard, Buried:

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,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+1
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.

Have Codex, can grab that armor 2 next turn.


Baron heads over to the Pits, since those look ready to close.

Zombie Minions attempt to stop him. He Harrowstrikes them into oblivion.

Harrowstrike, sage's journal, blood
Combat 9: 1d10 + 4 + 1d6 + 1d4 + 1d8 ⇒ (3) + 4 + (1) + (1) + (1) = 10
Banish plus blood
Combat 13: 1d10 + 4 + 1d6 + 1d6 + 1d4 + 1d8 ⇒ (3) + 4 + (5) + (3) + (3) + (2) = 20

Add Spellbook to blood pile.

Draw 2: Prayer & Codex
Recharge hand, cheerfully stacking deck since I now know my card order.

Recovery: 1d10 + 4 ⇒ (7) + 4 = 11

Baron
Hand: Quilted Cloth Armor, Life Drain, Acid Burst, Wand of Force Missile, Acadamae Student, Sage's Journal,
Displayed:
Deck: 6 Discard: 1 Buried: 1
Hero Points: 1
Support:
Location: Follow the group!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Prayer, Force Missile, Sands Of The Hour, Codex, Quarterstaff of Vaulting, Harrowstrike,
Discard Pile: Toxic Cloud,
Buried Pile: Orison,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+1
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.


The Baron heads to the Abandoned Shacks, sure that he can find some lackeys to abuse there.

There, he finds Foes on All Sides. Not ideal, but Harrowstrike (and Sage's Journal) it is.
Combat 9+2: 1d10 + 4 + 1d6 + 1d4 ⇒ (6) + 4 + (6) + (1) = 17
Banish Harrowstrike and blood the second.
Combat 11+2+2: 1d10 + 4 + 1d6 + 1d6 + 1d4 + 1d8 ⇒ (2) + 4 + (6) + (6) + (2) + (1) = 21

Discard Infernal Healing. Don't think I'll have enough turns to make it worthwhile, so I'd rather get it into the blood pile.

Recovery: 1d10 + 4 + 1d4 ⇒ (2) + 4 + (1) = 7

Baron
Hand: Quarterstaff of Vaulting, Sage's Journal, Spellbook, Cat, Acid Burst, Wand of Force Missile,
Displayed:
Deck: 7 Discard: 2 Buried: 1
Hero Points: 1
Support:
Location: Follow the group!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Codex, Sands Of The Hour, Acadamae Student, Quilted Cloth Armor, Prayer, Force Missile
Recharged: Life Drain,
Discard Pile: Harrowstrike, Infernal Healing,
Buried Pile: Orison,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+1
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.


The Baron steals what little life force the zombie has.
Life Drain, Barracks, Sage's Journal
Combat 10: 1d10 + 4 + 2d4 + 1d4 + 1d4 ⇒ (10) + 4 + (4, 4) + (4) + (3) = 29

Recharge 9: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (4) = 17


The Baron walks through again, relying on his own bulk, since the champion is not there to guard him.
Str 6: 1d6 ⇒ 4

Armor recharged, 1 card off blood stack banished.

Prayer to examine Full Plate and purchase it.
Con 9: 1d10 + 1 ⇒ (6) + 1 = 7
Alas, he forgets to tell his servant to pick it up.

Recovery w/ Cat
Arc 6: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (2) = 7
Huh, not actually overkill.

Baron
Hand: Quarterstaff of Vaulting, Sage's Journal, Life Drain, Harrowstrike, Infernal Healing, Spellbook,
Displayed:
Deck: 8 Discard: 1 Buried: 1
Hero Points: 1
Support:
Location: Follow the group!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Acadamae Student, Codex, Sands Of The Hour, Wand of Force Missile, Acid Burst
Recharged: Quilted Cloth Armor, Cat, Force Missile,
Discard Pile: Prayer,
Buried Pile: Orison,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+1
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.


Baron sees an Accursed Priest, and sees no reason not to obliterate him.

Force Missile, blood, barracks.

Combat 15: 1d10 + 4 + 2d4 + 1d8 + 1d4 ⇒ (4) + 4 + (3, 4) + (6) + (4) = 25
After, he'll bury Orison.

Then, classic Baron, he walks directly into a Brawl. That he definitely didn't cause.


Barracks looks like a fine place to secure some lackeys.

Baron
Hand: Orison, Quilted Cloth Armor, Prayer, Cat, Sands Of The Hour, Force Missile,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 1
Support:
Location: Follow the group!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spellbook, Sage's Journal, Acid Burst, Quarterstaff of Vaulting, Staff of Minor Healing, Life Drain, Codex, Lightning Touch, Harrowstrike, Acadamae Student
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10+1
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.


The Baron scoffs at the Elemental and obliterates it.
Force Missile, Blood, Sage's Journal

Combat 13: 1d10 + 3 + 2d4 + 1d8 + 1d8 + 2 ⇒ (10) + 3 + (1, 3) + (1) + (1) + 2 = 21


Caves #1: Balmberry
Wis 7: 1d6 + 1 ⇒ (2) + 1 = 3

Discard Cat to explore: Allip
Lightning Touch, Sling.
Combat 14: 1d10 + 3 + 2d4 + 1d4 + 1d4 ⇒ (7) + 3 + (4, 1) + (4) + (3) = 22

That's right. I'm one of the good guys.

Recovery: 1d10 + 3 + 1d4 ⇒ (10) + 3 + (2) = 15

Baron
Hand: Spellbook, Codex, Sage's Journal, Sands Of The Hour, Force Missile, Infernal Healing,
Displayed: Quilted Cloth Armor,
Deck: 4 Discard: 1 Buried: 3
Hero Points: 0
Support: Codex, Journal, Sands
Location: Follow the group!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Flame Staff, Acid Burst, Sling, Lightning Touch,
Discard Pile: Cat,
Buried Pile: Prayer, Orison, Acadamae Student,

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d4 ☐ +1
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Constitution +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +0

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.