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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() I have been thinking about this long and carefully, but I would like to inform you that I would like to step out of the AP. I have made an unfortunate choice of character and I am enjoying neither Drelm, nor most of the mechanics of the AP and the pace is also rather sloggy foor my liking. I know dropping out in the middle of things is not perfect for the rest of you and I am willing to either hand over drelm to somebody else or finish out playing the second adventure if that helps, but I don't think I want to commit for another 8 months on this. ![]()
Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Ukujas Turn
Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Spear of the Watchful Guardian (Loot), Cure, Sands of the Hour, Pearl of Wisdom, Holy Symbol, Blessing of the Gods Recharged: Chain Mail (Core), Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d10 [ooc]☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 16: Drelm
Start of turn
Tekenu:
MM Monster 2 Traits: Undead Elite To Defeat: Combat 13 The Tekenu is immune to the Mental and Poison traits. Before you act, you may succeed at a Stealth 7 check to evade the Tekenu. After you act, roll 1d4. On a 4, you are dealt 2 Acid damage. If the check to defeat has the Divine trait, add 1d6. Reveal Glorious Warhammer CtD Combat 13: 1d10 + 2 + 1d8 + 1 ⇒ (3) + 2 + (8) + 1 = 14 Banished AyA: 1d4 ⇒ 4 Display and recharge Chain Mail End of turn
Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods, Cure, Spear of the Watchful Guardian (Loot), Sands of the Hour, Holy Symbol, Pearl of Wisdom Recharged: Chain Mail (Core), Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 11. Drelm
Start of Turn
Trapped Locker:
MM Barrier B Traits: Cache Lock Trap Basic To Defeat: Dexterity Disable 9 OR Strength Melee 11 If defeated, add 1 random armor from the box to your hand. If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier. CtD Disable 9: 1d10 + 3 + 1d10 + 4 ⇒ (10) + 3 + (10) + 4 = 27 Banished Draw new Armor Alchemist's Suit:
MM Armor 2 Traits: Clothing Light Armor Alchemical To Acquire: Constitution Fortitude Intelligence Craft 7 Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand. If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead. Display Magic Chain Mail
Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Sands of the Hour, Holy Symbol, Spear of the Watchful Guardian (Loot), Aid, Pearl of Wisdom, Blessing of the Gods, Cure Recharged: Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Upkeep:
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 6: Drelm
Start of Turn
Skeletal Jackal:
MM Monster B Traits: Undead Skeleton Basic To Defeat: Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits. If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3. Reveal Glorious Warhammer CtD Combat 8: 1d10 + 2 + 1d8 + 1 ⇒ (9) + 2 + (2) + 1 = 14 Defeated and Banished Discard Prayer to examine and may explore
Shrieking Plant:
MM Barrier 1 Traits: Trigger Obstacle Plant Elite To Defeat: Wisdom Stealth Perception Survival 8 When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated. If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant. No chance vs Trigger. So examine top three cards Bonecrasher Hyeanmaster Javelin of Lightning Tekenu Trigger Have to encounter him. Bonecrusher Hyenamaster:
MM Monster B Traits: Trigger Gnoll Basic To Defeat: Combat 9 THEN Combat 9 When you examine this card, encounter it; its difficulty to defeat is increased by 3. Reveal Glorious Warhammer CtD Combat 12+3: 1d10 + 2 + 1d8 + 1 ⇒ (9) + 2 + (3) + 1 = 15 Defeated and Banished Shrieky Plant also Banished due to defeat of Bonemaster End Turn
Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Holy Symbol, Spear of the Watchful Guardian (Loot), Cure, Chain Mail (Core), Pearl of Wisdom, Aid, Blessing of the Gods, Sands of the Hour Recharged: Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 1: Drelm
Start of Turn
Silver Chain Smuggler:
Henchman Type: Monster Traits: Human Rogue To Defeat: Combat 12 Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler. Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it. If defeated, you may immediately attempt to close the location this henchman came from. BYA succeed at an impossible check or take 1 poison damage - Discard Blessing of iomedae
Free explore
Chakram:
MM Weapon B Traits: Knife Ranged Slashing Elite To Acquire: Dexterity Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8. If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act. When playing another weapon, you may discard this card to add 1d4 to your combat check. CtA Dex6: 1d6 ⇒ 6 Acquired Drelm ends his turn. Drelm attempts to recover all cards in his Recovery pile.
Drelm resets his hand. Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods, Cure, Pearl of Wisdom, Aid, Sands of the Hour, Chain Mail (Core), Holy Symbol, Spear of the Watchful Guardian (Loot), Magic Chain Mail Recharged: Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Upkeep
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() If Ukuja does Not go to the catacombs then Drelms will go there. Just left it free for him, because I thought it would be his prefered location. ![]()
Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Drelm starts at he Viziers Hill. Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Spear of the Watchful Guardian (Loot), Pearl of Wisdom, Chain Mail (Core), Prayer, Cure, Blessing of the Gods, Aid, Feather of Maat (market), Holy Symbol, Sands of the Hour, Magic Chain Mail Recharged: Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Scenario 4-1E: Seaward! Hero Point:
XP:
Deck Uppgrade:
Loot:
Market:
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 15:Drelm
Start of Turn
Sacred Candle:
Item Traits: Magic Object To Acquire: Wisdom Divine 10 Bury to draw the hour. You may not play this during an encounter. CtA Divine 10: 1d8 + 4 ⇒ (5) + 4 = 9 Banished There it goes End of Turn
Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Holy Light, Holy Symbol, Blessing of the Gods, Sacred Candle, Sands of the Hour Recharged: Aid, Cure, Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Upkeep
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Correction:
reveal Glorious Warhammer instead CtD Combat 11+2*1=13: 1d10 + 2 + 1d6 + 1 ⇒ (10) + 2 + (5) + 1 = 18 Still guarded Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Holy Symbol, Holy Light, Feather of Maat (market), Sacred Candle, Priest of Pharasma, Sands of the Hour, Prayer, Blessing of the Gods Recharged: Aid, Cure, Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Guarding Towering Obelisk Encounter Agash
Towering Obelisk Guarded Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Priest of Pharasma, Feather of Maat (market), Sacred Candle, Blessing of the Gods, Sands of the Hour, Holy Light, Prayer, Holy Symbol Recharged: Aid, Cure, Spear of the Watchful Guardian (Loot), Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 10: Drelm
Start of Turn
Osirion Ancestor:
MM Ally B Traits: Undead Ghost Incorporeal To Acquire: Divine Charisma Diplomacy 8 Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait. CtA Divine 8: 1d8 + 4 ⇒ (3) + 4 = 7 Banished
Gnoll Slaver:
None Henchman 1 Type: Monster Traits: Gnoll Trigger To Defeat: Combat 10 When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3. Before you act, recharge an ally. If undefeated, search your deck for an ally and bury it. If defeated, you may immediately attempt to close the location this henchman came from. No Ally to recharge reveal Glorious Warhammer Cast Aid CtD Combat 10+3=13: 1d10 + 3 + 1d8 + 1 + 1d4 + 1 ⇒ (9) + 3 + (2) + 1 + (2) + 1 = 18 Defeated but no Overkill Cure in Hand and Sacred Candle not in deck so lets rather not close
Drelm ends his turn. Drelm attempts to recover all cards in his Recovery pile.
Drelm resets his hand. Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Sands of the Hour, Prayer, Blessing of the Gods, Feather of Maat (market), Sacred Candle, Holy Symbol, Holy Light, Priest of Pharasma Recharged: Aid, Cure, Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 5: Drelm
Start of Turn
Emperor Cobra:
MM Monster B Traits: Animal Poison Basic To Defeat: Stealth 6 OR Combat 8 When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead. If the check to defeat has the Cold or Fire trait, add 1d8. Reveal Glorious Warhammer
Discard Blessing of Ioemedae to explore
Blessing of the Ancients:
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. CtA Divine 3: 1d8 + 4 ⇒ (1) + 4 = 5 Acquired Discard to explore Augury:
MM Spell B Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. CtA Divine 6: 1d8 + 4 ⇒ (2) + 4 = 6 Acquired Cast Augury calling Monster
Drelm ends his turn. Drelm attempts to recover all cards in his Recovery pile.
Drelm resets his hand. Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Priest of Pharasma, Sacred Candle, Spear of the Watchful Guardian (Loot), Blessing of the Gods, Holy Symbol, Sands of the Hour, Feather of Maat (market), Chain Mail (Core), Holy Light, Magic Chain Mail Recharged: Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Upkeep
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Drelm will start at the Towering Obelisk Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Sands of the Hour, Spear of the Watchful Guardian (Loot), Holy Symbol, Prayer, Divine Insight, Blessing of the Gods, Feather of Maat (market), Holy Light, Chain Mail (Core,2), Priest of Pharasma, Chain Mail (Core) Recharged: Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Scenario 4-1D: Trouble Following Directions Hero Point
Deck Uppgrade:
boon Roll: 1d20 ⇒ 20 Yippiejeiheia Market
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 27:Harsk
Start of Turn
Mirage:
MM Villain B Type: Barrier Traits: Trigger Obstacle To Defeat: Wisdom Perception 7 When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location. Discard Merisiels Blessing of Adabar to bless twice
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Offturn
Turn 22: Drelm
Start of Turn
Give Flash Freeze to Alase Free Explore
The Evil Eye:
MM Barrier B Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Divine 6+2*1=8/15: 1d8 + 4 ⇒ (6) + 4 = 10 Success Banished Trying to close
On closing No effect
End of Turn
Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Chain Mail (Core), Glorious Warhammer, Prayer, Blessing of the Gods, Blessing of Iomedae, Cure, Aid, Blessing of the Ancients (Acq), Warhammer Recharged: Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Upkeep
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Off-Turn
Turn 17: Drelm
Start of Turn
Drelm is healed for 4: (Blessing of the Ancients (Acq), Divine Insight, Blessing of the Gods, Prayer). Deck shuffled. Free explore
Burglar's Buckler:
MM Armor 1 Traits: Shield To Acquire: Constitution Fortitude Disable 6 Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor. Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor. Reveal this card to add 1 die to your Disable check. You may play another armor on this check. CtA Disable 6: 1d8 + 3 ⇒ (5) + 3 = 8 Acquired Discard Mumia Smugglers to explore
Lightning Storm:
MM Barrier C Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Display next to location
Flash Freeze:
MM Item B Traits: Liquid Cold Alchemical Basic To Acquire: Intelligence Craft 5 Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits. Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check. CtA Int 5: 1d6 ⇒ 6 Acquired End of Turn
Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Sands of the Hour, Prayer, Chain Mail (Core), Cure, Divine Insight, Holy Symbol, Aid, Warhammer, Holy Light, Blessing of the Gods Recharged: Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Upkeep
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 12: Drelm
Start of Turn
Plague Zombie:
MM Monster 1 Traits: Undead Elite To Defeat: Combat 11 The Plague Zombie is immune to the Mental and Poison traits. If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage. Cast Unshakable chill CtD Combat 11: 1d8 + 4 + 1d6 ⇒ (8) + 4 + (6) = 18 Banished,recharge Feather of Maat to reduce by one to avoid new monster Bury sacred Candle to obtain hour
Shock Toad:
MM Monster B Traits: Animal Electricity Basic To Defeat: Combat 6 The Shock Toad is immune to the Electricity trait. Before you act, the Shock Toad deals 1 Electricity damage to each character at your location. BYA take one damage Discard Clinging Venom
Drelm ends his turn. Drelm attempts to recover all cards in his Recovery pile.
Drelm resets his hand. Start of next Turn cast Cure on myself
End of Ukujas Turn recover cure
Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Feather of Maat (market), Chain Mail (Core), Holy Light, Sands of the Hour, Blessing of the Gods, Holy Symbol, Aid, Warhammer Recharged: Cure, Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Upkeep
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 6: Drelm
Start of Turn
Free explore
Crystal Stalker:
MM Monster 1 Traits: Trigger Elemental Outsider Elite To Defeat: Combat 9 When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it. If the check to defeat has the Acid trait, add 3. Reveal Glorious Warhammer Combat 9: 1d10 + 3 + 1d8 + 1 ⇒ (4) + 3 + (6) + 1 = 14 Banished and not over-deafeated Discard Prayer to examine and explore
Clinging Venom:
MM Spell B Traits: Magic Arcane Divine Attack Poison Elite To Acquire: Intelligence Arcane Wisdom Divine 4 For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it. CtA Divine 4: 1d8 + 3 ⇒ (6) + 3 = 9 Acquired End Turn
Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Priest of Pharasma, Holy Light, Blessing of Iomedae, Aid, Cure, Warhammer, Spear of the Watchful Guardian (Loot), Chain Mail (Core) Recharged: Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Upkeep
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 2: Drelm
Start of Turn
The Second Law:
MM Barrier 1 Traits: Trigger Curse Law Elite To Defeat: None When you examine this card, encounter it. Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card. Second Law displayed Discard Sands of the hour to examine and explore
Blessing of the Ancients:
MM Blessing C Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. CtA Divine 3: 1d8 + 4 ⇒ (5) + 4 = 9 Acquired Discard to examine and explore Unshakable Chill:
MM Spell C Traits: Magic Arcane Divine Attack Cold Basic To Acquire: Intelligence Arcane Wisdom Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. CtA Divine 6: 1d8 + 4 ⇒ (3) + 4 = 7 Acquired Discard BotG to explore Alchemical Gas:
MM Barrier B Traits: Obstacle Acid Elite To Defeat: Intelligence Disable Craft 7 If undefeated, display this barrier next to the location deck. If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card. CtD Disable 7: 1d8 + 2 + 1d8 + 4 ⇒ (6) + 2 + (5) + 4 = 17 Defeated Defeated by more than 7, shuffle random monster into Location deck
End Turn
Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Blessing of Iomedae, Cure, Aid, Spear of the Watchful Guardian (Loot), Divine Insight, Warhammer, Priest of Pharasma, Holy Light, Chain Mail (Core) Recharged: Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Upkeep
![]()
Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Loot:
Trader
Drelm starts at the Oasis Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Blessing of Iomedae, Prayer, Warhammer, Divine Insight, Cure, Holy Symbol, Chain Mail (Core), Spear of the Watchful Guardian (Loot), Holy Light, Priest of Pharasma, Aid Recharged: Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
![]()
Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Ahmotep
Merisiel
Drelm
Alase
Ukuja
First choices:
@ Merisiel can you use the armour1 in any way? ![]()
Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Hero Point:
Deck Upgrades:
I don't think I need any more Level 0 items Boon roll: 1d20 ⇒ 19 Sunburst Market
![]()
Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Drelm discards the chainmal as electricity damage. Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Prayer, Sands of the Hour, Osirion History Guide, Chain Mail (Core), Holy Symbol, Feather of Maat (market), Longsword (Core), Cure, Blessing of the Gods, Fire Kukri +1 (Acq) Recharged: Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 24: Drelm
Start of Turn
Corrosive Dagger +1:
MM Weapon B Traits: Knife Ranged Piercing Magic Elite To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait. When playing another weapon, you may discard this card to add 1d4+1 to your combat check. CtA Dex 7: 1d6 ⇒ 1 Failed Still no way to extend my exploration so end Turn
Shuffle Monster into random location
Reset Hand Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Prayer, Blessing of the Gods, Chain Mail (Core), Cure, Longsword (Core), Fire Kukri +1 (Acq), Holy Symbol, Osirion History Guide, Sands of the Hour, Feather of Maat (market) Recharged: Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Upkeep
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 19: Drelm
Random Monsters since last Update
Start of Turn Free Explore
Bonecrusher Hunter:
MM Monster B Traits: Trigger Gnoll Veteran To Defeat: Combat 9 When you examine this card, encounter it and increase its difficulty to defeat by 3. The difficulty to defeat is increased by the scenario's adventure deck number. Reveal Spear of Watchful guardian CtD Combat 9+1=10: 1d10 + 2 + 1d6 + 1 ⇒ (4) + 2 + (4) + 1 = 11 Banished without negative consequences End of turn
Reset Hand Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Fire Kukri +1 (Acq), Blessing of the Gods, Osirion History Guide, Prayer, Longsword (Core), Feather of Maat (market), Cure, Chain Mail (Core), Holy Symbol, Sands of the Hour, Chain Mail (Core,2) Recharged: Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Upkeep
Random Monsters since last Update
![]()
Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() If I am correct in assuming Merisiel shuffled into the wrong location:
Shuffled Monsters since last Update
![]()
Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 14: Drelm
Shuffled Monsters since last Update
Yellow Jelly:
MM Monster B Traits: Ooze Acid Basic To Defeat: Combat 8 The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits. If your check to defeat has the Acid or Cold trait, add 3. After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage. Reveal Warhammer CtD Combat 8: 1d10 + 2 + 1d8 ⇒ (7) + 2 + (7) = 16 Overbanished Checked my old posts Paizo reroll is still available, so use it here. CtD Combat 8: 9 + 1d8 ⇒ 9 + (8) = 17 Well that did help Banished First Law check Drelm takes acid damage, Random Monster #3 into Location because of Adventure Power Wisdom 17: 1d8 + 8 ⇒ (5) + 8 = 13 Failed, Drelm aquires Curse of the Ravenous First Law Banished Acid damage: 1d4 ⇒ 4 Discard Everything but the Warhammer End of Turn,
Bury Cards from discards
reset Hand, Bury Priest of Pharasma on next Turn.
Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Feather of Maat (market), Longsword (Core), Sands of the Hour, Fire Kukri +1 (Acq), Holy Symbol, Prayer, Holy Light, Chain Mail (Core), Cure, Osirion History Guide, Chain Mail (Core,2), Blessing of the Gods Recharged: Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Upkeep
Shuffled Monsters since last Update
![]()
Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Random Monster track keeping
Turn 9: Drelm
Start of Turn
Kohl of Uncanny Discernment:
MM Item B Traits: Accessory Alchemical To Acquire: Intelligence Perception 6 Reveal this card to add 1d4 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. CtA Intelligence 6: 1d6 ⇒ 4 Banished Discard Blessing of Iomedae to explore
Camel:
MM Ally C Traits: Animal Mount Basic To Acquire: Wisdom Survival 7 Bury this card to evade a monster you encounter. At the end of your turn, discard this card to move. Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks. CTA Wisdom 7: 1d8 ⇒ 5 Banished Drelm ends his turn. Drelm resets his hand. Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Chain Mail (Core,2), Prayer, Blessing of the Gods, Aid, Spear of the Watchful Guardian (loot), Feather of Maat (market), Priest of Pharasma, Divine Insight, Chain Mail (Core), Holy Symbol Recharged: Osirion History Guide, Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Shuffle Random Monster #3 into random location
Upkeep
Random Monster track keeping
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Random Monster track keeping
![]()
Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Random Monster track keeping
Drem tries to hide into a nearby tomb and is immediately Drawn to a nearby Locked box. Turn 4: Drelm
Alase displays Tonbarse next to Peasant tombs
Baited Jewel Box:
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by at least 4, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Get Fire Kukri +1 from Alase CTD Disable 7/11/18: 1d10 + 2 ⇒ (5) + 2 = 7 Banished Poison damage: 1d4 ⇒ 1 Discard chain Mail draw 2 item Noxious Bomb and Osirion History Guide Discard Blessing of Iomedae to explore
Spelldagger:
MM Weapon C Traits: Knife Ranged Piercing Magic Elite To Acquire: Dexterity Ranged Arcane 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1. When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check. CTA Dex 4: 1d6 ⇒ 3 Banished Cast Cure to avoid discarding too much Autoheal all cards Drelm ends his turn.
Drelm attempts to recover all cards in his Recovery pile.
Drelm resets his hand. Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Prayer, Chain Mail (Core), Blessing of the Gods, Chain Mail (Core,2), Divine Insight, Priest of Pharasma, Sands of the Hour, Holy Symbol, Aid, Spear of the Watchful Guardian (loot), Feather of Maat (market) Recharged: Osirion History Guide, Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Shuffle Random Monster #4 into random location
Upkeep
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Deck Upgrade:
Loot:
Sunburst Market:
Drelm starts at Peasant Tombs Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Aid, Blessing of the Gods, Priest of Pharasma, Holy Symbol, Longsword (Core), Spear of the Watchful Guardian (loot), Feather of Maat (market), Chain Mail (Core,2), Prayer, Divine Insight, Sands of the Hour Recharged: Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☑ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
![]()
Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Loot:
Trader:
![]()
Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Hero Point:
Deck Upgrade:
Boon?: 1d20 ⇒ 17 ![]()
Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() End of Turn Check
Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Holy Symbol, Blessing of the Gods (2), Divine Insight, Holy Light Recharged: Cure, Pearl of Wisdom, Tussah Silk Coat (Acq), Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 14:Drelm
Start of Turn
The Second Law:
MM Barrier 1 Traits: Trigger Curse Law Elite To Defeat: None When you examine this card, encounter it. Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card. Discard Priest of Pharasma to explore
Mahga Threefingers:
MM Ally B Traits: Half-Orc Ranger To Acquire: Charisma Diplomacy 8 Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result. Discard this card to explore your location. Recharge Pearl of Wisdom to use wisdom die Dont think we need 4 blessings so using one of Merisiels Charisma 8: 2d8 ⇒ (7, 4) = 11 Acquired Discard to explore
Gnoll Slaver:
None Henchman 1 Type: Monster Traits: Gnoll Trigger To Defeat: Combat 10 When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3. Before you act, recharge an ally. If undefeated, search your deck for an ally and bury it. If defeated, you may immediately attempt to close the location this henchman came from. No Ally to recharge reveal Longsword Combat 10: 1d10 + 2 + 1d8 ⇒ (5) + 2 + (1) = 8 Use Box Reroll Combat 10: 7 + 1d8 ⇒ 7 + (2) = 9 Recharge Silk Coat, If the discard pile also counts as deck I bury Threefingers, otherwise noone as I have no allies in my deck End of Turn
Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Holy Light, Blessing of the Gods (2), Holy Symbol, Aid, Sands of the Hour, Divine Insight Recharged: Cure, Pearl of Wisdom, Tussah Silk Coat (Acq), Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Upkeep
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 8:Drelm
Start of Turn
Tussah Silk Coat:
MM Armor B Traits: Clothing Light Armor Basic To Acquire: Constitution Fortitude 4 Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead. CtA Constitution 4: 1d6 ⇒ 6 Acquired Discard Prayer to examine then explore
Chakram:
MM Weapon B Traits: Knife Ranged Slashing Elite To Acquire: Dexterity Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8. If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act. When playing another weapon, you may discard this card to add 1d4 to your combat check. CtA Dexterity 6: 1d6 ⇒ 6 Acquired
Discard Chakram Reset Hand Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods (2), Holy Light, Divine Insight, Sands of the Hour, Chain Mail (Core,2), Holy Symbol, Aid, Chain Mail (Core), Blessing of the Gods Recharged: Cure, Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 4: Drelm
Start of turn
Baited Jewel Box:
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by at least 4, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. CtD Disable 6+1=7: 1d8 + 2 ⇒ (3) + 2 = 5 Undefeated shuffle into the Deck Discard Prayer to examine the explore
Gnoll Slaver:
None Henchman 1 Type: Monster Traits: Gnoll Trigger To Defeat: Combat 10 When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3. Before you act, recharge an ally. If undefeated, search your deck for an ally and bury it. If defeated, you may immediately attempt to close the location this henchman came from. Trigger, so CtD is increased by 3 Reveal and Reload Longsword Discard Prayer to bless CtD Combat 10+3=13: 2d10 + 2 + 1d8 + 1d4 ⇒ (1, 8) + 2 + (8) + (2) = 21 Defeated Attempt to close
Saving cure from the ranged damage by casting it. Heal both blessings Drelm ends his turn. Drelm fought a monster so he takes ranged damage.
Drelm attempts to recover all cards in his Recovery pile.
Drelm resets his hand. Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Chain Mail (Core,2), Holy Symbol, Chain Mail (Core), Aid, Divine Insight, Holy Light, Sands of the Hour, Blessing of the Gods (2), Blessing of the Gods Recharged: Cure, Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Upkeep
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Since Merisiel has yet to obtain a level 1 Item, I would suggest Ahmotep gives up the Ally 1 for her. Since I have seen that Holy light is a Level B Spell in the class deck I don't really need a spell 1 upgrade for it and could refer to ahmotep for his second choice (spell 1). but of course thats Ahmoteps decision. ![]()
Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Take New spell and immediately upgrade:
Drelm will start at the Glass Pavillon Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Djinni Quarterstaff (Market), Blessing of the Gods, Priest of Pharasma, Chain Mail (Core), Aid, Holy Symbol, Divine Insight, Chain Mail (Core,2), Sands of the Hour, Pearl of Wisdom, Holy Light Recharged: Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
![]()
Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() AH now I understand the sunburst market. I will upgrade my quarterstaff to a Djinni Quarterstaff at the Market. ![]()
Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Trader: Sunburst Market unless somebody has a different need Since there is no weapon 1 that line is invalid so my choices are Spell 1 --> 316
![]()
Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Deck Upgrade:
Weapon 1: 1d1000 ⇒ 736
Hero Point:
Boon Roll: 1d20 ⇒ 15 ![]()
Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 13: Drelm
Start of Turn
Caravan Raider:
MM Monster B Traits: Human Veteran To Defeat: Stealth 7 OR Combat 9 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Caravan Raider deals no damage; instead, banish a boon Reveal Warhammer
Discard Sands ofthe Hour to Explore Osirion Ancestor:
MM Ally B Traits: Undead Ghost Incorporeal To Acquire: Divine Charisma Diplomacy 8 Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait. Reveal Holy Symbol
Attempoting to close the location as I required an Ally
When Closing Summon and Encounter an Item (or weapon or Armor)
Acid Flask:
MM Item B Traits: Liquid Attack Acid Alchemical Basic To Acquire: Intelligence Craft 5 For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12. CtA Intelligence 5: 1d6 ⇒ 6 Acquired Drelm ends his turn.
Drelm attempts to recover all cards in his Recovery pile. (actually Offturn, but I forgot to post at the start of turn.)
Drelm resets his hand. " Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods (2), Cure, Pearl of Wisdom, Prayer, Priest of Pharasma, Chain Mail (Core) Recharged: Fire Snake (Given), Aid, Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Upkeep
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 8:Drelm
Move to Warehouse
Compass:
MM Item B Traits: Object Basic To Acquire: Wisdom Survival 4 Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter. Discard this card to explore your location. CTA Wisdom 4: 1d8 ⇒ 4 Acquired Discard Kafar to explore
Guardian Scroll:
MM Monster 1 Traits: Construct Elite To Defeat: Stealth 8 OR Combat 11 The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die. Recharge BOTG as copy of Hour CtD Combat 11: 2d10 ⇒ (7, 10) = 17 Defeated Discard Compass to explore Skeletal Jackal:
MM Monster B Traits: Undead Skeleton Basic To Defeat: Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits. If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3. Reveal Warhammer CtD Combat 8: 1d10 + 2 + 1d8 ⇒ (4) + 2 + (7) = 13 Defeated End Turn
Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Priest of Pharasma, Prayer, Blessing of the Gods (2), Chain Mail (Core), Cure, Pearl of Wisdom, Quarterstaff (Core) Recharged: Fire Snake (Given), Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Upkeep
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 8:Drelm
Move to Warehouse
Alchemical Gas:
MM Barrier B Traits: Obstacle Acid Elite To Defeat: Intelligence Disable Craft 7 If undefeated, display this barrier next to the location deck. If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card. Play BotG to bless Disable 7: 1d8 + 2 + 1d8 ⇒ (8) + 2 + (3) = 13 Perfectly hit Discard Kafar to explore
Burglar's Buckler(Armor 1):
MM Armor 1 Traits: Shield To Acquire: Constitution Fortitude Disable 6 Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor. Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor. Reveal this card to add 1 die to your Disable check. You may play another armor on this check. Kafars Power applies
End of Turn
Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods (2), Pearl of Wisdom, Chain Mail (Core), Prayer, Aid, Sands of the Hour, Cure, Quarterstaff (Core) Recharged: Fire Snake (Given), Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Upkeep
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Deckhandler | Drelm | Cleric CD + Divine/Support AP
![]() Turn 3: Drelm
Start of Turn
Voices of the Spire:
MM Henchman C Type: Monster Traits: Human Inquisitor Veteran To Defeat: Combat 8 OR Charisma Diplomacy 7 The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from. Receive Fire Snake via Tonbarse Reveal and Discard Longsword Recharge one of Alases Blessing Combat 10=8+2*1: 2d10 + 2 + 1d4 ⇒ (7, 2) + 2 + (1) = 12 Defeated by Combat Suffer Curse of Vulnerability Trying to close Encounter Ally with Charisma as a check to Acquire
Kafar:
MM Ally B Traits: Trigger Human Rogue Aspis To Acquire: Wisdom Charisma Diplomacy 9 When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait. Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration. Cast Fire Snake to use divine instead
Drelm ends his turn.
Drelm attempts to recover all cards in his Recovery pile.
Drelm resets his hand. Drelm wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Prayer, Cure, Priest of Pharasma, Sands of the Hour, Blessing of the Gods (2), Pearl of Wisdom, Aid, Chain Mail (Core), Quarterstaff (Core) Recharged: Fire Snake (Given), Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: STR+2 Dexterity d6 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 ☐ +3 Intelligence d6 ☐ +1 ☐ +2 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Disable: WIS+2 Divine: WIS+3 Charisma d6 ☐ +1 Favored Card: Weapon
Upkeep
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