Orc Witch Doctor

Elf olic'lo's page

Organized Play Member. 45 posts (139 including aliases). No reviews. 1 list. No wishlists. 4 Organized Play characters. 1 alias.


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You all are being so mature, but I will say what we all are thinking: This is bull crap! I want more, give me more! Why? Why? Oh please...don’t take it away... please...


Male Dark Elf Sorcerer

Hour of Pharasma's Knowing

Random Eldtritch Story Bane: 1d12 ⇒ 9 None!

Explore to encounter a Life Drain. Autofail!

Discard Blessing of Lamashtu to explore again and encounter a Wolfpack.

Before act Summon and encounter Wolfpack
Reveal Nunchaku + 1
Dexterity 11: 1d10 + 1d8 + 3 ⇒ (8) + (1) + 3 = 12 Success!

Wolfpack ecnounter
Reveal Nunchaku + 1
Dexterity 11: 1d10 + 1d8 + 3 ⇒ (2) + (3) + 3 = 8 Fail!

Take 3 damage
Discard Blessing of Gozreh, Blessing of Milani, Temple Sword.

End turn
Draw: Trapsmith Gloves, Ring of Wave Walking, Riftwarden, Amulet of Mighty Fists.

"

Roboo wrote:

Hand: Trapsmith Gloves, Ring of Wave Walking, Riftwarden, Nunchaku + 1, Amulet of Mighty Fists,

Displayed:
Deck: 4 Discard: 8 Buried: 0
Current Location: Academy
Hero Points: 0

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Stealth: Dexterity + 4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom + 2
Charisma d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
X
POWERS:
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 (☑ 1d8) plus the weapon´s adventure deck number; you may additionally discard that weapon to add another 1d6 and the wepon´s traits.
When you encounter a barrier (☑ or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act (☑ or a check to acquire an item), you may use your Dexterity skill instead of any listed skill.

"


Male Dark Elf Sorcerer

Wow nice! Thank you very much you both. I promise I won't loose it again.


Male Dark Elf Sorcerer

It was for the Play by Post Cosmic Captive adventure during the Retrocon at the beginning of this year. The BR was Skizzerz. Should I contact him?


Male Dark Elf Sorcerer
cartmanbeck wrote:
For Fumbus, you would need to use the Alchemist class deck. As with all of our online organized play games, you'll be required to show us proof of ownership of the needed class deck in order to participate.

Thanks for that.

I got another question/problem. So I lost the chronicle sheet of one character (the monk I would like to play for this event). Is there a way to recover it? If not, can I play that exact same character and pretend it is a brand new tier 1 character?


Male Dark Elf Sorcerer
Elf olic'lo wrote:
Hello I’m in and have a question. Can I use Fumbus? I don’t have the class deck ( don’t even know if there is one) but I got the Core Set box.

Nevermind, I found the answer to that. So I’m playing a monk.


Male Dark Elf Sorcerer

Hello I’m in and have a question. Can I use Fumbus? I don’t have the class deck ( don’t even know if there is one) but I got the Core Set box.


Male Dark Elf Sorcerer

I think that this settles the rewards process.


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Male Dark Elf Sorcerer

Alright, I’ll roll for Zhaleh as well

1d1000 ⇒ 48 Haha that’s like rolling a 0.48 on a d10.


Male Dark Elf Sorcerer

I’ll pick an Item B, looks like no one wants that.

About the other reward, I’m fine with whatever the team decides.


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Male Dark Elf Sorcerer

Temporary close attempt out of turn
Summon and defeat Brimorak
Reveal Temple Sword
Recharge Blessing of the Gods 1
Discard Blessing of the Elements 4

Dexterity DC12+4+4=20: 3d10 + 1 + 1d8 ⇒ (9, 5, 10) + 1 + (7) = 32 Success!

Location temp closed

Rooboo at Abbattoir wrote:

Hand:Temple Sword, Emerald of Dexterity, Athlete,

Displayed:
Deck: 1 Discard: 11 Buried: 0
Notes: Glory or Death!!
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([X] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

Advance the Blessings deck
Blessing of Gorum

Give a card
N/A

Move
Dexterity DC9+2=11: 1d10 + 1 ⇒ (8) + 1 = 9 Fail
Random location: 1d2 ⇒ 1 Don't move

Explore
Locked Passage
Recharge Athlete.
Dexterity DC8+4=12: 1d10 + 1 + 1d6 ⇒ (3) + 1 + (2) = 6 Fail!

Close location
N/A

End turn
Draw: Athlete

Rooboo at Abbattoir wrote:

Hand:Blessing of the Gods 4, Temple Sword, Emerald of Dexterity, Athlete, Blessing of the Gods 1,

Displayed:
Deck: 0 Discard: 10 Buried: 0
Notes: Feel free to discard my blessings for the final checks to end the scenario (so Rooboo won't die).
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([X] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

On Tontelizi's turn
Summon and encounter Skinsaw Cultist
Reveal Temple Sword
Recharge Blessing of the Gods 1
Commbat DC 11+4=15: 2d10 + 1 + 1d8 + 1d4 ⇒ (3, 4) + 1 + (5) + (3) = 16 Success.

Step 1: Advance Blessings deck
Blessing of Pharasma

Step 2: Give a Card
Skip

Step 3: Move
Dexterity DC11: 1d10 + 1 ⇒ (10) + 1 = 11 Success... not sure if Rooboo wants to stay here though...

Step 4: Explore
Goblin Pyro
Reveal Temple Sword.
Dexterity DC 8+4=12: 1d10 + 1 + 1d8 + 1d4 ⇒ (8) + 1 + (4) + (2) = 15 Success!
Take 1 damage after encounter. Discard: Sai

Aarrgh!! That little damage feels like it's killing me. As much as I want, I can't keep going for now.

Step 5: Close location
N/A

Step 6: End turn
Draw: Athlete, Blessing of the Gods 1

Rooboo at Abbattoir wrote:

Hand:Blessing of the Gods 4, Temple Sword, Emerald of Dexterity, Athlete, Blessing of the Gods 1,

Displayed:
Deck: 0 Discard: 10 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([X] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

Step 1: Advance Blessingd deck
Blessing of the Gods

Step 2: Give card
N/A

Step 3: Move
Dexterity CD 9+2=11: 1d10 + 1 ⇒ (6) + 1 = 7 Fail
Random location: 1d3 ⇒ 2 Move to Abbattoir

Step 4: Explore
Longsword
Recharge Athlete
Strength DC6: 2d6 ⇒ (2, 1) = 3 Fail

Pff!! Piece of crap, how can anyone fight with such a harsh artifact?

I can't keep exploring for now, it's way to dangerous for my condition. Hopefully Mother Myrtle will found the items she needs to brew some juice.

Step 5: Close location
N/A

Step 6: End turn
Draw: Blessing of the Gods 1

Rooboo at Abbattoir wrote:

Hand:Blessing of the Gods 4, Temple Sword, Sai, Emerald of Dexterity, Blessing of the Gods 1,

Displayed:
Deck: 1 Discard: 9 Buried: 0
Notes: Feel free to discard one of my BotG for any important check. Both of them to finish the scenario or I can be cured before the end of my next turn.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([X] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

Step 1: Advance the Blessings deck.
Blessing of the Gods

Step 2: Give a card
N/A

Step 3:Move
Dexterity DC9+2=11: 1d10 + 1 ⇒ (8) + 1 = 9 Fail
Random location: 1d4 ⇒ 1 Move to Canyon

Step 4: Explore
Scout
Before the encounter ranged combat damage: 1d4 - 1 ⇒ (3) - 1 = 2
Discard Light Crossbow + 1, Trapsmith Gloves

Ouch! Where did that come from?

Reveal Temple Sword
Dexterity 8+2=10: 1d10 + 1 + 1d8 ⇒ (7) + 1 + (2) = 10 Success!

Damn you and your arrows...

Rooboo starts to feel weak and falls on her knees. Can't keep exploring right now but sure can gather some energy if she keeps focus on her goal. While she recites her mantra she can't help but to remember about those nice and warm concoctions she has tasted before... Mother... Myrtle...

Step 5: Close location
N/A

Step 6: End of turn
Draw: Sai, Athlete

Rooboo at Canyon wrote:

Hand:Blessing of the Gods 4, Temple Sword, Sai, Emerald of Dexterity, Athlete,

Displayed:
Deck: 1 Discard: 9 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([X] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


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Male Dark Elf Sorcerer

Step 1: Advance the Blessings deck
Blessing of Lamashtu

Step 2: Give card
Skip

Step 3: Move
Dexterity DC 9+2=11: 1d10 + 1 ⇒ (3) + 1 = 4 Fail
Random location: 1d5 ⇒ 3 Move to Deeper Dungeons

Alright, back to these dungeons, I think I'm beggining to like them.

Step 4: Explore
Light Crossbow +1
Dexterity DC8: 1d10 + 1 ⇒ (8) + 1 = 9

Mmm... I think I can put this to use

Discard Researcher to explore. Find Icy Terrain.

Oh! this icy terrain is everywhere. It wasn't a problem before, shouldn't be now... I just need some positive thoughts from someone else to boost my focusing power.

Discard Blessing of the Gods 3. Mother Myrtle Recharges Blessing of the Elements.

Wisdom DC10+2=12: 3d8 ⇒ (8, 2, 7) = 17 Success!!

Thank you Mother Myrtle for sharing your positive energy.

Attempt to close location.

Banish Potion of fortitude for automatic success.
Location closed.

Step 5: Close location
N/A

Step 6: End of turn
Draw: Emerald of Dexterity, Trapsmith Gloves.

Rooboo at Mill wrote:

Hand:Blessing of the Gods 4, Temple Sword, Light Crossbow + 1, Emerald of Dexterity, Trapsmith Gloves,

Displayed:
Deck: 3 Discard: 7 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([X] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

Step 1: Advance tha Blessings Deck.
Blessing of the Gods

Step 2: Give a card
Skip

Step 3: Move
Dexterity DC11: 1d10 + 1 ⇒ (7) + 1 = 8 Fail
Random location: 1d5 ⇒ 4
Move to Abattoir

Step 4: Explore
Find a Locked Passage
Dexterity DC9: 1d10 + 1 ⇒ (3) + 1 = 4 Fail
Shuffle into location deck.

Discard Blessing of the Gods 2 to explore again and find Explore after shuffling location deck: 1d11 ⇒ 8 Icy Terrain

Mother Myrtle and Feiya, can you buy me some time while I focus on getting through this icy asteroid?

Mother Myrtle Recharges Blessing of the Elements and Feiya Discards Blessing of the Spellbound.
Wisdom DC13: 1d8 + 1d8 + 1d8 ⇒ (7) + (1) + (4) = 12
Use playmat power to reroll 1d8
Reroll 1d8: 1d8 ⇒ 7 Got it!
Icy Terrain Defeated

We got it, thanks y'all!

Step 5: Close location
Summon and encounter Brimorak
Reveal and discard Nunchaku + 1 to activate 1st power.
Reveal
Amulet of Mighty Fists.
Dexterity DC20: 1d10 + 1 + 1d6 + 1 + 1d6 + 1d4 ⇒ (4) + 1 + (6) + 1 + (1) + (4) = 17

Add 1d4 due to Tontelizi at same location Dexterity DC20: 1d4 + 17 ⇒ (1) + 17 = 18 Fail!

Take 2 damage, discard: Amulet of Mighty Fists, Silver Raven Figurine.

Step 6: End of Turn.
Draw: Potion of Fortitude, Blessing of the Gods 3, Blessing of the Gods 4, Researcher.

Rooboo at Mill wrote:

Hand:Potion of fortitude, Blessing of the Gods 3, Blessing of the Gods 4, Researcher, Temple Sword,

Displayed:
Deck: 4 Discard: 6 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([X] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

Temporary close.
Constitution DC8: 1d6 ⇒ 5
Automatic fail.


Male Dark Elf Sorcerer

Step 1: Adavance Blessings deck.
Blessing of th Gods

Step 2: Give a card.
Skip

Step 3: Move.
Dexterity DC11: 1d10 + 1 ⇒ (8) + 1 = 9 Fail
Ramdom location: 1d6 ⇒ 3 Move to Deeper Dungeons

Rooboo descends the frozen passage in a light and focused sprint, however this asteroid got slicker passages than she has seen before. She was heading to the Warrens but somehow ended at the Deeper Dungeons while trying to stay on her feet.

Step 4: Explore.
Find a Goblin Pyro.
Reveal Temple Sword and Recharge Blessing of the Gods 1.
Dexterity DC9: 1d10 + 1 + 1d8 + 1d10 ⇒ (6) + 1 + (7) + (8) = 22
Take 1 damage after the encounter, discard: Quartermaster

A Goblin Pyro in this frozen asteroid! That's weird... Nevermind, I'll just slash his head with my trusty sword.

Step 5: Close location.
N/A

Step 6: End of turn.
Draw: Nunchaku + 1, Silver Raven Figurine

Rooboo at Mill wrote:

Hand:Nunchaku + 1, Blessing of the Gods 2, Temple Sword, Silver Raven Figurine, Amulet of Mighty Fists,

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([X] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

Rooboo will head to the Warrens

Rooboo at Mill wrote:

Hand:Blessing of the Gods 1, Blessing of the Gods 2, Temple Sword, Quartermaster, Amulet of Mighty Fists,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([X] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

Reward for next scenario: Ring of Wave Walking

Deck upgrade: Item B

Power feat: When you attempt a check before you act ([X] or a check to acquire an item), you may use your Dexterity skill instead of any listed skill.

1d20 ⇒ 9 Now that I needed the 1's they don't show up.


Male Dark Elf Sorcerer

Hourglass: Blessing of the Gods

Beginning of Turn
Use playmat power: Discard Crowbar and draw Blessing of the Gods 1

Attempt to close location

Dexterity DC8: 1d10 + 1 + 1d10 ⇒ (6) + 1 + (9) = 16 Success!

Phew!! Finally done with this mill!
Mill closed.

End turn.

Draw: Emerald of Dexterity

Rooboo at Mill wrote:

Hand:Nunchaku + 1, Silver Raven Figurine, Emerald of Dexterity, Laboratory Coat, Amulet of Mighty Fists,

Displayed:
Deck: 3 Discard: 5 Buried: 4
Notes: I will recharge the Silver Raven Figurine to give the Laboratory Coat as needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([ ] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

Biginning of turn.

Hourglass: Blessing of the Gods.

Shuffle 4 random cards into deck:
Athlete
Quartermaster
Researcher
Blessing of the Gods 1

Aahh.. this concoction is making me strong again... seriously, is that marshmallows what I taste?

Explore to find Blessing of the Gods 5, automatically acquire.
Discard
Blessing of the Gods 5 to Explore again and find Goblin Raid.

Each character at an open location summons and encounters a Goblin Raider henchman.

Summon and encounter a Goblin Raider.
Reveal Amulet of Mighty Fists.
Strenght DC9: 1d6 + 1d4 ⇒ (3) + (3) = 6
Banish Leather Armor to reduce damage to 0.
Bury Sai

Attempt to close location.
Dexterity DC8: 1d10 + 1 ⇒ (1) + 1 = 2 And I keep rolling 1's.

End of turn.
Draw to reset hand:
Nunchaku + 1

Rooboo at Mill wrote:

Hand:Amulet of Mighty Fists, Silver Raven Figurine, Nunchaku + 1, Laboratory Coat, Crowbar,

Displayed:
Deck: 5 Discard: 4 Buried: 4
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([ ] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

Summon and encounter Skeleton out of turn.

Reveal Sai to use 1st power.
Reveal
Amulet of Mighty Fists.

Dexterity DC8: 1d10 + 1 + 1d6 + 1d4 ⇒ (2) + 1 + (2) + (3) = 8 Success!

Move aside skeleton.

Beginning of turn.

Hourglass: Oracle of Iovo

Before Act
Activate 3rd power to use Dexterity instead of Fortitude
Dexterity DC7: 1d10 + 1 ⇒ (8) + 1 = 9

Encounter

1st check to defeat.
Feiya, I think I'll need some help here. (by recharging your blessing)
Reveal and recharge Nunchaku + 1.
Feiya Recharges Blessing of the Elements.
Strength DC20: 1d6 + 1d6 + 1 + 1d6 + 6 + 1d6 ⇒ (6) + (2) + 1 + (2) + 6 + (6) = 23 Success!

2nd check to defeat.
Reveal and discard Sai to activate 1st power.
Reveal
Amulet of Mighty Fists.
Dexterity DC18: 1d10 + 1 + 1d6 + 1d6 + 1d4 + 6 ⇒ (4) + 1 + (1) + (2) + (4) + 6 = 18 Success!

Phew!! that was close. I'm glad this Oracle didn't get me... keep the focus!!

Explore to find a Leather Armor

Constitution DC2: 1d6 ⇒ 5 Acquire!

End of turn.

Draw to reset hand Silver Raven Figurine

Rooboo at Mill wrote:

Hand:Amulet of Mighty Fists, Silver Raven Figurine, Leather Armor, Laboratory Coat, Crowbar,

Displayed:
Deck: 2 Discard: 7 Buried: 3
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([ ] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

Out of turn
Recharge Silver Raven Figurine to take Laboratory Coat from Mother Myrtle.

Beginning of turn

Hourglass: Blessing of the Gods.

Explore to find a Crowbar.
Recharge Emerald of Dexterity to use Dexterity instead of Strength.
Dexterity DC3: 1d10 + 1 ⇒ (3) + 1 = 4

I think I'm gonna take this crowbar.

End of turn.

Rooboo at Mill wrote:

Hand:Amulet of Mighty Fists, Sai, Nunchaku + 1, Laboratory Coat, Crowbar,

Displayed:
Deck: 2 Discard: 6 Buried: 3
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([ ] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

Out of turn

Discard Blessing of the Gods to help Mother Myrtle

Beginning of turn.

Hourglass: Blessing of Desna

Explore and find a Rat Swarm

What's that sound? ...it's something coming toward me... raaats!!

Encounter

Reveal Sai to activate 1st power.
Reveal
Amulet of Mighty Fists.

Dexterity DC8: 1d10 + 1d6 + 1d4 ⇒ (4) + (3) + (4) = 11

Rooboo pierces some rats and the rest flee away... for now...

Alright, rats are no thread to me. But there might be something bigger ahead. I'll just hang here for a while... maybe Mother Myrtle's concoction will be ready soon...

End of turn.

Draw to reset hand:
Nunchaku + 1

Rooboo at Mill wrote:

Hand:Amulet of Mighty Fists, Sai, Emerald of Dexterity, Nunchaku + 1, Silver Raven Figurine,

Displayed:
Deck: 0 Discard: 6 Buried: 3
Notes: I still need some healing. I will appreciate some more cure from Mother Myrtle. If anyone at another location finds an item that can help me heal and wishes to share I will recharge Silver Raven Figurine to take it.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([ ] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

So as I can't close the location by defeating the Zombie Minion and it is way to risky to discard to explore again my turn is over.

Rooboo at Mill wrote:

Hand:Amulet of Mighty Fists, Sai, Emerald of Dexterity, Silver Raven Figurine, Blessing of the Gods 1,

Displayed:
Deck: 1 Discard: 5 Buried: 3
Notes: I still need some healing. I will appreciate some more cure from Mother Myrtle. If anyone at another location finds an item that can help me heal and wishes to share I will recharge Silver Raven Figurine to take it.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([ ] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

Beginning of turn.
Hourglass: Blessing of Calistria

Explore Zombie Hord. Each character at an open location summons and encounters a Zombie Minion henchman.

Summon and encounter Zombie Minion.
Reveal Sai to activate 1st power .
Reveal Amulet of Mighty Fists.
Dexterity DC9: 1d10 + 1 + 1d6 + 1d4 ⇒ (3) + 1 + (1) + (1) = 6 Fail! (I'm getting sick of rolling 1's).

Activate playmat power to Reroll 1d10

Reroll 1d10: 1d10 ⇒ 10 Got it!

Turn is not over! Waiting for other characters to encounter the Zombie Minion

Rooboo at Mill wrote:

Hand:Amulet of Mighty Fists, Sai, Emerald of Dexterity, Silver Raven Figurine, Blessing of the Gods 1,

Displayed:
Deck: 1 Discard: 5 Buried: 3
Notes: I still need some healing. I will appreciate some more cure from Mother Myrtle. If anyone at another location finds an item that can help me heal and wishes to share I will recharge Silver Raven Figurine to take it.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([ ] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

Off turn. Mother Myrtle cures Rooboo with Potion of Healing.

Shuffle Nunchaku + 1, Blessing of the Gods 1 into deck.

Ahh... that feels good. Is marshmallows what I taste?

Beginning of turn.

Hourglass: Blessing of the Gods

Explore Mill card 3 to find a Guide.
Activate 3rd power to use Dexterity.
Dexterity DC7: 1d10 + 1 ⇒ (1) + 1 = 2 Fail

Rooboo approaches a small elemental humanoid that seems like it's been living in the place for a while. Maybe he managed to find shelter in a burrow somewhere around. It doesn't look violent, maybe I can ask for some advice. However, it is a nervous creature and something about Rooboo freaks it out and flees without giving chance to say anything.

Discard Researcher to explore again and find a Goblin Commando.

Discard Quartermaster for 1 damage before encounter.

Banish Caltrop Bead to defeat Goblin Commando.

End of Turn.

Draw to reset hand: Amulet of Mighty Fists, Silver Raven Figurine, Blessing of the Gods.

Turn summary:
- Location card 1: Guide; didn't acquire.
- Recharged Researcher.
- Location card 2: Goblin Commando; took 1 damage before encounter, discard Quartermaster, banished Caltrop Bead to defeat.

Rooboo at Mill wrote:

Hand:Amulet of Mighty Fists, Sai, Emerald of Dexterity, Silver Raven Figurine, Blessing of the Gods 1,

Displayed:
Deck: 1 Discard: 5 Buried: 3
Notes: I still need some healing. I will appreciate some more cure from Mother Myrtle. If anyone at another location finds an item that can help me heal and wishes to share I will recharge Silver Raven Figurine to take it.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([ ] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

Hourglass: Oracle of Iovo

Constitution check before acting.
Activate 3rd power to use Dexterity instead.
Discard Blessing of the Gods to add 1 die.

Dexterity DC7: 1d10 + 1 + 1d10 ⇒ (4) + 1 + (1) = 6 Hard to believe but failed!
Bury 1d4-1: 1d4 ⇒ 3
Bury Blessing of the Gods 2, Blessing of the Gods 3, Blessing of the Gods 4.

A mass of freezing air reaches Rooboo. She can feel it through her body all the way to the bones, it weakens her body but most importantly her focused state of mind.

First combat check.
Reveal Nunchaku + 1 to activate first power.
Feiya recharges
Blessing of the Elements to add 1 die
Dexterity DC16: 1d10 + 1 + 1d6 + 1 + 1d10 ⇒ (10) + 1 + (3) + 1 + (8) = 23

Second combat check.
Reveal Nunchaku + 1 to activate first power.
Discard
Blessing of the Gods 1 to add 1 die.
Dexterity DC18: 1d10 + 1 + 1d6 + 1 + 1d10 ⇒ (2) + 1 + (4) + 1 + (6) = 14.
Discard Athlete, Temple Sword, Nunchaku + 1, Trapsmith Gloves.

With her body and mind severly wounded by the cold, Rooboo could do nothing against the Oracle but take damage... it's almost like if there's no more will to keep figthing within her.

End of turn.
Draw to reset hand: Quartermaster, Sai, Emerald of Dexterity, Researcher, Caltrop Bead.

Rooboo at Mill wrote:

Hand:Quartermaster, Sai, Emerald of Dexterity, Researcher, Caltrop Bead,

Displayed:
Deck: 2 Discard: 5 Buried: 3
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([ ] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


1 person marked this as a favorite.
Male Dark Elf Sorcerer

I'll head to the Mill! I used to be at my uncle's mill all the time as a child... so many memories...

Rooboo wrote:

Hand:Temple Sword, Athlete, Blessing of the Gods 1, Nunchaku + 1, Trapsmith Gloves,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([ ] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


1 person marked this as a favorite.
Male Dark Elf Sorcerer

@Redgar, you correctly understood that I misunderstood how to upgrade. Now it’s clear. So I’ll pick Weapon 1 and Item B. I think this settles most of our picks.


Male Dark Elf Sorcerer

Rooboo would like to have the Potion of Energy Resitance and one of the Weapons 1. It doesn’t matter which weapon so I’ll let Izdrix pick and I’ll take the other one.


Male Dark Elf Sorcerer

Beginnig of turn Storm: 1d4 ⇒ 1 take 1 damage

Discard Researcher.

Move to Windswept Chasm.

Mother Myrtle Reveals Cure to heal Rooboo.

Cure: 1d4 + 1 ⇒ (3) + 1 = 4

Shuffle 4 cards into deck.

Mother Myrtle touches Rooboo with glowing hands while the monk feels his wounds begin to heal.

I feel stronger now! Irori may shine uppon you Mother Myrtle.

En of turn.
Reset hand. Draw:

Short Sword.

Rooboo wrote:

Hand:Short Sword, Athlete, Temple Sword, Blessing of the Gods 4, Trapsmith Gloves,

Displayed:
Deck: 3 Discard: 7 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([ ] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

Before this turn I sent to the discard pile the two corresponding cards to undo the Cure that I took last turn at a different location. Updated Deck Handler as well. So I begin turn as follow.

Rooboo wrote:

Hand:Quartermaster, Sai, Temple Sword, Amulet of Mighty Fists, Caltrop Bead,

Displayed:
Deck: 4 Discard: 7 Buried: 0
Notes:
Sideboard cards:

Beginning of turn.

Storm: 1d4 ⇒ 2

Discard Amulet of Mighty Fists.

This lightning is going to kill me.

Explore and find a Scout.

Before the encounter Ranged Combat Damage: 1d4 - 1 ⇒ (1) - 1 = 0

He almost got me with that arrow.

Banish Caltrop Bead to automatically defeat the Scout.

Discard Quartermaster to explore again.

Found Lightning Elemental.

Reveal Temple Sword to use Dexterity + 1d8, Mother Myrtle recharges Blessing of the Elements to add Dexterity die (1d10), discard Sai to add 1d4

Dexterity DC17: 1d10 + 1d10 + 1d8 + 1d4 ⇒ (7) + (6) + (3) + (3) = 19

Finally got that elemental!

Check to close location

Tontelizi discards Blessing of Calistria to add 2d10

Dexterity DC10: 3d10 ⇒ (9, 10, 10) = 29

Great Stone Brige Closed.
Reset hand. Draw:

Researcher
Athlete
Blessing of the Gods
Trapsmith Gloves

I need some healing ASAP!

End of turn.

Rooboo wrote:

Hand:Researcher, Athlete, Temple Sword, Blessing of the Gods 4, Trapsmith Gloves,

Displayed:
Deck: 0 Discard: 10 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([ ] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

Storm: 1d4 ⇒ 2

Come on storm! Give me a break!

Discard Short Sword.

Explore to find a Longspear.

Dexterity DC 5: 1d10 ⇒ 4 Activate power to use Dexterity instead of Stength. Check fails anyway.

I'm a little tired. Better to rest a little and keep fighting than fainting later.

Mother Myrtle I need to heal!

Mother Myrtle reveals Cure to aid Rooboo .

Cure: 1d4 + 1 ⇒ (1) + 1 = 2

Shuffled 2 random cards into deck.

Thanks, that feels good.

Reset hand step.

Draw:
Quartermaster

End Turn

Rooboo wrote:

Hand: Quartermaster, Sai, Temple Sword, Amulet of Mighty Fists, Caltrop Bead,

Displayed:
Deck: 6 Discard: 5 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([ ] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

Are we falling behind due to our play style or our posting speed?


Male Dark Elf Sorcerer

Beginning of turn Storm: 1d4 ⇒ 3 1 damage, discard Potion of Fortitude.

Argh!! I’m getting tired of this lightning thing!

Explore to find Standard Bearer

Automatica fail. Damn! That lightning bolt broke my Potion of Fortitude just when I needed it.
Alright, gotta keep moving

Dicard Blessing of the Gods to explore.
Found a
Short Sword.

Strenght DC4: 1d6 ⇒ 5 Got it!

I think I can put this sword to use. Gotta keep pushing, heard that we’re falling behind the group.

Discard Blessing of the Gods 3 to keep exploring.
Found an
Ambush.

It looks like there are some foes waiting for me, lets see what they got.

Dexterity DC9: 1d10 ⇒ 9

Haha!! Not so easy to ambush this monk uh?!

Explore after defeating the Ambush to find a Staff of Minor Healing.

Wisdom DC7: 1d8 ⇒ 5

What is this stick for? Meh! I’ll just kick it off my way.

Reset hand. Draw:
Temple Sword
Caltrop Bead

End Turn

Rooboo wrote:

Hand: Short Sword (Weapon), Sai (Weapon), Temple Sword (Weapon), Amulet of Mighty Fists (Item), Caltrop Bead (Item),

Displayed:
Deck: 5 Discard: 6 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([ ] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

Storm: 1d4 ⇒ 3 take 1 damage

Yikes! That lighting bolt got me.

Discard Silver Raven Figurine.

Explore to find a Bunyip

BYA Dexterity DC9: 1d10 ⇒ 3 (used power to roll Dexterity DC9 instead of Wisdom DC9). Difficulty of checks increased by 1.

Enter combat

Reveal Sai to use Dexterity + 1d6 for combat check.
Discard Blessing of the Gods 1 to add 1 die to combat check.

Dexterity DC9 + 1 = DC10: 1d10 + 1d10 + 1d6 ⇒ (1) + (5) + (4) = 10

Uff!! That Bunyip almost got me. Now that his down I got to catch my breath.

Draw to reset hand:
Amulet of Mighty Fists, Blessing of the Gods 3.

End of Turn.

Rooboo wrote:

Hand: Potion of Fortitude, Sai, Blessing of the Gods 2, Amulet of Mighty Fists, Blessing of the Gods 3,

Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([ ] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

Storm: 1d4 ⇒ 2

1 Electricity damage.

Ouch! I hate lightning!

Discard Butterfly Sword

Explore to find an Acolyte

Charisma DC6: 1d4 ⇒ 2

I'm no good at speaking magic, that Acolyte didn't like me at all

Reset hand
Draw:
Blessing of the Gods 2

End of turn

Rooboo wrote:

Hand: Potion of Fortitude, Silver Raven Figurine, Blessing of the Gods 1, Sai, Blessing of the Gods 2, [/b]

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: I will recharge Silver Raven Figurine to give anyone my Potion of Fortitude. Feel free to take it.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([ ] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Male Dark Elf Sorcerer

I'll be playing for tier advancement.


1 person marked this as a favorite.
Male Dark Elf Sorcerer
Rooboo wrote:

It looks like that Stone Bride might give us some tactical advantage, I'd better secure some ground there.

Rooboo's starting location: Great Stone Bridge

Hand: Butterfly Sword, Potion of Fortitude, Silver Raven Figurine, Blessing of the Gods 1, Sai,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
*For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
*When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
*When you attempt a check before you act ([ ] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.


Male Dark Elf Sorcerer

As per the suggestion of Redgar to set the turn order according to the time zones and preferred posting time, I think that it would be the following:

1. Redgar
2. Elf olic'lo
3. Izdrix
4. Masaru

This is supposing a response time of a couple of hours. What do you all think?


Male Dark Elf Sorcerer

Here is my deck handler sheet.

https://docs.google.com/spreadsheets/d/1kwgYuUpgwazfG8Hrh5ZYlAqFGYIcxo8D1yI DwtUQSYc/edit?usp=sharing


Male Dark Elf Sorcerer
MorkXII wrote:

ACG tables are filling up quickly for the Cosmic Captive special! But there's still a few seats left, and we will be adding more tables as necessary. I've already added a third Tier 5 table. Please sign up on the Wait List if there aren't any seats left at your preferred tier - that way we'll know where to add additional tables.

Hi, I just signed up as a player. Am I still on time to join?