Upgrading Ally B Sage into Ally 2 Cleric of Nethys
Starting at Rusty Dragon
The twisted reflections of Xanesha were all slain. Only the real one remained, nervously cowering among the shattered glass. “Are you going to kill me too?” she asked nervously.
“Are you a cultist?” asked Seoni warily.
“Not at all!” hastily explained Xanesha. “Well, er, not exactly.” She kept babbling. “I mean, one woman’s cult is another woman’s religion, right? It’s a duality. Which is to say, I mean, I’m a scholar of Nethys. Normally, that is, when my reflections aren’t warped by runic magic. Nothing more sinister to that. You understand?”
Seoni wasn’t sure yet whether she could trust Xanesha, but decided to give her the benefit of the doubt for now. “All right. Buy me a drink at the Rusty Dragon and tell me about your lord and savior Nethys.”
Xanesha even didn’t wait for drinks to be served. “Well, see, there’s a duality between ‘lord’ and ‘savior’ that reflects a certain divine nature…”
Displayed: Deck: 10 Discard: 0 Buried: 0
Notes: Ask before using: Blessing of the Gods; Blessing of Pharasma x2
Can use without asking: Blessing for storybane/closing/Boon 2; blessing if would recharge
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
You automatically succeed at your check to recharge a spell ([] or item) with the Arcane trait.
Henchman
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck. If defeated, you may immediately attempt to close this location.
Banishing Life Drain to recovery, revealing Binder’s Tome
Combat 11:1d12 + 4 + 2d4 + 1d4 ⇒ (1) + 4 + (2, 3) + (4) = 14
Life Drain: Sage is healed
Skinsaw Cultist is banished
Recovery: Life Drain is healed
Seoni felt a tremor of weakness, but couldn’t tell from where.
One of the cultists pointed at Seoni. “That’s the witch who murdered Podicker!”
Seoni was indignant. “How dare you! I’m the *sorcerer* who murdered Podicker!” She cast the same spell to kill him too, and the weakness receded.
Displayed: Deck: 10 Discard: 4 Buried: 0
Notes: Ask before using: Blessing of Pharasma
Can use without asking: Blessing for storybane/closing/Boon 2; blessing if would recharge; Binder's Tome
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
You automatically succeed at your check to recharge a spell ([] or item) with the Arcane trait.
Female Human Sorcerer/Tattooed Mystic Deck Handler
Gaining Hero Point
Upgrading Spell 4 Wall of Fire into Spell 6 Dominate
In the voidchill beyond Sellortia, Yeleth surveyed the arriving souls as they popped through the five-pointed star. This was the archdevil’s favorite spot, purgatory. The souls were the most hopeful here, and the desperation was most delicious. This was where the power of the dead could not be denied. This was where she set her throne. This was where she ruled.
“It goes by another name,” proclaimed a dominant voice. “The Boneyard.”
Yeleth suspected this day would come. She stood aside, and bowed slightly. “I obey the Lady of Graves.” A deal was a deal.
Seoni nodded. “As do all souls, in the end. So it is written.” The mystic spun around, revealing a lifetime of tattoos, her entire body covered with blue ink. “So I have written.” One by one, the mystic activated her tattoos. “I’ve waited a lifetime for this moment.”
Seoni traced a dog tattoo. A soul charged forward, and looked around. “I wasn’t expecting to wind up here.” She sighed. “But fair’s fair, I suppose.”
Seoni shook her head. “No, Raz. This is not the place for you. You belong with your loyal mounts, and all dogs go to heaven.” The tiny figure gave an excited clap. “Seoni! It’s you!” But the paladin hesitated. Seoni put her at ease. “You have been the salvation of so many souls yourself. Any debt has been paid fully.” Raz gave an excited squeak.
Seoni traced a spiky dagger tattoo. Another soul came forth. “Are we back in hell?” The inquisitor gave a painful smile. “Just delicious. We get to suffer together once again.”
Seoni laughed. “Always a pleasure, Zelhara.”
Seoni traced a skull tattoo. “I suspect we have many stories to share, Seoni.” The sorcerer nodded. “Yes, Mavaro. But I’ve taken careful notes. All in ink.” The occultist licked his lips in anticipation.
Seoni traced a mask tattoo. A mysterious soul appeared out of nowhere. “Did somebody call for a hero?” Seoni smiled. “Always. But you can be whoever you want, and go whenever you will.” Aric gave a smug smile, a gleam in his eye. “I always do.”
Seoni traced a fang tattoo. “So many dead, so much power.” Nyctessa giggled. “Just how I like it!”
Seoni traced a shuriken tattoo. There was no sign of any soul. “Good to see you too, Reiko.” There was only silence in response.
Seoni traced a chicken tattoo. Balazar popped in. “So that’s what that’s like!” He cast his own summon and Padrig appeared as well.
Seoni traced a ladle tattoo. “As foreseen,” croaked an oracle. “I think we all need some nourishment, Grazzle,” said Seoni.
Seoni traced a pentagram tattoo. “My rightful place. Glory to the Dark Prince!” The cleric gave a salute. “Glory to us all, Lazzero,” responded Seoni.
Seoni traced numerous other tattoos: a honeysuckle blossom, an eye, a scalpel, an eagle, a gold coin, an autumn leaf, an assassin’s blade. Soul after soul after soul emerged.
Finally Seoni traced a book tattoo. An old soul looked around. “Whose mindscape are we in now?”
Seoni giggled. “Does it matter? Magic is magic, whether sorcery or wizardry.”
Ezren crossed his arms. “Such is the power of transmogrification.”
Seoni stuck out her tongue. “Sounds like something I read in a book once.”
Ezren chuckled. “Shall we discuss the arcane nuances further over tea?”
Seoni smiled warmly. “Yes, we have all the time we need.”
Seoni relinquished the throne to Yeleth. The archdevil shook her head as she watched the host of souls depart to their afterlives. “Such strange companions. It is hard to believe.”
One soul remained with Yeleth. “You know, I would have said the same once, too. But that was two lifetimes ago.”
“Old and young, alive and dead, ancient and reborn. You have had a long journey, Neferekhu. Is this really where you want it to end, an undead in the Boneyard?” Yeleth wiggled her quill. “There’s still time for another deal.”
Neferekhu reflected. “Once upon a time, I would have never believed a Pharasman and an undead could associate, much less agree. Yet in my adventures with Seoni, I saw all. I saw so many factions, all with their favorites, all with their agendas. I saw rules change, I saw societies fall. And through it all, the tattoos burned brighter every step of the way, more and more with each passing day. Even when I thought, surely this is the end- no, her adventures kept continuing.” Neferekhu looked out at the horizon. “Our adventures kept continuing.” The mummy looked at Yeleth’s hands, stained with ink. “I don’t think any power you can offer could measure up to the terms of the prior arrangement.” She gave a nostalgic smile. “I still feel soulbound to another.”
Yeleth chewed on the end of the quill. She had one last offer to make. “Would you like to be able to join her?”
The mummy queen looked up at the vampire archdevil. “Would you?”
The words pierced Yeleth. She looked down at Neferekhu- and she realized with a start that through the entire conversation, her vampiric eyes had been transfixed on the departing figures of Seoni and her companions. For the first time in a long time, Yeleth considered that she might have a place somewhere else besides purgatory. For the first time in a long time, Yeleth felt hope.
The Soulbinder hesitated for one second, but only one second, before dropping the quill on the empty throne.
“Wait for me.”
Seoni, Female Human Sorcerer/Tattooed Mystic wrote:
Deck:
22 cards
6 spells: Dominate, Eagle Aerie, Life Leech, Coordinated Blast, Create Mindscape
5 items: Pearl of Magic, Ring of Energy Resistance, Samisen of Oracular Vision, Headband of Alluring Charisma, Binder’s Tome
5 allies: Autumn Witch, Clockwork Owl, Sand Elemental, Cleric of Nethys, Surgeon
6 blessings: Blessing of the All-Seeing Eye, Blessing of the Lady of Graves, Blessing of Achaekek, Blessing of Qi Zhong, Blessing of Abadar, Blessing of Pharasma
Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([X] +2) ([X] +3) ([X] +4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.
[X] When you attempt to acquire a boon, you may use your Knowledge skill in place of any listed skill for your check.
[X] You gain the skill Craft: Charisma +1.
[] After you are dealt Acid, Cold, Electricity, or Fire damage, you may draw 1 card ([] 2 cards). [] You may bury a card to add its adventure deck number to your check.
(During Myrtle’s turn)
Potion of Healing: Blessing of Pharasma, Apprentice, Blessing of the Spellbound, Throwing Axe are healed
“Do we really all look alike?” But the sorcerer chugged the potion anyway.
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
You automatically succeed at your check to recharge a spell ([] or item) with the Arcane trait.
Anyone interested in final upgrades? I kind of want to take Spell 6 (Dominate) for flavor.
Quite the adventure! Yes, thanks to all, and double-thanks to eddiephlash and all the other box runners. I’m truly glad we got to finish it out.
It’s no secret that I love playing sorcerers, but Tattooed Mystic surprised me with how elegant the play was. (Step 1: Acquire boon with Knowledge. Step 3: Throw boon with Arcane. Step 2: Profit!) She definitely became one of my top 3 sorcerers. And pleased that I got to 40 cards on that last scenario.
A couple times, I did wonder if I should have chosen my feats differently. My first feat, (extra +2 on Magic acquires) felt excessive, and also unnecessary in earlier adventures where there were more non-Magic boons. On the other hand, I had originally chosen it because it felt the most party-friendly, the better to get upgrades with. (Never imagining how Ezren would turbocharge the pool!) And of course, the fantasy of drawing 4 or 8 cards off an Elemental Arachnid.
This wound up also being my first experience using Ultimate Magic. That’s another what-if, had I stuck to the pure Sorcerer deck build? (Ironically, if I had, I’d probably would still have had Crown of Charisma during the capstone. Not that we needed to trivialize it!)
eddiephlash: Don’t sell Raz short. I was much more comfortable pushing my explores, knowing that there was a panic button if I ran into a construct. The number of times that power was actually used was much less than the invisible number of times it came into play for me.
Female Human Sorcerer/Tattooed Mystic Deck Handler
Hourglass 1: Elements o'clock
Moving to Scorched Obelisk
Exploring Scorched Obelisk 1: Quicksand Bunyip
Quicksand Bunyip:
Monster C
Traits:
Trigger
Bunyip
To Defeat:
Combat 12
When you examine this card, either discard a card that has the Bludgeoning or Liquid trait or you are dealt 1d4 Electricity damage. Then shuffle the Quicksand Bunyip into your location deck.
Damage dealt by the Quicksand Bunyip may not be reduced.
Discarding Golden Serpent Armband as an Attack Force Magic spell
Combat 12 (16):1d12 + 6 + 1d6 + 2 ⇒ (2) + 6 + (1) + 2 = 11
Discarding Blessing of Maat for +3=14. Quicksand Bunyip is banished
Seoni went to blast the bunyip guarding the second obelisk, but all she saw was quicksand. "Are you sure?" she asked Mavaro, doubtfully. "Aim for the feather," said the occultist. Seoni did, and was rewarded with a snarling yelp.
Ending turn: Recharging Apprentice
Resetting hand
An apprentice maintained the activation on the first sekrephere.
Powers:
Favored Card: Spell
Hand Size 6 [] 7 [] 8
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([X] +2) ([] +3) ([] +4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.
[X] When you attempt to acquire a boon, you may use your Knowledge skill in place of any listed skill for your check.
[X] You gain the skill Craft: Charisma +1.
[] After you are dealt Acid, Cold, Electricity, or Fire damage, you may draw 1 card ([] 2 cards). [] You may bury a card to add its adventure deck number to your check.
Hero points: 6
Summary:
Scorched Obelisk 1 is banished.
Seoni is at Scorched Obelisk.
Board Status:
Most Recent BR Refresh If you are going to end turn with a Sekrephere displayed at your location, make sure you have an Ally or Blessing to recharge. Note that both the Sekrephere and the scenario want us recharging these things at end of turn.
Gaining Hero Point
Upgrading Ally 3 Cat into Ally 6 Clockwork Owl
Amli stood in the middle of the deck of the Abrogail's Fury. "We are gathered here today for a most heroic event." The melodies of a mechanical bird quieted as the dwarf spoke. Valendron and Agasta stood in front of the warpriest, hand in hand. Special guests Kerdak, Alise, Lini, Mavaro, Celeste, and Ukuja were all in attendance to witness the ceremony.
Agasta fixed her gaze on Valendron. "I feel the storm swirling about me, yet I know I am safe, and always will be, for I remain fixed in its eye. You have been lightningstruck, and the power of that sorcery is undeniable. But we both are lovestruck, and that runs even stronger through our blood." Agasta turned to the maid of honor standing beside her, and Zova provided a ring.
The sorcerer turned to his best man. With a flair of wizardry, Ezren transmogrified a ring that matched perfectly. "I have reaved across the Shackles, driven by a spirit I could not fathom, a figure of nightmares identifiable only as Her. But now the shroud is gone, and I recognize who truly has motivated my travels. Not Her; but You."
The elf and human slipped the rings onto each other's fingers as Amli's voice boomed across the ship. "By the power vested in me by the Oathkeeper and the Father of Creation, I now pronounce you Lord and Lady."
The mechanical bird let out a glorious trill, punctuated by a crack of thunder. A cheer went up from the gathered crew: pirates and surgeons, sages and mages, kings and councilmen. But none cheered louder than Amli, Ezren, and Zova.
"You may kiss the bride!"
Valendron, Male Elf Sorcerer/Lightning Reaver wrote:
Deck:
23 cards
3 Weapons: Force Sling +3, Giantbane Dagger +1, Seeking Harpoon +1
6 Spells: Dominate, Blizzard, Life Leech, Wall of Fire, Scrying
3 Items: Ring of Energy Resistance, Wand of Treasure Finding, Mist Horn
4 Allies: Clockwork Owl, Pyromaniac Mage, Sage, Surgeon
6 Blessings: Blessing of Nethys, Blessing of Achaekek, 2 Blessings of Gozreh, 2 Blessings of Abadar
Powers:
Favored Card: Spell
Hand Size 5 [X] 6 [X] 7 [] 8
Proficient with: Arcane, Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) and add the Attack, Electricity ([] or Force), and Magic traits. ([X] If the card has the Magic trait, you may add an additional 1d6.) This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2) ([] 3).
[] Reduce Electricity damage dealt to you to 0.
[X] You automatically succeed at your check to recharge a spell that has the Attack trait.
Thanks everyone for playing, and thanks Cartmanbeck for box running! I've played WotR Seoni through all 5 multitable specials, and it was satisfying to reach the end of the mastery feat chain. Who knows, maybe a 6th special could happen someday? In any case, I’ll apply the extra rewards to myself.
As for upgrades- I don't think I'm looking for anything except maybe spells. Might do Spell 5 (Life Leech) with my reward, and maybe the Spell 4 (Acid Rain) if that goes unclaimed? But still thinking it over.
Rewards are up, and intro for the next scenario is up as well. Discuss upgrades, make any loot substitutions you would like, and roll your d20. When you're ready, choose starting locations and draw opening hands.
Pay attention to the henchmen in this scenario: one is closing, one is non-closing.
Female Human Kobold Sorcerer/Fire Element Master Deck Handler
Hourglass 1: Pharasma’s Knowing o’clock: On your check against an Undead card, add 1d6.
Examining Shrine 1: Witness
Witness:
Story Bane 1
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Knowledge 7+#
If undefeated, discard a card from the hourglass.
If defeated, examine the top card of any location; you may ignore effects that happen when examined.
Exploring Shrine 1: Witness
Witness:
Story Bane 1
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Knowledge 7+#
If undefeated, discard a card from the hourglass.
If defeated, examine the top card of any location; you may ignore effects that happen when examined.
Mastery, revealing Magnetic Grimoire
CHA 7+5=12:1d12 + 3 + 4 + 1d4 ⇒ (4) + 3 + 4 + (1) = 12
Witness is banished. Examining Arsenal 1: Voidglass Armor
Voidglass Armor:
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Closing Shrine: Banishing Fire Snake to recovery, mastery, revealing Magnetic Grimoire, using Shrine
Arcane 5+5=10:1d12 + 5 + 4 + 1d4 + 2 ⇒ (5) + 5 + 4 + (1) + 2 = 17 Random location:1d5 ⇒ 2 Random location:1d5 ⇒ 5
Shrine 6: Villain V1: Azuretzi, Shrine 8: Villain V2: Azuretzi are shuffled back into Shrine. Shrine remains open with non-villains banished
Seoni confronted Alase. "You know more about summoning then me. How did the azuretzi bring us here? Did you witness anything when we arrived?"
Alase thought for a moment. "I think I saw the reflection of voidglass."
Seoni thought a moment. "Anything else?"
"Um, who are you talking to?" asked Alase. Seoni whirled around to see... Alase? Seoni looked back and forth in confusion.
"What's the matter?" giggled another voice right behind her. Three Alases! Enough was enough. Seoni conjured a fire snake that swiftly illuminated the shrine.
Two of the Alases shifted into a familiar mocking form. "Witness testimony can be so..." "...unreliable." Protean laughter echoed throughout the shrine.
Ending turn.
Recovery: Discarding Fire Snake
Resetting hand
Seoni wrote:
Hand:Magnetic Grimoire (reveal for +1d4 to local Acid/Cold/Electricity/Fire/Poison), Safe Harbor (display at any location to let local characters heal 1d4+1 instead of first exploration until start of Seoni's next turn or until a local character explores a bane), Pyrotechnic Blast, Sphere of Fire, Wall of Fire, Lady Despair (discard to bless/double bless if Fortitude/Undead), Blessing of Achaekek (discard to bless/doublebless if to defeat story bane),
Displayed: Deck: 12 Discard: 9 Buried: 0
Notes: Okay to heal Seoni.
Ask before using: Blessing of Achaekek; Lady Despair
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 5; Magnetic Grimoire, Safe Harbor
Powers:
Favored Card: Spell
Proficiencies: Arcane
Mastered traits: [X] Fire [] Acid [] Cold [] Electricity
Hand Size 6 [X] 7 [] 8
[X] You may add 1 mastered trait to your check.
Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) or mastered trait from your discard pile.
You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait or mastered trait.
When you acquire a card that has a mastered trait or an ally ([X] or a spell), you may draw a card.
[X] Add 4 to your check that has a mastered trait.
Reduce damage of a mastered type dealt to you by 2 ([] 4).
At the start of each scenario, after drawing starting hands, you may discard a new Harrow blessing.
Hero points: 5
Summary:
Shrine 1-5, 7 are banished.
Shrine is shuffled (contains both villains)
During This Adventure: Basic cards (except for Blessings) have been removed.
Servitor Demon:
Book of the Loremaster
Spoiler:
WotR Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
During This Scenario: After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
When you close the final location, summon and build the location Abattoir and shuffle Ommors into the location deck.
Additional Rules:
Villain:
Book of the Loremaster
Spoiler:
WotR Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Henchmen:
Book of the Loremaster
Spoiler:
WotR Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Cohorts:
Book of the Loremaster
Spoiler:
WotR Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Book of the Loremaster
Spoiler:
WotR Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Book of the Loremaster
Spoiler:
WotR Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Barriers
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Weapons
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spells
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Armors
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Items
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Allies
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Blessings
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Spoiler:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Current Hour:
Blessing of the Fool:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Hours Remaining: 14
Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 1 MotherMyrtle/Bigguyinblack Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Hourglass Card 2 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 2 Erasmus/AbrahamZ. Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Hourglass Card 3 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 3 Merisiel/NathanDavis Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Hourglass Card 4 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 4 Crowe/MauveAvenger Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Hourglass Card 5 Kess/dinketry:
Spoiler:
Hourglass Card 5 Kess/dinketry Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Hourglass Card 6 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 6 MotherMyrtle/Bigguyinblack Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Hourglass Card 7 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 7 Erasmus/AbrahamZ. Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Hourglass Card 8 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 8 Merisiel/NathanDavis Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Hourglass Card 9 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 9 Crowe/MauveAvenger Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Hourglass Card 10 Kess/dinketry:
Spoiler:
Hourglass Card 10 Kess/dinketry Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Hourglass Card 11 MotherMyrtle/Bigguyinblack:
Spoiler:
Hourglass Card 11 MotherMyrtle/Bigguyinblack Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Hourglass Card 12 Erasmus/AbrahamZ.:
Spoiler:
Hourglass Card 12 Erasmus/AbrahamZ. Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Hourglass Card 13 Merisiel/NathanDavis:
Spoiler:
Hourglass Card 13 Merisiel/NathanDavis Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Hourglass Card 14 Crowe/MauveAvenger:
Spoiler:
Hourglass Card 14 Crowe/MauveAvenger Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Location #1: Cavern At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Crowe, Mother Myrtle, Merisiel, Feeding Time
Cavern Card 1:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Cavern Card 2:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Cavern Card 3:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Location #2: Great Hall Closed At This Location: At the start of your turn, you may recharge 1 card and draw 1 card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus
Location #3: Marketplace Closed At This Location: At the end of your turn, you may give a card to any character.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #6: Canyon Closed At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #7: Abattoir Closed When Permanently Closed: .
M: 4 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ommors
This location is not built until all other locations are closed.
Abattoir Card 1:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Abattoir Card 2:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Abattoir Card 3:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Abattoir Card 4:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Abattoir Card 5:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Abattoir Card 6:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Abattoir Card 7:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Abattoir Card 8:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Abattoir Card 9:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Abattoir Card 10:
Book of the Loremaster
WotR
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Knowledge 5
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
You all are welcome! S&S is one of my two favorite PACG sets, so it was fun to watch your adventures. I'm glad everyone had an enjoyable time!
I have to say, I have a new appreciation for S&S Lem. I played him for 1 or 2 scenarios offline a few years ago, and couldn't stand the constant shuffling. So it was interesting to observe how effective he could be, especially with deck handlers to handle all the randomization. (Although of course I was rooting most for Celeste. Yay sorcerers.)
Presuming Lem's the only one interested in an upgrade, I'll have final chronicle sheets up by EOW, and I'll deactivate the campaign a week after that. Hopefully we'll cross paths again in some other campaign!
In response to this week's news, I threw together something that is a) utterly unofficial, b) completely unplaytested, c) decidedly a rough draft, and d) incredibly not my place to create. I may tinker with it, flesh out the lore, polish the wording and style, maybe even possibly someday try playing through it. But I did want to share what I had created so far, partially in case it inspires anyone else, mostly to let it serve as my personal, symbolism-laden eulogy.
I believe that it is in accordance with Paizo's Community Use Policy. Nevertheless I'm sharing via googledoc rather than posting here, so that it can be easily modified or removed upon request or rebuke.
Rewards are up! A quick bit of awkwardness:
As originally published, the medals on Knights of Kenabres would have also given you extra skill feats at the end of Adventure 2. While there were a couple proposed fixes to make this work post-Core, unfortunately it doesn't seem like anything ever came of them, and I haven't heard anything back when I've brought it up recently. So choose your medals assuming that the only benefit is the bonus d6 against Armies. I'm not optimistic that this will change, but if it does, we'll work something out.
Also, as we're getting ready for the next scenario (which will officially be part of Outpost IV!) I'd like to check in with everyone.
The armies in this last scenario created some situations that required more coordination than typical, and that's always a tricky thing with asynchronous PbP. There were also some rules questions that came up, and I understand how that can be frustrating as well. So I'd like to invite everyone to send me a quick Private Message about how things have been going, if they have any concerns, whether they are having fun, anything like that. This is completely optional. And of course, everyone should also feel free to contact me at any time, on discord or via PM, if whenever something comes up. But I'd like to make sure that if something is interfering with anyone having fun, that we address it as soon as possible. Because we're all here to have fun :)
Yes, thanks everyone! This was just as much fun the second time through. And double thanks to Rhynn- you ran that so smoothly that I genuinely didn't realize until the end of Scenario A that you were both box runner and player.
Blessing 1: Gods o'clock
Revealing Appleslayer to recharge Zae
Moving to Shadow Clock
Exploring Shadow Clock 1: Falling Bell
Falling Bell:
RotR
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Celeste cannot make a WIS/Perception 10 check.
Celeste cannot make a DEX/Acrobatics 10 check
Combat damage:1d4 + 1 ⇒ (1) + 1 = 2
Banishing Sihedron Medallion to recovery to prevent 2 Combat damage. Falling Bell is banished
Discarding Blessing of the Elements to explore Shadow Clock 2: Mattock
Mattock:
RotR
Item B
Traits:
Basic
Tool
To Acquire:
Strength
Melee 6
Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
Shuffling Mattock into Warrens. Summoning Bandit
Bandit:
Monster Henchman B
Traits:
Human
Bandit
To Defeat:
Combat 8
Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.
Recharging Sage's Journal. Displaying and banishing Aqueous Orb to recovery
Combat 8:1d10 + 3 + 3d6 ⇒ (4) + 3 + (3, 1, 4) = 15
Bandit is banished
Gang:1d6 ⇒ 6
Examining Shadow Clock for Wreckwash Blades: Magic Leather Armor, Large Chest
Discarding Appleslayer to move to Shrine of Lamashtu and examine and explore Shrine of Lamashtu 1: Falling Bell
Falling Bell:
RotR
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Celeste cannot make a WIS/Perception 10 check.
Celeste cannot make a DEX/Acrobatics 10 check
Combat damage:1d4 + 1 ⇒ (3) + 1 = 4
(No cards left in hand.)
Falling Bell is banished
Ending turn. Recovery:
Arcane 9:1d10 + 3 ⇒ (3) + 3 = 6
Sihedron Medallion is discarded. Aqueous Orb is recharged. Resetting hand
Today's Horoscope: When the moon is full, sleep late; for the first bell cannot wake the slothful, and the second bell is audible only to a dog's ear. Wash out the Blades from the clock tower.
Celeste wrote:
Hand:Life Drain, Force Missile, Blessing of Pharasma (discard to bless/double bless if spell is cast), Blessing of the Ancients (discard to bless, recharge if top blessing is Basic), Good Omen (banish to recovery for +3 to acquire/close/guard), Dazzle,
Displayed: Deck: 4 Discard: 6 Buried: 1
Notes: Ask before using: Blessing of the Ancients; Blessing of Pharasma
Can use without asking: Blessing if would recharge; Blessing for closing; Good Omen
You may discard a card to add 1d8 ([] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([] You may shuffle it into your deck instead.)
At the end ([X] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Hero Points: 3
Summary:
Shadow Clock 1 is banished.
Shadow Clock 2 (item) is shuffled into Warrens.
Shrine of Lamashtu 1 is banished.
Celeste is at Shrine of Lamashtu.
Resurrecting this thread again because the new Core rules have introduced an additional awkwardness for Tier 3 characters in specials.
PACS Guide wrote:
If you gain your third power feat, first, you are rewarded with a role. (see Roles on page 20 of the Core Set rulebook).
Use your role only when playing scenarios that have a # of 3 or higher.
Previously, roles could only be used when playing scenarios of 4 or higher. Characters couldn't gain a role until the start of Tier 4.
Now, characters gain a role during Tier 3, potentially as soon as after their first scenario. Yet during a special, a Tier 3 character must play at a Tier 2 table, which disallows roles.
Powers
The Brimorak is immune to the Electricity and Fire traits. The difficult to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Using Deal with a Demon Deal with a Demon:1d12 ⇒ 11 Displaying Frostbite, using 4 mythic counters. Ramexes discards Blessing of Pharasma Combat 12+12+4+11=39:3d20 + 11 + 1d20 ⇒ (7, 8, 3) + 11 + (13) = 42 Brimorak is banished. Abattoir is tempclosed Arcane 7:1d12 + 7 ⇒ (4) + 7 = 11 Frostbite is recharged
The largest brimorak Amaryllis had ever seen approached with an offer. "Why don't you go help your friends? I will watch the abattoir for you. In exchange, when the witch is defeated, support my claim to rule. What do you say, halfling?"
Amaryllis icily rejected the demon's offer. "You're all evil! I think you're trying to trick me. I will stay here to guard against the witch *and* you!" The sorcerer unleashed a powerful frost spell, freezing the brimorak completely.
Amaryllis wrote:
Hand: Swallowtail Bracers, Wall of Fire, Animal Tamer, Blessing of Iomedae, Dimension Leap, Amulet of the Abyss,
Displayed: Winds of Vengeance, Banner of Valor,
Deck: 14 Discard: 4 Buried: 0
Notes: Banner of Valor adds +1d8 vs Demon banes at Locust Shrine until closed
Ask before using: Blessing of Iomedae (+1 die/+2 dice for non-combat CHA)
Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/closing; Dimension Leap (discard at start of encounter to move me to/from encounter location)
Mythic Charges: 1
Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([X] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[X] When you play a Basic blessing, add a d12 in place of the normal die.
Mythic Path:
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
While Champions of Mendev is displayed, expend a mythic charge to treat your character as if you have a Mythic Medal skill until end of the turn.
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Die bumps: 5
Resurrecting this thread now that some of the post-Core changes have been announced, as it doesn’t seem to be on anyone’s radar. Although I do realize there’s currently already a lot up in the air.
As referenced above, Tiers 3/6 are awkward for upgrades during multitable specials. Now there’s an [at least currently] unresolved issue with feat rewards from specials conflicting with a new feat cap. And with the 3rd online multitable special Hao Jin Cataclysm for Gameday VIII is about to go into signups- I’m probably not the only one with a Tier 3 character. And while I don’t know what the rewards are for HJC, it would seem that my “reward” for continuing a character from AoA and CC is temporarily losing a feat with no tier-level upgrades.
I feel like these specials don’t really work with the Tier system?
Female Human Sorcerer/Tattooed Mystic Deck Handler
Trading Ally 1 Incanter and burying Blessing 1 of Pharasma for Item 2 Magic Carpet
A gnome paladin was trying to get Falsin's attention, and Seoni saw her opening. "Pharasma beckons me, and you have other customers." Seoni signaled to Honeysuckle. "My friend here will handle the remaining details of repayment." Falsin wasn't completely happy, but the incanter held Seoni's purse, and that gnome was waiting... "Very well," he assented, letting her leave with a wrapped cylinder.
Seoni withdrew from the trader to converse with Ezren. "No more sewer dredging for me," she said smugly, tapping her foot against her newly acquired package.
Seoni wrote:
Hand: Blessing of the Gods 1, Life Drain, Frostbite, Apprentice, Blessing of the Gods 3, Blessing of Pharasma B,
Displayed: Deck: 9 Discard: 0 Buried: 1
Notes: Ask before using: 2 Blessings of the Gods; Blessing of Pharasma (+1 die/+2 dice if spell is cast)
Can use without asking: Blessing if would recharge; Blessing for villain; Blessing for closing
Powers:
Favored Card: Spell
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([] +2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.
(Resuming turn)
Discarding Blessing of Shax, using 4 mythic counters. Combat 32:3d20 + 9 + 1d20 ⇒ (7, 5, 13) + 9 + (12) = 46 Zelmisdria and Azrivauxus are banished
Amaryllis leapt off the dragon just before Nyctessa’s spell made Azrivauxus’s body implode, landing on the ground next to Zelmisdria. Only the head and micron-sized dust particles remained of the dragon. The halfling felt a godlike power arise in her, and she lifted Azrivauxus’s head with her bare hands. Zelmisdria hadn’t arisen, stunned by the fall, and further stunned by the sight of this little halfling using the dragon’s head as an improvised weapon. “You hurt my friends!” Amaryllis brought the dragon’s head down on the demon with a sickening crunch.
When I learned that specials only ran at Tier 2 (1-3) and Tier 5 (4-6), I had assumed (without any supporting data whatsoever, I should say) that it was because there wasn't enough demand for higher-level tiers, and most play was at Tier 1. Rather than running, say, games at Tier 2 (1-2), Tier 4 (3-4), and Tier 6 (5-6), which would dilute the higher-level tiers' supply even further.
Although, I'm curious what happens if a Tier 3 character is forced to tier up mid-special into Tier 4. Do they have to move tables? Are they no longer able to play?
(I should admit that I find the tier system a bit awkward in general.)
Female Human Sorcerer/Tattooed Mystic Deck Handler
(During Reiko's turn)
Discarding Blessing of Pharasma from top of deck.
Mavaro was acting incredibly suspiciously, observed Seoni. Might the occultist be in league with the murderer? The sorcerer hesitated for a moment. But only a moment; for a sudden insight from Pharasma showed the sorcerer the exact tactic to take. With only her typical confidence, she supported Mavaro.
Seoni wrote:
Hand: Incanter, Blessing of the Gods 3, Compass,
Displayed: Deck: 11 Discard: 3 Buried: 0
Notes: At The Shiny Bauble.
Ask before using: Blessing of the Gods
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 2 if no discard penalty
Powers:
Favored Card: Spell
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([] +1) ([] +2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.
Powers
The Vulture Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter.
If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
Using 2 mythic counters. Ramexes discards Blessing of Abadar Combat 19:2d20 + 4 ⇒ (18, 1) + 4 = 23 Vulture Demon is banished. Uliah receives 1 mythic counter.
The incubus was back with another vulture demon! "Uliah, don't feel bad about last time. We'll get him now!" With Ramexes's help, Amaryllis pummeled the vulture.
Powers
Shamira cannot be evaded and is immune to the Electricity, Fire, Mental and Poison traits.
If undefeated, discard 1d4+2 cards from the blessings deck. Characters may expend mythic charges to reduce the number of cards by 1 for each charge expended.
Using 1 mythic counter. Ramexes displays Eloquence CHA 16:1d20 + 6 + 3 ⇒ (8) + 6 + 3 = 17 Shamira is banished
Shamira towered over her, but Ramexes cast a spell to loosen Amaryllis's tongue. "Hiya Mistress Shamira! I'm real sorry about what happened before with Nyctessa and the magic and the attacking. It's just, well, we've had a long day, and, like, there are all these demons here. I mean, I've lost count of how many vultures and locusts I've had to squish! But Nyctessa only looks scary. She's actually really nice. She's a hero like me, and Ramexes, and Uliah." The sorcerer beamed. "C'mon, let's all be friends!"
The succubus demon lord had been propositioned countless times by innumerable souls. Yet this was definitely a first.
(Resuming turn)
Actually discarding Blessing of the Starsong to explore Abyssal Rift 1: Dire Rat
Dire Rat:
Monster B
Traits
Animal
Basic
Check
Combat
8
OR
Dexterity
Stealth
6
Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.
Ultimate Marshal! Giving 5 mythic counters to Ramexes
Discarding Frost Ray Combat 8:1d12 + 6 + 2d6 ⇒ (11) + 6 + (6, 1) = 24 Giant Rat is banished Arcane 8:1d12 + 6 ⇒ (11) + 6 = 17 Frost Ray is recharged
...but before Captain Oparal could demonstrate, a giant rat sprang out!
Like a general seasoned beyond her years, Amaryllis quickly drew up battle plans. She delegated Ramexes with command, ensuring the mission's success. "Ramexes, take our forces and either go back up Uliah at the Dark Forest or work with Nyctessa to secure the rift here."
Then the sorcerer engaged her new foe, forcing her cold energy into a piercing ray.
Ending turn. Abyssal Rift is flipped to open. Resetting hand
The rift flared open once more. Amaryllis shouted to Ramexes and Nyctessa. "I'll handle the rift. You go find that demon!"
Amaryllis wrote:
Hand: Captain Oparal, Mirror Image, Blessing of the Gods, Swipe, Good Omen, Surgeon, Apprentice,
Displayed: Deck: 8 Discard: 5 Buried: 1
Notes: Trying to save blessing to close Abyssal Rift if necessary
Ask before using: Blessing of the Gods; Swipe (-3 to Combat difficulty); Captain Oparal (cure an ally or cohort)
Can use without asking: Captain Oparal (+1d6 to Melee or Divine at my location)
Mythic Charges: 0
Powers:
Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: [] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
Die bumps: 2
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
Examining Abattoir 1: Wreacker Demon. Moving Wreacker Demon on top of Cathedral of Chaos Nyctessa displays Glibness
They just had to get past the abattoir. While waiting for a demon to leave for the cathedral, Amaryllis tried to find inspiration in some of Nyctessa's epic final takedowns.
Exploring Abbatoir 2: Undarin Patrol
Undarin Patrol:
Henchman Barrier 3
Traits
Skirmish
Outsider
Demon
Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14
Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.
Recharging Boots of Elvenkind. Undarin Patrol is banished. Examining top 3 cards of Abattoir. Not discarding to close
With her elven boots, the halfling had no problem sneaking past the entire guard into the abattoir.
Closing empty Abattoir: Summoning Brimorak
Brimorak:
Henchman Monster C
Traits
Outsider
Demon
Veteran
Check
Combat
12
Powers
The Brimorak is immune to the Electricity and Fire traits. The difficult to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Displaying Frostbite, discarding Blessing of Iomedae, using 3 mythic charges. Nyctessa discards Black Spot Combat 12+6+4+2-4=20:2d20 + 9 + 1d20 + 3 ⇒ (19, 17) + 9 + (10) + 3 = 58 Brimorak is banished. Abattoir is banished.
A brimorak, the personal bodyguard of Kasiya, brandished a fiery sword within. Nyctessa had cast a hex to prevent anyone else from interfering. The sorcerer let fly a wave of cold energy. "I am a hero of Iomedae! And you are an evil villain. You cannot hurt me! You cannot hurt my friends!" The cold wind picked up, and even as the brimorak swung his sword, the flames flickered out. The fire demon's howls of anger were lost in the wind as frost crept up its body. "You can't hurt anybody ever again!"
Radovan couldn't help but shiver. Amaryllis might seem a little out of place in these hellish lands, but the halfling had undeniable power.
Of note, we can do the scenarios for this next adventure in any order. The Wand of Enervation is the loot reward for the 4th scenario, if we'd like to grab that first. Just an idea.
I think that's just how all Organized Play adventures are set up, in order to accommodate players who might miss a session? I'm planning on just running the scenarios in order.
Upgrading Blessing B of the Gods to Blessing B of Pharasma
Valendron stood at the ship's brow. fingering Jemma's magic harpoon now at his side, a thunderbolt with a devastating return strike. "Vindictive Valendron," mused the sorcerer. Serving Jemma Redclaw might have been one chapter of his life, but it seemed Pharasma had something grander in store for the elf.
I'm looking for 1-3 players to fill out my Season of the Runelords table for GameDay VII. This is currently a Cards Against Gnomanity table, with our last CAG scenario likely to finish during the upcoming week. The party (Balazar, Salim, Ezren) is currently halfway through Adventure 2.
Note that this is a fairly active table, with each player usually posting at least 2-3 times/day, including over weekends. The players would like to maintain this pace, so please check the gameplay thread for their typical posting rates, in order to ensure that it would be a good fit.
If interested, indicate either in the recruitment thread or by sending me a Private Message.
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
If any d4 rolled on this check is a 4, count it as a 5_
Valendron cannot make a STR/Melee 10 check. Falcata +1 is banished
The seadog continued bragging, showing off another magic sword. Valendron continued to ignore him.
Discarding Sage to explore Festhall 2: Cecaelia
Cecaelia:
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2_
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck_
Wisdom 8:1d8 ⇒ 8 No difficulty increase. Discarding Black Spot, recharging Dagger, discarding Blessing of the Gods Combat 13-2=11:2d8 + 1d4 + 1d4 ⇒ (6, 8) + (4) + (1) = 19 Cecaelia is banished Arcane 6:1d10 + 3 ⇒ (7) + 3 = 10 Black Spot is recharged
The elf noticed that the merfolk chatting with the ship's historian was seething. Valendron was ready when she finally erupted. "You filthy elf! My grandma was a shark!" Valendron menaced her with a dagger and cast a curse on her, causing her to slump to the floor unconscious.
The hostess rolled her eyes. "Go home Cecaelia, you're drunk."
Ending turn. Recharging hand
Valendron wrote:
Hand: Allying Dart +1, Codex, Crown of Charisma, Blessing of Iomedae, Frostbite, Mirror Image,
Displayed: Deck: 7 Discard: 3 Buried: 0
Notes: Ask before using: Blessing of Iomedae (+1 die/+2 dice if noncombat CHA)
Can use without asking: Blessing if would recharge; Allying Dart +1 (+1d4+1 to combat at my location)
Powers:
Favored Card: Spell
Hand Size 5 [X] 6
Proficient with: [] Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) and add the Attack, Electricity, and Magic traits. This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2).
Powers
The Natron Zombie is immune to the Mental and Poison traits.
The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number.
After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile.
Discarding Unshakable Chill. Using Cogsnap's Blessing of the Elements, which recharges Combat 12:2d10 + 3 + 1d6 ⇒ (5, 1) + 3 + (3) = 12Forgot the +1 die for cold and the +2 difficulty for scenario. Actual roll at bottom of post Natron Zombie is banished Arcane 8:1d10 + 3 ⇒ (1) + 3 = 4 Unshakable Chill is discarded
Nebta-Khufre tried to animate a zombie from the bits and pieces of corpses left in the catacombs. Qualzar was more than ready this time, though, and froze the creation with a cold wind.
Discarding Frost Ray. Using Cogsnap's Blessing of the Elements, which recharges Combat 15:2d10 + 3 + 2d6 ⇒ (7, 4) + 3 + (3, 4) = 21Forgot the +1 die for cold. Actual roll at bottom of post Arcane 8:1d10 + 3 ⇒ (4) + 3 = 7 Frost Ray is discarded Discarding Force Missile, Blessing of Pharasma Combat 16:3d10 + 3 + 2d4 ⇒ (2, 8, 4) + 3 + (1, 2) = 20 Nebta-Khufre is banished
Before the necromancer could animate another creature, Qualzar focused his cold energy into a powerful beam that swept across the undead villain. Three rounds of magic missiles later, Nebta-Khufre was once again an inanimate corpse. And without his magicks, the hordes of undead throughout the tomb collapsed harmlessly to the ground.
ighting your way out of Junk Beach was a harrowing experience.
Eventually, though you beat back the Mosswoods, you barely made it to the edge of the thicket.
That’s when the second trap falls. Beaten and bloodied, you are unprepared for the sticky spider-nets. Caught amid the webbing, you are carted off by the bubble-faced goblins.
“Goblins sneaky, goblins shady! Take the bigs to demon lady!”
Now that doesn’t sound good.
REWARD
Each character chooses weapon, spell, or item and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.
Happy Birthday, Agent Eclipse! The game can wait, enjoy the weekend!
Yewstance:
Estra wrote:
Something Estra has learned from Qualzar and Skizza; destructive tendencies among her colleagues are far more likely to pose a threat to their enemies than to Estra herself, and in doing so their companionship proves to provide a great deal of security.
Aw, that certainly would warm Qualzar's heart. And "Security through Destructive Tendencies" makes for a great slogan. Although "Security through Destructive Tendencies More Likely to Pose a Threat to Enemies" probably has a better ring to it in Gnomish.
Gain Skill Feat: CHA+1
Upgrade Spell B Confusion into Spell B Mirror Image
Upgrade Spell B Black Spot into Spell 1 Illuminate
Starting at the Lonely Island
Valendron drew the power of the ruby into himself, feeling his energies swell like the storm arriving. His illusions weren't rumbles on the horizon, but the swirling winds here and now. His curses weren't darkening clouds, but bright flashes of lightning.
The elf stood with the rest of the party on the shore of the Lonely Island. Schools of sharks might be circling, but he felt that his party was just as hungry.
Valendron wrote:
Hand: Illuminate, Force Missile, Bracers of Protection, Sling, Crow,
Displayed: Deck: 10 Discard: 0 Buried: 0
Notes: Ask before using: Can use without asking:
Powers:
Favored Card: Spell
Hand Size 5 [] 6
Proficient with: [] Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) and add the Attack, Electricity, and Magic traits. This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2).
Thanks again for your patience. Since we now only have 3 players, I've dropped down to 5 locations.
Note that while the turn counter is going to be off, you will still get 30 turns.
Schelter:
Sorry it didn't work out, but I hope you understand? Please do reach out if you find that you do have the time, and we can get you back in another scenario.
Discard this card to add 1 plus the adventure deck number of the current scenario, if any, to any check to acquire or any check to close a location.
After playing this card, if you do not have 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.
We're already several turns into Season of the Runelords, but my players khazkhaz, Hawkmoon269, Nathan Davis, and Schelter should feel just as heralded!
(Resuming turn) Recharging Black Spot Arcane 6:1d10 + 3 ⇒ (6) + 3 = 9 Black Spot is recharged
From atop the cliff Valendron could see that the goblin was close to overcoming Celeste. The elf cast a hex on the grindylow before turning his attention back to the ghast.
Valendron cannot make a CON/Fort 8 check, so difficulty vs Arron Ivy is +3 Discarding Sling and Blessing of the Gods, and using Celeste's Blessing of the Ancients (which recharges) Combat 11+3=14:3d8 + 1d6 + 1d4 ⇒ (6, 7, 2) + (6) + (3) = 24 Discarding Sage as an Electricity attack spell, discarding Blessing of the Gods, and using Celeste's Blessing of the Elements (which recharges) Combat 13+3=16:3d10 + 2 + 1d6 ⇒ (2, 4, 6) + 2 + (6) = 20 Arron Ivy is banished
The elf started swinging his sling faster and faster. "Begone, spirit of an elder age. You have no command here." The sorcerer released the stone, striking a solid blow. Then a brilliant flare of lightning shot out, and the ghast crumbled into dust. Satisfied, Valendron watched the ash blow off the cliff, scattering down harmlessly on the deck of the Merchantman, free of any hold its slain former captain might have held over the mutinied crew.
Yeah, weird. I just looked, and while there is errata listing the revised wording, the explanation only explicitly mentions affecting the "1 card per type per check" rule. Though I definitely had a moment of panic before I checked, that I had been playing it wrong this whole time!
I'd put the probability of finding unfavorable unlisted errata at much lower than 25%, but glad I dodged that too.
I've e-mailed Schelter to see if I can provide any help in getting things set up, as it's their first game. Hopefully they'll be ready to post soon! Thanks for your patience in the meantime.