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Erasmus's Deck Handler
![]() Hi everyone. It has been quiet around here this week. Are we thinking of continuing onwards to adventure 3? ![]()
Erasmus's Deck Handler
![]() Erasmus concentrates in the pages of Veldira's old holy book to gain guidance by choosing "spell" at the start of his turn to recharge Psychic Reading and Force Missiles and give himself +3 to all his check. He feels that he can see the path forward in his mind's eye, and at the end of it, the light of day. They are close to the exit! First explore is a Blessing of the Ancients which I automatically acquire with the bonus from recharging cards alone. I discard it to continue exploring. The spirits of the ancients circle around Erasmus as he tries to hurry with to the exit with his companions. Knowing better than to anger ancient spirits, he takes a moment to pacify them. He is rewarded with a surge of energy to keep going forward. He is brought to a stop by an Aspis agent, who intends to stand in the party's way to cover for his comrade's looting operations of the pyramids. "This is not time for petty arguments over loot, fool! Let us through!" Erasmu's very-own's brand of Diplomacy: 1d10 + 3 ⇒ (10) + 3 = 13 Erasmus's words were amplified in the agent's mind tenfold, as his eyes glowed and Veldira's faintly outline manifested around him. Understandably, the agent was petrified. "Now tell us which way is the exit!" - Erasmus said, to which the Aspis Agent's response was a measly pointing finger. Continue to explore thanks to Aspis Agent's power. I find a trapped locker. I go for it, as I don't very many blessings in our hands and those we have are probably better spent exploring. Dexterity DC 9: 1d6 + 4 ⇒ (3) + 4 = 7 I'll bury my Crystal Mail to attempt to pass the check by adding a 1d4 to the result. Adding to previous check: 1d4 ⇒ 4 Nice! The path forward is blocked by a strange mechanism. Erasmus attempts to disable it. As he does so, he notices that he has triggered a mechanism and his arm is about to get crushed. Veldira takes over in a split second, giving him super-human speed and allowing him to remove his arm safely while only damaging his armor.
Erasmus is out of things to explore with, so I end his turn. Erasmus wrote:
Skills and Powers: SKILLS
Strength d6 [X]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 Perception: Wisdom +3 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Arcane: Charisma +1 Favored Card: Player's Choice
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Erasmus's Deck Handler
![]() I think it is! Erasmus sends you his thoughts and prayers in helping you succeed (in the form of a blessing of the Sign of the Pack for an extra die) ![]()
Erasmus's Deck Handler
![]() I'll just roll for it. Here we go. Acquire Armor 2 Constitution DC 8: 1d6 + 2 ⇒ (3) + 2 = 5 Nope! That's ok. I will use the Potion of Healing I found to heal Rivani since she seems to be the most hurt by a small margin. Potion of Healing on Rivani: 1d4 ⇒ 3 Rivani can heal 3 cards from her discard pile. I will then end my turn and reset my hand. I managed to draw my Cure. I will heal myself since I still have the Curse of Vulnerability: Cure: 1d4 + 1 ⇒ (4) + 1 = 5
I'll call it a good turn after this. Erasmus wrote:
Skills and Powers: SKILLS
Strength d6 [X]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 Perception: Wisdom +3 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Arcane: Charisma +1 Favored Card: Player's Choice
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Erasmus's Deck Handler
![]() Welp, that's true. My bad though, so I'd be ok with sticking with the dice I rolled. Any other thoughts on spending resources on the armor 2? Or do we not need it? ![]()
Erasmus's Deck Handler
![]() So, I found an armor 2. My Con is 1d6+2. Should we throw some resources to it? ![]()
Erasmus's Deck Handler
![]() Same as usual, I'll choose "Item" to recharge my Shrunken Head and give myself +2 to all my checks. Then I explore and find the Potion of Healing. Intelligence DC 5: 1d8 + 2 ⇒ (5) + 2 = 7 Then, I'll use my Sign of the Lantern Bearer to explore again. I find a Blessing of the elements! Strength DC 6: 1d6 + 3 ⇒ (2) + 3 = 5 Alas, no free explore. I'll use my Talisman Crafter to explore again. I find a Camouflaged Spiked Pit Trap. I automatically defeat it with 1d8+1d4+7 and I score a free explore. Pausing because I found a Tooled Crocodile Skin, an armor 2. My base check is 1d6+2 so not great chances to make it. Should we put some resources into it? ![]()
Erasmus's Deck Handler
![]() This is for a close check, so feel free to use my Sign of the Lantern Bearer for an extra die. It looks like Salim now has a Blessing of Abadar though. That's 2 extra dice! ![]()
Erasmus's Deck Handler
![]() Ok! I've been having a couple crazy days at work, so I'll keep my turn simple. My hand didn't contain any extra exploration, so I'll just recharge the Soul Stimulant at the beginning of my turn to give myself +2 to all checks. I then explore to defeat the burning tar Perception DC 6, which is automatically defeated with a 1d8+1d4+7. Second Law has already been banished, so no need to worry about overshooting. I then end my turn. Erasmus wrote:
Skills and Powers: SKILLS
Strength d6 [X]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 Perception: Wisdom +3 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Arcane: Charisma +1 Favored Card: Player's Choice
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Erasmus's Deck Handler
![]() Dang...it seems my post was eaten by the post monster yesterday. I'll have to wait until I come back home to write it up again and post. Sorry for the wait guys. ![]()
Erasmus's Deck Handler
![]() No problem about the Blessing. Collapsing Floor Damage: 1d4 - 1 ⇒ (1) - 1 = 0 Erasmus is able to foresee the pattern of falling rocks. With his incredible Perception, he is also able to find a safe handhold to soften his fall into a Crypt. He feels proud of himself, but there's no time to gloat as the pyramid continues to crumble before them. Feeling a little weary with so many curses affecting him, he puts on the mask he borrowed from Rivani and feels his Curse of Withering go away. Recharged Mask of the Forgotten Pharaoh to remove the Curse of Withering Erasmus wrote:
Skills and Powers: SKILLS
Strength d6 [X]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 Perception: Wisdom +3 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Arcane: Charisma +1 Favored Card: Player's Choice
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Erasmus's Deck Handler
![]() I will use my Spear of the Watchful Guardian for the combat to not overcomplicate things. I will be adding the d4 from Rivani's power. Voice of the Spire Combat DC 12: 2d6 + 1d4 + 4 ⇒ (3, 4) + (2) + 4 = 13 Voice of the Spire defeated and Erasmus now adds Curse of Vulnerability to his collection. ![]()
Erasmus's Deck Handler
![]() I'll begin my turn, as usual, by choosing a type of card to recharge. I'll be recharging allies. This recharges Neferehku, giving me +2 to all checks this turn. I will also be making the location con check: Constitution DC 4: 1d6 + 2 ⇒ (1) + 2 = 3 Erasmus also contracts the Curse of Whithering. Then, I'll use my Harrow Deck to examine the top 3 cards of the location. I find Poison Spiked Trap, Collapsing Hallways and Armored Kilt. I re-arrange the cards so that Collapsing Hallway is on top, followed by Poison Spiked Trap and Armored Kilt, in that order. Then I'll attempt to recharge my Harrow Deck, revealing Spear of the Watchful Guardian and using Veldira. Recharge Harrow Deck Perception DC 12: 2d6 + 1d4 + 7 ⇒ (4, 5) + (3) + 7 = 19 I then encounter the Collapsing Hallway, revealing the spear and using Veldira again: Perception DC 11: 2d6 + 1d4 + 7 ⇒ (6, 4) + (4) + 7 = 21 Success! I now will summon Crawling Hands to attempt to close the location. I will be using The Missing Eye, discarding it to add 1d8+1d6+3 to my check: Combat DC 13/17: 3d6 + 6 ⇒ (6, 1, 6) + 6 = 19 Success! And we avoid the nasty effect of Crawling Hands as well. Mumia Lab is closed. Going through the random item pile looking for an alchemical item I find: Soul Stimulant:
Soul Stimulant Item 2 Traits
Check
Powers
Nice Haul! We all move to the next location, which has cards 14 and 15 of Mumia Labs on top. Then at the end of my turn, the Ghould Square collapses: Ghoul Square collapsing: 1d4 ⇒ 2 Cards 12-13 (10-11 in last BR update) are removed from the location....Phew! I think I didn't forget anything... except a hand update! Here goes: Erasmus wrote:
Skills and Powers: SKILLS
Strength d6 [X]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 Perception: Wisdom +3 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Arcane: Charisma +1 Favored Card: Player's Choice
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Erasmus's Deck Handler
![]() I'd prefer not to take any damage if I can help it, so I'll volunteer my blessing to make the DC 8 Survival check. ![]()
Erasmus's Deck Handler
![]() JohnF, should we roll the 1d4 for cards that go to the next location at the end of our turns? ![]()
Erasmus's Deck Handler
![]() Erasmus wrote:
Skills and Powers: SKILLS
Strength d6 [X]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 Perception: Wisdom +3 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Arcane: Charisma +1 Favored Card: Player's Choice
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Erasmus's Deck Handler
![]() We should at the very least grab that Stoneskin. I'm sure it will come handy. ![]()
Erasmus's Deck Handler
![]() Erasmus will accompany Rivani to visit Hadden Hoppert in that case, to improve the offering. ![]()
Erasmus's Deck Handler
![]() Yeah, it seems like this scenario is actually trying to kill us! Erasmus will not visit any traders for this mission so he's ready to go. Erasmus wrote:
Skills and Powers: SKILLS
Strength d6 [X]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 Perception: Wisdom +3 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Arcane: Charisma +1 Favored Card: Player's Choice
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Erasmus's Deck Handler
![]() Erasmus looks to Korundo and Rivani and gives a thumbs-up. A second, ghostly hand materializes behind him imitating the gesture. ![]()
Erasmus's Deck Handler
![]() Awesome! Thank you for doing that. Would you guys mind if I grab Neferehku and the mask? Or at least Neferehku? ![]()
Erasmus's Deck Handler
![]() For my card feat I'll take Spell. I would also like to take Spell 2 for either Object Reading or Mind over Gravity: Object Reading:
Magic Arcane Divine Mental Powers:
Mind Over Gravity:
Magic Arcane Divine Mental Powers:
Fly (one of the spells Rivani would take) also seems pretty good, so I'm torn about asking for it. My options for the rest of the other boons are, however, very limited, and these cards would be the only strict upgrades from those available. So if Rivani doesn't mind taking Item 1, then I think we could all get our picks. ![]()
Erasmus's Deck Handler
![]() Absolute, a Wisdom check shouldn't be a problem for Erasmus. During Rivani's turn, he attempts the first check against The Old Eye Taker. Wisdom DC 9: 1d8 + 1d4 + 2 ⇒ (5) + (3) + 2 = 10 Awesome! Didn't even need to spend any resources. This means the Hall of Blessed Rebirth is now closed and Erasmus is no longer cursed! With that solved, Erasmus will now take his turn. At the start of his turn, Erasmus will choose "Ally" to recharge his Talisman Crafter to give himself +2 to all his checks this turn. Now, I will also move to the Embalming Parlor and join Salim. Once there, I'll use my Harrow Deck to examine the top 3 cards of the location. I find a Noxious Bomb, the villain and The Second Law, which is triggered and needs to be displayed next to the scenario. Recharging Harrow Deck Perception DC 12: 1d8 + 1d4 + 7 ⇒ (7) + (4) + 7 = 18 I will put the villain on top and then explore to encounter it. Korundo should attempt to temporarily close his location to win the game :) (don't forget that you can have the assistance of the special cohort with your combat check, like I did). I will also leave one of my 2 blessings available for you to use for +1 die. I'll continue my turn within the following spoiler tag. Encounter with the villain: Erasmus encounters Amadjawet. Erasmus will use his Deathgrip spell to attempt to defeat the villain. There's also no reason not to use one of my blessings to aid the check, so I discard my Blessing of the ancients. Defeat Divine DC 16: 4d8 + 1d4 + 4 ⇒ (3, 4, 7, 5) + (3) + 4 = 26
Deathgrip negates the villain's AYA text. The Second Law doesn't apply to this check as it is not a barrier. If Korundo has succesfully temporarily closed his location, we win! Otherwise, I reset my hand and end my turn. Erasmus wrote:
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Erasmus's Deck Handler
![]() Sorry everyone. It's been a very busy couple of days at work. I do both of the things Rivani suggested, burying my Fire Lance at the second check to add 1d4 to my second check. Adding to second check to defeat the swarm: 1d4 ⇒ 1 This means the swarm is defeat, so I don't take Posession as damage, and I had already made the fortitude save to avoid having to bury a card. My hand is mostly unchanged, only needing to swap possession with the Fire Lance, which is now buried. Erasmus wrote:
Skills and Powers: SKILLS
Strength d6 [X]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 Perception: Wisdom +3 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Arcane: Charisma +1 Favored Card: Player's Choice
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Erasmus's Deck Handler
![]() At the start of his turn, Erasmus chooses Item to recharge his Shrunken Head, giving himself +2 to all checks this turn. He then moves to the Hall of Blessed Rebirth. On his first exploration, he encounters an Ubashki Swarm. It's not going to be an easy one with his current hand, so Erasmus discards his BotGs to add a die and attempts the first combat check. Combat DC 8/10/12: 2d6 + 3 ⇒ (6, 4) + 3 = 13 Went over the threshold unfortunately. I examine the bottom card of my location. It was Acid Jet, a boon. It gets banished and I suffer a scourge: Scourge: 1d6 ⇒ 4 I suffer the Curse of Daybane again. Then I continue the combat with the swarm. I'll discard my Sign of the Pack for the second check. Combat DC 8/10/12: 2d6 + 3 ⇒ (1, 1) + 3 = 5 Ugh, this is bad. I think I will just take the damage instead of flipping the coin to defeat it (which would cost me 2 buried cards). I take 1 Poison damage per the location's effect, then I check if I need to bury a card for the monster's power: Constitution DC 7: 1d6 + 2 ⇒ (6) + 2 = 8 Nice! I dodge that bullet. I'll be ending my turn here. Erasmus wrote:
Skills and Powers: SKILLS
Strength d6 [X]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 Perception: Wisdom +3 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Arcane: Charisma +1 Favored Card: Player's Choice
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Erasmus's Deck Handler
![]() Forgot to include my updated hand, which should actually contain 6 cards, not 5! Here it is: Erasmus wrote:
Skills and Powers: SKILLS
Strength d6 [X]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 Perception: Wisdom +3 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Arcane: Charisma +1 Favored Card: Player's Choice
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Erasmus's Deck Handler
![]() Ok! Not a problem. I'll just use Erasmus' power to bury Clinging Venom and add 1d4 after the check. Adding to check to defeat Warrior Dolls: 1d4 ⇒ 2 Well, not as good as before but still pretty good. A barrier is shuffled into a random open location (which I'm assuming includes the one I'm currently on): Random Open Location: 1d5 ⇒ 1 It goes to the Embalming Parlor. After the check, I discard The Missing Eye as poison damage and then continue to auto-succeed at the DC 6 Perception check. ![]()
Erasmus's Deck Handler
![]() While writing this post, I realized I never added the Fire Lance I found during my previous exploration to my hand. To correct this mistake, I have removed Deathgrip from my hand (it was the last card I drew last turn after resetting my hand) and replaced it with the Fire Lance. During Rivani's turn, Erasmus casts cure on himself. Cure: 1d4 + 1 ⇒ (4) + 1 = 5
Erasmus feels the curse dissipate as he turns to see Rivani. "Thanks!" - he manages to say before she disappears through a door in the pyramids. He uses the opportunity to channel Veldira's healing powers on himself to regain his energy. At the start of my turn, I choose "Ally", recharging Kami Medium and giving myself +2 to all checks this turn. Then, at the end of my move step, I'll use Psychic Reading on myself to look at the top card of my deck. It's the missing eye! I'll exchange the Fire Lance for it. Psychic Reading is recharged automatically with my 1d8+1d4+7 Perception (DC 6). Erasmus receives a vision. He thinks he sees an enemy lurking ahead, so he puts away the lance he found and draws his magical Missing Eye sword. First exploration is a blessing of the ancients, which he automatically acquires with his 1d8+1d4+4 Divine skill. Erasmus passes by a small altar. He stops for a second to offer a prayer for the souls of the ancients buried here. He feels blessed. I'll discard the Blessing of the Ancients to explore again. I find Clinging Venom. I automatically pass the DC 4 Divine check, so I acquire it. In the altar, he sees some scrolls, one of which he realizes contains a magical spell. He grabs it. I use my Blessing of the Gods as the top card of the blessing discard pile: Blessing of Nethys. The top 2 cards of Vizier Hills are Shock Toad and Warrior Dolls, none of which is a Trigger card. I put the Warrior Dolls on top of the location and then I explore. I'll use The Missing Eye for the check. Combat Melee DC 10 (12-15 for no addl. effect): 1d6 + 1d8 + 4 ⇒ (5) + (4) + 4 = 13 Perfect! I avoid suffering a scourge and shuffling a barrier into a random open location. Erasmus sees out of the corner of his eye the enemy he foretold. Guided by his vision, he charges into one of the 2 shadowy figures approaching him and finds a group of Warrior Dolls. After a short but intense battle, he emerges victorious. I'll attempt to close my location after defeating the Warrior Dolls. First, I discard Clinging Venom as Poison Damage. Then I auto-succeed at the DC 6 Perception check since I still have 1d8+1d4+7. Vizier's Hill is closed! After defeating the dolls, Erasmus focuses in the area but sees nothing else of note in his mind's eye. He begins to prepare to leave. End of turn. Erasmus wrote:
Skills and Powers: SKILLS
Strength d6 [X]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 Perception: Wisdom +3 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Arcane: Charisma +1 Favored Card: Player's Choice
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Erasmus's Deck Handler
![]() Ah, yes. Thanks for the reminder Korundo. Sorry about that. Well, those are almost guaranteed to trigger. But we'll see what we can do. Perception DC 6: 1d8 + 1d4 + 7 ⇒ (2) + (1) + 7 = 10 Wow! The dice gods are with me today. Let's see about the Scythe trap. Dexterity DC 4: 1d8 + 3 ⇒ (7) + 3 = 10 Oh well! Can't get that lucky twice. I examine the bottom card of Vizier's Hill. It is a Kukri, so it gets banished and I suffer a scourge. Scourge: 1d6 ⇒ 4 I suffer the scourge of Daybane. Erasmus wrote:
Skills and Powers: SKILLS
Strength d6 [X]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 Perception: Wisdom +3 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Arcane: Charisma +1 Favored Card: Player's Choice
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Erasmus's Deck Handler
![]() I recharge my Harrow Deck at the start of my turn to give myself +2 to all checks. I explore the first card of my location. I found a Fire Lance. I try to acquire it. Dexterity DC 8: 1d8 + 3 ⇒ (8) + 3 = 11 Erasmus begins his exploration, chasing after the mysterious voice. Looking around, he sees a discarded Lance that seems to hold a small amount of elemental power. Suddenly realizing he doesn't have his weapon on him, he grabs it, just in case. Erasmus will then discard Possession to examine the top card of Vizier's Hill. It's a barrier, "Falling Rubble". My spell is automatically recharged using Perception (1d8+1d4+7). I'll discard my Sign of the Lantern Bearer to explore and encounter the barrier. I also beat the DC 6 Perception check automatically. Focusing on the lance for a second, he attempts to detect lingering memories of its previous owner. He sees that the adventurer carrying the lance perished while trying to go down a particular hall where he got trapped under Falling Rubble, so he steers clear out of that hallway. The barrier's power allows me to explore again. It's a "Wall Scythes" barrier. I also defeat this barrier's Dexterity DC 4 check with my 1d8+3. Despite taking precautions, this hallway seems to be trapped as well. He is however able to notice the trigger and avoid it altogether. Maybe Erasmus chose the wrong profession and should have been a grave robber after all. Ending my turn. Erasmus wrote:
Skills and Powers: SKILLS
Strength d6 [X]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 Perception: Wisdom +3 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Arcane: Charisma +1 Favored Card: Player's Choice
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Erasmus's Deck Handler
![]() I'm fine with discarding my blessing to go from ~75% chance of success to ~95%. ![]()
Erasmus's Deck Handler
![]() Well,I was also interested in the same 2 spells: Stone Skin and Corrosion. Since I'd rather get to explore the sky pyramid faster, I'll instead grab Deathgrip and you guys can have the spells you were interested on. I'll trade away my Helpful Haversack (removed) and LCrystal Mail (buried). I'll continue to use Veldira for this mission. Here's my starting hand. Erasmus wrote:
Skills and Powers: SKILLS
Strength d6 [X]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 Perception: Wisdom +3 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Arcane: Charisma +1 Favored Card: Player's Choice
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Erasmus's Deck Handler
![]() Earlier in the day, Erasmus visited his friend Hadden Hoppert to see what spells he was offering today. Perhaps some ancient scroll from the Necromancer's tomb that his party missed. Then, he begins his exploration of the Sky Piramid on Vizier's Hill. ![]()
Erasmus's Deck Handler
![]() This is the second scenario of this adventure, right? If so, I will take the power that allows me to share my Spirit Relatives boons with people at my location. I don't think I need any of these deck upgrades, so I won't take one this time. ![]()
Erasmus's Deck Handler
![]() No matter, because Salim was more than capable of slashing and skewering his way through the Necromancer, and Korundo said he could auto-close his location, so I guess we are done! Good job everyone! Loot wise, I only managed to grab 2xSpell B ad 1xBlessing B ![]()
Erasmus's Deck Handler
![]() Korundo is right, I won't be able to reliably defeat all 3 of those checks. I will instead move to the Catacombs to help anyone who needs it. At the start of my turn, I will choose Spell (just to cycle it) to give myself +2 in all checks. Korundo tells Erasmus of the location of the Necromancer. Deciding that prudence is the better part of valor, he decides to scout the Catacombs until his companions can join him, instead of trying to defeat the Necromancer alone. Once he finds a good spot to take watch from, he consults his Harrow Deck to see his own future I examine the top of Erasmus' deck. Find Fiery Glare, Sign of the Lantern Bearer and Sign of the pack. I reorganize them so that Fiery Glare is the third card. Recharge Harrow Deck Perception DC 10: 1d8 + 1d6 + 5 ⇒ (3) + (5) + 5 = 13 He sees through the mists that his companions will need help, so he begins praying to the gods with Veldira's guidance for their favor. Erasmus wrote:
Skills and Powers: SKILLS
Strength d6 [X]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 Perception: Wisdom +3 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Arcane: Charisma +1 Favored Card: Player's Choice
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Erasmus's Deck Handler
![]() How does Salim feel about defeating the Crawling Hands? Should I just go defeat the villain and end this? ![]()
Erasmus's Deck Handler
![]() I don't know what's going on. Second time I've "posted" and then my post doesn't show up. But anyways, here we go again. At the start of his turn, I choose Spell to recharge Remove Curse and Psychic Reading, giving Erasmus +3 in all his checks. Erasmus moves to the crypt and explores. Finds a Collapsing Scaffolding. Dexterity DC 4: 1d8 + 4 ⇒ (6) + 4 = 10
He dodges nimbly out of the way and manages to predict where the debris will fall to prevent getting hurt. Erasmus looks up to the sign of pack for guidance to continue his exploration. He finds an undead Desert Trapper. Combat DC 9: 1d6 + 1d8 + 5 ⇒ (5) + (7) + 5 = 17 Erasmus thinks he might have overdone it, looks around to see if there are any Pharasmites around: First Law?: 1d8 + 1d4 + 5 ⇒ (4) + (4) + 5 = 13 No Pharasmite priests around. Phew! Perhaps Erasmus can find a peaceful spot to perform a consecration ritual: Close opportunity?: 1d8 ⇒ 5 He hears the grunts and moans of the undead around. Better to take care of them first. End of Erasmus' turn. At the beginning of Salim's turn, Erasmus casts Cure on himself. Cure: 1d4 + 1 ⇒ (1) + 1 = 2
Erasmus wrote:
Skills and Powers: SKILLS
Strength d6 [X]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Wisdom d8 [ ] +1 [ ] +2 Perception: Wisdom +3 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Arcane: Charisma +1 Favored Card: Player's Choice
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