Ezren

Ezren - The Infinite's page

5 posts. Alias of Yewstance.


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Deck Handler // Searching for: Armor 6 > Spell 6 > Ally 5

Continuing turn (Part 8 of ?)...

Mulliganning that so I can have >2 spells...and I just realized I don't actually need to risk the 1d8+1d4+3 roll all the time; this Augury lets me instead just Trigger it for the same outcome!

Ezren sets aside Augury to examine the Crypt (naming Barrier, but there's only 1 card anyway)...
Crypt Card 6: Fiendish Sphinx (TRIGGER)

Fiendish Sphinx:
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12

Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

The Fiendish Sphinx triggers; Ezren recharges his hand in an order of his choice, then resets his hand...
Ezren wrote:

Hand: Erayu, Fire Snake, Advocate's Armor 2, Eruption, Boneshatter, Acid Splash, Elemental Brass Mail, Necklace of Fireballs,

Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen, Symbol of Fear, Curse of Poisoning, Ride the Lightning,
Deck: 6 Discard: 7 Buried: 7
Notes: (Augury set aside)

Ezren summons and encounters Warrior Dolls.

Warrior Dolls:
Henchman Monster 1

Traits
Construct
Swarm
Veteran
Check
Combat
10

Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Ezren sets aside Necklace of Fireballs to roll 3d6+12 for combat.
Warrior Dolls' weakness adds a die.

Combat 22/24: 4d6 + 12 + 1d4 ⇒ (3, 4, 1, 1) + 12 + (4) = 25 -> Warrior Dolls defeated.
Arcane 9 (Recharge): 1d12 + 6 + 1d4 ⇒ (3) + 6 + (4) = 13 -> Necklace of Fireballs recharged.

Fiendish Sphinx is replaced into the empty Crypt location.
Ezren automatically recharges Augury.

Ezren uses his power, recharging Acid Splash to move to Chisisek's Tomb and ezplore.
Chisisek's Tomb Card #: 1d7 + 4 ⇒ (1) + 4 = 5
Chisisek's Tomb Card 5: Royal Naga

Royal Naga:

Monster 4
Traits
Aberration

Check
Combat
16
THEN
Combat
16

Powers
Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
If the check to defeat has the Cold trait, add 1d8.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.

BYA: Ezren sets aside Fire Snake to use Zarlova's Divine skill instead of Stealth, automatically passing the Stealth 8 check.
Royal Naga evaded.
Ezren automatically recharges Fire Snake.

Ezren discards Erayu and recharges no cards to explore, adding 1d8 to his Intelligence checks during this exploration.
Chisisek's Tomb Card #: 1d7 + 4 ⇒ (1) + 4 = 5
Chisisek's Tomb Card 5: Royal Naga

Royal Naga:

Monster 4
Traits
Aberration

Check
Combat
16
THEN
Combat
16

Powers
Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
If the check to defeat has the Cold trait, add 1d8.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.

Really? 3 times? Arghh... Fine!
BYA: Stealth 8: 2d4 ⇒ (3, 3) = 6 -> No such luck.
Ezren randomly chooses an Attack spell to use each time...

Combat #1 (Eruption, Boneshatter, Ride the Lightning): 1d3 ⇒ 1 -> Ezren sets aside Eruption for combat.
Scenario: Difficulty Increase: 1d12 ⇒ 9 -> Difficulty is increased to 25.
Ezren recharges Elemental Brass Mail to add a die.

Combat 25: 2d12 + 6 + 4d6 + 1d4 ⇒ (2, 11) + 6 + (1, 2, 6, 4) + (1) = 33 -> Combat 1 passed by more than 6.
Divine 13 (Recharge): 1d10 + 7 + 1d4 ⇒ (4) + 7 + (4) = 15 -> Eruption recharged.
Combat #2 (Boneshatter, Ride the Lightning): 1d2 ⇒ 2 -> Ezren uses the power on his displayed Ride the Lightning, discarding Advocate's Armor 2 (ugh...) to use his Arcane Skill +4d6+4.
Scenario: Difficulty Increase: 1d12 ⇒ 8 -> Difficulty is increased to 24.
Combat 24: 1d12 + 6 + 4d6 + 6 + 1d4 ⇒ (2) + 6 + (1, 3, 1, 6) + 6 + (3) = 28 -> Combat 2 passed, but not overkilled.
Scourge: 1d10 ⇒ 4 -> Ezren displays Curse of Daybane.
Royal pain-in-the-butt Naga defeated. Ezren is forced to move from Ride the Lightning's effect, and moves back to the Crypt.

Ezren uses his power, recharging Boneshatter to ezplore.
Crypt Card 6: Fiendish Sphinx

Fiendish Sphinx:
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12

Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

As always, aiming to fail...
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (8) + 3 + (2) = 13 -> The Fiendish Sphinx is... defeated. I don't have enough die bumps and I'm not asking the team to feed me them.

That's all she wrote.

Ezren ends his exploration phase at the now-empty Crypt, and attempts to close it.
Crypt Closing: Wisdom 10: 1d10 + 7 + 1d4 ⇒ (8) + 7 + (1) = 16 -> Crypt closed.
Ezren draws the random Blessing...

Blessing of the Ancients:

Blessing B
Traits
Divine
Basic

Check
Divine
3

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Ezren ends his turn, attempting to keep Ride the Lightning displayed.
Ezren recharges Blessing of the Ancients (the top card of the Blessings Discard pile is basic) to add a die.

Arcane 17: 2d12 + 6 + 1d4 ⇒ (1, 8) + 6 + (3) = 18 ->
Ezren automatically recharges Glamour.
Ezren resets his hand...

Ezren wrote:

Hand: Magnetic Grimoire, Advocate's Armor, Sand Elemental, Blessing of the Elements, Knot of Isis, Brilliance of Ra, Augury, Necklace of Fireballs,

Displayed: Mortevia Strassel, Phoenix Cloak, Steal Soul, Canteen, Symbol of Fear, Curse of Poisoning, Ride the Lightning, Curse of Daybane,
Deck: 7 Discard: 9 Buried: 7

Then recharges a random card to Curse of Poisoning.

Curse of Poisoning: 1d8 ⇒ 1 -> Ezren recharges Magnetic Grimoire.

Ezren wrote:

Hand: Advocate's Armor, Sand Elemental, Blessing of the Elements, Knot of Isis, Brilliance of Ra, Augury, Necklace of Fireballs,

Displayed: Mortevia Strassel, Phoenix Cloak, Steal Soul, Canteen, Symbol of Fear, Curse of Poisoning, Ride the Lightning, Curse of Daybane,
Deck: 8 Discard: 9 Buried: 7
Notes: That's... finally over. That Royal Naga effectively ended me, with a triple-encounter and then eating my hand that would've otherwise been good for numerous more explorations.
Still, I think I've left little enough remaining that the game will end before Ezren gets another turn.

Sand Elemental may be recharged to prevent Fire or Cold damage dealt to anyone at any location.
Blessing of the Elements is free to use.

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d8 [X] +1 [X] +2 [X] +3
Perception: Wisdom +1
Charisma d6 [ ] +1 [ ] +2

Favored Card: Card that has the Attack trait
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armors
Powers:
On your turn, you may discard ([X] or recharge) a spell ([X] then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison ([ ] or Undead) trait, ignore its immunities.
You may recharge a spell to add 1 die to your check against a bane that invokes the Acid or Electricity ([X] or Cold, Fire, or Poison) trait.
[ ] You may play 2 spells on a check; only 1 may determine the skill you use for the check.
[X] While you play or when you would banish a spell, you may recharge a spell to gain the Divine skill equal to your Intelligence skill ([ ] +2).
[X] When you would discard a spell that has the Arcane trait for its power, you may display it instead. At the end of your turn, recharge all such spells ([ ] or shuffle them into your deck).
When building your deck, you may treat any blessings that do not have the Divine trait as items.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 1
SHIRT REROLL USED

To confirm: The Forgery of Ra is closed.
The Crypt is now closed.


Deck Handler // Searching for: Armor 6 > Spell 6 > Ally 5

Continuing turn (Part 7 of ?)...

Ezren uses his power, discarding (not recharging) Fire Snake to move to Chisisek's Tomb and ezplore.
Chisisek's Tomb Card 2: Sard

Sard:

Monster 6
Traits
Plant
Electricity
Poison

Check
Combat
23

Powers
The Sard is immune to the Electricity, Mental and Poison traits.
After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.

A good time for Eruption!
Ezren ignores Sard's immunities with his power, as it has the Electricity (and Poison) trait.
Ezren sets aside Eruption for combat.

Scenario: Difficulty Increase: 1d12 ⇒ 11 -> Uh oh. Is this the end? Difficulty 34.
Ezren reveals Magnetic Grimoire to add 1d4 to his combat check.
Ezren recharges Erayu to add 1d10.
Requesting that Radovan discard Blessing of the Quartermaster to add a die.

Combat 34 (Arcane): 2d12 + 6 + 4d6 + 1d4 + 1d10 + 1d4 ⇒ (5, 11) + 6 + (4, 1, 4, 3) + (3) + (8) + (3) = 48 -> Sard defeated. (By more than 6)
The AYA power is ignored due to Eruption's power.
Ezren uses Zarlova's Divine skill for the recharge check, and reveals Magnetic Grimoire.

Divine 13 (Recharge): 1d10 + 7 + 1d4 ⇒ (1) + 7 + (1) = 9 -> Aw... Eruption discarded. That can be turned to my advantage, to a point, though - it just means Fire Snake will be hanging in my discard pile for a while longer.

Ezren recharges Magnetic Grimoire to draw Eruption from his discard pile.

Ezren discards Erayu and recharges no cards to explore, adding 1d8 to his Intelligence checks during this exploration.
Chisisek's Tomb Card 3: Polymorph Gas

Polymorph Gas:

Barrier 6
Traits
Curse
Trap
Magic
Poison

Check
Intelligence
Perception
Constitution
Fortitude
14

Powers
If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.

The bane invokes the Poison trait, so Ezren will use his power and recharge Acid Splash to add a die.
Erayu adds 1d8.

Intelligence 14: 2d12 + 6 + 1d8 + 1d4 ⇒ (11, 1) + 6 + (6) + (4) = 28 -> Polymorph Gas defeated.

Ezren recharges Advocate's Armor to draw Ukobach from his discard pile.

Ezren uses his power, recharging Augury to move to the Crypt and ezplore.
Crypt Card 6: Fiendish Sphinx

Fiendish Sphinx:
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12

Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

As always, aiming to fail...
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (5) + 3 + (2) = 10-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Ezren wrote:

Hand: Necklace of Fireballs, Boneshatter, Advocate's Armor 2, Elemental Brass Mail, Sand Elemental, Blessing of the Elements, Knot of Isis, Brilliance of Ra,

Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen, Symbol of Fear, Curse of Poisoning,
Deck: 6 Discard: 8 Buried: 7

Ezren summons and encounters Warrior Dolls.

Warrior Dolls:
Henchman Monster 1

Traits
Construct
Swarm
Veteran
Check
Combat
10

Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Ezren sets aside Necklace of Fireballs to roll 3d6+12 for combat.
Warrior Dolls' weakness adds a die.

Combat 22/24: 4d6 + 12 + 1d4 ⇒ (1, 6, 1, 1) + 12 + (3) = 24 -> Warrior Dolls defeated.
Arcane 9 (Recharge): 1d12 + 6 + 1d4 ⇒ (6) + 6 + (4) = 16 -> Necklace of Fireballs recharged.

Fiendish Sphinx is replaced into the empty Crypt location.

And the now familiar-mulligan.

Ezren uses his power, recharging Boneshatter to ezplore.
Crypt Card 6: Fiendish Sphinx

Fiendish Sphinx:
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12

Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

As always, aiming to fail...
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (6) + 3 + (1) = 10-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Ezren wrote:

Hand: Magnetic Grimoire, Eruption, Acid Splash, Advocate's Armor, Augury, Ukobach, Necklace of Fireballs, Boneshatter,

Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen, Symbol of Fear, Curse of Poisoning,
Deck: 6 Discard: 8 Buried: 7

Ezren summons and encounters Warrior Dolls.

Warrior Dolls:
Henchman Monster 1

Traits
Construct
Swarm
Veteran
Check
Combat
10

Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Ezren sets aside Necklace of Fireballs to roll 3d6+12 for combat.
Ezren reveals Magnetic Grimoire to add 1d4 to the combat and recharge checks.
Warrior Dolls' weakness adds a die.

Combat 22/24: 4d6 + 12 + 2d4 ⇒ (6, 3, 6, 6) + 12 + (3, 2) = 38 -> Warrior Dolls defeated.
Arcane 9 (Recharge): 1d12 + 6 + 2d4 ⇒ (12) + 6 + (3, 1) = 22 -> Necklace of Fireballs recharged.

Fiendish Sphinx is replaced into the empty Crypt location.

Ezren recharges Magnetic Grimoire to draw Fire Snake from his discard pile.
Ezren recharges Advocate's Armor to draw Erayu from his discard pile.
Well prepared for any bane now.

Ezren uses his power, recharging Augury to move to the Chisisek's Tomb and ezplore.
Chisisek's Tomb Card 4: Ride the Lightning

Ride the Lightning:

Spell 6
Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
15

Powers
Display this card. While displayed, reduce Electricity damage dealt to you to 0. For your combat check, you may discard a card to use your Arcane skill + 4d6+4 and add the Electricity trait; if you do, move after the encounter.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.

Ooh, nice.
Ezren recharges Erayu to add 1d10.

Arcane 15: 1d12 + 6 + 1d10 + 1d4 ⇒ (8) + 6 + (2) + (2) = 18 -> Ride the Lightning acquired.

Ezren displays Ride the Lightning.

Ezren discards Ukobach to draw a card (Advocate's Armor 2) and then explore his location, adding 1 and the fire trait to his checks to defeat.
Chisisek's Tomb Card 5: Royal Naga

Royal Naga:

Monster 4
Traits
Aberration

Check
Combat
16
THEN
Combat
16

Powers
Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
If the check to defeat has the Cold trait, add 1d8.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.

BYA: Ezren sets aside Fire Snake to use Zarlova's Divine skill instead of Stealth, automatically passing the Stealth 8 check.
Royal Naga evaded.

Ezren automatically recharges Fire Snake.

Ezren recharges Advocate's Armor 2 to draw Ukobach from his discard pile.

Ezren discards Ukobach to draw a card (Elemental Brass Mail) and then explore his location, adding 1 and the fire trait to his checks to defeat.
Chisisek's Tomb Card #: 1d7 + 4 ⇒ (6) + 4 = 10
Chisisek's Tomb Card 10: Disrupting Rapier +1

Disrupting Rapier +1:

Weapon 3
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic

Check
Strength
Melee
10

Powers
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 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Ezren does not attempt to acquire the Disrupting Rapier +1. Disrupting Rapier +1 banished.

Ezren uses his power, recharging Eruption to move to the Crypt and ezplore.
Crypt Card 6: Fiendish Sphinx

Fiendish Sphinx:
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12

Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

As always, aiming to fail...
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (8) + 3 + (1) = 12 -> Here's hoping this is the last time I need to do this... Ezren expends yet another Die Bump (he now has 1 remaining) to decrease his result by 1, to 11.
The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...

Ezren wrote:

Hand: Sand Elemental, Blessing of the Elements, Knot of Isis, Brilliance of Ra, Necklace of Fireballs, Magnetic Grimoire, Augury, Advocate's Armor,

Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen, Symbol of Fear, Curse of Poisoning, Ride the Lightning,
Deck: 7 Discard: 7 Buried: 7

Ezren summons and encounters Warrior Dolls.

Warrior Dolls:
Henchman Monster 1

Traits
Construct
Swarm
Veteran
Check
Combat
10

Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Ezren sets aside Necklace of Fireballs to roll 3d6+12 for combat.
Ezren reveals Magnetic Grimoire to add 1d4 to the combat and recharge checks.
Warrior Dolls' weakness adds a die.

Combat 22/24: 4d6 + 12 + 2d4 ⇒ (4, 1, 6, 1) + 12 + (3, 4) = 31 -> Warrior Dolls defeated.
Arcane 9 (Recharge): 1d12 + 6 + 2d4 ⇒ (2) + 6 + (4, 3) = 15 -> Necklace of Fireballs recharged.

Fiendish Sphinx is replaced into the empty Crypt location.

Once again pausing; I think one more post should do it.

Ezren wrote:

Hand: Sand Elemental, Blessing of the Elements, Knot of Isis, Brilliance of Ra, Magnetic Grimoire, Augury, Advocate's Armor,

Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen, Symbol of Fear, Curse of Poisoning, Ride the Lightning,
Deck: 8 Discard: 7 Buried: 7
Notes: Part 7 of ?

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d8 [X] +1 [X] +2 [X] +3
Perception: Wisdom +1
Charisma d6 [ ] +1 [ ] +2

Favored Card: Card that has the Attack trait
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armors
Powers:
On your turn, you may discard ([X] or recharge) a spell ([X] then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison ([ ] or Undead) trait, ignore its immunities.
You may recharge a spell to add 1 die to your check against a bane that invokes the Acid or Electricity ([X] or Cold, Fire, or Poison) trait.
[ ] You may play 2 spells on a check; only 1 may determine the skill you use for the check.
[X] While you play or when you would banish a spell, you may recharge a spell to gain the Divine skill equal to your Intelligence skill ([ ] +2).
[X] When you would discard a spell that has the Arcane trait for its power, you may display it instead. At the end of your turn, recharge all such spells ([ ] or shuffle them into your deck).
When building your deck, you may treat any blessings that do not have the Divine trait as items.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 1
SHIRT REROLL USED

Radovan discarded Blessing of the Quartermaster.


Deck Handler // Searching for: Armor 6 > Spell 6 > Ally 5

Continuing turn (Part 6 of ?)...

Only 2 spells in hand; yeah I'm going to mulligan that.

Ezren uses his power, recharging Eruption to ezplore.
Crypt Card 6: Fiendish Sphinx

Fiendish Sphinx:
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12

Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

As always, aiming to fail...
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12-> I really wish I hadn't Glamoured Zarlova... Ezren expends another Die Bump (now 2 left) to reduce his result to 11.
The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...

Ezren wrote:

Hand: Advocate's Armor, Magnetic Grimoire, Fire Snake, Disable Mechanism, Acid Splash, Augury, Hungering Staff, Erayu,

Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen,
Deck: 9 Discard: 6 Buried: 5

Ezren summons and encounters Warrior Dolls.

Warrior Dolls:
Henchman Monster 1

Traits
Construct
Swarm
Veteran
Check
Combat
10

Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Ezren sets aside Disable Mechanism to evade the summoned Warrior Dolls, banishing it.
Ezren uses Zarlova's Divine skill for the recharge check.

Divine 12 (Recharge): 1d10 + 7 + 1d4 ⇒ (9) + 7 + (1) = 17 -> Disable Mechanism recharged.

Fiendish Sphinx is replaced into the empty Crypt location.

Ezren uses his power, discarding (not recharging) Fire Snake to move to the Sepulcher of the Servant and ezplore.
Sepulcher of the Servant Card 1: Dark Stalker

Dark Stalker:

Monster 2
Traits
Caligni
Veteran

Check
Combat
12

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.

Ezren reveals Hungering Staff for combat.
Scenario: Difficulty Increase: 1d12 ⇒ 4 -> Nice and easy; overall difficulty is 22.
Ezren recharges Erayu to add 1d10.

Combat 22 (Arcane): 1d12 + 6 + 1d6 + 2 + 1d10 + 1d4 ⇒ (8) + 6 + (4) + 2 + (9) + (3) = 32 -> Dark Stalker defeated. (By more than 6)

Ezren recharges Magnetic Grimoire to draw Fire Snake from his discard pile.
Ezren recharges Advocate's Armor to draw Ukobach from his discard pile.

Ezren discards Ukobach to draw a card (Thousand Stings Whip) and then explore his location, adding 1 and the fire trait to his checks to defeat.
Sepulcher of the Servant Card 2: Elemental Brass Mail

Elemental Brass Mail:

Armor 6
Traits
Light Armor
Magic

Check
Constitution
Fortitude
12
OR
Intelligence
Arcane
Wisdom
Divine
14

Powers
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

I'd like to grab that; let's see.
Divine 14: 1d10 + 7 + 1d4 ⇒ (2) + 7 + (4) = 13 -> That's literally perfect! Ezren uses the previously earned scenario reward and buries Thousand Stings Whip to add 2 to his result, therefore throwing out a dead card whilst also netting me the Armor I want! Elemental Brass Mail acquired.

I suppose I should move to Chisisek's Tomb now; since that Brass Mail can be recharged to reduce Cold damage dealt to me, so it gives me more breathing room against monsters.

Ezren uses his power, recharging Augury to move to the Chisisek's Tomb and ezplore.
Chisisek's Tomb Card 1: Symbol of Fear

Symbol of Fear:

Barrier 3
Traits
Trap
Magic
Trigger
Curse

Check
None

Powers
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

Sure. Symbol of Fear is displayed next to Ezren.

Alright, running out of spells. Let's restock.

Ezren uses his power, recharging Fire Snake to move to the Crypt and ezplore.
Crypt Card 6: Fiendish Sphinx

Fiendish Sphinx:
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12

Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

As always, aiming to fail...
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (3) + 3 + (4) = 10-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Ezren wrote:

Hand: Necklace of Fireballs, Eruption, Boneshatter, Advocate's Armor 2, Sand Elemental, Blessing of the Elements, Knot of Isis, Brilliance of Ra,

Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen, Symbol of Fear,
Deck: 9 Discard: 6 Buried: 6

Ezren summons and encounters Warrior Dolls.

Warrior Dolls:
Henchman Monster 1

Traits
Construct
Swarm
Veteran
Check
Combat
10

Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Ezren sets aside Necklace of Fireballs to roll 3d6+12 for combat.
Warrior Dolls' weakness adds a die.

Combat 22/24: 4d6 + 12 + 1d4 ⇒ (3, 4, 6, 3) + 12 + (2) = 30 -> Warrior Dolls defeated.
Arcane 9 (Recharge): 1d12 + 6 + 1d4 ⇒ (4) + 6 + (2) = 12 -> Necklace of Fireballs recharged.

Fiendish Sphinx is replaced into the empty Crypt location.

Only 2 spells; going to mulligan that so I can at least move, cast a combat spell, then move again.

Ezren uses his power, discarding (not recharging) Eruption to ezplore.
Crypt Card 6: Fiendish Sphinx

Fiendish Sphinx:
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12

Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

As always, aiming to fail...
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (3) + 3 + (3) = 9-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Ezren wrote:

Hand: Disable Mechanism, Magnetic Grimoire, Advocate's Armor, Erayu, Augury, Fire Snake, Acid Splash, Hungering Staff,

Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen, Symbol of Fear,
Deck: 8 Discard: 7 Buried: 6

Ezren summons and encounters Warrior Dolls.

Warrior Dolls:
Henchman Monster 1

Traits
Construct
Swarm
Veteran
Check
Combat
10

Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Ezren reveals Hungering Staff for combat.
Ezren recharges Erayu to add 1d10.

Combat 22/24 (Arcane): 1d12 + 6 + 1d6 + 2 + 1d10 + 1d4 ⇒ (4) + 6 + (5) + 2 + (5) + (2) = 24 -> Close. Warrior Dolls defeated.

Fiendish Sphinx is replaced into the empty Crypt location.

Ezren recharges Magnetic Grimoire to draw Eruption from his discard pile.

Ezren uses his power, recharging Augury to move to the Sepulcher of the Servant and ezplore.
Sepulcher of the Servant Card 3: Handmaiden of Nailah

Handmaiden of Nailah:

Henchman Monster 6
Traits
Undead
Incorporeal
Trigger

Check
Combat
20
OR
Divine
15

Powers
When you examine this card, encounter it and ignore its power that happens after you act.
The Handmaiden of Nailah is immune to the Mental and Poison traits.
After you act, if your check to defeat did not have the Electricity or Magic traits, the Handmaiden of Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.

Oof, I needed more time to prepare a stronger combat check (specifically, an extra encounter to get the chance to draw and use Ukobach to draw Elemental Brass Mail from my deck).
Ezren sets aside Eruption for combat.
Scenario: Difficulty Increase: 1d12 ⇒ 4 -> Overall difficulty 24, that's actually fine, phew.
Using Zarlova's Divine skill once again.

Combat 24 (Divine): 1d10 + 7 + 4d6 + 1d4 ⇒ (1) + 7 + (6, 2, 1, 3) + (3) = 23 -> Oh, uh, shoot. Zarlova discards Blessing of Maat to bump my result up to 26, sorry. Handmaiden of Nailah defeated, but not overkilled sufficiently.
Divine 13 (Recharge): 1d10 + 7 + 1d4 ⇒ (10) + 7 + (1) = 18 -> Eruption recharged.

From the adventure rule, Ezren suffers a scourge...
Scourge Die: 1d10 ⇒ 1 -> Ezren displays Curse of Poisoning.
Ezren closes the Sepulcher of the Servant by burying Hungering Staff.

Ezren uses his power, recharging Disable Mechanism to move to the Crypt and ezplore.
Crypt Card 6: Fiendish Sphinx

Fiendish Sphinx:
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12

Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

As always, aiming to fail...
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (2) + 3 + (2) = 7-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
Ezren wrote:

Hand: Elemental Brass Mail, Necklace of Fireballs, Boneshatter, Advocate's Armor 2, Sand Elemental, Blessing of the Elements, Knot of Isis, Brilliance of Ra,

Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen, Symbol of Fear, Curse of Poisoning,
Deck: 8 Discard: 6 Buried: 7

Ezren summons and encounters Warrior Dolls.

Warrior Dolls:
Henchman Monster 1

Traits
Construct
Swarm
Veteran
Check
Combat
10

Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Ezren sets aside Necklace of Fireballs to roll 3d6+12 for combat.
Warrior Dolls' weakness adds a die.

Combat 22/24: 4d6 + 12 + 1d4 ⇒ (5, 1, 4, 1) + 12 + (4) = 27 -> Warrior Dolls defeated.
Arcane 9 (Recharge): 1d12 + 6 + 1d4 ⇒ (6) + 6 + (3) = 15 -> Necklace of Fireballs recharged.

Fiendish Sphinx is replaced into the empty Crypt location.

Mulliganning that...

Ezren uses his power, recharging Boneshatter to move to the Crypt and ezplore.
Crypt Card 6: Fiendish Sphinx

Fiendish Sphinx:
Barrier 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12

Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

As always, aiming to fail...
Wisdom 12: 1d8 + 3 + 1d4 ⇒ (1) + 3 + (4) = 8-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...

Ezren summons and encounters Warrior Dolls.

Warrior Dolls:
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10

Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Ezren sets aside Disable Mechanism to evade the summoned Warrior Dolls, banishing it.
Ezren uses Zarlova's Divine skill for the recharge check.

Divine 12 (Recharge): 1d10 + 7 + 1d4 ⇒ (2) + 7 + (2) = 11 -> Disable Mechanism discarded, oh no! Here's hoping that doesn't come back to bite me.

Fiendish Sphinx is replaced into the empty Crypt location.

For readability, pausing my turn here, to be continued in a separate post.

Ezren wrote:

Hand: Erayu, Magnetic Grimoire, Augury, Eruption, Fire Snake, Acid Splash, Advocate's Armor,

Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen, Symbol of Fear, Curse of Poisoning,
Deck: 8 Discard: 7 Buried: 7
Notes: Part 6 of ?

Another die bump down, the Blessing of Maat down, and a spell down... but also only one real location left to clear.

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d8 [X] +1 [X] +2 [X] +3
Perception: Wisdom +1
Charisma d6 [ ] +1 [ ] +2

Favored Card: Card that has the Attack trait
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armors
Powers:
On your turn, you may discard ([X] or recharge) a spell ([X] then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison ([ ] or Undead) trait, ignore its immunities.
You may recharge a spell to add 1 die to your check against a bane that invokes the Acid or Electricity ([X] or Cold, Fire, or Poison) trait.
[ ] You may play 2 spells on a check; only 1 may determine the skill you use for the check.
[X] While you play or when you would banish a spell, you may recharge a spell to gain the Divine skill equal to your Intelligence skill ([ ] +2).
[X] When you would discard a spell that has the Arcane trait for its power, you may display it instead. At the end of your turn, recharge all such spells ([ ] or shuffle them into your deck).
When building your deck, you may treat any blessings that do not have the Divine trait as items.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 2
SHIRT REROLL USED

Zarlova discards Blessing of Maat.


Deck Handler // Searching for: Armor 6 > Spell 6 > Ally 5

Thank you to Zarlova, Hayato and Radovan for updating your Deck Handlers (allowing the Party Sheet to be more readable for me in this trying time).
Thank you in particular to the BR for the mid-turn scenario update.
And, of course, thank you to the party for putting up with Ezren's nonsense. :)

Note that I had accidentally not cleared some cards from my recharge or discard piles when moving them during my last post, leading to slightly off deck or discard pile sizes (by 1); but I checked and there was no gameplay issues presented; just wrong numbers.

And amendment: Sling Staff +2 has been replaced in my Deck Handler with...

Thousand Stings Whip:

Weapon 4
Traits
Whip
Melee
Piercing
Poison
Finesse
Magic

Check
Strength
Melee
11

Powers
Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

(Thanks for the heads-up, Vika! My fault on missing that.)

Incidentally, what an awful weapon. Based on a strict reading (which may or may not be the intent, but the rules certainly say); it cannot ever be legally used except against...

  • A monster.
  • +That's not a henchman or a villain.
  • +That has a BYA power.
  • +That isn't immune to Poison (cutting out Undead, Constructs and many Outisders).

    Otherwise, it's an illegal play. What an absolute farce of a weapon.

    ==========================

    Continuing turn (Part 5 of ?)...

    Ezren recharges Magnetic Grimoire to draw Eruption from his discard pile.

    My hand's fine, except that I only have 2 spells. If I recharge one to move away from the Crypt and explore, and then have to spend one for any reason (like in combat) then I can't move back to the Crypt to continue my infinite combo.
    That said, if I redraw my hand by running it through the Fiendish Sphinx yet again, I still won't actually have more than 2 spells in hand; I've been stuffing my deck too big with nonspells, clearly. I need to intentionally leave more cards in discard.
    I suppose I would have 2 spells plus Ukobach (and therefore means to draw more), and Hungering Staff, so it'd be a better hand; but there's always that 30% or so chance that I actually beat the Fiendish Sphinx despite my best attempts, so I'm trying not to push my luck against it over and over.

    So instead I'll try to encounter another spell soon. Since it's comprised of 2/7 spells, I'll go to the Ruined Temple and hope I encounter one before I find a monster there.

    Ezren uses his power, recharging Disable Mechanism to move to the Ruined Temple and ezplore.
    Ruined Temple Card 1: Geniekin

    Geniekin:
    Monster B
    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.

    Rrrg. Burying Eruption to fight is as good as throwing away the rest of my infinite-turn; losing a critical spell from my deck permanently.
    There's one other method of getting through whilst saving my Eruption spell, though. It'll cost me a different spell, but a harder spell to use and cycle, so I think it's worth it. Let's try this...

    Ezren uses his untrained Melee skill for combat.
    Ezren recharges Brilliance of Ra to add the Fire trait to his check.
    Ezren recharges Blessing of the Elements to add a die to his check.
    Ezren buries Canopic Conversion (from the Ruined Temple's power), banishing the Furies of the Drowned Desert (AD6) atop it to add 12 and the Undead trait to his check.
    Steal Soul adds 1d4, as always.

    Combat 20 (Melee): 1d4 + 1d4 + 12 + 1d4 ⇒ (4) + (4) + 12 + (4) = 24 -> Wow, I feel like my 1d4s have consistently hit high throughout this mega-turn. Geniekin defeated.

    I lost my Canopic Conversion, but it did it's job. Now lets restock my hand before I try again to find a spell.
    I won't recharge my Advocate's Armor to draw an ally; I've learned my lesson of filling my deck with nonspells.

    Ezren uses his power, recharging Eruption to move to the Crypt and ezplore.
    Crypt Card 6: Fiendish Sphinx

    Fiendish Sphinx:
    Barrier 4
    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger
    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

    Powers
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    As always, aiming to fail...
    Wisdom 12: 1d8 + 3 + 1d4 ⇒ (8) + 3 + (1) = 12-> Ugh. I wish I'd Glamoured literally any other character about now, so I could actually autofail this.
    I'll save Zarlova's Blessing of Maat - we're finishing the AP anyway. Ezren expends a die bump (he now has 3 left) to lower it further to 11.
    The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...

    Ezren wrote:

    Hand: Erayu, Fire Snake, Advocate's Armor, Boneshatter, Ukobach, Hungering Staff, Thousand Stings Whip, Necklace of Fireballs,

    Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen,
    Deck: 8 Discard: 5 Buried: 5

    Ezren summons and encounters Warrior Dolls.

    Warrior Dolls:
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran
    Check
    Combat
    10

    Powers
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ezren sets aside Necklace of Fireballs to roll 3d6+12 for combat.
    Ezren reveals Magnetic Grimoire to add 1d4 to the combat and recharge checks.
    Warrior Dolls' weakness adds a die.

    Combat 22/24: 4d6 + 12 + 2d4 ⇒ (6, 5, 6, 2) + 12 + (3, 3) = 37 -> Warrior Dolls defeated.
    Arcane 9 (Recharge): 1d12 + 6 + 2d4 ⇒ (11) + 6 + (1, 1) = 19 -> Necklace of Fireballs recharged.

    Fiendish Sphinx is replaced into the empty Crypt location.

    Now lets try to dig for more spells again; I've got Hungering Staff for combat this time, that doesn't even bury itself! (I suppose I should've redrawn my hand earlier, huh?)
    Ezren uses his power, recharging Boneshatter to move to the Ruined Temple and ezplore.
    Ruined Temple Card 2: Augury

    Augury:

    Spell B
    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Ezren auto-acquires Augury, sweet!

    Ezren discards Ukobach to draw a card (Magnetic Grimoire) and then explore his location, adding 1 and the fire trait to his checks to defeat.
    Ruined Temple Card 3: Burglar's Buckler

    Burglar's Buckler:

    Armor 1
    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

    Powers
    Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.

    Ezren chooses not to attempt the check to acquire. Burglar's Buckler banished.

    Ezren recharges Advocate's Armor to draw Ukobach from his discard pile.

    Ezren discards Ukobach to draw a card (Disable Mechanism) and then explore his location, adding 1 and the fire trait to his checks to defeat.
    Ruined Temple Card 4: Caravan Raider

    Caravan Raider:

    Monster B
    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Ezren reveals Hungering Staff for combat.
    Combat 15 (Arcane): 1d12 + 6 + 1d6 + 2 + 1 + 1d4 ⇒ (1) + 6 + (6) + 2 + 1 + (1) = 17 -> Caravan Raider defeated.

    Ezren uses his power, discarding (not recharging) Fire Snake to ezplore.
    Ruined Temple Card 5: Acid Splash

    Acid Splash:

    Spell B
    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Ezren auto-acquires Acid Splash!
    That's all the spells here; time to tackle the undead-filled locations. The part I wasn't looking forward to.

    Ezren recharges Magnetic Grimoire to draw Fire Snake from his discard pile.

    Ezren uses his power, recharging Fire Snake to move to the Crypt and ezplore.
    Crypt Card 6: Fiendish Sphinx

    Fiendish Sphinx:
    Barrier 4
    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger
    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

    Powers
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    As always, aiming to fail...
    Wisdom 12: 1d8 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
    Ezren wrote:

    Hand: Brilliance of Ra, Blessing of the Elements, Eruption, Advocate's Armor 2, Sand Elemental, Knot of Isis, Necklace of Fireballs, Boneshatter,

    Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen,
    Deck: 9 Discard: 6 Buried: 5

    Ezren summons and encounters Warrior Dolls.

    Warrior Dolls:
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran
    Check
    Combat
    10

    Powers
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ezren sets aside Necklace of Fireballs to roll 3d6+12 for combat.
    Warrior Dolls' weakness adds a die.

    Combat 22/24: 4d6 + 12 + 1d4 ⇒ (4, 4, 2, 1) + 12 + (3) = 26 -> Warrior Dolls defeated.
    Arcane 9 (Recharge): 1d12 + 6 + 1d4 ⇒ (8) + 6 + (1) = 15 -> Necklace of Fireballs recharged.

    Fiendish Sphinx is replaced into the empty Crypt location.

    For readability, pausing my turn here, to be continued in a separate post.

    Ezren wrote:

    Hand: Brilliance of Ra, Blessing of the Elements, Eruption, Advocate's Armor 2, Sand Elemental, Knot of Isis, Boneshatter,

    Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canteen,
    Deck: 10 Discard: 6 Buried: 5
    Notes: Part 5 of ?
    Here's where it gets tense; because I have nowhere left but the undead and monster-full locations, so some big combat checks are in my future.
    I'm also down my Canopic Conversion and a Die Bump, but up 2 new spells to cycle through for movement/explorations.

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2
    Dexterity d4 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d12 [X] +1 [X] +2 [X] +3 [X] +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +1
    Wisdom d8 [X] +1 [X] +2 [X] +3
    Perception: Wisdom +1
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Card that has the Attack trait
    Hand Size 6 [X] 7 [X] 8
    Proficient with: [X] Light Armors
    Powers:
    On your turn, you may discard ([X] or recharge) a spell ([X] then you may move). Then explore your location.
    When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison ([ ] or Undead) trait, ignore its immunities.
    You may recharge a spell to add 1 die to your check against a bane that invokes the Acid or Electricity ([X] or Cold, Fire, or Poison) trait.
    [ ] You may play 2 spells on a check; only 1 may determine the skill you use for the check.
    [X] While you play or when you would banish a spell, you may recharge a spell to gain the Divine skill equal to your Intelligence skill ([ ] +2).
    [X] When you would discard a spell that has the Arcane trait for its power, you may display it instead. At the end of your turn, recharge all such spells ([ ] or shuffle them into your deck).
    When building your deck, you may treat any blessings that do not have the Divine trait as items.

    ADDITIONAL REWARDS:

    Spoiler:

    Die Bumps remaining: 3
    SHIRT REROLL USED


  • Deck Handler // Searching for: Armor 6 > Spell 6 > Ally 5

    Continuing turn (Part 4 of ?)...

    Ezren uses his power, discarding (not recharging) Fire Snake to move to the Hall of the Crocodile Kings and ezplore.
    Hall of the Crocodile Kings Card 1: Sky Pharaoh's Curse

    Sky Pharaoh's Curse:

    Barrier 5
    Traits
    Curse
    Trigger

    Check
    Intelligence
    Perception
    Arcane
    15
    OR
    Divine
    14

    Powers
    When you examine this card or if undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you draw a scourge from the box, each character at your location also draws the same scourge.

    Divine 14: 1d10 + 7 + 1d4 ⇒ (6) + 7 + (1) = 14 -> On the nose! (Not that I really feared this barrier's effect). Sky Pharaoh's Curse defeated.

    Ezren recharges Magnetic Grimoire to draw Fire Snake from his discard pile.

    Ezren discards Ukobach to draw a card (Necklace of Fireballs) and then explore his location, adding 1 and the fire trait to his checks to defeat.
    Hall of the Crocodile Kings Card 2: Inevitable Trap

    Inevitable Trap:

    Barrier 3
    Traits
    Trap
    Skirmish
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    13
    OR
    Wisdom
    Survival
    10

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

    Arcane 13: 1d12 + 6 + 1 + 1d4 ⇒ (4) + 6 + 1 + (1) = 12 -> Failed. Inevitable Trap undefeated.

    Ezren summons and encounters Blightwing.

    Blightwing:
    Blightwing
    Henchman Monster 1

    Traits
    Outsider
    Curse
    Poison
    Veteran

    Check
    Combat
    11

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ezren reveals Hungering Staff for combat.
    The check invokes Poison, so the location power adds a die.

    Combat 23 (Arcane): 2d12 + 6 + 1d6 + 2 + 1d4 + 1 ⇒ (10, 10) + 6 + (4) + 2 + (2) + 1 = 35 -> Blightwing defeated, Inevitable Trap banished.

    Ezren recharges Advocate's Armor to draw Ukobach from his discard pile.
    Ezren discards Ukobach to draw a card (Advocate's Armor 2) and then explore his location, adding 1 and the fire trait to his checks to defeat.
    Hall of the Crocodile Kings Card 3: Ammut

    Ammut:

    Monster 6
    Traits
    Outsider
    Fire

    Check
    Combat
    24

    Powers
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at this location is dealt 1d4 Fire damage.
    If undefeated, draw the scourge Curse of the Mummy from the box.

    BYA Acid (Location) Damage: 1d4 ⇒ 1 -> Ezren reveals Advocate's Armor 2 to reduce Acid damage taken by 2, to 0.
    Ukobach still adds +1 to this check, as Ezren ignores the immunities of Ammut.
    Speaking of ignoring immunities...
    Ezren sets aside Necklace of Fireballs to roll 3d6+12 for combat.

    Combat 24: 3d6 + 12 + 1 + 1d4 ⇒ (5, 3, 6) + 12 + 1 + (2) = 29 -> Ammut defeated.
    Arcane 9 (Recharge): 1d12 + 6 + 1d4 ⇒ (3) + 6 + (4) = 13 -> Necklace of Fireballs recharged.

    Finally, Ezren banishes Mythopoeic Sphinx to draw a random Sphinx Loot Ally from the box...
    Random Sphinx Loot Ally (Tetisurah, Khai-Utef): 1d2 ⇒ 1 -> Alas, Ezren draws Tetisurah from the box.

    Ezren discards Tetisurah to explore his location.
    Hall of the Crocodile Kings Card 4: Killing Box

    Killing Box:

    Barrier 5
    Traits
    Obstacle
    Trap
    Arcane
    Magic
    Acid

    Check
    Intelligence
    Perception
    Knowledge
    13
    OR
    Disable
    15

    Powers
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

    Location: The check invokes Acid, so Ezren adds a die.
    Knowledge 13: 2d12 + 5 ⇒ (12, 4) + 5 = 21 -> Killing Box defeated.

    Ezren recharges Advocate's Armor to draw Ukobach from his discard pile.

    Ezren uses his power, discarding (not recharging) Fire Snake to move to the Crypt and ezplore.
    Crypt Card 6: Fiendish Sphinx

    Fiendish Sphinx:

    Barrier 4
    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger

    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

    Powers
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    As always, aiming to fail...
    Wisdom 12: 1d8 + 3 + 1d4 ⇒ (2) + 3 + (2) = 7-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
    Ezren wrote:

    Hand: Disable Mechanism, Blessing of the Elements, Brilliance of Ra, Eruption, Canopic Conversion, Sand Elemental, Erayu, Magnetic Grimoire,

    Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul,
    Deck: 6 Discard: 6 Buried: 4

    Ezren summons and encounters Warrior Dolls.

    Warrior Dolls:

    Henchman Monster 1
    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ezren sets aside Disable Mechanism to evade the summoned Warrior Dolls, banishing them.
    Divine 12 (Recharge): 1d10 + 7 + 1d4 ⇒ (5) + 7 + (2) = 14 -> Disable Mechanism recharged.

    Fiendish Sphinx is replaced into the empty Crypt location.

    I think I've cleared the Hall of the Crocodile Kings of barriers, so Fire Snake is not nearly as important anymore. I'll stock attack spells since I think there's 3 monsters left, yet.
    Ezren recharges Magnetic Grimoire to draw Fire Snake from his discard pile.

    Ezren uses his power, recharging Fire Snake to move to the Hall of the Crocodile Kings and ezplore.
    Hall of the Crocodile Kings Card 5: Knot of Isis

    Knot of Isis:

    Item 3
    Traits
    Object
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    11

    Powers
    When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.

    Ooh, a nice tool in this location - should always add a die on recharge one way or another.
    It's... kinda suspicious how all of the acid and poison themed barriers and items seemed to be at the poison/acid themed location. Convenient.

    Arcane 11: 1d12 + 6 + 1d4 ⇒ (3) + 6 + (3) = 12 -> Steal Soul saves the day yet again! Knot of Isis acquired.

    Ezren discards Erayu and recharges no cards, adding 1d8 to his Intelligence checks during this exploration.
    Hall of the Crocodile Kings Card 6: Furies of the Drowned Desert

    Furies of the Drowned Desert:

    Monster 6
    Traits
    Elemental
    Outsider
    Acid

    Check
    Combat
    21

    Powers
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

    Perfect! Ezren ignores the BYA check; he only needs one card here.
    Ezren sets aside Canopic Conversion for combat.
    Location: Ezren adds a die as the check invokes Acid.

    Combat 21 (Arcane): 2d12 + 6 + 5d6 + 1d4 ⇒ (8, 10) + 6 + (3, 3, 4, 5, 3) + (4) = 46 -> Furies of the Drowned Desert defeated; Ezren displays Canopic Conversion and puts the defeated monster on top of it. Ezren may discard his displayed Canopic Conversion to add twice the monster's AD# (12) to any check.

    Awesome! Running out of spells, though, so I need to reset again...

    Ezren uses his power, discarding (not recharging) Eruption to move to the Crypt and ezplore.
    Crypt Card 6: Fiendish Sphinx

    Fiendish Sphinx:

    Barrier 4
    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger

    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

    Powers
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    As always, aiming to fail...
    Wisdom 12: 1d8 + 3 + 1d4 ⇒ (3) + 3 + (3) = 9-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
    Ezren wrote:

    Hand: Advocate's Armor, Necklace of Fireballs, Advocate's Armor 2, Boneshatter, Ukobach, Hungering Staff, Disable Mechanism, Magnetic Grimoire,

    Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canopic Conversion (AD6: Furies of the Drowned Desert),
    Deck: 5 Discard: 7 Buried: 4

    Ezren summons and encounters Warrior Dolls.

    Warrior Dolls:

    Henchman Monster 1
    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ezren sets aside Necklace of Fireballs to roll 3d6+12 for combat.
    Ezren reveals Magnetic Grimoire to add 1d4 to the combat and recharge checks.
    Warrior Dolls' weakness adds a die.

    Combat 22/24: 4d6 + 12 + 2d4 ⇒ (3, 6, 2, 5) + 12 + (3, 2) = 33 -> Warrior Dolls defeated.
    Arcane 9 (Recharge): 1d12 + 6 + 2d4 ⇒ (11) + 6 + (2, 4) = 23 -> Necklace of Fireballs recharged.

    Fiendish Sphinx is replaced into the empty Crypt location.

    Ezren recharges Magnetic Grimoire to draw Eruption from his discard pile.

    Ezren uses his power, recharging Disable Mechanism to move to the Hall of the Crocodile Kings and ezplore.
    Hall of the Crocodile Kings Card 7: Canteen

    Canteen:

    Item B
    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.

    Sure. Ezren auto-acquires Canteen (Zarlova's Craft skill, or his own Intelligence and Steal Soul. Take your pick)

    Ezren displays Canteen.
    Ezren recharges Advocate's Armor to draw Erayu from his discard pile.

    Ezren discards Ukobach to draw a card (Fire Snake) and then explore his location, adding 1 and the fire trait to his checks to defeat.
    Hall of the Crocodile Kings Card 8: Handmaiden of Nailah

    Handmaiden of Nailah:

    Henchman Monster 6
    Traits
    Undead
    Incorporeal
    Trigger

    Check
    Combat
    20
    OR
    Divine
    15

    Powers
    When you examine this card, encounter it and ignore its power that happens after you act.
    The Handmaiden of Nailah is immune to the Mental and Poison traits.
    After you act, if your check to defeat did not have the Electricity or Magic traits, the Handmaiden of Nailah is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ezren sets aside Eruption for combat.
    Scenario: Difficulty Increase: 1d12 ⇒ 5 -> A mere difficulty 25; this'll be fine.
    Ukobach adds an additional 1.
    Ezren recharges Erayu to add 1d10.

    Combat 25 (Arcane): 1d12 + 6 + 4d6 + 1 + 1d10 + 1d4 ⇒ (9) + 6 + (3, 3, 3, 1) + 1 + (10) + (4) = 40 -> Handmaiden of Nailah defeated. (By more than 6.)
    Arcane 13 (Recharge): 1d12 + 6 + 1d4 ⇒ (1) + 6 + (2) = 9 -> Eruption discarded.

    Ezren attempts to close the Hall of the Crocodile Kings by summoning and encountering an Acid Pool.

    Acid Pool:
    Acid Pool
    Henchman Barrier B

    Traits
    Obstacle
    Acid
    Veteran

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.

    So... I think I can use Zarlova's Craft (Craft: Intelligence+2) skill based on his own Intelligence... I base that I can do this off some posts around this point in the linked forum thread, which were never challenged. Hawkmoon and Elcordude are talking about a slightly different situation, but there tends to hang the suggestion that when using a skill you can choose how to use it or what other skill to base it off in situations like this. Maybe?

    In the absence of a BR ruling, however, I'll play it safe and just use the following so no retcon could be needed later.
    Ezren sets aside Fire Snake to use Zarlova's Divine skill in place of his Wisdom skill.
    Location: Ezren adds a die to his check as it invokes Acid.

    Divine 15: 2d10 + 7 + 1d4 ⇒ (10, 1) + 7 + (1) = 19 -> Acid Pool defeated and Hall of the Crocodile Kings closed (no villain)!
    Fire Snake is automatically recharged.

    Ezren draws...

    Random Weapon 1 - Sling Staff +2:

    Weapon 6
    Traits
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    12

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at any location.
    If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.

    Wow, a Weapon 6!

    Ezren recharges Advocate's Armor to draw Ukobach from his discard pile.

    Ezren uses his power, recharging Boneshatter to move to the Crypt and ezplore.
    Crypt Card 6: Fiendish Sphinx

    Fiendish Sphinx:

    Barrier 4
    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger

    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

    Powers
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    As always, aiming to fail...
    Wisdom 12: 1d8 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6-> The Fiendish Sphinx is undefeated; Ezren recharges his hand in an order of his choice, then resets his hand...
    Ezren wrote:

    Hand: Sand Elemental, Blessing of the Elements, Knot of Isis, Brilliance of Ra, Necklace of Fireballs, Magnetic Grimoire, Disable Mechanism, Advocate's Armor 2,

    Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canopic Conversion (AD6: Furies of the Drowned Desert), Canteen,
    Deck: 8 Discard: 7 Buried: 4

    Ezren summons and encounters Warrior Dolls.

    Warrior Dolls:

    Henchman Monster 1
    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ezren sets aside Necklace of Fireballs to roll 3d6+12 for combat.
    Ezren reveals Magnetic Grimoire to add 1d4 to the combat and recharge checks.
    Warrior Dolls' weakness adds a die.

    Combat 22/24: 4d6 + 12 + 2d4 ⇒ (5, 2, 5, 6) + 12 + (1, 3) = 34 -> Warrior Dolls defeated.
    Arcane 9 (Recharge): 1d12 + 6 + 2d4 ⇒ (1) + 6 + (1, 1) = 9 -> Necklace of Fireballs recharged.

    Fiendish Sphinx is replaced into the empty Crypt location.

    For readability, pausing my turn here, to be continued in a separate post... though I might actually need to head to bed. This is taking hours....

    Ezren wrote:

    Hand: Sand Elemental, Blessing of the Elements, Knot of Isis, Brilliance of Ra, Magnetic Grimoire, Disable Mechanism, Advocate's Armor 2,

    Displayed: Mortevia Strassel, Phoenix Cloak, Glamour, Steal Soul, Canopic Conversion (AD6: Furies of the Drowned Desert), Canteen,
    Deck: 8 Discard: 7 Buried: 4
    Notes: Part 4 of ?

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2
    Dexterity d4 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d12 [X] +1 [X] +2 [X] +3 [X] +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +1
    Wisdom d8 [X] +1 [X] +2 [X] +3
    Perception: Wisdom +1
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Card that has the Attack trait
    Hand Size 6 [X] 7 [X] 8
    Proficient with: [X] Light Armors
    Powers:
    On your turn, you may discard ([X] or recharge) a spell ([X] then you may move). Then explore your location.
    When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison ([ ] or Undead) trait, ignore its immunities.
    You may recharge a spell to add 1 die to your check against a bane that invokes the Acid or Electricity ([X] or Cold, Fire, or Poison) trait.
    [ ] You may play 2 spells on a check; only 1 may determine the skill you use for the check.
    [X] While you play or when you would banish a spell, you may recharge a spell to gain the Divine skill equal to your Intelligence skill ([ ] +2).
    [X] When you would discard a spell that has the Arcane trait for its power, you may display it instead. At the end of your turn, recharge all such spells ([ ] or shuffle them into your deck).
    When building your deck, you may treat any blessings that do not have the Divine trait as items.

    ADDITIONAL REWARDS:

    Spoiler:

    Die Bumps remaining: 4
    SHIRT REROLL USED

    Hall of the Crocodile Kings closed.

    Full Name

    Cait