Thunder Wizard

Flenta Hawkmoon's page

176 posts. Alias of Hawkmoon269.


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Deck Handler

Resuming turn.
Hirgenzosk?: 1d12 ⇒ 2 No

I'm going to try for this...
Burn a blessing for Wormwood's power, recharge Enervation, recharge Evangelist
Wisdom 12: 1d6 + 1d12 + 3 + 1d6 ⇒ (3) + (3) + 3 + (1) = 10
I'll use a hero point to reroll that
Wisdom 12: 1d6 + 1d12 + 3 + 1d6 ⇒ (6) + (6) + 3 + (5) = 20
Success
Burn a blessing for Wormwood's power, Lini's Blessing of the Green Faith
Wisdom 12: 1d6 + 1d12 + 1d6 ⇒ (1) + (1) + (1) = 3
Hero point, because that is awful....
Wisdom 12: 1d6 + 1d12 + 1d6 ⇒ (6) + (6) + (6) = 18
Success
Burn a blessing for Wormwood's power, The Winged Serpent
Wisdom 12: 1d6 + 1d12 + 1d6 ⇒ (1) + (6) + (4) = 11
Accessory on the 1 from the first d6...
Wisdom 12: 1d6 + 10 ⇒ (4) + 10 = 14
Success
Defeated

Ending my turn.

Flenta wrote:

HAND: Flaming Ranseur +3, Greatclub +3, Infernal Healing, Letter of Marque, Salvator Scream, The Eclipse

DISPLAYED:
Deck: 14 | Discards: 2 | Bury Pile: 0
Current Location: Pinnacle Atoll
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Pinnacle Atoll, Shark Island, Raker Shoals, Fringes of the Eye, Lonely Island, Scar Bay


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh
Burn 3 hours from the hour glass/blessings deck.

Notes for Flenta: Ship: Wormwood
Notes for Crimsi: Ship: Dowager Queen
Crimsi should've taken 2 Structural Damage on the last turn.
Given The Lady of Mysteries
Recharge The Winged Serpent

Notes for Telessel: Ship: Magpie Princess
Notes for Lini: Ship: Truewind
Heal 1 more card
Rechage Blessing of the Green Faith

Notes for Siwar: Ship: Sanbalot

Flenta - Pinnacle Atoll 2-7 remain // 7=Sandbar
Scar Bay CLOSED
Lini - Lonely Island 1-8 remain
Crimsi, Siwar - Fringes of the Eye Shuffled{2,4-9} THEN 1,3 remain // 1-Teleportation Trap, 3-Ambush
Raker Shoals 1-10 remain // 1-Fuse Grenade
Telessel - Shark Island 1-6 remain


Deck Handler

Recharge Blessing of Norgorber

DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.

TURN: 8
HOUR: Blessing of Geryon
WHEN THIS IS THE HOUR: No effect.

LOCATION: Pinnacle Atoll
AT THIS LOCATION: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.

Play Scrying to examine Fringes of the Eye for Barriers
1: Teleportation Trap
2: Blessing of Achaekek
3: Ambush
Shuffle Blessing of Achaekek back in.
Place Teleportation Trap and Ambush on the bottom.
Random spell pulled out of my pocket: Illuminate

Free exploration: Seaweed Siren
This is not good.
Pause to discuss....


Deck Handler

DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.

TURN: 3
HOUR: Blessing of the Gods
WHEN THIS IS THE HOUR: No effect.

LOCATION: Pinnacle Atoll
AT THIS LOCATION: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.

Free exploration: Blessing of Besmara
Hirgenzosk?: 1d12 ⇒ 12 No
Reveal Evangelist
Dexterity 5: 1d6 + 1 ⇒ (5) + 1 = 6
Success
Acquired

Discard Magic Spyglass to examine the top 3 of my location:
Sandbar
Werecrocodile
Illusory Wall

Make it:
Werecrocodile
Illusory Wall
Sandbar

Discard Blessing of Besmara to explore: Werecrocodile
Hirgenzosk?: 1d12 ⇒ 6 No
Wand of Enervation: 2d4 ⇒ (3, 3) = 6
Discard (recharge) Dragonbane Greatsword, reveal Evangelist
Combat 18+5-6=17: 1d10 + 6 + 1d12 + 2 + 1d10 + 1 ⇒ (1) + 6 + (10) + 2 + (2) + 1 = 22
Success

End my turn
Recovery: Recharge Wand of Enervation

Flenta wrote:

HAND: Greatclub +3, Enervation, Scrying, Evangelist, Salvator Scream, Blessing of Norgorber

DISPLAYED:
Deck: 14 | Discards: 2 | Bury Pile: 0
Current Location: Pinnacle Atoll
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Pinnacle Atoll, Shark Island, Raker Shoals, Fringes of the Eye, Lonely Island, Scar Bay


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh
Notes for Flenta: Ship: Wormwood
Notes for Crimsi: Ship: Dowager Queen
Notes for Telessel: Ship: Magpie Princess
Notes for Lini: Ship: Truewind
Notes for Siwar: Ship: Sanbalot

Flenta - Pinnacle Atoll 4,2,5-10 remain // 2=Sandbar, 4=Illusory Wall
Lini - Scar Bay CLOSED
Lonely Island 1-10 remain
Crimsi, Siwar - Fringes of the Eye 1-10 remain
Raker Shoals 1-10 remain
Telessel - Shark Island 1-10 remain


Deck Handler

Pinnacle Atoll

Flenta wrote:

HAND: Dragonbane Greatsword, Scrying, Magic Spyglass, Wand of Enervation, Evangelist, Blessing of Norgorber

DISPLAYED:
Deck: 15 | Discards: 0 | Bury Pile: 0
Current Location: Pinnacle Atoll
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Pinnacle Atoll, Shark Island, Raker Shoals, Fringes of the Eye, Lonely Island, Scar Bay


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell


Deck Handler

Detect Magic out, Scrying in


Deck Handler

06-A
Hero Point
Power feat: ☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.

Upgrades
Spell, Ally, Weapon, or Armor would all be fine. I'll take whatever is left.


Deck Handler

Reveal Flaming Ranseur +3, Siwar hates story banes.
Combat 8+6=14: 1d10 + 6 + 2d4 + 3 + 2 ⇒ (8) + 6 + (1, 3) + 3 + 2 = 23
Success
Defeated


Deck Handler

Treasure Hunt is out of reach, so I'll skip it.

DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.

HOUR: Blessing of the Gods
WHEN THIS IS THE HOUR: No effect.

LOCATION: Ghol-Gan Ruins
AT THIS LOCATION: No effect

Move to Tempest Cay

Free exploration: Assassination Attempt
Crimsi, Telessel, and Siwar need to summon and encounter a Buccaneer henchman.
Falchion+3, Siwar hates story banes.
Combat 8+6=14: 1d10 + 6 + 2d4 + 3 + 2d4 + 2 ⇒ (10) + 6 + (3, 3) + 3 + (4, 3) + 2 = 34
Success
Defeated
AYA: Summon and encounter a Buccaneer henchman
Greatclub +3, Siwar hates story banes.
Combat 8+6=14: 1d10 + 6 + 2d4 + 3 + 1d10 + 2 ⇒ (4) + 6 + (3, 2) + 3 + (10) + 2 = 30
Success
Defeated
Assassination Attempt defeated

Ending my turn

Flenta wrote:

HAND: Salvator Scream, Flaming Ranseur +3, Sklar-Quah Thundercaller, Iron Knuckles, Wand of Treasure Finding, Detect Magic

DISPLAYED: Infernal Healing
Deck: 12 | Discards: 1 | Bury Pile: 5
Current Location: Ghol-Gan Ruins
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Tempest Cay, Jungle


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh

Notes for Crimsi: Given Seer's Headdress

Ghol-Gan Ruins CLOSED
Sacred Spring CLOSED
Crimsi, Telessel, Siwar, Flenta - Tempest Cay 2-5 remain // 2=Cryptic Runes 3=Phantom Fog. Brinebones
Lucrehold CLOSED
Lini - Jungle 1-3 remain // Large Chest; Pirate Bomber, Random barrier
Mancatcher Cove CLOSED
Fort Hazard CLOSED


Deck Handler

Encountering the Cryptic Runes...
Recharge Resist Energy, Ask Siwar for Blessing of the Seventh Veil
Knowledge 10+5=15: 1d8 + 4 + 5 + 2d8 ⇒ (1) + 4 + 5 + (4, 5) = 19
Success
Defeated
Examine top two card.
Attempting to close...
The Eclipse
Strength 5+5=10: 1d10 + 4 + 1d10 ⇒ (3) + 4 + (7) = 14
Success
When Closing: Shuffle a random barrier into each open location.
Closed

Back to Telessel

Flenta wrote:

HAND: Falchion +3, Flaming Ranseur +3, Greatclub +3, Iron Knuckles

DISPLAYED: Infernal Healing
Deck: 14 | Discards: 1 | Bury Pile: 5
Current Location: Mancatcher Cove
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Ghol-Gan Ruins, Tempest Cay, Mancatcher Cove, Jungle


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell


Deck Handler

DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.

TURN: 18
HOUR: Blessing of Erastil
WHEN THIS IS THE HOUR: No effect.

LOCATION: Fort Hazard
AT THIS LOCATION:

Give Fiery Glare to Siwar

Move to Mancatcher Cove

Free exploration: Falchion +3
Ask Siwar to help, recharge Enervation
Melee 12: 1d10 + 6 + 1d4 + 3 ⇒ (10) + 6 + (1) + 3 = 20
Success
Acquired

Ending my turn.

Flenta wrote:

HAND: Falchion +3, Flaming Ranseur +3, Greatclub +3, Resist Energy, Iron Knuckles, The Eclipse

DISPLAYED: Infernal Healing
Deck: 13 | Discards: 0 | Bury Pile: 5
Current Location: Mancatcher Cove
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Ghol-Gan Ruins, Tempest Cay, Mancatcher Cove, Jungle


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh

Notes for Telessel: Given Wayfarer
Notes for Lini: Encounters another Chelish Marine
Notes for Siwar: Given Fiery Glare, Recharge 1 card (or reload an ally)

Ghol-Gan Ruins 1-8 remain // 1=Cryptic Runes, 2=Blood Hag, 3=Firedrake Trap
Sacred Spring CLOSED
Tempest Cay 1-6 remain // Brinebones, Cryptic Runes
Lucrehold CLOSED
Telessel, Lini - Jungle 1-2 remain // 1=Large Chest; 2=Pirate Bomber
Crimsi, Flenta, Siwar - Mancatcher Cove 2-3 remain
Fort Hazard CLOSED


Deck Handler

DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.

TURN: 13
HOUR: Blessing of Abadar
WHEN THIS IS THE HOUR: No effect.

LOCATION: Lucrehold
AT THIS LOCATION: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.

Move to Fort Hazard

Free exploration: Iron Knuckles
Melee 4: 1d10 + 6 ⇒ (7) + 6 = 13
Success
Acquired

Discard Blessing of Norgorber to explore: Cryptic Runes
Ask Siwar for Blessing of the Seventh Veil
Knowledge 10: 1d8 + 4 + 2d8 ⇒ (4) + 4 + (7, 4) = 19
Success
Defeated
Examine: Sabatoge, Staff of Weather.
Technically I'd switch the order.
Attempting to close...
Bury my discards.
Closed
Discards from blessings deck: 1d4 ⇒ 2
Discard Blessing of the Gods and Blessing of the Gods from the hourglass.

Ending my turn.

Flenta wrote:

HAND: Flaming Ranseur +3, Greatclub +3, Enervation, Fiery Glare, Resist Energy, Iron Knuckles

DISPLAYED: Infernal Healing
Deck: 13 | Discards: 0 | Bury Pile: 5
Current Location: Fort Hazard
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Ghol-Gan Ruins, Tempest Cay, Mancatcher Cove, Jungle


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh
2 blessings discarded from the hourglass

Notes for Lini: Recharge Blessing of the Green Faith
Notes for Siwar: Discard Blessing of the Seventh Veil

Ghol-Gan Ruins 1-8 remain // 1=Cryptic Runes, 2=Blood Hag, 3=Firedrake Trap
Sacred Spring CLOSED
Tempest Cay 1-7 remain
Lucrehold CLOSED
Lini, Siwar - Jungle 1-5 remain
Crimsi, Telessel - Mancatcher Cove 1-5 remain
Flenta - Fort Hazard CLOSED


Deck Handler

DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.

TURN: 8
HOUR: Blessing of the Gods
WHEN THIS IS THE HOUR: No effect.

LOCATION: Tempest Cay
AT THIS LOCATION: If this location is occupied, Structural damage to your ship at any location is increased by 1.

Move to Lucrehold

LOCATION: Lucrehold
AT THIS LOCATION: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.

Free exploration: Powder Keg
Intelligence 11: 0 = 0
Failed
Banished

Discard Our Lord In Iron to explore: Darkforest Anemone
Flaming Ranseur +3, Evangelist
Combat 18: 1d10 + 6 + 2d4 + 3 + 1 ⇒ (6) + 6 + (3, 1) + 3 + 1 = 20
Our Lord In Iron Reroll Combat 18: 1d4 + 19 ⇒ (3) + 19 = 22
Success
Defeated

Discard Evangelist to explore: Cryptic Ruins
Ask for Winged Serpent
Knowledge 10: 1d8 + 4 + 1d8 ⇒ (5) + 4 + (3) = 12
Success
Defeated
Examine: Invigorating Kukri +1, Crawling Cyclops Hands
Leave them alone.
Attempting to close...
Banish Letters of Marque
Closed

LOCATION: Lucrehold
AT THIS LOCATION: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.

Ending my turn.
Infernal Healing: Bury Magic Spyglass to heal Salvator Scream
Random Spell: Blade Lash

Flenta wrote:

HAND: Flaming Ranseur +3, Greatclub +3, Enervation, Fiery Glare, Resist Energy, Blessing of Norgorber

DISPLAYED: Infernal Healing
Deck: 13 | Discards: 3 | Bury Pile: 1
Current Location: Lucrehold
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Ghol-Gan Ruins, Tempest Cay, Fort Hazard, Mancatcher Cove, Jungle


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Notes for Telessel: Recharge The Winged Serpent

Ghol-Gan Ruins 1-8 remain // 1=Cryptic Runes, 2=Blood Hag, 3=Firedrake Trap
Telessel - Sacred Spring CLOSED
Tempest Cay 1-7 remain
Flenta - Lucrehold CLOSED
Lini, Siwar - Jungle 1-9 remain
Crimsi - Mancatcher Cove 1-9 remain // 1 - Distance Musket +1
Fort Hazard 1-8 remain // 8=Owlbeartross


Deck Handler

DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.

TURN 3
HOUR: Blessing of Gorum
WHEN THIS IS THE HOUR: No effect.

LOCATION: Tempest Cay
AT THIS LOCATION: If this location is occupied, Structural damage to your ship at any location is increased by 1.

Display Infernal Healing
Draw random spell: Fiery Glare

Free exploration: Blasting Pistol +2
Dexterity 13: 0 = 0
Failed
Banished

Discard Salvator Scream to draw from the hourglass: Blessing of the Gods

Discard Blessing of the Gods to explore: Resist Energy
Intelligence 10: 1d8 + 2 ⇒ (8) + 2 = 10
Surprising success
Acquired

Discard Magic Spyglass to examine:
Blood Hag
Cryptic Runes
Firedrake Trap

New order: Cryptic Runes, Blood Hag, Firedrake Trap

Ending my turn.
Siwar displays Eagle Aerie, then recharges Bound Elemental to move to Jungle.

Flenta wrote:

HAND: Flaming Ranseur +3, Enervation, Resist Energy, Letter of Marque, Evangelist, Our Lord In Iron

DISPLAYED: Infernal Healing
Deck: 14 | Discards: 3 | Bury Pile: 0
Current Location: Tempest Cay
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Ghol-Gan Ruins, Tempest Cay, Fort Hazard, Lucrehold, Mancatcher Cove, Sacred Spring, Jungle


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh
Hourglass off by 1

Notes for Lini: Given Holy Feast

Flenta - Ghol-Gan Ruins 4, 3, 5, 6-10 remain // 4=Cryptic Runes, 3=Blood Hag, 5=Firedrake Trap
Lini - Sacred Spring 1-5 remain
Tempest Cay 1-10 remain
Lucrehold 1-10 remain
Telessel, Crimsi, Siwar - Jungle 1-10 remain
Mancatcher Cove 1-10 remain
Fort Hazard 1-10 remain


Deck Handler

Ghol-Gan Ruins

Flenta wrote:

HAND: Flaming Ranseur +3, Enervation, Infernal Healing, Letter of Marque, Magic Spyglass, Salvator Scream

DISPLAYED:
Deck: 15 | Discards: 0 | Bury Pile: 0
Current Location: Tempest Cay
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Tempest Cay, Ghol-Gan Ruins, Fort Hazard, Lucrehold, Mancatcher Cove, Sacred Spring, Jungle


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell


Deck Handler

0-5D
I'd be interested in potentially both pieces of loot.

Hero point
Saved

Upgrades
Armor 5
Blessing 5


Deck Handler

Before turn: Received Pharasma's Knowing from Siwar.

DURING THIS SCENARIO: Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.

When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.

TURN 19
HOUR: Blessing of the Gods
WHEN THIS IS THE HOUR: No effect.

LOCATION: Jungle
AT THIS LOCATION: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.

Move to Great Stone Bridge in the other group.

Free exploration: Giant Jellyfish
Dragonbane Greatsword (discard>recharge), slashing
Combat 18: 1d10 + 6 + 1d12 + 2 + 1d10 + 1d8 ⇒ (4) + 6 + (5) + 2 + (7) + (4) = 28
Success
Defeated
More than 4, so banished

Discard Magic Spyglass to examine: Shrouded Queen, Marine, Arcane Staff
New order: Marine, Arcane Staff, Shrouded Queen

Discard Pharasma's Knowing to...
Draw 2 cards: Winged Shield, Svingli's Eye
Recharge 2 cards: Winged Shield, Speed Battleaxe
Explore: Marine
Flaming Ranseur +3 (discard>recharge)
Combat 8+5=13: 1d10 + 6 + 2d4 + 3 + 1d10 ⇒ (3) + 6 + (2, 2) + 3 + (4) = 20
Success
Defeated

Ending my turn

Flenta wrote:

HAND: Greatclub +3, Strength, Svingli's Eye, Wand of Enervation, Evangelist, Sklar-Quah Thundercaller

DISPLAYED: False Life
Deck: 11 | Discards: 9 | Bury Pile: 0
Current Location: Great Stone Bridge
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Scar Bay, Shrine to Norgorber, Jungle, Coastline, Great Stone Bridge


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh

Notes for Crimsi: Succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards
1d4 Acid damage

Group 1: Fishing Village CLOSED
Group 1: Scar Bay CLOSED
Group 1: Shrine to Norgorber CLOSED // Storm is displayed, 3 items in deck
Telessel, Flenta, - Group 1: Jungle 1-6 remain // 1=Vrykolakas
Group 2: Tower CLOSED
Group 2: Coastline CLOSED
Crimsi, Lini, Siwar, Flenta - Group 2: Great Stone Bridge 4,2 remain // 4=Arcane Robes, 2=Shrouded Queen


Deck Handler

DURING THIS SCENARIO: Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.

When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.

TURN 14
HOUR: Blessing of Milani
WHEN THIS IS THE HOUR: No effect.

LOCATION: Jungle
AT THIS LOCATION: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.

Move to Shrine to Norgorber and take Siwar with me.

Free exploration: Blessing of the Gods
Automatically acquired

Discard Blessing of the Gods to explore: Storm
Displayed

Discard Salvator Scream to draw top of the hourglass: Blessing of Abadar

Discard Blessing of Cayden Cailean to explore: Blessing of Sivanah
Ask Siwar for help
Intelligence 7: 1d8 + 2 + 1d4 ⇒ (2) + 2 + (1) = 5
Accessory reroll
Intelligence 7: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Success
Acquired

Discard Blessing of Sivanah to explore: Canopy Creeper
BA: Wisdom 10: 0 = 0
Failed. Difficulty +3
Speed Battle Axe, Siwar, Blessing of Abadar
Combat 12+3=15: 1d10 + 6 + 1d8 + 3 + 1d8 + 1d4 + 1d10 ⇒ (6) + 6 + (5) + 3 + (3) + (1) + (6) = 30
Success
Defeated

Display False Life
Random spell recharged: Mind Thrust

Ending my turn.

Flenta wrote:

HAND: Dragonbane Greatsword, Flaming Ranseur +3, Speed Battleaxe, Wand of Enervation, Magic Spyglass, Greatclub +3

DISPLAYED: False Life
Deck: 12 | Discards: 7 | Bury Pile: 0
Current Location: Jungle
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Scar Bay, Shrine to Norgorber, Jungle, Coastline, Great Stone Bridge


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh

Notes for Telessel: Heal 2

Notes for Siwar: 2 bard songs used

Group 1: Fishing Village CLOSED
Group 1: Scar Bay CLOSED
Flenta, Siwar - Group 1: Shrine to Norgorber 5-7 remain // Incutilis
Telessel, Lini - Group 1: Jungle 1-6 remain // 1=Vrykolakas
Group 2: Tower CLOSED
Group 2: Coastline CLOSED
Crimsi - Group 2: Great Stone Bridge 1-6 remain // 1- Rogue Eidolon; 2 - Shrouded Queen(VILLAIN)


Deck Handler

Turn 9

DURING THIS SCENARIO: Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.

When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.

HOUR: Blessing of Norgorber
WHEN THIS IS THE HOUR: No effect.

LOCATION: Jungle
AT THIS LOCATION: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.

Holy Feast: Heal 3

Give Arcane Robes to Siwar.

Move to Shrine to Norgorber

Free exploration: Blessing of Gorum
Strength 4: 1d10 + 4 ⇒ (3) + 4 = 7
Success
Acquired

Detect Magic to examine: Cyclops
Random spell to recharge: Ghost Whip

Discard The Eclipse to explore: Cyclops
BA: Examine top of my deck and recharge: Wand of Treasure Finding
Enervation: 2d4 ⇒ (1, 3) = 4
Random spell to recharge: Burst of Adrenaline
Speed Battle Axe, Blessing of Gorum
Combat 22-4=18: 1d10 + 6 + 1d8 + 2d10 ⇒ (4) + 6 + (2) + (6, 9) = 27
Success
Defeated

Ending my turn.

Flenta wrote:

HAND: Dragonbane Greatsword, Flaming Ranseur +3, Speed Battleaxe, False Life, Salvator Scream, Blessing of Cayden Cailean

DISPLAYED:
Deck: 14 | Discards: 2 | Bury Pile: 0
Current Location: Shrine to Norgorber
Hero Points: 0
Accessory Reroll Status: 0-5A
NOTES:
LOCATION PREFERENCE: Scar Bay, Shrine to Norgorber, Jungle, Coastline, Great Stone Bridge


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh

Notes for Lini: Given Net of Snaring
Recharge Blessing of Green Faith
Heal 3

Notes for Siwar: Given Arcane Robes

Group 1: Fishing Village CLOSED
Group 1: Scar Bay 1-4 remain // 1=Sapphire Jellyfish
Flenta - Group 1: Shrine to Norgorber 3-10 remain
Lini, Siwar - Group 1: Jungle 1-10 remain // 1=Ring of the Sea Strider
Group 2: Tower CLOSED
Telessel - Group 2: Coastline CLOSED
Crimsi - Group 2: Great Stone Bridge 1-9 remain // 1 = Invigorating Kukri


Deck Handler

Speed Battle Axe, Binder's Tome, Our Lord in Iron
Combat 18: 1d10 + 6 + 1d8 + 3 + 1d10 + 1d4 ⇒ (10) + 6 + (3) + 3 + (8) + (2) = 32
Reroll
Combat 18: 1d10 + 6 + 1d8 + 3 + 1d10 + 1d4 ⇒ (10) + 6 + (3) + 3 + (5) + (1) = 28
Success
Defeated

Flenta wrote:

HAND: Flaming Ranseur +3, Speed Battleaxe, Detect Magic, Enervation, The Eclipse, Arcane Robes

DISPLAYED:
Deck: 14 | Discards: 2 | Bury Pile: 0
Current Location: Fishing Village
Hero Points: 0
Accessory Reroll Status: 0-5A
NOTES:
LOCATION PREFERENCE: Scar Bay, Shrine to Norgorber, Jungle, Coastline, Great Stone Bridge


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell


Deck Handler

Treasure Hunt
Using Siwar's Diplomacy (with Binder's Tome
Knowledge/Diplomacy 12: 1d12 + 7 + 1d4 ⇒ (10) + 7 + (4) = 21
Success
Random Item: Arcane Robes

Flenta wrote:

HAND: Flaming Ranseur +3, Speed Battleaxe, Detect Magic, Enervation, Our Lord In Iron, The Eclipse, Arcane Robes

DISPLAYED:
Deck: 13 | Discards: 2 | Bury Pile: 0
Current Location: Fishing Village
Hero Points: 0
Accessory Reroll Status: 0-5A
NOTES:
LOCATION PREFERENCE: Scar Bay, Shrine to Norgorber, Jungle, Coastline, Great Stone Bridge


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell


Deck Handler

DURING THIS SCENARIO: Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.

When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.

Turn 4
HOUR: Blessing of the Gods
WHEN THIS IS THE HOUR: No effect.

LOCATION: Fishing Village
AT THIS LOCATION: If you acquire a card during your exploration, you may discard it to immediately explore again.

Free exploration: Vrykolakas
Greatclub +3, Siwar and story banes
Combat 20: 1d10 + 6 + 1d10 + 3 + 1d1 + 2 ⇒ (7) + 6 + (4) + 3 + (1) + 2 = 23
Success
Defeated
Lini, Siwar, and myself are dealt 1d4 poison damage.
Poison damage: 1d4 ⇒ 2
Discard Bearskin Armor and Blessing of Cayden Cailean

Attempting to close
Svingli's Eye, Create Mindscape, Siwar uses Binder's Tome
Charisma 8: 1d6 + 1d8 + 2 + 1d4 + 1d4 ⇒ (5) + (3) + 2 + (3) + (3) = 16
Success
Closed

Ending my turn.

Flenta wrote:

HAND: Flaming Ranseur +3, Speed Battleaxe, Detect Magic, Enervation, Our Lord In Iron, The Eclipse

DISPLAYED:
Deck: 13 | Discards: 2 | Bury Pile: 0
Current Location: Fishing Village
Hero Points: 0
Accessory Reroll Status: 0-5A
NOTES:
LOCATION PREFERENCE: Fishing Village, Scar Bay, Shrine to Norgorber, Jungle, Tower, Coastline, Great Stone Bridge


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh

Notes for Lini: Given Create Mindscape, then Lini Displays it at Fishing Village.
Dealt 1d4 Poison damage.
Recovery of Create Mindscape from Fishing Village closing.

Notes for Siwar: Dealt 1d4 Poison damage.

Flenta, Lini, Siwar - Group 1: Fishing Village CLOSED
Group 1: Scar Bay 1-8 remain
Group 1: Shrine to Norgorber 1-10 remain
Group 1: Jungle 1-10 remain
Telessel - Group 2: Tower CLOSED
Group 2: Coastline 1-8 remain // 8 = Protect
Crimsi - Group 2: Great Stone Bridge 1-10 remain


Deck Handler

Fishing Village works for me.

Flenta wrote:

HAND: Bearskin Armor, The Eclipse, Blessing of Cayden Cailean, Speed Battleaxe, Svingli's Eye, Greatclub +3

DISPLAYED:
Deck: 18 | Discards: 0 | Bury Pile: 0
Current Location: Sharkskin Reef
Hero Points: 0
Accessory Reroll Status: 0-5A
NOTES:
LOCATION PREFERENCE: Dagon's Jaws 1, Dagon's Jaws 2, Sharkskin Reef, Shrine to Norgorber, Sacred Spring


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3 ☒+4
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☒+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell


Deck Handler

0-5C
Hero point: skill feat

Item 5: 1d1000 ⇒ 319 Magic Spyglass


Deck Handler

I'll attempt the Fortitude check.

Fortitude 14:

Discard Svingli's Eye, recharge Evangelist, recharge Web
Fortitude 14: 1d4 + 1d8 + 2 + 1d4 + 3 ⇒ (2) + (4) + 2 + (3) + 3 = 14
Success. Didn't even have to use the Bearskin Armor.


Deck Handler

Turn 20

DURING THIS SCENARIO: Treat the henchman Pirate Shade Haunt as if it also has the barrier type and the Curse trait.

HOUR: Blessing of the Gods
WHEN THIS IS THE HOUR: No effect.

LOCATION: Shark Island
AT THIS LOCATION: CLOSED

Display Infernal Healing
Draw a scroll: Fiery Weapon

Move to Sharkskin Reef

Free exploration: Gargoyle Sniper
BA Perception 12: 0 = 0
Fail
Ranged Combat damage: 1d4 - 1 ⇒ (1) - 1 = 0
He missed.
Reveal Flaming Ranseur +3, reveal Evangelist, recharge Our Lord in Iron
Combat 18: 1d10 + 5 + 2d4 + 3 + 1 + 1d10 ⇒ (9) + 5 + (1, 3) + 3 + 1 + (9) = 31
Success
Defeated

Discard Blessing of Cayden Cailean to explore: Norgorber Cultist
Reveal Flaming Ranseur +3, reveal Evangelist
Combat 19: 1d10 + 5 + 2d4 + 3 + 1 ⇒ (8) + 5 + (2, 1) + 3 + 1 = 20
Success
Defeated

Discard The Eclipse to explore: Cyclops
BA: Examine top of my deck: Wand of Treasure Finding. Recharge it.
Discard (recharge) Flaming Ranseur +3, reveal Evangelist
Combat 22: 1d10 + 5 + 2d4 + 3 + 1d10 + 1 ⇒ (10) + 5 + (3, 2) + 3 + (10) + 1 = 34
Success
Defeated

Ending my turn.

Flenta wrote:

HAND: Enervation, Strength, Web, Winged Shield, Svingli's Eye, Evangelist

DISPLAYED: False Life, Bearskin Armor, Infernal Healing
Deck: 11 | Discards: 2 | Bury Pile: 0
Current Location: Sharkskin Reef
Hero Points: 0
Accessory Reroll Status: 0-5A
NOTES:
LOCATION PREFERENCE: Dagon's Jaws 1, Dagon's Jaws 2, Sharkskin Reef, Shrine to Norgorber, Sacred Spring


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☐+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh
Siwar, Crimsi - Sacred Spring CLOSED
Wishing Well CLOSED
Flenta - Sharkskin Reef 4-11 remain // Werecrocodile
Shark Island CLOSED
Shrine to Norgorber CLOSED 1 remain // 1 = New Item; Storm displayed
Ghol-Gan Ruins CLOSED
Lini - Dagon's Jaw 1 1-2 remain // Divine Fortune displayed, 1=Kolo
Telessel - Dagon's Jaw 2 1-4 remain // 1=Social Niceties


Deck Handler

Healed 3: Speed Battleaxe

DURING THIS SCENARIO: Treat the henchman Pirate Shade Haunt as if it also has the barrier type and the Curse trait.

Turn 15
HOUR: Blessing of Sivanah
WHEN THIS IS THE HOUR: No effect.

LOCATION: Sacred Spring
AT THIS LOCATION: Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.

Move to Shark Island
AT THIS LOCATION: At the start of your turn, summon and encounter the henchman Hammerhead Shark.

Play Detect Magic: Witch Doctor
Random spell recharged: Confusion

Free exploration: Witch Doctor
Wand of Enervation: 2d4 ⇒ (3, 4) = 7
Dragonbane Greatsword
Combat 18-7=11: 1d10 + 5 + 1d12 + 2 ⇒ (6) + 5 + (11) + 2 = 24
Success
Automatically succeed at recharging Wand of Enervation
Defeated

Attempting to close...
Summon and encounter Hammerhead Shark
Dragonbane Greatsword (discard>recharge)
Combat 9+5=14: 1d10 + 5 + 1d12 + 2 + 1d10 ⇒ (5) + 5 + (3) + 2 + (7) = 22
Success
Defeated
Location closed.

Display Bearskin Armor

Ending my turn.

Flenta wrote:

HAND: Flaming Ranseur +3, Infernal Healing, Evangelist, Blessing of Cayden Cailean, Our Lord In Iron, The Eclipse

DISPLAYED: False Life, Bearskin Armor
Deck: 13 | Discards: 0 | Bury Pile: 0
Current Location: Shark Island
Hero Points: 0
Accessory Reroll Status: 0-5A
NOTES:
LOCATION PREFERENCE: Dagon's Jaws 1, Dagon's Jaws 2, Sharkskin Reef, Shrine to Norgorber, Sacred Spring

DECK, DISCARDS, AND BURIED:

SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☐+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh

Notes for Crimsi: Given Net of Snaring
Heal 3

Notes for Telessel: Heal 3

Telessel, Siwar, Crimsi - Sacred Spring 1-4 remain // (No henchman)
Wishing Well CLOSED
Sharkskin Reef 1-11 remain // Werecrocodile
Flenta - Shark Island CLOSED
Shrine to Norgorber 1-2 remain // (No henchman) Storm displayed
Ghol-Gan Ruins CLOSED
Lini - Dagon's Jaw 1 1-5 remain
Dagon's Jaw 2 1-5 remain


Deck Handler

Dragonbane Greatsword, Our Lord In Iron, Siwar +2 to defeat henchmen,
Combat 18+5=23: 1d10 + 5 + 1d12 + 2 + 1d10 + 2 ⇒ (10) + 5 + (1) + 2 + (2) + 2 = 22
Reroll the 1 from Our Lord in Iron...
Combat 23: 21 + 1d10 ⇒ 21 + (9) = 30
Success
Defeated
Siwar or Crimsi may banish a barrier with the Curse trait displayed in from of them. (I don't think there are any.)

Attempting to close
Siwar's Skeleton Crew, and a helpful song
Strength 5+5=10: 1d10 + 3 + 1d6 + 1d4 ⇒ (2) + 3 + (6) + (4) = 15
Success
Closed

Back to Siwar's turn.

Flenta wrote:

HAND: Dragonbane Greatsword, Detect Magic, Bearskin Armor, Wand of Enervation, The Eclipse

DISPLAYED: False Life
Deck: 14 | Discards: 1 | Bury Pile: 0
Current Location: Ghol-Gan Ruins
Hero Points: 5
Accessory Reroll Status: 0-5A
NOTES:


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☐+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell


Deck Handler

1 Ranged combat damage: Discard Speed Battleaxe

Added Net of Snaring from Treasure Hunt.

Turn 10: The hour is Blessing of the Gods

Give Siwar Net of Snaring

Free exploration: Resist Energy
Intelligence 10: 0 = 0
Failed
Banished

Discard Weapon of Treasure Finding to examine:
Blessing of Besmara
Great White Shark
Mercenary
Witch Doctor (henchman)
Corlan
Shark-Eating Crab
Flaming Longbow +2

Flaming Longbow +2 is on top, everything else is shuffled.

Ending my turn.

Flenta wrote:

HAND: Dragonbane Greatsword, Detect Magic, Bearskin Armor, Wand of Enervation, Our Lord In Iron, The Eclipse

DISPLAYED: False Life
Deck: 13 | Discards: 1 | Bury Pile: 0
Current Location: Ghol-Gan Ruins
Hero Points: 5
Accessory Reroll Status: 0-5A
NOTES:


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☐+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh

Notes for Crimsi: Suffer 1 ranged combat damage.
Notes for Telessel: Used a blessing
Notes for Lini: Recharge Blessing of the Green Faith
Notes for Siwar: Given Net of Snaring

Telessel - Sacred Spring 1-3 remain // (No henchman)
Wishing Well CLOSED
Sharkskin Reef 1-10 remain // 1 = Werecrocodile
Crimsi - Shark Island 1-6 remain // 1 = Sea Troll
Shrine to Norgorber 1-6 remain // (No henchman)
Flenta, Siwar, Lini - Ghol-Gan Ruins 2-9 remain // Top = Flaming Longbow +2. Unkown order: Blessing of Besmara, Great White Shark, Mercenary, Witch Doctor (henchman), Corlan, Shark-Eating Crab
Dagon's Jaw 1 1-5 remain
Dagon's Jaw 2 1-4 remain


Deck Handler

Copying Siwar
Diplomacy Knowledge 7+5=12: 1d12 + 7 + 1d4 ⇒ (3) + 7 + (1) = 11
Failed


Deck Handler

That Hull Damage was really a 16, but it was still defeated.


Deck Handler

Turn 5: The hour is Blessing of Norgorber

Display False Life
Recharge random spell: Web

Give Siwar Letter of Marque

Free exploration: Hull Damage
Svingli's Eye, Recharge Strength, Siwar sings via Priest of Pharasma
Intelligence 6+5=11: 1d8 + 1 + 1d4 + 2 + 1 + 1d4 ⇒ (8) + 1 + (4) + 2 + 1 + (1) = 17
Success
Automatically succeed at recharging Svingli's Eye
Defeated

Ending my turn.

Flenta wrote:

HAND: Dragonbane Greatsword, Speed Battleaxe, Wand of Enervation, Wand of Treasure Finding, Our Lord In Iron, The Eclipse

DISPLAYED: False Life
Deck: 14 | Discards: 0 | Bury Pile: 0
Current Location: Ghol-Gan Ruins
Hero Points: 5
Accessory Reroll Status: 0-5A
NOTES:

DECK, DISCARDS, AND BURIED:

SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☐+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh

Notes for Siwar: Reload Priest of Pharasma

Sacred Spring 1-4 remain // (No henchman)
Lini - Wishing Well 1-8 remain
Sharkskin Reef 1-10 remain // 1 = Werecrocodile
Crimsi, Telessel - Shark Island 1-8 remain // 1 = Canopy Creeper
Shrine to Norgorber 1-8 remain // (No henchman)
Flenta, Siwar - Ghol-Gan Ruins 2-10 remain
Dagon's Jaw 1 1-6 remain
Dagon's Jaw 2 1-4 remain


Deck Handler

Start at Ghol-Gan Ruins

Flenta wrote:

HAND: Dragonbane Greatsword, Speed Battleaxe, False Life, Strength, Letter of Marque, Svingli's Eye

DISPLAYED:
Deck: 15 | Discards: 0 | Bury Pile: 0
Current Location: Ghol-Gan Ruins
Hero Points: 5
Accessory Reroll Status: 0-5A
NOTES:


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☐+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell


Deck Handler

0-5B
Hero point: Item card feat

Upgrades
Item 5: 1d1000 ⇒ 875 Wand of Treasure Finding
Weapon 5: 1d1000 ⇒ 640 Flaming Ranseur +3
Blessing 5: 1d1000 ⇒ 944 Blessing of Norgorber

I'll no longer be taking the Buccaneer's Breastplate


Deck Handler

Turn 15: The hour is Blessing of Cayden Cailean

Free exploration: Isawyn the Diva
Siwar guards.
BA Ask Crimsi for Blessing of the Boss, I discard Veteran's Longspear
Wisdom 11: 1d6 + 2d6 ⇒ (2) + (5, 3) = 10
Reroll
Wisdom 11: 1d6 + 2d6 ⇒ (6) + (4, 2) = 12
Success
Enervation: 2d4 ⇒ (2, 4) = 6
Dragonbane Greatsword, Blessing of Cayden Cailean
Combat 21-6=15: 1d10 + 5 + 1d12 + 2 + 1d8 + 1d10 ⇒ (2) + 5 + (1) + 2 + (3) + (2) = 15
After the roll: Bearsking Armor: 1d10 + 15 ⇒ (10) + 15 = 25
Success
Defeated

We win.


Deck Handler

Turn 10: The hour is Blessing of Milani

Display Bearskin Armor

Move to Feshall

Free exploration: Great White Shark
Flaming Falcata +3
Combat 16: 1d10 + 5 + 2d4 + 3 + 3d4 ⇒ (3) + 5 + (1, 3) + 3 + (1, 2, 1) = 19
Success
Defeated

Ending my turn.

Flenta wrote:

HAND: Dragonbane Greatsword, Veteran's Longspear, Enervation, False Life, Blessing of Cayden Cailean, The Eclipse

DISPLAYED: Bearskin Armor
Deck: 12 | Discards: 3 | Bury Pile: 1
Current Location: Festhall
Hero Points: 5
Accessory Reroll Status: 0-5A
NOTES:


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☐+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh

Notes for Telessel: Used Blessing and Longbow

Theater of Corruption CLOSED // Ship Anchored
Siwar, Telessel - Safe House 1-9 remain
Crimsi - House of Stolen Kisses 1-8 remain // 1=Geyser. Avimar Sorrinash
Torture Pit CLOSED
Flenta - Festhall 2-11 remain
Tengu Rookery CLOSED
Lini - Merchant Marina CLOSED 1 remain // 1=Telekinesis


Deck Handler

Letter of Marque Spells: 1d4 + 1 ⇒ (1) + 1 = 2
Letter of Marque explore: Raise Dead
My wisdom, Siwar's singing, Telessel's The Winged Serpent
Wisdom 12: 1d6 + 1d4 + 1d6 ⇒ (4) + (2) + (4) = 10
Agonizingly close.

End my turn.

Flenta wrote:

HAND: Flaming Falcata +3, Veteran's Longspear, Enervation, Bearskin Armor, Blessing of Cayden Cailean, The Eclipse

DISPLAYED: Sklar-Quah Thundercaller
Deck: 12 | Discards: 3 | Bury Pile: 1
Current Location: Theater of Corruption
Hero Points: 5
Accessory Reroll Status: 0-5A
NOTES:


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☐+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh

Notes for Crimsi: Discard/Recharge a bow.
Notes for Telessel: Recharge The Winged Serpent
Notes for Lini: Recharge Blessing of the Green Faith. Discard 1 card.
Notes for Siwar: Discard 1 card. One bard song.

Theater of Corruption 1-10 remain // Ship Anchored, 1- Gorebeard Trench
Safe House 1-10 remain
Crimsi - House of Stolen Kisses 1-8 remain // 1 - Albatross
Telessel - Torture Pit CLOSED
Festhall 1-10 remain
Tengu Rookery 1-10 remain
Lini, Siwar, Flenta - Merchant Marina CLOSED 1 remain // 1=A random spell


Deck Handler

Turn 5: The hour is Blessing of Sivanah

Move to Merchant Marina

Free exploration: Flaming Falcata +3
Display Sklar-Quah Thundercaller, Merchant Marina
Melee: 1d10 + 5 + 1d6 + 5 ⇒ (7) + 5 + (1) + 5 = 18
Success
Acquired

Discard Salvatore Scream to draw top of hourglass: Blessing of Gorum.

Discard Blessing of Gorum to explore: Veteran's Longspear
Sklar-Quah Thundercaller, Merchant Marina
Melee 8: 1d10 + 5 + 1d6 + 5 ⇒ (10) + 5 + (4) + 5 = 24
Success
Acquired

Attempting to close empty location.
Siwar sings, Lini's Blessing of the Green Faith
Charisma 6: 1d6 + 1d6 + 1d4 ⇒ (6) + (4) + (4) = 14
Success
Closed
Me, Lini, and Siwar discard a card
I discard Brine's Sting

Display Letter of Marque

Pause to determine what type we want as a group.


Deck Handler

Anchored Ship

Flenta wrote:

HAND: Brine's Sting, Letter of Marque, Salvator Scream, Sklar-Quah Thundercaller, Blessing of Cayden Cailean, Our Lord In Iron

DISPLAYED:
Deck: 14 | Discards: 0 | Bury Pile: 0
Current Location: Theater of Corruption
Hero Points: 5
Accessory Reroll Status: 0-5A
NOTES:

DECK, DISCARDS, AND BURIED:

SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☐+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell


Deck Handler

I'll take Weapon 5 and Armor 5.


Deck Handler

0-5A
Hero point: Power feat
(recharge spells for non-combat checks)

I'm happy with any 5s besides Spell, so I can pick last.


Deck Handler

We win. Lini and I roll on Plunder table and add a non-Basic, non-Elite to our hands.
Plunder: 1d6 ⇒ 4
Item
Random Item 1: Crystal of Healing Hands


Deck Handler

Turn 17: The hour is Blessing of the Gods

Play Salvator Scream to draw the top of the hourglass: Blessing of the Gods.

Display Sklar-Quah Thundercaller

Free exploration: Adelita Doloruso
Siwar and/or Telessel need to guard.

Spoiler:

BA Random other occupied location: 1d2 ⇒ 1
Windward Isle
BA each character at Gannet Island and Windward Isle must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
Lini can Cloud Puff me and use her Coat of Mist on herself. I'll assume I don't have access to Siwar and Telessel helping me.
Dragonbane Greatsword, Sklar-Quah Thundercaller, Blessing of the Gods, Crimsi Frost Longbow
Combat 19: 1d10 + 5 + 1d12 + 2 + 1d10 + 1d8 + 1d10 ⇒ (7) + 5 + (10) + 2 + (10) + (2) + (9) = 45
Success
Greatclub +3, Sklar-Quah Thundercaller, Crimsi Deathbane Light Crossbow, Lini's Blessing of Chaldira Zuzaristan
Combat 22: 1d10 + 5 + 1d10 + 3 + 1d10 + 1d8 + 1d10 ⇒ (10) + 5 + (5) + 3 + (9) + (1) + (7) = 40
Success
Random character at our location: 1d2 ⇒ 1
Me, Cloud Puff ignores it.
Win if we guarded...


Deck Handler

Turn 12: The hour is Blessing of the Gods

Move to Gannet Island

Free exploration: Ring of the Sea Strider
Telessel's Blessing of the Ancients, Siwar's help
Fortitude 10: 1d4 + 1d4 + 1d4 ⇒ (2) + (2) + (1) = 5
Bearskin Armor
1d10 + 5 ⇒ (3) + 5 = 8
Hero point re roll (5-1=4)
1d4 + 1d4 + 1d4 + 1d10 ⇒ (3) + (1) + (4) + (9) = 17
Success
Acquired

Discard The Eclipse to explore: Great White Shark
Vicious Scythe, Strength
Combat 16: 1d10 + 5 + 1d10 + 1 + 1d10 + 1 + 3 + 3 ⇒ (8) + 5 + (10) + 1 + (9) + 1 + 3 + 3 = 40
Success
Defeated
Draw and recharge: Dehydrating Touch

Ending my turn.

Infernal Healing: Bury Blessing of the Gods to heal Bearskin Armor
Banish Strength

Flenta wrote:

HAND: Dragonbane Greatsword, Greatclub +3, Safe Harbor, Ring of the Sea Strider, Salvator Scream, Sklar-Quah Thundercaller

DISPLAYED: Infernal Healing
Deck: 18 | Discards: 1 | Bury Pile: 1
Current Location: Gannet Island
Hero Points: 4
Accessory Reroll Status: 0-5A
NOTES:


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☐+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh

Notes for Telessel: Recharge Blessing of the Ancients

Notes for Siwar: 1 song used

Crimsi, Telessel, Lini, Siwar, Flenta - Gannet Island 3-7 remain
Holy Isle CLOSED
Widowmaker Isle CLOSED
Tempest Cay CLOSED
Cannibal Isle CLOSED
Windward Isle 1-3 remain // Storm displayed (Henchman defeated)
Shark Island 1-3 remain // 3=Galvo


Deck Handler

Ranged Combat Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Banish displayed False Life to reduce to 0.
New spell: Thunderstomp

Flenta wrote:

HAND: Dragonbane Greatsword, Vicious Scythe, Strength, Salvator Scream, Sklar-Quah Thundercaller, The Eclipse

DISPLAYED: Infernal Healing, Bearskin Armor
Deck: 16 | Discards: 1 | Bury Pile: 0
Current Location: Cannibal Isle
Hero Points: 5
Accessory Reroll Status: 0-5A
NOTES:


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☐+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell


Deck Handler

Turn 7: The hour is Blessing of Zogmugot

Display Bearskin Armor

Free exploration: Blessing of the Gods
Automatically acquired

Discard Blessing of the Gods to explore: Jakaw Razorbeak
BA
Dexterity 12: 0 = 0
Failed. No items to bury.
Greatclub +3, Our Lord in Iron
Combat 20: 1d10 + 5 + 1d10 + 3 + 1d10 + 1d10 ⇒ (1) + 5 + (10) + 3 + (5) + (3) = 27
Success
Defeated
Attempting to close
Melee 6: 1d10 + 5 ⇒ (2) + 5 = 7
Success
No villains
Closed
Add buried allies to my hand

Ending my turn

Flenta wrote:

HAND: Dragonbane Greatsword, Vicious Scythe, Strength, Salvator Scream, Sklar-Quah Thundercaller, The Eclipse

DISPLAYED: Infernal Healing, False Life, Bearskin Armor
Deck: 15 | Discards: 1 | Bury Pile: 0
Current Location: Cannibal Isle
Hero Points: 5
Accessory Reroll Status: 0-5A
NOTES:


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☐+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh

Notes for Crimsi: Still must choose a plunder type
Notes for Telessel: Draw from Windward Isle
Notes for Lini: Draw from Windward Isle
Recharge Green Faith

Gannet Island 1-10 remain // 1=Alkenstar Pistol
Holy Isle CLOSED
Crimsi, Lini, Telessel, Siwar - Widowmaker Isle CLOSED
Tempest Cay CLOSED
Flenta - Cannibal Isle CLOSED
Windward Isle 1-6 remain // Storm displayed (Henchman defeated)
Shark Island 1-7 remain


Deck Handler

Turn 2: The hour is Blessing of the Gods

Display Infernal Healing:
Recharge: Safe Harbor

Display: False Life
Recharge: Unearthly Aim

Free exploration: Pirate Guard
Vicious Scythe (discard > recharge)
Combat 19: 1d10 + 5 + 1d10 + 1 + 1d10 + 1 ⇒ (1) + 5 + (5) + 1 + (4) + 1 = 17
Let's use an accessory reroll.
Combat 19: 16 + 1d10 ⇒ 16 + (8) = 24
Success
Defeated

Discard Salvator Scream to draw top of the hourglass: Blessing of Milani

Discard Blessing of Milani to explore: Dire Shark
Brine's Sting
Combat 22: 1d10 + 5 + 2d4 + 2d4 ⇒ (2) + 5 + (3, 2) + (2, 3) = 17
Reroll the 10:
Combat 22: 1d10 + 15 ⇒ (10) + 15 = 25
Success
AA: 1 structural damage reduced by our ship.
Defeated

Ending my turn.

Infernal Healing: Bury Salvator Scream to heal Blessing of Milani
Recharge: Frostbite

Reset
Bury Sklar-Quah Thundercaller

Flenta wrote:

HAND: Dragonbane Greatsword, Greatclub +3, Bearskin Armor, Our Lord In Iron, The Eclipse

DISPLAYED: Infernal Healing, False Life
Deck: 15 | Discards: 0 | Bury Pile: 2
Current Location: Cannibal Isle
Hero Points: 5
Accessory Reroll Status: 0-5A
NOTES:


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☐+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh
Hourglass off by 1.

Notes for Crimsi: Given Binder's Tome (ideally to return it)
May draw a card from travel to Windward Isle.

Gannet Island 1-10 remain
Lini - Holy Isle 1-10 remain
Telessel - Widowmaker Isle 1-10 remain
Tempest Cay CLOSED
Flenta - Cannibal Isle 3-10 remain
Windward Isle 1-9 remain
Siwar, Crimsi - Shark Island 1-10 remain


Deck Handler

Cannibal Isle

Flenta wrote:

HAND: Infernal Healing, Dragonbane Greatsword, Salvator Scream, Brine's Sting, Vicious Scythe, False Life

DISPLAYED:
Deck: 14 | Discards: 0 | Bury Pile: 0
Current Location: Cannibal Isel
Hero Points: 5
Accessory Reroll Status: 0-4B
NOTES:


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☐+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell


Deck Handler

Save the hero point. When rebuilding put Enervation in replace of banished Speed.

I'll take an ally or weapon of there's leftovers.


Deck Handler

Turn 10: The hour is Blessing of Hshurha

Display Red War Paint

Siwar uses Wand of Flying to look around
Examine Jasperleaf Apothecary A: Henchman
Examine Jasperleaf Apothecary A: Divine Fortune

Neither are what's best for me right now.

Move to Tengu Rookery B

Free exploration: Elven Scimitar
Evangelist
Melee 8: 1d10 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Success
Acquired

Discard Sklar-Quah Thundercaller to examine: Helpful Haversack
Evangelist
Intelligence 6: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Success
Acquired

Discard Blessing of Cayden Cailean to explore: Mogmurch
Evangelist (recharge)
Ranged 5: 1d4 + 1d4 ⇒ (2) + (3) = 5
Succcess
Acquired

Discard Our Lord in Iron to explore: Giant Jellyfish
Elven Scimitar, Mogmurch
Combat 18: 1d1 + 5 + 1d6 + 1 + 1d6 + 1 + 1d8 + 2d6 ⇒ (1) + 5 + (5) + 1 + (3) + 1 + (6) + (2, 5) = 29
Success
Defeated

Ending my turn
Examine Cannibal Isle A: Biter
Infernal Healing: Bury Blessing of Cayden Cailean to heal: Sklar-Quah Thundercaller
Draw and recharge: Telepathic Projection

Flenta wrote:

HAND: Greatclub +3, Vicious Scythe, Blade Lash, Buccaneer's Breastplate, Helpful Haversack, Salvator Scream

DISPLAYED: False Life, Infernal Healing, Bearskin Armor, Red War Paint
Deck: 14 | Discards: 1 | Bury Pile: 1
Current Location: Great Stone Bridge B
Hero Points: 5
Accessory Reroll Status: 0-4B
NOTES:


SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☐+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Notes for Telessel: Refund Paizo reroll as Siwar was motivated to recharge a useless card.

Gozreh's Flow A CLOSED
Gozreh's Flow B CLOSED
Cannibal Isle A 1-5 remain // 1=Biter
Cannibal Isle B 1-5 remain // 1=Henchman
House of Stolen Kisses A CLOSED
House of Stolen Kisses B CLOSED
Tengu Rookery A 1-2 remain
Flenta - Tengu Rookery B 5 remain
Great Stone Bridge A CLOSED
Great Stone Bridge B CLOSED
Wishing Well A CLOSED
Wishing Well B CLOSED
Lini, Siwar, Crimsi, Telessel - Jasperleaf Apothecary A 1 remain // 1=Henchman
Jasperleaf Apothecary B 1-5 remain // 1=Divine Fortune


Deck Handler

Banish Speed, recharge Blade Lash

Turn 5: The hour is Blessing of Abadar

Display False Life. Recharge Charm Person
Display Infernal Healing. Recharge Brilliance
Display Bearskin Armor

Move to Great Stone Bridge B and take Siwar with me.

Free exploration: Shackles Pirate
Greatclub +3 (discard>recharge)
Combat 9+4=13: 1d10 + 5 + 1d10 + 3 ⇒ (3) + 5 + (6) + 3 = 17
Success
Defeated

Ending my turn.

Flenta wrote:

HAND: Greatclub +3, Red War Paint, Evangelist, Sklar-Quah Thundercaller, Blessing of Cayden Cailean, Our Lord In Iron

DISPLAYED: False Life, Infernal Healing, Bearskin Armor
Deck: 13 | Discards: 0 | Bury Pile: 0
Current Location: Great Stone Bridge B
Hero Points: 5
Accessory Reroll Status: 0-4B
NOTES:

DECK, DISCARDS, AND BURIED:

SKILLS AND POWERS:
SKILLS
STRENGTH: d10 ☒+1 ☒+2 ☒+3
  MELEE: STRENGTH+2
DEXTERITY: d6 ☐+1 ☐+2
  ACROBATICS: DEXTERITY+2
CONSTITUTION: d6 ☐+1 ☐+2 ☐+3
INTELLIGENCE: d8 ☒+1 ☐+2 ☐+3
  KNOWLEDGE: INTELLIGENCE+2
WISDOM: d6 ☐+1
CHARISMA: d6 ☐+1 ☐+2
 
POWERS
HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
 
FAVORED CARD TYPE: Weapon or Spell

Board Status

Most Recent BR Refresh

Notes for Telessel: Used The Cyclone blessing

Gozreh's Flow A CLOSED
Gozreh's Flow B CLOSED
Cannibal Isle A 1-5 remain
Cannibal Isle B 1-5 remain
House of Stolen Kisses A CLOSED
Crimsi - House of Stolen Kisses B CLOSED
Tengu Rookery A 1-5 remain
Telessel - Tengu Rookery B 1-5 remain
Great Stone Bridge A 1-5 remain // 1 - Manticore
Flenta, Siwar - Great Stone Bridge B 2-5 remain
Lini - Wishing Well A CLOSED 1-5 remain
Wishing Well B CLOSED 1-5 remain
Jasperleaf Apothecary A 1-5 remain
Jasperleaf Apothecary B 1-5 remain

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