Sajan Gadadvara

Gimry's page

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. Organized Play Member. 20 posts (4,751 including aliases). No reviews. No lists. No wishlists. 29 Organized Play characters. 21 aliases.



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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm going out of town tomorrow, but I'll work on getting Curse of the Crimson Throne setup next week. That'll give a couple more days for people to show interest as well.


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Aric Deck Handler

========================
Red Raven starts their turn.
Hour: Blessing of the Elements
Hour Power:No effect.
Location: Howling Sands
Location Power:At the start of your turn, recharge any cards that have the Cold trait.
Adventure Powers:

  • If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
    Scenario Powers:
  • Before you attempt to close or guard a location, discard a random card.

    End of Move Examine - Nefti the Bard
    Swap to Aric

    Nefti the Bard:

    MM
    Ally B
    Traits:
    Human
    Bard
    Aspis
    To Acquire:
    Charisma
    Diplomacy 8
    If you fail to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire a weapon, an armor, or an item.
    During the explore step of a character at your location, discard this card to allow her to explore her location.

    Diplomacy 8: 1d10 + 4 ⇒ (5) + 4 = 9

    Roll Details:

    Diplomacy - 1d10+4

    Recharge Spy to examine top of location - Acid Flask

    "Deck the halls with boughs of Holly. Fa La La La La La La La La"

    'Who the heck is singing Christmas songs already.' the Red Raven thinks to himself.

    As the Red Raven makes his way through the howling sands, he comes across an Aspis Bard belting out Christmas song after Christmas song.

    'This is a job for Aric, I believe'

    "Excuse me, sir Bard. But Christmas songs shall not be sung until after Thanksgiving."

    The Bard gives Aric a quizzical look and says, "Dear Sir, I do believe that November 1st is the official start of Christmas"

    Amidst the swirling sands, the two continue to debate the appropriate start date for said Christmas songs.

    "

    Aric wrote:

    Hand: Short Sword +1, Thieves' Tools, Bestiary of Garund, Quick-Change Mask, Nefti the Bard, Blessing of the Ancients,

    Displayed:
    Current Location: Howling Sands
    Kit: Rapier, Captain's Cutlass, Lockpick Shield,
    Deck: 9 Discard: 2 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-1E? N
    Hero Points: 1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bob (Dandy Brute), Lookout, Fencer, Sword Cane, Psychic Detective, Red Leathers, Dredge, Marianix Karn
    Recharged: Blessing of the Spy (2),
    Discard Pile: Blessing of the Spy, Mask of the Red Raven,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.

    ===================================
    THE RED RAVEN: SKILLS AND POWERS

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

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step, you may examine the top card of your location deck.

    "

    End of Turn Summary
    Acquired top card of Howling Sands
    Examine Card 2 of Howling Sands


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    Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

    ========================
    Agna starts her turn.
    Hour: Irori's Mastery
    Hour Power:On your blessed check, you may reroll any dice showing 1.
    Location: Cliff
    Location Power:On your check, if any die shows a 1 or 2, count it as 0.
    Scenario Powers:
    When you suffer damage, first recharge an ally or a blessing.
    When you corner and defeat a villain, display it.
    You win only when both villain proxies are displayed.

    The Rabbit Prince:

    CotCT Blessing 1
    Traits: Harrow Veteran Suit: Keys
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire: Dexterity Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Location: On your check, if any die shows a 1 or 2, count it as 0.

    Melee 5: 1d10 + 3 + 1d4 ⇒ (2) + 3 + (1) = 6

    Roll Details:

    Melee - 1d10+3
    Maznar's Aid - 1d4

    Awesome, so that's a 3!

    Recharge Squeeker to explore again

    Armor of Insults:

    Core Armor 1
    Traits: Light Armor Magic
    To Acquire: Constitution Diplomacy Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * To avenge, you may discard a card.
    Location: On your check, if any die shows a 1 or 2, count it as 0.

    Constitution 8: 1d6 + 1d4 ⇒ (6) + (4) = 10

    Roll Details:

    Constitution - 1d6
    Maznar's Aid - 1d4

    Discard Guide to explore again

    Plaguebearer:

    CotCT Monster 1
    Traits: Aberration Disease
    To Defeat: Combat 15
    When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
    If undefeated, suffer the scourge Plagued.
    Scenario: When you suffer damage, first recharge an ally or a blessing.
    Location: On your check, if any die shows a 1 or 2, count it as 0.

    Perception 7: 1d8 + 3 + 1d4 ⇒ (2) + 3 + (1) = 6

    Roll Details:

    Perception - 1d8+3
    Maznar's Aid - 1d4

    That is also a 3!

    BYA Damage: 1d4 - 1 ⇒ (3) - 1 = 2
    Recharge Armor of Insults to prevent damage

    Combat 15: 1d10 + 3 + 1d8 + 1 + 1d4 + 1d10 + 1d10 ⇒ (8) + 3 + (7) + 1 + (2) + (3) + (8) = 32

    Roll Details:

    Combat(Melee) - 1d10+3
    Cruel Longsword - 1d8+1
    Maznar's Aid - 1d4
    Double Blessed - 1d10+1d10

    Use Heggals Gorum to bless twice

    "You're an idiot!" the voice comes from a set of armor on the cliffs.

    Squeeker and I just stare at each other and shrug. I walk over and grab the armor.

    "You're an idiot!" the armor calls out to me again.

    The noise from the armor attracts a rather disgusting aberration. Before I can react, the aberration rips the armor off of me. With little time to spare, I dispatch of the aberration before it can do anymore damage.

    End of Turn Examine
    Azer - Core Monster 1

    "

    Agna wrote:

    Hand: Cruel Longsword, Bastard Sword, Balmberry, Masterwork Tools, Prayer,

    Displayed:
    Deck: 10 Discard: 3 Buried: 0
    Current Location: Cliff
    Hero Points: 0
    NOTES:
    Available Support: Please use Bagheera for Combat or Squeeker for Con/Cha checks.
    Other: Paizo reroll used for scenario 7-1D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Gods(2), Squaker (Crow), Warhammer, Repelling Pike +1, Heavy Shield, Main-Gauche
    Recharged: Droogami, Bagheera (Snow Leopard), Squeeker (Pig), Armor of Insults,
    Discard Pile: Blessing of the Gods, Abadar's Law, Guide,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d8 ☐ +1 ☐ +2
    - Perception: Wisdom +3
    - Survival: Wisdom +3
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    Weapons
    POWERS:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 and that card's traits to your combat check.
    At the end of your turn, you may examine the top (☑ or bottom) card of your location deck.

    "

    End of Turn Summary
    Banish Cards 2 and 4 from the Cliff
    Acquire Card 3 from the CLiff
    Use Heggals Gorum to double bless


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    Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

    Boon: 1d20 ⇒ 10

    Blessing 1: 1d1000 ⇒ 591

    Power Feat: (☐or bottom)

    Question: Is this "OR" the same as Quinns "OR" which allows him to actually examine at the beginning and end of his turn, or is the english "OR" meaning I have to choose which to examine?


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    STR d8+3 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (Divine +1) | CHA d10+3 (Diplomacy +2) Raz Deck Handler

    I turn to Zova and ask

    "Do you think I could use the scorpion as a mount?"


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    Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6

    ========================
    Agna starts her turn.
    Hour: The Idiot
    Hour Power:When you fail a check, suffer the scourge Drained.
    Location: Laboratory
    Location Power: When you fail a check to defeat a bane, suffer 1 Acid damage.
    Scenario Powers:
    When you attempt to close or guard a location, recharge 1d4 cards.
    To win, defeat and corner the Bloatmage.

    "Hey!? Has anyone seen Beezle? No? Is she still trying to find her way out of the other side of the Lab? Think we should look for her?"

    "Nahhhhhhhhh" Heggal says while taking another drink.

    Mysterious Relic (Henchman Proxy A3):

    Story Bane
    Type: Barrier
    Traits: Task Veteran
    To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.

    Perception 7(6+1): 1d8 + 3 + 1d4 ⇒ (4) + 3 + (2) = 9

    Roll Details:

    Perception - 1d8+3
    Maznar's Aid - 1d4

    I shrug as I see a mysterious relic on the lab table.
    Beezle will find us soon enough I think.

    Close Recharge: 1d4 ⇒ 2
    Recharge Shield and BotG

    Just going to YOLO this. Plenty of time
    Intelligence 6(5+1): 1d4 + 1d4 ⇒ (3) + (1) = 4

    Roll Details:

    Intelligence - 1d4
    Maznar's Aid - 1d4

    Recharge Theater to Examine then Explore

    Bloatmage:

    None Story Bane 0
    Type: Monster
    Traits: Human Wizard Veteran
    To Defeat: Combat 6+## OR Arcane 3+# THEN Combat 9+## OR Arcane 5+#
    Resistant to Melee. Vulnerable to Poison.
    Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck.
    Location: When you fail a check to defeat a bane, suffer 1 Acid damage.

    As I clear the relic it leads me right into the Bloatmage himself.

    Dexterity 5(4+1): 1d8 + 1d4 ⇒ (7) + (3) = 10

    Roll Details:

    Dexterity - 1d8
    Maznar's Aid - 1d4

    Combat(Melee) 12(6+2+4): 1d10 + 3 + 1d8 + 1d4 + 1d10 + 1d10 + 1d4 ⇒ (6) + 3 + (7) + (2) + (4) + (3) + (4) = 29

    Roll Details:

    Combat(Melee) - 1d10+3
    Longspear - 1d8
    Maznar's Aid - 1d4
    Double Blessed - 1d10+1d10
    Bagheera (Snow Leopard) - 1d4

    The Bloatmage gets off a magical ray, but luckily I get out of the way just in time.

    As Bagherra and I battle with the mage, Beezle suddenly shows up out of nowhere arcane powers blazing.

    Pause for Zvarble to take the second check


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    STR d8+3 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (Divine +1) | CHA d10+3 (Diplomacy +2) Raz Deck Handler

    ========================
    Raz starts her turn.
    Hour: Sands of the Hour
    Hour Power:No effect.
    Location: Tenement
    Location Power: On your check to acquire an ally, you may bury a boon to add 1d8.
    Scenario Powers:

    As I continue to search the Tenements, I am approached by a guy holding a rather large flag.

    "Hey, my name is Paul, mam and I was wondering if you wouldn't mind me tagging along with you? The last guy I was with had a little too much to drink, if you know what I mean."

    "HEGGAL?! So Heggal sent you, did he? Well, welcome Paul. My name is Raz, now lets figure out what's wrong with these Monks and protect these innocent people!"

    Receive Standard Bearer from Heggal

    Throwing Axe:

    Weapon 0
    Traits
    Axe
    Melee
    Ranged
    Slashing

    Check
    Strength
    Dexterity
    Melee
    Ranged
    6

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
    If proficient, on a local combat check, freely discard to add 1d6.
    You may use this power even if you have previously revealed this card on this check.

    Diplomacy 6: 1d10 + 3 + 1 ⇒ (2) + 3 + 1 = 6

    Roll Details:

    Diplomacy - 1d10+3
    Champion's Do-Maru - 1

    Use Power to use Diplomacy to acquire Armor/Weapons

    "Paul, that's a mighty fine axe you have there. Mind if I hold onto that for you?"

    "Sure, Raz! Whatever you need!"

    Discard Camel to explore again, add 1d6 to Survival Checks

    Haughty Nobles:

    Barrier 1
    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

    Powers
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.

    As I grab the axe from Paul, a couple of well to do folks come by inquiring about Camela.

    Diplomacy 11(6+1+4): 1d10 + 3 + 1 + 1d10 ⇒ (2) + 3 + 1 + (6) = 12

    Roll Details:

    Diplomacy - 1d10+3
    Champion's Do-Maru - 1
    Blessed - 1d10

    "Sorry fellas, but Camela belongs to me and really wouldn't fit well in the big city."

    Choose Armor for defeating Nobles

    "Understood Mam, because of the way you treat that magnificent animal, could we offer you this armor?"

    Chain Mail:

    Armor 0
    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    5

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    5 is an Auto using Diplomacy

    Discard Standard Bearer to explore again. Checks against Story Banes get 1d4.

    As I try the armor on from the Nobles, Paul points out a shield that matches perfectly.

    Light Shield:

    Armor 0
    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    3

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    3 is an auto for me

    Recharge Magic Armor when I reset and discard Flame Staff

    "

    Raz wrote:

    Hand: Lance +1, Throwing Axe, Champion's Do-Maru, Light Shield, Duke of Tozus (Retriever),

    Displayed: Kikko Armor, Chain Mail,
    Deck: 9 Discard: 5 Buried: 0
    Current Location: Tenement
    Hero Points: 0
    NOTES:
    Other: Dice Re-Roll Used for 7-1B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Big John (Riding Horse), Soul Shard, Lance, Blessing of the Samurai(2), Blessing of the Samurai, Longsword (Core), Blessing of the Samurai(3)
    Recharged: Fox, Magic Scale Mail,
    Discard Pile: Earthbreaker (Core), Pawbringer X (Retriever), Camela (Camel), Paul (Standard) Bearer, Flame Staff,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +2
    Dexterity d8 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2
    - Divine: Wisdom +1
    Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Diplomacy: Charisma + 2

    Favored Card: Ally
    Hand Size: 4 ☑ 5
    Proficiencies:
    Weapons Armors
    POWERS:
    On your check, you may discard the top card of your deck to add 1d6 (☐+1). If it is a Mount card, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor(☐ or an item or an ally) you may use Diplomacy instead of any listed skill.
    When a distant character encounters a monster, you may bury (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.

    "

    End of Turn Summary
    Acquired cards 1 and 3 from tenements.
    Banished card 2 from tenements.
    Acquired Random Armor card 1.
    Used one of Feiya's Blessings.


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    Flenta Deck Handler

    Steal Loot Weapon From Val: 1d1000 ⇒ 890

    Spending hero point on Skill Feat: Str

    Card Upgrade:
    Weapon 6: 1d1000 ⇒ 399

    Supporter Feat: Ketrik


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    Oloch Deck Handler

    I guess since I retroactively got the last Weapon 2, I will pass on this one.

    (Or should I roll just so Merisiel gets to say he used that sweet 904 ;) )


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    Oloch Deck Handler

    I did actually add a comment in that thread when it was first started. However, with the new Core changes specifically to gaining Role cards, I may go ahead and add another update.


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    Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

    As someone who has a Specials only character is coming up on Tier 3, I would love for a way for him to be able to get those level 3 cards during the next Special. I would really prefer not to play an entire Special and get zero cards upgrades because I'm pretty sure I'll have all the Level 2 upgrades I want before this special is over.


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    Oloch Deck Handler

    Through the haze of the room I see a .... SWARM OF HANDS!

    What sorcery is this! Quickly grabbing my Hammer, I begin to swat as many of them away as I can.

    Combat 13: 1d12 + 2 + 1d10 + 1 + 1 ⇒ (9) + 2 + (9) + 1 + 1 = 22
    +1 from Do-Maru

    With Gorum guiding my swings, I easily dispatch the reanimated hands.

    "Our job here is done. Come, Halfling. Let's return to town and tell that foul being we have cleansed these tunnels."

    As we leave, I notice a Potion of Energy Resistance sitting on the table and grab it.

    "Good thing that Slayer didn't see this in here, right Halfling? HAHAHAHA!" I exclaim as I give a 'gentle' slap to the back of the Halfling and send her stumbling forward.


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    Oloch Deck Handler

    Only on an explore. It can be used for 1d4 on an attack without using the blessing (At least that's my understanding. I think I copied the text correctly)


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    Arabundi Deck Handler

    Brandishing my axe, I smile wryly at my target.

    "I will finish the job that Aric started you foul demon!"

    Calling upon every last bit of strength I have and being invigorated by the blessing Nok-Nok sends my way, I launch my axe at my target.

    Combat 23: 1d8 + 3 + 1 + 1d8 + 1 + 2 + 1d6 + 2d8 ⇒ (7) + 3 + 1 + (2) + 1 + 2 + (2) + (1, 1) = 20

    Even with that, the Villain lives!

    As he staggers towards me, I call upon our reinforcements to come to our aid!

    Reinforcements: 1d8 ⇒ 7
    20+7=27

    As the reinforcements swarm the villain, he finally falls!

    "It is done...."


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    Oloch Deck Handler

    Flashback:

    The battle with the halfling over, I return to my quarters for a well-deserved rest. As I doze off I hear a voice call my name.

    "Oloch, my son."

    Startled, I quickly jump up to find nobody there.

    "You have done well."

    The voice appears to be coming from the air above my head. I quickly draw my Longsword. As I do, a being appears before me.

    "Oloch, that weapon is beneath one of my followers."

    Am I imagining things? Standing before me is my Lord Gorum in his true half-orc form!

    "My Lord!" I quickly kneel at the feet of the source of all I live for. "What do you ask of me, for I shall do whatever you ask."

    "Ahh my son. How I do believe you. I am very pleased in your service to me, but I have come to you bearing a gift. I have watched you and aided you through your adventures and am pleased in your devotion to our cause! And it pains me to see one such as you wielding such sub-par weapons. For this, I will bequeath to you this Cold Iron Greatsword. Wield it well in your battles ahead as you battle those who would oppose us."

    Gorum reaches out his hand and shatters the Longsword I hold in my hand, and then hands me a greatsword of exceptional quality.

    "Take this, my son, and continue to make me proud."

    And with that, the vision disappears.

    A Greatsword. THE weapon of my Lord and one he personally delivered to me. I shall do my best to be worthy of such a gift.

    I have heard rumors of an Antipaladin terrorizing a nearby town. Sounds like as good a place as any for a battle with plenty of opportunities to please my Lord.

    I will start at the Glass Pavilion after I visit Falsin Deek.


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    Oloch Deck Handler

    Display Blessing of Horus from top of blessings deck

    As I listen to the tale spun by the Naga of her experience as she left the Thornscrub, something begins to kindle a memory. Something too familiar to be just a coincidence.

    I head to the Thornscrub to see for myself.

    Move to the Thornscrub and encounter the Mirage.

    "Yes." I think to myself. "There is something too familiar about what I see before me."

    I quickly say a prayer to Gorum, and calling upon all the blessings my friends can bestow, I concentrate intently at the vision in front of me.

    Are my eye's deceiving me?

    Wisdom 7: 4d8 + 1 ⇒ (3, 3, 6, 4) + 1 = 17
    Who cares about overkill at this point. :)

    THERE!!

    Out of the corner of my eye, I see a shimmer. As I continue my approach, I notice more shimmers until finally, the entire mirage dissipates before me and I can make out the stream bed we had previously followed.

    "Come, my friends. I have finally found the stream bed and the way out of this forsaken place. Let us tarry here no more."

    Oloch wrote:

    Hand: Unshakable Chill, Magic Weapon, Dwarven Longhammer +1, Divine Favor

    Displayed: Sands of Time
    Deck: 4 Discard: 9 Buried: 0
    Notes: Feel free to display any weapons/blessings for +1 on any check. I get them back on my turn now. (Total +1)
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Melee: Strength +1
    Dexterity d4 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Fortitude: Constitution +3
    Intelligence d4 [ ] +1
    Wisdom d8 [x] +1 [ ] +2 [ ] +3 [ ] +4
    - Divine: Wisdom +2
    Charisma d6 [ ] +1

    Favored Card: Armor
    Hand Size: 4 [ ] 5
    Proficient With: Light Armors, Heavy Armors, Weapons

    POWERS:
    When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 (2) to the check. Return the displayed cards to your hand before you reset it ([x]and at the start of your turn)
    Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1(+2) random cards from her discard pile into her deck, then discard the card you revealed.

    The Exchange Reward, Society Initiate
    [ ] Master of Trade (Exchange Faction Reward): After the roll on your check to acquire a weapon, an armor, or an item, check the box that precedes this reward to add 1d6; take the new result.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [x] All of the cards offered by a trader you visit have an adventure deck number lower than that of the current scenario.
    [x] Succeed at a Craft non-combat check to acquire or defeat.


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    Oloch Deck Handler

    After grabbing the Armor, I hear the halfling struggling in his scuffle. Quickly I pray to Gorum to send his favor to aid in her conflict.

    Recharge Divine Favor
    Divine 7: 1d8 + 1 ⇒ (8) + 1 = 9

    Gorum is pleased with me, and I sense he will grant his Favor again.

    Suddenly, I am alerted to the screech of the Voices of the Spire as it comes barreling at me.

    I ready my Longsword and attack.
    Combat 10: 1d12 + 1d8 + 1 ⇒ (7) + (7) + 1 = 15

    Close check
    Fort 7: 1d8 + 3 ⇒ (8) + 3 = 11

    As the beast falls to my blade he slashes me across the arm and infects me with his poison and breaking my sword in the process.
    Discard Longsword for close.

    Having dealt with the Halfwits lackey, the rest of the thugs in the Quarry scatter and hide.

    "I'm coming for you Halfwit. I'm coming."

    Scenario: 1d5 ⇒ 3
    Monster to the Scorched Ruins

    Oloch wrote:

    Hand: Longspear, Bone Lamellar, BotG 1, Fireproof O-Yoroi

    Displayed: Curse of Vulnerability
    Deck: 9 Discard: 5 Buried: 0
    Notes: Feel free to display any weapons for +1 on any check. I get them back on my turn now.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Melee: Strength +1
    Dexterity d4 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Fortitude: Constitution +3
    Intelligence d4 [ ] +1
    Wisdom d8 [x] +1 [ ] +2 [ ] +3 [ ] +4
    - Divine: Wisdom +2
    Charisma d6 [ ] +1

    Favored Card: Armor
    Hand Size: 4 [ ] 5
    Proficient With: Light Armors, Heavy Armors, Weapons

    POWERS:
    When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 (2) to the check. Return the displayed cards to your hand before you reset it ([x]and at the start of your turn)
    Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1(+2) random cards from her discard pile into her deck, then discard the card you revealed.

    The Exchange Reward, Society Initiate
    [ ] Master of Trade (Exchange Faction Reward): After the roll on your check to acquire a weapon, an armor, or an item, check the box that precedes this reward to add 1d6; take the new result.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [x] All of the cards offered by a trader you visit have an adventure deck number lower than that of the current scenario.
    [x] Succeed at a Craft non-combat check to acquire or defeat.


    1 person marked this as a favorite.
    Oloch Deck Handler

    With the grace of an Orc, Oloch crosses the scaffolding behind the Vigilante. Which is to say with every step, he knocks over pails, tools, and anything else in his way as the scaffold wobbles and breaks beneath his feet. The racket from it all alerts a nearby gnoll who ambushes the Vigilante on the other side. As the Gnoll falls it drops its Kukri. With little time to spare, Oloch reaches for Kukri before it falls over the edge.

    Melee 4: 1d12 + 1 ⇒ (2) + 1 = 3

    Drats! The Kukri falls just out of reach and down into the chasm.

    Since I did not have combat on my turn, I will examine the top card of my deck. It's the Gnoll Slaver which has a trigger to encounter at +3 difficulty. I have no allies in hand to recharge.

    As I reach for the weapon I catch a glimpse of one of the Slavers out of the corner of my eye charging at me obviously alerted to our presence by the sound of the fallen scaffolding.

    "Fresh Meat" I snarl with a smirk as the frenzied Slaver launches his first and only attack.

    Calling on the Power of the Gods, I launch a flurry of punches at the Slaver!
    Discard my BotG
    Melee 13: 2d12 + 1 ⇒ (6, 11) + 1 = 18
    Defeated by less than 7
    With the last punch, the Slaver falls dead at my feet. My smirk now turning to a deadly sneer at the remaining gnolls that had come to check out the commotion.

    "Take this sacrifice Gorum and guide my hand in all things."

    Celeste, can you please Recharge your Blessing of the Ancients for the Close Check. Don't want to risk it and it's a recharge because the top Blessing is basic.

    Fortitude 7: 2d8 + 3 ⇒ (8, 8) + 3 = 19
    And didn't need the blessing after all. Better safe than sorry.
    As the Slave falls over dead, the remaining gnolls in the area scrambled to get away from Oloch as he stands over their fallen leader and the Quarry is closed.

    "This." I gesture at the dead gnoll and the gnolls running in terror. "This is what I was bred to do. May Gorum accept your souls."

    I'll be heading to the Brickworks next.

    Oloch wrote:

    Hand: Chain Mail, Tussah Silk Coat, Filter Hood , Hammer

    Displayed:
    Deck: 11 Discard: 1 Buried: 0
    Notes: Feel free to use my Hammer for a +1 if needed for closes/Henchmen.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Melee: Strength +1
    Dexterity d4 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Fortitude: Constitution +3
    Intelligence d4 [ ] +1
    Wisdom d8 [x] +1 [ ] +2 [ ] +3 [ ] +4
    - Divine: Wisdom +2
    Charisma d6 [ ] +1

    Favored Card: Armor
    Hand Size: 4 [ ] 5
    Proficient With: Light Armors, Heavy Armors, Weapons

    POWERS:
    When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 (2) to the check. Return the displayed cards to your hand before you reset it (and at the start of your turn)
    Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1(+2) random cards from her discard pile into her deck, then discard the card you revealed.

    The Exchange Reward, Society Initiate
    [ ] Master of Trade (Exchange Faction Reward): After the roll on your check to acquire a weapon, an armor, or an item, check the box that precedes this reward to add 1d6; take the new result.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [ ] All of the cards offered by a trader you visit have an adventure deck number lower than that of the current scenario.
    [ ] Succeed at a Craft non-combat check to acquire or defeat.