Grundmoch

Grazzle~'s page

219 posts. Alias of Yiroep.


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Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

I'm getting extremely busy in life recently, and really need to cut back on my PbP games. I'm gonna have to duck out. I just can't keep up with all my games anymore (and am not really enjoying trying to keep up). Maybe one day I'll return, but thanks for the games.

Thank you all very much for the fun times!


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Forgot to mention, whichever trader gives spells would like to reduce cost of that one.

Just to clarify, do you have a post to how traders work in PFS? I am playing MM box but I know it's a bit different in OP.


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Skill Feat: +1 Charisma
Card Upgrade: Spell 3: 1d1000 ⇒ 448


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

(Will wait on update for my turn)

Grazzle tries to close off his location. He casts Aqueous Orb. Revealing Binder's Tome.
Combat 13: 1d10 + 6 + 2 + 1d6 + 1d4 ⇒ (5) + 6 + 2 + (1) + (1) = 15 - Success
He then discards the Aqueous Orb. Still revealing Binder's Tome.
Combat 13: 1d10 + 6 + 2 + 3d6 + 1d4 ⇒ (5) + 6 + 2 + (1, 6, 5) + (2) = 27 - Success

Temp Close Successful

Grazzle takes ones poison damage. (Taken to Potion of Energy Resistance)

Grazzle wrote:

Hand: Sphere of Fire, Binder's Tome, Tetisurah, Fireblade, Mistform,

Displayed:
Deck: 9 Discard: 7 Buried: 0
Notes: Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location;
Sideboard cards:


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Grazzle discards 1 card from his deck. - Major Cure
Valeros: Heal for 1
Darago: Heal for 2

Grazzle stays where he is.

Thraie Hive Start of Turn
Grazzle encounters a Thraie Dancer. He reveals his Binder's Tome.
Charisma 10: 1d10 + 3 + 1d8 + 1d4 ⇒ (7) + 3 + (2) + (1) = 13 - Success
Examine top card of Location #4... it's a Tarworks Master

Thriae Hive 3 (Location #5) Card 1: Explore
Grazzle finds Mistform. He tries to acquire it.
Divine 10: 1d10 + 6 ⇒ (10) + 6 = 16 - Success

Thriae Hive 3 (Location #5) Card 2: Explore
Grazzle discards his Blessing of Isis to keep going. It's a Chakram.
Dexterity 6: 1d6 ⇒ 3 - Failure

He ends his turn.

Grazzle wrote:

Hand: Sphere of Fire, Potion of Energy Resistance, Aqueous Orb, Binder's Tome, Tetisurah, Fireblade, Mistform,

Displayed:
Deck: 8 Discard: 6 Buried: 0
Notes: Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location;
Sideboard cards:

Valeros: Heal for 1

Darago: Heal for 2
Thraie Hive 2 (Location #4) Card 1 Examined
Thraie Hive 3 (Location #5) Card 1 Acquired
Thraie Hive 3 (Location #5) Card 2 Banished


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Grazzle discards one card. - Fire Snake
Darago: Heal for 2
Valeros: Heal for 1

Grazzle then heads to Thraie Hive 3 (Location #5).

First Exploration
Grazzle instead of exploring shuffles his Blessing of Isis into his deck to heal himself.
Cure (Grazzle): 1d4 + 1 ⇒ (4) + 1 = 5 - Major Cure, Wilderness Studded Leather, Blessing of Pharasma 2, Holy Light, Fireblade

Thraie Hive 3 (Location #5) Card 1: Explore
Grazzle discards his Blessing of Abadar to explore. It's a Sling Staff. he just lets it go.

Grazzle wrote:

Hand: Sphere of Fire, Potion of Energy Resistance, Aqueous Orb, Binder's Tome, Tetisurah, Fireblade, Blessing of Isis,

Displayed:
Deck: 9 Discard: 4 Buried: 0
Notes: Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location; Blessing of Isis: +2 dice on any Int check or check that invokes the Acid trait;
Sideboard cards:

Darago heals for 2

Valeros heals for 1
Card 1 of Thraie Hive 3 (Location #5) banished


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Healing Start of Turn
Grazzle heals up some of his comrades. (Discard 3 cards - Major Cure, Wilderness Studded Leather, Holy Light)
Darago: Heal for 4
Valeros: Heal for 3

Conflagration
Grazzle casts Find Traps on himself, recharging it.
Survival 12: 3d10 + 2 ⇒ (8, 7, 4) + 2 = 21 - Success

Closing Thraie Hive 4
Grazzle casts Aqueous Orb at the Thraie Soldier. He uses his Blessing of Isis on the first check.
Combat 13: 2d10 + 4 + 2 + 1d6 ⇒ (2, 7) + 4 + 2 + (6) = 21 - Success, and a poison
He discards his Aqueous Orb for the second check.
Combat 13: 1d10 + 4 + 2 + 3d6 ⇒ (9) + 4 + 2 + (5, 1, 4) = 25 - Success, and a poison
Grazzle discards his Remove Curse and Acute Senses.

Thraie Hive 4 Closed

He then casts Restorative Touch on himself.
Restorative Touch (Grazzle): 1d4 + 1 ⇒ (1) + 1 = 2 - Acute Senses, Blessing of Isis

Grazzle moves to Thraie Hive 3

Thraie Hive 3 Card 1: Explore
Grazzle explores, finding a Potion of Energy Resistance.
Craft 4: 1d10 + 1 ⇒ (10) + 1 = 11 - Success

He ends his turn.

Grazzle wrote:

Hand: Sphere of Fire, Potion of Energy Resistance, Blessing of Abadar, Blessing of Isis, Aqueous Orb, Binder's Tome, Tetisurah,

Displayed:
Deck: 6 Discard: 7 Buried: 0
Notes: Blessing of Abadar: +2 dice on any check to defeat a barrier; Blessing of Isis: +2 dice on any Int check or check that invokes the Acid trait; Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location;
Sideboard cards:

Darago heals for 4

Valeros heals for 3
Thraie Hive 4 Closed
Moved to Thraie Hive 3
Card 1 of Thraie Hive 3 acquired


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Would like to keep at least one blessing so Grazzle can heal himself next turn.


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Grazzle discards 1 card from his deck to heal others. (Scarab Shield)
Lini heals for 3

Grazzle encounters a Thraie Dancer.
Charisma 10: 1d10 + 3 + 1d8 ⇒ (6) + 3 + (3) = 12 - Success

Thraie Hive (4) Card 1: Examine
He uses the power of the Thriae Dancer to examine the next card here. It's Acute Sesnses.

Thraie Hive (4) Card 1: Explore
He explores, automatically getting the Acute Senses.
Divine 4: 1d10 + 6 ⇒ (5) + 6 = 11 - Success

Thraie Hive (4) Card 2: Explore
He discards his Blessing of Pharamsa to keep going. It's a Conflagration.
It goes to 1d6 ⇒ 6 - Thraie Hive (4) where I already am

Grazzle decides to end his turn, content with being able to close it out next turn. He takes 1 fire damage - Fireblade

Grazzle wrote:

Hand: Restorative Touch, Remove Curse, Aqueous Orb, Sphere of Fire, Blessing of Isis, Acute Senses, Find Traps,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Remove Curse: Recharge for a character at any location to remove a card with the Curse trait; Blessing of Isis: +2 dice on any Int check or check that invokes the Acid trait; Acute Senses: Can display next to any character's deck to add 1 die to Perception checks for the turn and after every exploration that character may examine the top card of the location deck; Find Traps: +2 dice to any check to defeat a barrier;
Sideboard cards:

Lini heals for 3

Card 1 of Thraie Hive (4) aquired
Conflagration (Card 2 of Thraie Hive (4)) displayed next to Thraie Hive (4)


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Grazzle starts at the Stoneworks Passage.

Sunburst Market: Trade in his Quarterstaff for Remove Curse.
Scenario Reward: Trade his Crocodile Skin Armor for Scarab Shield.
Scenario Reward: Trade his Reveler for Tetisurah.

Grazzle wrote:

Hand: Restorative Touch, Blessing of Pharasma 2, Remove Curse, Aqueous Orb, Fireblade, Sphere of Fire, Blessing of Isis,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Blessing of Pharasma 2: +2 dice if spell was played on check; Remove Curse: Recharge for a character at any location to remove a card with the Curse trait; Blessing of Isis: +2 dice on any Int check or check that invokes the Acid trait;
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 [ ]+1 [ ]+2 [ ]+3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [X]+1 [X]+2 [X]+3 [ ]+4
Divine: Charisma +3

Favored Card: Spell
Hand Size 6 [X]7 [ ]8
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. ([ ] If any of those cards have the Divine trait, you may recharge them instead.) Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([X] 1 plus) ([ ] 2 plus) ([ ] 3 plus) twice the number of cards you discarded.
[X] Add 2 to your check that invokes the Attack trait.
[X] Instead of the first exploration of your turn, you may shuffle a blessing ([ ] or a spell) into your deck to shuffle 1d4+1 ([ ]+2) random cards from your discard pile into your deck.
[ ] Blessings you play on any check that invokes the Attack trait add d12 instead of the normal die; you may recharge them instead of discarding them.


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

I agree with Thriae... mostly because I'd rather side with them. XD


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Card Feat: Blessing, adding Blessing of Gorum
Tiering up? Yes (Just to make paperwork easier since everyone else is)
Role: Bog Medic
Power Feat: Instead of the first exploration of your turn, you may shuffle a blessing (☐ or a spell) into your deck to shuffle 1d4+1 (☐+2) random cards from your discard pile into your deck.
Upgrade: Ally 3

Now I can start removing some cures from my deck. :)


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Find Traps usage noted

Blessing of the Elements in effect

Grazzle reveals Tetisurah and shuffles in his Remove Curse.

He then discards a card to heal his comrade. - Discarding Find Traps from deck
Valeros- Heal for 3

Hand Update:
Grazzle wrote:

Hand: Binder's Tome, Tetisurah, Blessing of the Elements, Fire Snake, Holy Light, Blessing of Isis, Kefti,

Displayed:
Deck: 8 Discard: 5 Buried: 1
Notes: Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location; Blessing of the Elements: +1 die, but recharges if it is Acid/Cold/Electricity/Fire/Poison; Blessing of Isis: +2 dice on any Int check or check that invokes the Acid trait;
Sideboard cards:

Shifting Dunes Card 5: Explore
Grazzle explores, of course finding the henchman. Grazzle casts Holy Light at the monster. and reveals his Binder's Tome. He also has Valeros's help.
Combat 18: 2d10 + 6 + 2 + 2d6 + 1d4 + 1d6 + 2 ⇒ (5, 6) + 6 + 2 + (3, 2) + (4) + (4) + 2 = 34 - Success

(Unfortunately, there's no way for Grazzle to defeat the Giant Sand Eel... so just gonna have to close this the hard way)

Grazzle ends his turn.

Grazzle wrote:

Hand: Binder's Tome, Tetisurah, Blessing of the Elements, Fire Snake, Blessing of Isis, Kefti, Fireblade,

Displayed:
Deck: 7 Discard: 6 Buried: 1
Notes: Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location; Blessing of the Elements: +1 die, but recharges if it is Acid/Cold/Electricity/Fire/Poison; Blessing of Isis: +2 dice on any Int check or check that invokes the Acid trait;
Sideboard cards:

Valeros heals for 3

Valeros and Lini must make a Strength or Fortitude 7 check or take 1 ranged combat damage
Card 5 banished


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Auto recharged for speak with dead, just put it back in deck since he healed himself after drawing up


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Blessing of Pharasma use noted

Beginning of Turn
Grazzle reveals Tetisurah and shuffles in his Blessing of Isis to reset his hand.

Hand Update:
Grazzle wrote:

Hand: Binder's Tome, Tetisurah, Blessing of the Elements, Fire Snake, Find Traps, Aqueous Orb, Remove Curse,

Displayed: Speak with Dead,
Deck: 5 Discard: 8 Buried: 0
Notes: Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location; Blessing of the Elements: +1 die, but recharges if it is Acid/Cold/Electricity/Fire/Poison; Find Traps: +2 dice to any check to defeat a barrier; Remove Curse: Recharge for a character at any location to remove a card with the Curse trait;
Sideboard cards:

Sulfur Pits Card 1: Explore
Grazzle explores the Sulfur Pits, finding the Lamia Sisters. He casts Aqueous Orb and reveals his Binder's Tome.
Combat 14: 1d10 + 6 + 2 + 1d6 + 1d4 ⇒ (4) + 6 + 2 + (5) + (1) = 18 - Success
He then discards (recharges) his Aqueous Orb and again reveals his Binder's Tome.
Combat 14: 1d10 + 6 + 2 + 3d6 + 1d4 ⇒ (10) + 6 + 2 + (1, 4, 4) + (2) = 29 - Success
Grazzle draws a non-basic item from the box. It's Smoked Glass Goggles.

Sulfur Pits Closing
Grazzle "attempts" to close the Sulfur Pits by taking an acid damage to the Smoked Glass Goggles.

Sulfur Pits Closed

Satisfied and wounded, Grazzle ends his turn.

After Turn
Grazzle buries his Scarab Shield to heal himself.
Cure (Grazzle): 1d4 + 1 ⇒ (4) + 1 = 5 - Holy Light, Blessing of Abadar, Kefti, Blessing of Pharasma 1, Major Cure

Grazzle wrote:

Hand: Binder's Tome, Tetisurah, Blessing of the Elements, Fire Snake, Find Traps, Remove Curse,

Displayed: Speak with Dead,
Deck: 9 Discard: 5 Buried: 1
Notes: Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location; Blessing of the Elements: +1 die, but recharges if it is Acid/Cold/Electricity/Fire/Poison; Find Traps: +2 dice to any check to defeat a barrier; Remove Curse: Recharge for a character at any location to remove a card with the Curse trait;
Sideboard cards:

Sulfur Pits Closed


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

(Remove curse usage noted)

Sandstorm
Grazzle examines the Lamia Sister. He uses Fire Snake to avoid the fight.
Divine 7: 1d10 + 6 ⇒ (10) + 6 = 16 - Success

Grazzle wrote:

Hand: Binder's Tome, Blessing of Pharasma 1, Tetisurah, Blessing of Isis, Blessing of the Elements,

Displayed: Speak with Dead,
Deck: 8 Discard: 7 Buried: 0
Notes: Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location; Blessing of Pharasma 1: +2 dice if spell was played on check; Blessing of Isis: +2 dice on any Int check or check that invokes the Acid trait; Blessing of the Elements: +1 die, but recharges if it is Acid/Cold/Electricity/Fire/Poison;
Sideboard cards:


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Grazzle continues to explore the Sulfur Pits.

Sulfur Pits Card 5: Explore
He finds a Desert Trapper. He casts Fireblade to try to defeat it.
Combat 10: 1d10 + 6 + 2 ⇒ (5) + 6 + 2 = 13 - Success

Grazzle ends his turn.

Grazzle wrote:

Hand: Binder's Tome, Fire Snake, Blessing of Pharasma 1, Tetisurah, Remove Curse, Blessing of Isis, Blessing of the Elements,

Displayed: Speak with Dead,
Deck: 6 Discard: 7 Buried: 0
Notes: Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location; Blessing of Pharasma 1: +2 dice if spell was played on check; Remove Curse: Recharge for a character at any location to remove a card with the Curse trait; Blessing of Isis: +2 dice on any Int check or check that invokes the Acid trait; Blessing of the Elements: +1 die, but recharges if it is Acid/Cold/Electricity/Fire/Poison;
Sideboard cards:

Card 5 of Sulfur Pits banished


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Sorry for slowdown... super busy today and will try to post tomorrow morning (US time).


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Find Trap use noted
Speak with Dead give noted

Grazzle discards 3 cards from his deck. - Blessing of Abadar, Holy Light, Restorative Touch
Valeros: Heal for 4
Darago: Heal for 3

Howling Sands Card 2: Explore
Grazzle explores his location. It's Kefti. The Binder's Tome is revealed.
Charisma 9: 1d10 + 1d4 + 3 ⇒ (10) + (2) + 3 = 15 - Success

Howling Sands Card 3: Explore
He immediately discards Kefti to explore again. He finds a Crystal Stalker. He displays Sphere of Fire and reveals his Binder's Tome
Combat 9: 1d10 + 2d4 + 1d6 + 6 + 2 ⇒ (9) + (4, 4) + (6) + 6 + 2 = 31 - Success

He casts Speak With Dead at the location.

Howling Sands Card 4: Explore
Grazzle discards a Blessing of Pharasma 2 to keep going. He finds a Caravan Rider. He discards his Sphere of Fire and reveals his Binder's Tome.
Combat 12: 1d10 + 1d4 + 2d6 + 6 + 2 ⇒ (3) + (3) + (3, 3) + 6 + 2 = 20 - Success

He ends his turn and draws up.

Grazzle wrote:

Hand: Binder's Tome, Fire Snake, Fireblade, Blessing of Pharasma 1, Tetisurah, Remove Curse, Blessing of Isis,

Displayed: Speak with Dead,
Deck: 6 Discard: 7 Buried: 0
Notes: Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location; Blessing of Pharasma 1: +2 dice if spell was played on check; Remove Curse: Recharge for a character at any location to remove a card with the Curse trait; Blessing of Isis: +2 dice on any Int check or check that invokes the Acid trait;
Sideboard cards:

Valeros healed for 4

Darago healed for 3
Card 2 of Howling Sands acquired
Cards 3 & 4 of Howling Sands banished


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Cure taken, cure received, and abadar use noted!

Grazzle dicards the top 2 cards of his deck. - Major Cure, Blessing of Pharasma 2
Darago: Heal for 3
Valeros: Heal for 2

Grazzle cures himself.
Cure (Grazzle): 1d4 + 1 ⇒ (1) + 1 = 2 - Blessing of Abadar, Blessing of Pharasma 2

Grazzle heads over to the Howling Sands to join Lini.

Howling Sands Card 2: Explore
He meets up with the Rukh. Grazzle casts Aqueous Orb and reveals his Binder's Tome.
Combat 13: 1d10 + 1d6 + 6 + 2 ⇒ (2) + (6) + 6 + 2 = 16 - Success
He then discards and recharge the Aqueous Orb.
Combat 13: 1d10 + 3d6 + 6 + 2 ⇒ (10) + (5, 4, 2) + 6 + 2 = 29 - Success

He ends his turn and draws up.

Grazzle wrote:

Hand: Binder's Tome, Sphere of Fire, Fire Snake, Fireblade, Find Traps, Blessing of Pharasma 1, Blessing of Pharasma 2,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location; Find Traps: +2 dice to any check to defeat a barrier; Blessing of Pharasma 1: +2 dice if spell was played on check; Blessing of Pharasma 2: +2 dice if spell was played on check;
Sideboard cards:

Darago heals for 3

Valeros heals for 2
Howling Sands Card 2 Banished


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Blessing of Pharasma use noted

Grazzle moves to the Towering Obelisk.

Towering Obelisk Card 1: Explore
It's a Blessing of the Elements.
Charisma 6: 1d10 + 3 ⇒ (6) + 3 = 9 - Success

Towering Obelisk Card 2: Explore
He discards his Blessing of the Elements to keep exploring. It's a Sandstorm Roc, the henchman. No other characters at the location to make a str/fort check. He casts Holy Light at the Roc, and uses his Blessing of Pharasma.
Combat 18: 3d10 + 2d6 + 6 + 2 ⇒ (9, 10, 8) + (2, 6) + 6 + 2 = 43 - Success
Grazzle examines the next card of the blessing's deck. It's Blessing of Abadar. It goes on the bottom of the blessing's deck.

Towering Obelisk Closing
Grazzle fights an Aghash. He has no attack spell but can try to divine it away. He uses his Blessing of Isis and Binder's Tome.
Divine 14: 2d10 + 1d4 + 6 ⇒ (9, 2) + (2) + 6 = 19 - Success

Towering Obelisk closed

He draws back up his hand.

After Turn
He casts Restorative Touch on himself.
Cure (Grazzle): 1d4 + 1 ⇒ (1) + 1 = 2 - Blessing of Isis, Blessing of the Elements

Grazzle wrote:

Hand: Binder's Tome, Sphere of Fire, Aqueous Orb, Fire Snake, Blessing of Abadar, Fireblade,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location; Blessing of Abadar: +2 dice on any check to defeat a barrier;
Sideboard cards:

Card 1 of Towering Obelisk acquired

Card 2 of Towering Obelisk banished
Top card of blessings deck put on bottom (Blessing of Abadar)
Towering Obelisk closed


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Grazzle casts Remove Curse on Darago at the beginning of Lini's turn.

He discards his Wilderness Studded Leather to temp close his location.


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Sunburst Market: Trade in his Quarterstaff for Remove Curse.
Scenario Reward: Trade his Crocodile Skin Armor for Scarab Shield.
Scenario Reward: Trade his Clockwork Butterfly for Tetisurah.

Beginning of Scenario: Start at Shifting Dunes

Grazzle wrote:

Hand: Holy Light, Blessing of Pharasma 2, Remove Curse, Wilderness Studded Leather, Binder's Tome, Blessing of Pharasma 1, Blessing of Isis,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Blessing of Pharasma 2: +2 dice if spell was played on check; Remove Curse: Recharge for a character at any location to remove a card with the Curse trait; Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location; Blessing of Pharasma 1: +2 dice if spell was played on check; Blessing of Isis: +2 dice on any Int check or check that invokes the Acid trait;
Sideboard cards:


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Upgrade 1: Spell 3 1d1000 ⇒ 603, Spell 3 1d1000 ⇒ 517
Upgrade 2: Spell 2 1d1000 ⇒ 225, Blessing 3 1d1000 ⇒ 559


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

(I do have 3 different types of boons so if nothing else, should be able to close on the last turn if we can't otherwise)


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Grazzle doesn't worry about healing others, being so close to the end.

Dye Market Card 1: Explore
It's Canopic Wrap, an Armor 2.
Increased by...: 1d4 ⇒ 3
He casts Fire Snake to try to get it.
Divine 11: 1d10 + 6 ⇒ (9) + 6 = 15 - Success

Dye Market Card 2: Explore
He discards his Blessing of Pharasma to continue. It's a Filter Hood.
Increased by...: 1d4 ⇒ 1
Survival 7: 1d10 + 1 ⇒ (6) + 1 = 7 - Success

He ends his turn.

Grazzle wrote:

Hand: Sphere of Fire, Glyphbane Gloves, Find Traps, Wilderness Studded Leather, Cure, Canopic Wrap, Filter Hood,

Displayed:
Deck: 10 Discard: 4 Buried: 1
Notes: Find Traps: +2 dice to any check to defeat a barrier;
Sideboard cards:

Cards 1 & 2 of Dye Market acquired


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Grazzle discards the top 4 cards of his deck to heal others. (Binder's Tome, Blessing of Isis, Inflict, Blessing of Pharasma 2)
Lini: Heal for 1
Valeros: Heal for 2
Darago: Heal for 6

He then casts Restorative Touch on himself.
Cure (Grazzle): 1d4 + 1 ⇒ (3) + 1 = 4 - Blessing of Abadar, Commander Abdallah, Inflict, Blessing of Pharasma 2

Dye Market Card 1: Explore
It's a Shield Cloak. Grazzle has no shot at this and doesn't really care to fight some smugglers so gives it up.

Dye Market Card 2: Explore
Grazzzle decides to discard Tetisurah to keep exploring. It's a Glacial Khopesh +1. Same deal as before.

He ends his turn and draws up.

Grazzle wrote:

Hand: Sphere of Fire, Fire Snake, Glyphbane Gloves, Find Traps, Wilderness Studded Leather, Blessing of Pharasma 1, Cure,

Displayed:
Deck: 9 Discard: 3 Buried: 1
Notes: Find Traps: +2 dice to any check to defeat a barrier; Blessing of Pharasma 1: +2 dice if spell was played on check;
Sideboard cards:

Lini heals for 1

Valeros heals for 2
Darago heals for 6
Cards 1 and 2 of Dye Market banished


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Find Traps usage noted

Grazzle discards 5 cards from the top of his deck. - Fireblade, Binder's Tome, Wilderness Studded Leather, Inflict, Blessing of Isis
Darago: Heal for 4
Valeros: Heal for 4
Lini: Heal for 3

He reveals Tetisurah and shuffles in his Remove Curse, then resets his hand. (Blessing of Abadar, Cure)

He then casts Cure on himself.
Cure (Grazzle): 1d4 + 1 ⇒ (4) + 1 = 5 - Full heal

Finally, he's ready to move to the Dye Market and start exploring.

Dye Market Card 1: Explore
It's Commander Abdallah. Grazzle just so happens to have a Blessing of Abadar right now, so reveals it and acquires the commander.

Dye Market Card 2: Explore
He discards Commander Abdallah to continue. It's Glyphbane Gloves.
Increased by...: 1d4 ⇒ 3
Divine 10: 1d10 + 6 ⇒ (8) + 6 = 14 - Success

Dye Market Card 3: Explore
He continues, discarding his Blessing of Abadar to do so. He finds a Vanth. First Grazzle suffers a scourge.
Scourge: 1d6 + 1 ⇒ (6) + 1 = 7 - Curse of Fevered Dreams
He casts Holy Light at the Vanth.
Combat 13: 1d10 + 6 + 2 + 2d6 ⇒ (3) + 6 + 2 + (3, 1) = 15 - Success

He requests Lini's Remove Curse to rid himself of the Curse of Fevered Dreams.

He ends his turn.

Grazzle wrote:

Hand: Tetisurah, Sphere of Fire, Fire Snake, Restorative Touch, Glyphbane Gloves, Find Traps, Wilderness Studded Leather,

Displayed:
Deck: 10 Discard: 2 Buried: 1
Notes: Find Traps: +2 dice to any check to defeat a barrier;
Sideboard cards:

Darago healed for 4

Valeros healed for 4
Lini healed for 3
Cards 1 and 2 of Dye Market acquired
Card 3 of Dye Market banished
Lini's Remove Curse used


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Were people going to use their characters for the upcoming specials (I'm not)? Or is our boxrunner wanting a break after this scenario for gameday stuff? Just want to know for planning purposes. :)


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

(Remove Curse Recharging Noted)

Grazzle discards one card from his deck to heal everyone. - Blessing of Isis
Everyone: Heal for 1

He then reveals Tetisurah and shuffles his Inflict into his deck, then resets his hand. - Restorative Touch. Cure, Holy Light

Vizier Hill Card 1: Explore
He explores, finding a Scorpion Whip. He doesn't really need that, so just throws it away.

He then cures himself.
Cure (Grazzle): 1d4 + 1 ⇒ (3) + 1 = 4 - Full Heal

(If nothing else we are at full health)

Grazzle wrote:

Hand: Tetisurah, Sphere of Fire, Find Traps, Fire Snake, Restorative Touch, Holy Light, Remove Curse,

Displayed:
Deck: 9 Discard: 0 Buried: 1
Notes: Find Traps: +2 dice to any check to defeat a barrier; Remove Curse: Recharge for a character at any location to remove a card with the Curse trait;
Sideboard cards:

Everyone heals for 1

Card 1 of Vizier's Hill banished


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Grazzle discards 3 cards from his deck. (Inflict, Blessing of Abadar,
Cure)

Valeros: Heal for 5
Darago: Heal for 2

He then casts Restorative Touch on himself.
Cure (Grazzle): 1d4 + 1 ⇒ (3) + 1 = 4 - Inflict, Cure, Blessing of Abadar, Scarab Shield

He moves over to Vizier's Hill

Vizier's Hill Card 1: Explore
He explores his location, coming across the Speak With Dead. He tries to acquire it.
Increased By...: 1d4 ⇒ 2
Divine 6: 1d10 + 6 ⇒ (5) + 6 = 11 - Success
Display this card next to deck

Vizier's Hill Card 2: Explore
He continues, discarding his Blessing of Isis to do so. He finds Hepsushep, a Lamia Barrier! He tries to fight her off with Fireblade and revealing his Binder's Tome.
Combat 15: 1d10 + 3d4 + 6 + 2 ⇒ (8) + (1, 4, 2) + 6 + 2 = 23 - Success
He decides to use its power.

Vizier's Hill Card 3: Examine

Dagger of Doubling:
Weapon 3
Traits: Knife Ranged Piercing Magic
To Acquire: Dexterity Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.

Vizier's Hill Card 4: Examine
TRIGGER. Grazzle fights the Bonecrusher Wizard. He takes one damage, which he takes to his Wilderness Studded Leather (Just discarding it as damage). Then he fights, casting Holy Light and revealing his Binder's Tome.
Combat 12: 1d10 + 2d6 + 1d4 + 6 + 2 ⇒ (8) + (1, 6) + (3) + 6 + 2 = 26 - Success
He then discards his Binder's Tome as damage.

Vizier's Hill Card 5: Examine

Cryptfinder:
Henchman 1
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, succeed at a Wisdom, Perception, Charisma, or Diplomacy 8 check to decrease the difficulty by 4.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.

He decides to keep the cards in that order and ends his turn.

After Turn
He buries his Scarab Shield to heal himself.
Cure (Grazzle): 1d4 + 1 ⇒ (2) + 1 = 3 - Blessing of Isis, Blessing of Pharasma 1, Blessing of Pharasma 2

Grazzle wrote:

Hand: Tetisurah, Inflict, Sphere of Fire, Find Traps, Fire Snake, Remove Curse,

Displayed:
Deck: 8 Discard: 2 Buried: 1
Notes: Find Traps: +2 dice to any check to defeat a barrier; Remove Curse: Recharge for a character at any location to remove a card with the Curse trait;
Sideboard cards:

Valeros heals for 5

Darago heals for 2
Card 1 of Vizier's Hill Displayed
Cards 2 and 4 of Vizier's Hill Banished
Cards 3 and 5 of Vizier's Hill Examined


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

(Find traps usage noted)

Grazzle discards 2 cards to heal others. Scarab Shield, Inflict
Darago: Heal for 3
Valeros: Heal for 2

He then requests Lini's Cure.
Cure: 1d4 + 1 ⇒ (1) + 1 = 2 - Blessing of Isis, Inflict

He heads to the Pleasure Barge.

Pleasure Barge Card 1: Explore
It's a Blessing of the Elements! He reveals his Binder's Tome
Increased By....: 1d4 ⇒ 3
Charisma 9: 1d10 + 1d4 + 3 ⇒ (4) + (3) + 3 = 10 - Success
He displays the boon next to the scenario.

Pleasure Barge Card 2: Explore
He discards his Blessing of Pharasma to keep it going. He finds Burglar's Bracers.
Increased By....: 1d4 ⇒ 2
Craft 8: 1d10 + 1 ⇒ (4) + 1 = 5 - Failure

He ends his turn.

Grazzle wrote:

Hand: Tetisurah, Restorative Touch, Wilderness Studded Leather, Holy Light, Binder's Tome, Blessing of Isis, Fireblade,

Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes: Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location; Blessing of Isis: +2 dice on any Int check or check that invokes the Acid trait;
Sideboard cards:

Darago healed for 3

Valeros healed for 2
Lini's Cure used
Card 1 of Pleasure Barge displayed next to the scenario
Card 2 of Pleasure Barge banished


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

(Shorthanding this one more than my usual as work is going to be a nightmare today)

Smoking Den Card 2: Explore
Grazzle explores and finds a Shotel. Not really wanting it, and with plenty of boons left, he just leaves it be.
(Auto fail)

Smoking Den Card 3: Explore
He discards his Blessing of Pharasma to keep going. It's a Stained Glass Elemental. He casts Fire Snake to make it divine and uses his Blessing of Isis.
Increased by...: 1d4 ⇒ 3
Divine 12: 2d10 + 6 ⇒ (2, 5) + 6 = 13 - Success
Display it next to the scenario.

He ends his turn.

Grazzle wrote:

Hand: Tetisurah, Restorative Touch, Wilderness Studded Leather, Holy Light, Find Traps, Blessing of Pharasma 2, Binder's Tome,

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: Find Traps: +2 dice to any check to defeat a barrier; Blessing of Pharasma 2: +2 dice if spell was played on check; Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location;
Sideboard cards:


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Sunburst Market: Trade in his Quarterstaff for Remove Curse.
Scenario Reward: Trade his Crocodile Skin Armor for Scarab Shield.
Scenario Reward: Trade his Clockwork Butterfly for Tetisurah.

Beginning of Scenario: Start at Smoking Den

Grazzle wrote:

Hand: Tetisurah, Blessing of Pharasma 1, Restorative Touch, Blessing of Isis, Wilderness Studded Leather, Fire Snake, Holy Light,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Blessing of Pharasma 1: +2 dice if spell was played on check; Blessing of Isis: +2 dice on any Int check or check that invokes the Acid trait;
Sideboard cards:


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Power Feat: +1 Hand Size
Upgrade: Armor 3 1d1000 ⇒ 673


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Grazzle skips the healing this time around, seeing that everyone is in pretty good shape and we are close to the end.

He does however reveal Tetisurah and shuffle in his Ubashki, resetting his hand.

He heads over the to Windswept Chasm like the others.

Windswept Chasm Card 1: Explore
It's Memories of Violence.
Charisma: 1d10 + 2 ⇒ (10) + 2 = 12 - Success (Was just going to Remove Curse if I failed ;) )

Having no further way to explore, he ends his turn.

Grazzle wrote:

Hand: Tetisurah, Find Traps, Restorative Touch, Binder's Tome, Sphere of Fire, Remove Curse,

Displayed:
Deck: 10 Discard: 1 Buried: 1
Notes: Find Traps: +2 dice to any check to defeat a barrier; Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location; Remove Curse: Recharge for a character at any location to remove a card with the Curse trait;
Sideboard cards:


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Grazzle discards one card to heal others. (Fire Snake)
Lini: Healed for 2
Valeros: Healed for 1

He then reveals Tetisurah and shuffles in his Inflict, then resets his hand. (Draw: Restorative Touch, Blessing of Abadar, Ubashki)

He then moves to the Scorches Ruins.

Scorched Ruins Card 1: Explore
It's the Bonecrusher Master again! Grazzle casts Fireblade. He also uses his Blessing of Abadar.
Increased By...: 1d10 ⇒ 5
Combat 16 (w/ 1d6+1 from Valeros): 2d10 + 1d6 + 1 + 2d4 + 6 + 2 ⇒ (10, 4) + (1) + 1 + (4, 1) + 6 + 2 = 29 - Success

Villain Defeated! Another location is built!

Grazzle ends his turn. (Draw Remove Curse and Cure)

Immediately after turn
Grazzle casts Remove Curse on Darago.

He casts Cure on himself
Cure (Grazzle): 1d4 + 1 ⇒ (3) + 1 = 4 - Everything but Blessing of Pharasma 1

Grazzle wrote:

Hand: Tetisurah, Find Traps, Restorative Touch, Ubashki,

Displayed:
Deck: 12 Discard: 1 Buried: 1
Notes: Find Traps: +2 dice to any check to defeat a barrier; Ubashki: Bury this to shufle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Sideboard cards:

Lini healed for 2

Valeros healed for 1
Scorched Ruins Closed
Darago Cured of his Curse


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Grazzle starts his turn by curing others, discarding 2 cards. (Fire Snake, Holy Light)
Valeros: Heal for 2
Lini: Heal for 1
Darago: Heal for 2

He then reveals Tetisurah and his Blessing of Pharasma to shuffle it into his deck and reset his hand. (Draw back Sphere of Fire and Find Traps)

He then moves to the Thornscrub to Use the Cure Lini has.
Cure (On Grazzle, cast by Lini): 1d4 + 1 ⇒ (2) + 1 = 3 - Fire Snake, Fireblade, Remove Curse

Finally, he explores.

Thornscrub Card 2: Explore
It's a Scarab Swarm. Grazzle casts Sphere of Fire at it.
Combat 12: 1d10 + 1d6 + 6 + 2 ⇒ (7) + (6) + 6 + 2 = 21 - Success

Thornscrub Card 3: Explore
He discards his Blessing of Isis to keep going. It's a Bonecrusher Ambusher, the Henchman.
Wisdom 5: 1d10 ⇒ 5 - Success
Grazzle discards his Sphere of Fire this time.
Increased by...: 1d10 ⇒ 2
Combat 12: 1d10 + 2d6 + 6 + 2 ⇒ (7) + (3, 6) + 6 + 2 = 24 - Success

Thornscrub Closing
Grazzle takes a point of poison damage, which he takes to the Blessing of Abadar.

Thornscrub Closed!

He resets his hand. (Draws up Fireblade, Remove Curse, and Restorative Touch)

Immediately after turn
He casts Remove Curse on Darago to cure whatever curse he wants cured.

He also casts Restorative Touch on himself. (Apologies, but Grazzle really needs the healing)
Cure (Grazzle): 1d4 + 1 ⇒ (3) + 1 = 4 - Binder's Tome, Scarab Shield, Ubashki, Blessing of Abadar

Grazzle wrote:

Hand: Tetisurah, Inflict, Find Traps, Fireblade,

Displayed:
Deck: 10 Discard: 3 Buried: 1
Notes: Find Traps: +2 dice to any check to defeat a barrier;
Sideboard cards: Sideboard:,

Darago and Valeros healed for 2 each, Lini healed for 1

Lini's Cure used
Thornscrub closed
Darago cured of one of his curses


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Villain increased by: 1d10 ⇒ 3

Grazzle casts and discards his Sphere of Fire.
Combat 14: 1d10 + 2d6 + 6 + 2 ⇒ (8) + (4, 1) + 6 + 2 = 21 - Success

This time he wins, closing down the howling sands.

Grazzle wrote:

Hand: Tetisurah, Blessing of Abadar, Inflict, Find Traps, Blessing of Isis, Blessing of Pharasma 2,

Displayed:
Deck: 5 Discard: 6 Buried: 1
Notes: Blessing of Abadar: +2 dice on any check to defeat a barrier; Find Traps: +2 dice to any check to defeat a barrier; Blessing of Isis: +2 dice on any Int check or check that invokes the Acid trait; Blessing of Pharasma 2: +2 dice if spell was played on check;
Sideboard cards: Sideboard:,


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Start of Turn
Grazzle decides to use Tetisurah first, shuffling in Scarab Shield and drawing a card. He draws Sphere of Fire.

He then discards the top card of his deck to heal others. (Scarab Shield)
Lini: Heal for 2
Valeros: Heal for 1

Howling Sands Card 1: Explore
Grazzle explores... and finds the villain again.

Villain Found... Awaiting closings


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Gnoll Difficulty Increased By...: 1d10 ⇒ 7

Grazzle casts Holy Light and reveals his Binder's Tome.
Combat 18: 1d10 + 2d6 + 1d4 + 6 + 2 ⇒ (5) + (1, 1) + (1) + 6 + 2 = 16 Failure... of course, had a 91% of success

Grazzle discards his Binder's Tome first and then Remove Curse, leaving just Tetisurah in his hand.

He ends his turn and draws up.

Probably want to wait for an update if you're going to explore anything but Hot Springs and Thornscrub

Grazzle wrote:

Hand: Tetisurah, Blessing of Abadar, Inflict, Find Traps, Scarab Shield, Blessing of Isis,

Displayed:
Deck: 6 Discard: 5 Buried: 1
Notes: Blessing of Abadar: +2 dice on any check to defeat a barrier; Find Traps: +2 dice to any check to defeat a barrier; Blessing of Isis: +2 dice on any Int check or check that invokes the Acid trait;
Sideboard cards: Sideboard:,


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

(Also, feel free to us stuff in my hand, in fact I encourage it. I have Tetisurah and am probably refreshing my hand at the beginning of next turn to get mucho curing on)

(This post was posted after the next post but Paizo decided to put it before...)


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Grazzle discards the top card of his deck. (Fireblade)
Lini: Heal for 2
Valeros: Heal for 1

Howling Sands Card 1: Explore
Grazzle finds an Ubashki. Grazzle buries his Helm of Telepathy to acquire it. Success

Howling Sands Card 2: Explore
He discards the Ubashki to explore again. It's a Rolling Sphere. Grazzles casts Fire Snake to make this a divine check instead. He reveals his Binder's Tome.
Divine 9: 1d10 + 1d4 + 5 ⇒ (9) + (3) + 5 = 17 - Success

Random Other Open Location: 1d4 ⇒ 4
Rolling Sphere barrier shuffled into Earthworks.

Howling Sands Card 3: Explore
Having expertly dodged the sphere trap, Grazzle continues on. It's the Bonecrusher Master, the villain.

Villain Found at Card 3 of Howling Sands - Awaiting closings


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3
BR Yewstance wrote:

So the script I use to clean up these posts requires me to manually input the names of the characters for the 'turn order' every time I run it.

So I could hypothetically just enter some silly names rather than your character's real names, if I so desired. Not that I would ever do that.

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

I'd be OK with just our character names if it makes it easier.


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

No cards in hand with cold trait at beginning of turn

Howling Sands Card 1: Explore
Grazzle explores, finding a Coffer Corpse. He casts Sphere of Fire to do multiple combat checks.
Combat 8: 1d10 + 1d6 + 5 + 2 ⇒ (5) + (1) + 5 + 2 = 13 - Success
Combat 10: 1d10 + 1d6 + 5 + 2 ⇒ (5) + (5) + 5 + 2 = 17 - Success

Howling Sands Card 2: Explore
With his sphere of fire rolling, he discards his Blessing of Pharasma to keep going. It's a Skull Ripper. He discards his Sphere of Fire and reveals his Binder's Tome.
Combat 14: 1d10 + 2d6 + 1d4 + 5 + 2 ⇒ (1) + (5, 1) + (1) + 5 + 2 = 15 - Success

He ends his turn.

Grazzle wrote:

Hand: Fire Snake, Remove Curse, Holy Light, Binder's Tome, Tetisurah, Helm of Telepathy,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Remove Curse: Recharge for a character at any location to remove a card with the Curse trait; Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location;
Sideboard cards: Sideboard:,


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

^ Grazzle's skill feat should be Charisma and the power feat should be a card feat. XD


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

(Not only is Tetisurah a cool card, she is a really fun part of the AP in PF! Definitely taking her as it seems others aren't)

Sunburst Market: Trade in his Quarterstaff for Remove Curse.
Scenario Reward: Trade his Crocodile Skin Armor for Scarab Shield.
Scenario Reward: Trade his Clockwork Butterfly for Tetisurah.

Beginning of Scenario: Start at Howling Sands

Grazzle wrote:

Hand: Blessing of Pharasma 1, Fire Snake, Sphere of Fire, Remove Curse, Holy Light, Binder's Tome,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Blessing of Pharasma 1: +2 dice if spell was played on check; Remove Curse: Recharge for a character at any location to remove a card with the Curse trait; Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location;
Sideboard cards: Sideboard:,

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 [ ]+1 [ ]+2 [ ]+3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [X]+1 [X]+2 [X]+3 [ ]+4
Divine: Charisma +3

Favored Card: Spell
Hand Size 6 [ ]7
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([X] 1 plus) twice the number of cards you discarded.
[X] Add 2 to your check that invokes the Attack trait.


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Skill Feat: +1 Charisma
Card Upgrade: Spell 3: Replace Cure with Restorative Touch


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Hey, will finish up my upgrade in about 24-28 hours, but almost certainly taking the Spell 3. With there being 3 of them and 3 casters, sounds like it'll be fine. (Traveling home today so trying to make posts more brief on myself)


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Grazzle discards 3 cards, healing his comrades. - Blessing of Horus, Remove Curse, Blessing of Pharasma 2
Darago: Heal for 3
Lini: Heal for 2
Valeros: Heal for 2

He then heals himself.
Cure (Grazzle): 1d4 + 1 ⇒ (2) + 1 = 3 - Find Traps, Blessing of Pharasma 2, Blessing of Pharasma 1

Grazzle heads to the Ruined Temple. (He was at the Great Library of Tephu before, not the Alchemical Laboratory, so no examining of cards)

Ruined Temple Card 1: Explore
It's a Forbidden Text! He buries Fire Snake to use his Divine skill instead of Wisdom, and reveals his Binder's Tome. (I think I can do that with Binder's Tome after using his Charisma Divine skill... either way it's a success)
Divine 8: 1d10 + 5 + 1d4 ⇒ (5) + 5 + (2) = 12 - Success

Grazzle, having no further way to explore, ends his turn.

Grazzle wrote:

Hand: Fireblade, Binder's Tome, Inflict, Clockwork Butterfly, Sphere of Fire, Blessing of Pharasma 2,

Displayed: Canteen,
Deck: 7 Discard: 4 Buried: 2
Notes: Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location; Blessing of Pharasma 2: +2 dice if spell was played on check;
Sideboard cards: Sideboard:,


Scarab Sages

Looking for Albuquerque area players for a weekend game of Shadowrun.

Scarab Sages

Looking for game any game, I'm available anytime and day to play.

Scarab Sages

Bump.

4E and Pathfinder, bi-weekly on Fri. 8pm to around midnight.


Mission briefing:
The UPF starship is to precede to the Grunash star system and establish a military outpost in the system and build an exploration base on the moon Xilot.

The Grunash system: Located on the far side of the White Light nebula, Grunash is a red giant with 5 planets all gas giants, Hidel, Dridel, Nidel, Feidal and Ginny. Hidel the planet closest to Grunash is a hot gas giant with only one moon, Xilot. Xilot is a earth sized blue moon and receives most of it’s light and heat from Hidel instead of Grunash. The system was charted during the end of the second Sathar war by a scout ship piloted by Varak Grunash (all the planets and moons were named after his children). The scans of the system indicated that Xilot has a rich nitrogen-oxygen atmosphere capable of sustaining complex life forms and also holds large deposits of rare minerals.

The UPF military wished to build a outpost in the Grunash system in case of another Sathar incursion and several mega-corporations wished to exploit the resources of Xilot, none had the resources to do so alone so a consortium was formed between the UPF and the mega-corporations to defend, explore and colonize the system. The UPF would have control over all military operations, land, sea, air and space while the mega-corporations would establish a base colony allowing for the detailed exploration and exploitation of Xilot’s resources.

The UPF starship Kitzz’Itz, a troop transport during the second Sathar war, was overhauled and re-commissioned for the sole purpose of delivering all the equipment and personal needed to establish a permanent colony on Xilot.

End of brief>

It has been seven years since the end of the second Sathar war the inner colonies a booming, the Humma, Ifsnit and Osakar races and worlds have been admitted with full rights and responsibilities to the United Federation of Planets almost doubling the size of the UPF. With the Sathar threat diminished the UPF and its mega-corporations once again put exploration and colonization of new planets as their top priorities.

Rumors of a consortium being formed between the five largest mega-corporation and the UPF military to explore and colonize a distant world full of riches spread through out the UPF. When official word was released asking for volunteers from all fields to join the exploration and colonization of the blue moon Xilot millions answered but only 6,532 were chosen. Members of all races, specialists from all fields of study, corporate and independent exploration teams as well a UPF land and space forces and your character all assemble and board the UPF spaceship Kitzz’Itz. The two month trip on the crowded ship is stressful to personnel and equipment but disappears instantly when the captain announces the ship will be exiting hyperspace. The faint hum of the hyperspace engines rev’s up to a crescendo and a wrenching twist in your guts tells informs you that you have left hyperspace. The sounds of explosions forward and aft rock the Kitzz’Itz as alarms sound throughout the ship. Several more explosions wrack the ship before the order to abandon ship is sent. You grab your emergency kits and race to the nearest escape pod, when the six of you are seated the pod is ejected and you finally see the cause of the explosions. The Kitzz’Itz is under attack by unknown frigates, the bridge and engines belching flames and oxygen into space. Small fighter craft swoop in and begin shooting down the escape pods. The escape pod automatically begins evasive maneuvers dodging in and out of the wreckage heading for Xilot below.

Dazed by the crash-landing you stagger out of the pod in a daze into a dark dense forest. As you recover from the landing it dawns on each one of you that you are now stranded on a unexplored hostile planet with on way to contact help. The only ray of hope you have of rescue is a barely glimpsed class F landing pad you saw as you were crashing.

Scarab Sages

Starting a Star Frontiers game and need 5-6 players. I’m not sure if I’ll use the basic Alpha Dawn rules or the Zebulon’s Guide rules. I will leave that up to you players.
Below is the scenario you will start in and the adventure will be a cross between Crash on Volturnus, Enemy Mine and Pitch Black.

UPF starship Kitzz’Itz is ambushed when it emerges from hyperspace over the planet tgd-8109 (Xilot’s World) at the edge of explored space. The ships engines are destroyed in the first attack and the captain orders all hands to abandon ship as the starship begins to be dragged down by the planet’s gravity well. As the escape pods are ejected the attackers open fire destroying as many pods as they can. The remaining pods begin auto evasive maneuvers which scatter the surviving pods across the unexplored planet below. As your pod falls into a mountainous forested region you and your fellow survivors spot an encampment with a class F star port a few hundred miles off in the distance.

Scarab Sages

I just read this article describing ten ways to talk to a Muslim so they wont hate you. I'm all for working on achieving good relations with Muslim countries but are a few PC word changes going to make us friends with people are taught to hate the USA in their houses of worship?
What do you think.

(Edited)

Scarab Sages

Why does anyone in Hollywood think this is a good idea? It was a craptastic incomprehensible piece of Japamation that only a small number of fanboys love but everyone else hates. Some idiot at Fox gets it into his head that because the Japanese version did really well in Japan an American made version will be a blockbuster in America despite demographics that prove only die-hard manga fans, all 100,000 of them, are going to want to see it. Hasn't Hollywood learnt their lesson by now video games made into movies suck, American cartoons made into movies are crap (transformers is the exception) and anime made into movies are a blight upon humanity.

I ask every sane person to write or call Fox and demand that they cancel this future piece of s#%$ for the benefit of the world.

Scarab Sages

I just bought a new car and have to adjust my spending. The easiest way is to cut non-essential spending like RPGs. Once I’ve got my new budget worked out I might be able to re-subscribe at a latter date.

Thanks, James M.

Scarab Sages

The Milk Run a Shadowrun 4 pbp needs 2-3 players. The game is allready in play but we need replacements to bring the group's numbers up.
Basic build point for character creation.


Genera, the City of Gold, stood gleaming on the banks of the lake Effluvia, its tall spires and minarets gleaming white and gold in the crisp autumn air. A strong wind whipped the pennants on the guild towers carrying mixed odors of incense and the faint sounds of chanting from the mall of gods over the lower city as the wind rushed out to sea. Genera filled the serpentine valley from the White Citadel at its apex to the Black Forts at its mouth. The White Citadel Stands tall at the valley head, its back to the glacier that gives the city life. The White Citadel was carved out the mountain itself forming an arch straddling the river Effluvia. A fortified wall with guard posts every few hundred feet split from the White Citadel and followed the valleys crest’s terminating in the Black Forts one on either side of the valley mouth, protecting the port inside. The city of Genera flowed down alongside the lake beginning with the Gables, home to the nobility and the rich. Next came the Guildhalls the merchant center, on the north bank and the Mall of Gods, home to the city temples and cloisters, to the south. The lower city sprawls across the rest of the valley ending at the Black Forts. Genera is the port of call for all ships traveling the Golden Coast bringing great wealth and exotic item and people to the city. Tall wide bridges of stone cross the river at regular spans that link both sides of the city into one, the bridges are built tall enough for all but the largest ships to sail to the docks that line both sides of the lake and wide enough for a column of soldiers to cross without breaking formation.
Genera is an ancient city thousands of years old but existing its current form for only a few hundred. Originally it was a dwarven mining outpost for a few hundred years before being conquered by orc raiders. The raiders held the valley until the fey drove them out. The Fey ceded the valley to the Empire of the North and when the Northern Empire collapsed the nobles fled to the secluded valley and Genera in its current form began. Each wave of new occupants built upon the ruins of the last and hidden tunnels, sewers and dwarven mining sites abound under the streets of the city above.
Folk tails tell of a primeval city lurking in the lightless depths of Lake Effluvia, where the deep ones lay in torpor awaiting an unknown sign to awake.

The streets are on the verge of panic, for the last four months people have been disappearing. Genera is a violent city murder and kidnapping are common, people are shanghaied others leave the city fleeing debt, taxes or marriage but this is different it’s the scale of the disappearances that is causing the panic. Hundreds have disappeared over the last four months and the disappearances are not limited to the lower city. Nobles, clergy, merchants, watchmen and commoners have all vanished no bodies have been found and no demands for ransom have been sent. The Redcaps are stretched to the limit just maintaining the peace. The guilds are causing uproar in the council demanding a solution and the nobles have sealed themselves inside the Gables and tripled their guards paralyzing the High Fane.

Monday morning, dawn, you are ordered to a meeting with Petor vanOverwalle chief justice of the courts. You are ushered along halls lined with marble columns and portraits of past and present judges of the court. You are led deep into the hart of the High Court and led to Chief justice’s vanOverwalle’s chambers. When all five of you arrive you are led into the Chief Justice’s chambers, vanOverwalle Sat behind a large desk made of exotic woods and the walls of his office are lined with books written in dozens of languages. Beside him stood Ulric DeVeries the vice-chamberlain of the guild Triumvirate and Markgraf Hinrich Geller a noble who has championed causes for the poor in the lower city.

vanOverwalle motions you forward, there are no other chairs except for the one he is using so you are forced to stand. “ You five have been called here for one purpose and until you have finished all other duties you have are superseded. We three, gestures to DeVeries, Geller and himself, have formed an inquisition of five to look into and resolve this plague of disappearances. We have culled the choices to you five, as you represent the best of your station. You are as of now under an order of silence and are not to speak about your findings or of any information received in these chambers to any one outside of the seven of us”.
Markgraf Geller steps forward handing Galvan Ironhorns a large leather scroll case marked with the seal of the Redcaps. “Last night under heavy guard three members of the Hollier family vanished from their mansion in the Gables. If it weren’t for Sgt. Ironhorns and his crew we would have no clues as to how they disappeared, while on patrol he discovered a group of dark dressed individuals scrubbing a magic circle off the Hollier mansion, when ordered to surrender they drew weapons and attacked the patrol, in the melee that followed all were killed along with two Redcaps”.
DeVeries interrupts “What was left of the circle was transcribed onto parchment and then removed to prevent the panic it might cause, also in the file is a list of the possessions held by the abductors. You have all the information we have, track these people down, find out what happened to the ones taken and stop them before the city implodes”.
vanOverwalle concludes “you have your assignment, report back to these chambers once when you have made progress”.

Scarab Sages

Male Synod Psion Kineticist 5

Discussion for Ubermench's generic vanilla 4e game.

Genera, the City of Gold, stood gleaming on the banks of the lake Effluvia, its tall spires and minarets gleaming white and gold in the crisp autumn air. A strong wind whipped the pennants on the guild towers carrying mixed odors of incense and the faint sounds of chanting from the mall of gods over the lower city as the wind rushed out to sea. Genera filled the serpentine valley from the White Citadel at its apex to the Black Forts at its mouth. The White Citadel Stands tall at the valley head, its back to the glacier that gives the city life. The White Citadel was carved out the mountain itself forming an arch straddling the river Effluvia. A fortified wall with guard posts every few hundred feet split from the White Citadel and followed the valleys crest’s terminating in the Black Forts one on either side of the valley mouth, protecting the port inside. The city of Genera flowed down alongside the lake beginning with the Gables, home to the nobility and the rich. Next came the Guildhalls the merchant center, on the north bank and the Mall of Gods, home to the city temples and cloisters, to the south. The lower city sprawls across the rest of the valley ending at the Black Forts. Genera is the port of call for all ships traveling the Golden Coast bringing great wealth and exotic item and people to the city. Tall wide bridges of stone cross the river at regular spans that link both sides of the city into one, the bridges are built tall enough for all but the largest ships to sail to the docks that line both sides of the lake and wide enough for a column of soldiers to cross without breaking formation.
Genera is an ancient city thousands of years old but existing its current form for only a few hundred. Originally it was a dwarven mining outpost for a few hundred years before being conquered by orc raiders. The raiders held the valley until the fey drove them out. The Fey ceded the valley to the Empire of the North and when the Northern Empire collapsed the nobles fled to the secluded valley and Genera in its current form began. Each wave of new occupants built upon the ruins of the last and hidden tunnels, sewers and dwarven mining sites abound under the streets of the city above.
Folk tails tell of a primeval city lurking in the lightless depths of Lake Effluvia, where the deep ones lay in torpor awaiting an unknown sign to awake.
Genera is ruled by a triumvirate called the High Fane, the Guilds, the Temples and the Nobility each appoint a member. Three lower assemblies directed by the High Fane form the bureaucratic backbone of the city performing the day to day maintenance and governance of the city. The Assemblies are made of the Hoog Bevel, the Hauswirte and Gewöhnlicher. The Hoog Bevel commands the city garrisons, city watch and armies. The Hauswirte is in charge of the courts, prisons and taxes. The Gewöhnlicher is responsible for everything else.

Other information:
The city watch are called Red Caps because of their red caps and it is Illegal for any person who is not part of the watch to wear red headgear.

All gods are represented in the Mall of Gods even the evil ones but it is illegal for any group to worship or practice their religion out side of the Mall of Gods or private residence. Murder, human sacrifice and necromancy are still illegal even if they are part of religion rituals.

There are several thieves’ guilds but the Guild masters do not officially recognize them.

All business and trades must be sanctioned by the appropriate guild, must have and display the guild seal, or it is considered a criminal enterprise.

There are only two roads leading into the city, the West Road that heads west into the Dwarves Mountain Holds and the Silk Road that meanders south through the Eladrin forests and into the Tepid Swamps.

Slavery is illegal but a form of indentured servitude is common.

Scarab Sages

All the 4e PBP games I've joined have died or never started so I'm goint to start my own.

All 4e races (monster races also), classes, powers, feats and gear from all the 4e WotC books can be used even the Forgotten Realms, it will not be set in the Forgoten Realms though. Characters can be of any allignment and follow any deity they wish.

Scarab Sages

Why was I charged twice for this order? I was charged once for $39.99 and charged a second time for $3.60. The total amount equals what I should have been charged, so why the two charges?
I ask this because
1) It looks weird on my bank statement
2) Makes me wonder if I have been overcharged
3) Wastes my time checking to make sure I wasn't
4) Raises doubt about the trust I put in Pazio to not misuse my credit card info

Scarab Sages

I thinking about buying the Shadowrun PDF but the discription dosn't mention if it is the updated fourth/fith printing version. If it is I will buy it.

Scarab Sages

2 days with out sleep and I'm stuck at work posting like crazy just to have somthing to do. I can't sleep now even if I could and too wired to to do payroll. I crave a cup of coffee to wake me up but then I'll be up for another 24 hours. The same goes for sugar so I'm stuck with water. Good thing I have a supply of bottled water because Abq water tastes like a chemical tolet.

Scarab Sages

Help my bi-weekly friday evening D&D game is down to 2 playes and a DM. We are on the verge of colapse, we need players badly. We play both 4e and Pathfinder the current game is pathfinder Savage Tide. Help a fellow Pazioian out and play a game for the Gygax.

Scarab Sages

Has anyone read the english versions of Sergei Lukyanenko's Nightwatch books and are they worth reading.


All All All

We start now?


All All All

It was a dark and stormy night in Redmond. The rain has pouring down for the last 4 days scouring the barrens of some of its filth and grime. The overflowing gutters had turned the streets into a river of sewage that flowed with a sluggish pace down to the docks and out to the sound. The Mission bar, a renovated LDS temple, was packed with the refugees from the storm filling the old building with the heady stench of wet and unwashed orks and trolls.

Chance:

Spoiler:
Twiggy the bartender was a scrawny troll with features resembling a willow tree, brown, gnarled and green. Twiggy and his brothers ran the mission bar and ever since you helped them fend off a Humanis policlub’s attempt to burn down the bar and every one in it, Twiggy has kept an eye out for you. He would let your bar tab slide, loan you food money and occasionally carrying you back to your apartment when you couldn’t walk. Twiggy slides you another round of “Redmond Rum” and leans in close hands you a business card and whispers, “Hey Chance there’s the Mr. Johnson I was telling you about, he’s been asking around for some talent”. You turn to face the door and notice a lean human in the typical corp. suit scanning the bar. Seeing what he was looking for Mr. Johnson heads for the stairs leading up to the choir loft. Mr. Johnson passes a credstick to Twiggy’s brother Nunzio, after scanning the credstick and slipping it in his jacket pocket Nunzio unlocks the gate letting Mr. Johnson enter the stair well. You mutter to yourself, “guess it’s time for work”, you slam down the rest of your foul tasting cocktail and stager towards the staircase.

Ronin:

Spoiler:
Delicate sounds of an elfish flute ballad floated through the covered veranda of club Edirill and merged with the sound of falling rain. The impromptu concert started on the third day of rain with the intent of serenading the rain until it decided to stop. Scents of clover and lemon tea drifted through the air, muted conversations in sperethiel, falling rain and music created a serene harmony. An anonymous mage shares his memories as visions of the pristine mountains of Tir Tairngire swim around you. Only the faint sounds of traffic and the glare of neon in the rain slicked streets remind you that you’re in the Elvin Gardens in Snohomish. A sharp crash of chairs being knocked over and angry shouts shatters the serenity of the moment. From the commotion emerges a Mouse a street filthy child pursued by two of the clubs bouncers. The grimy cherub spots you and darts straight for your table carefully keeping out of reach of the bouncers. Skidding to a stop at your table, Mouse breathlessly begins to babble at you when the bouncers finally grab hold of her and start to drag her away. Glaring at the bouncers you begin to rise from your seat and growl menacingly “let the girl go”. Both bouncers attention snap to you and their eyes go wide, “sorry Ronin we didn’t know she was yours” one of them asserts as they release Mouse and back away. Undaunted Mouse continues to speed talk, “Ronin, Ronin I got something, I got something good, lookie, lookie. I’ve done good right, right, right. The frantic bobbing of her head causes memories of your first meeting flash in your mind. The memories burst forth like gunfire, the shock of impact, the warmth of your own blood, the inability to move your own body, a cherub’s face. Mouse hands you a business card which reads “Mission Bar 10pm, 10.000Y”, “I overheard a suit offering an Ancient a job. I figured we need it more so I picked the Ancient’s pocket and got the card”. Shaken out of your reverie you smile down at Mouse “Well kid it’s time for work, stay low til I get back".

Scarab Sages

I haven't followed any comic book since the mid 90's and was wondering if there are any comics out there with a good jumping on point?

Scarab Sages

New Star Wars Lego sets based off the clone wars are out, yea.

Scarab Sages

I want to play Shadowrun4 but I can't find enough people in Albuquerque that want to play to start a tabletop version. So is anyone out there that wants to play or run a PBP version. I would be willing to run the game but I’ve never played the 4th edition, I have read the books though. I've never run a PBP game before either.

Scarab Sages

Aack- sorry just threw up in my mouth alittle.

Scarab Sages

one..one..one..one..one..one..one..one..one..one..one..one..one..one..one..

Scarab Sages

How do you add a link to another website?

Scarab Sages

I got smurfed. I'm not sure if thats good or bad. Has anybody else been smurfed?

Scarab Sages

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