Hakon

Hakon The Newcomer's page

41 posts. Alias of VanceMadrox.


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I'll spend the hero point on a skill feat increasing CHA to d8+2.

No upgrades for me.

Need to talk with Aughway still but I think I'm going to drop out.


Hour Power: No Effect

Encounter Blood Pool Card 1.

Henchmen Proxy A, so Thug.

I have no cards in hand so the before acting on the Thug doesn't matter.

Diplomacy DC 9, I have d8+2

Will use Ranzak's Blessing of the Quarter Master

Diplomacy DC 9: 2d8 + 2 ⇒ (7, 3) + 2 = 12

Success!

Banishing 1d4+1 Cards:

Banish: 1d4 + 1 ⇒ (4) + 1 = 5

All of the Blood Pool Cards are banished but I don't have 2 cards in hand to actually close it.

End Turn and Reset hand.

Hakon The Newcomer wrote:

Hand: Augury, Greatsword, Mist Horn, Blessing of Gorum

Displayed:
Deck: 6 Discarded: 3 Buried: 5
Current Location: Blood Pool
Hero Points: 1
Notes: Note all cards with both Pre-Core and Core Versions are Core unless specified otherwise.
Blessings are available for use.
My power is available to use to help out if needed.
Move me to Slaughterhouse if my location closes.
Please Bot Me for off turn checks.

Skills and Powers:

Deck Handler
SKILLS:
Strength: d10
Melee: Strength +2
Dexterity: d6
Constitution: d8
Intelligence: d6
Wisdom: d4
Charisma: d8+1
Diplomacy: Charisma +1
Knowledge: Charisma +1

POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.

On a local Strength check, (or a local check against a Monster), you may bury a card from your hand to add your Diplomacy.

Turn Summary: Henchmen defeated, Blood Pool cleared but NOT closed. Ranzak's Blessing of the Quartermaster closed.


For the Brawl:

Strength DC: 1d10 ⇒ 1

Failed the Brawl so discard Find Traps as damage.

And for Blood Pool ability will bury Soothing Word from my discard pile.


Ok catching up on everything.

From my last turn I had discarded Good Omen and had Find traps in hand instead.

I'd bury my Leather armor to prevent the 3 damage.

For the 1 damage I'll discard Soothing Word.
Blood Pool makes me bury a card from discards, will bury Good Omen.


Confirmed that I get 2 chances to close, one for the henchman being defeated then if needed one for the location being empty. With 2 chances no need to spend extra resources.

Diplomacy DC 7: 1d8 + 2 ⇒ (7) + 2 = 9

Plaza successfully closed. Will move to the Blood Pool. Discard Good Omen and end turn.

Hakon The Newcomer wrote:

Hand: Leather_Armor, Glaive, Find Traps, Caravan Guard

Displayed:
Deck: 9 Discarded: 2 Buried: 2
Current Location: Plaza
Hero Points: 1
Notes: Note all cards with both Pre-Core and Core Versions are Core unless specified otherwise.
Blessings are available for use.
My power is available to use to help out if needed.
Move me to Slaughterhouse if my location closes.
Please Bot Me for off turn checks.


Ranzak beat the brawl so I'll just roll without adding extra.

Melee DC 6: 1d10 + 2 ⇒ (10) + 2 = 12

Success! Banishing 1d4+1 cards

Banishing Cards: 1d4 + 1 ⇒ (2) + 1 = 3

Remaning 3 cards banished. From the language I can't tell if that means the Brawl is too? And do I need the closing check?


Scenario Power: 1d4 + 1 ⇒ (3) + 1 = 4
So Plaza cards 2 through 5 are banished and then the Bane gets reshuffled with the other 4.

End turn and reset hand.

Hakon The Newcomer wrote:

Hand: Leather_Armor, Glaive, Find Traps, Caravan Guard

Displayed:
Deck: 9 Discarded: 1 Buried: 2
Current Location: Plaza
Hero Points: 1
Notes: Note all cards with both Pre-Core and Core Versions are Core unless specified otherwise.
Blessings are available for use.
My power is available to use to help out if needed.
Move me to Blood Pool if my location closes.
Please Bot Me for off turn checks.

Skills and Powers:

SKILLS:
Strength: d10
Melee: Strength +2
Dexterity: d6
Constitution: d8
Intelligence: d6
Wisdom: d4
Charisma: d8+1
Diplomacy: Charisma +1
Knowledge: Charisma +1

POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.

On a local Strength check, (or a local check against a Monster), you may bury a card from your hand to add your Diplomacy.


[ooc] Hour no effect.
Exploration reveals Henchmen B!
Brawl.
Melee DC 6. I'll bury the Bastard Sword to add My Diplomacy.

Brawl DC 6: 1d10 + 1d8 + 4 ⇒ (3) + (4) + 4 = 11


Realized that Ranzak evaded so I would have only taken 1 damage.
Would have only discarded Recruit.

So I would have had my Armor still when I failed the first check by one.
Would have Recharged the armor to prevent that damage.

Then on the 2nd check I would have used my power to bury the horn and add Diplomacy. The extra d8+2 would have been enough.

End result is that I still have my Bastard Sword.


Ugh well I can't beat it either but at least it's summoned.
Discard Recruit from Ranzak's troll's 1 combat damage.
Discard Magic Leather Armor for mine

Troll:

Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

Combat 12 to start. Reveal Bastard Sword for 2d10+2

Combat DC 12: 2d10 + 2 ⇒ (6, 3) + 2 = 11

Failed by 1. Will Discard Horn of Battle Clarity. Now Combat DC 14, may as well go for it.

Combat DC 12: 2d10 + 2 ⇒ (3, 7) + 2 = 12

Failed, discard Bastard Sword and I have nothing left.


Hakon wrote:

Hand: Magic_Leather_Armor, Bastard Sword, Recruit, Horn of Battle Clarity

Displayed:
Deck: 12 Discarded: 0 Buried: 0
Current Location: Plaza
Hero Points: 1
Notes: Note all cards with both Pre-Core and Core Versions are Core unless specified otherwise.
Blessings are available for use.
My power is available to use to help out if needed.
Move me to Blood Pool if my location closes.
Please Bot Me for off turn checks.

Skills and Powers::

Deck Handler
SKILLS:
Strength: d10
Melee: Strength +2
Dexterity: d6
Constitution: d8
Intelligence: d6
Wisdom: d4
Charisma: d8+1
Diplomacy: Charisma +1
Knowledge: Charisma +1

POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.

On a local Strength check, (or a local check against a Monster), you may bury a card from your hand to add your Diplomacy.


Try this again

Boon: 1d20 ⇒ 17


Hour Power: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
Encounter Trail card 1, Ghoul.
Combat DC 13.
Reveal Greatsword for 1d10+2d6+2.
Kyra adds 1d4.
I'll recharge the Galvanic chakram to add my diplomacy of d8+2.

Combat DC13: 1d10 + 1d8 + 2d6 + 1d4 + 4 ⇒ (9) + (7) + (3, 1) + (4) + 4 = 28

Easy success. Only 1 location left, end turn and reset hand.

Hakon wrote:

Hand: Mist Horn, Greatsword, Sands of the Hour, Sage's Journal

Displayed:
Deck: 10 Discarded: 1 Buried: 3
Current Location: Trail
Hero Points: 0
Notes: Note all cards with both Pre-Core and Core Versions are Core unless specified otherwise.
Blessings are available for use.
My power is available to use to help out if needed.
Move me to ... if my location closes.
Please Bot Me for off turn checks.


Adjustment to my turn, missed the increased difficulty of 9 but I would have just tried the roll anyway. Only needed 1d10+1d to total 5.

I'll take the damage and bury me Leather Armor to prevent it.


Hour Power: On your check against a spell, add 1d4.
Cliff has a henchmen top decked but I'm no good at that closing check.
I'll move to the trail.
Exploration Trail Card 1: Brawl
Nobody else is here so only I need to make the check.
Melee DC 5. I have D10+2.
I'll use my power to bury Cure to add My diplomacy, 1d8+2

Melee DC5: 1d10 + 1d8 + 4 ⇒ (1) + (3) + 4 = 8

Success! We'ee moving fast enough that I won't spend a blessing to explore more so end turn and reset hand.

Hakon wrote:

Hand: Blessing of Gorum, Greatsword, Sands of the Hour, Sage's Journal

Displayed: Leather Armor
Deck: 11 Discarded: 0 Buried: 1
Current Location: Trail
Hero Points: 0
Notes: Note all cards with both Pre-Core and Core Versions are Core unless specified otherwise.
Blessings are available for use.
My power is available to use to help out if needed.
Move me to the Slaughterhouse if my location closes.
Please Bot Me for off turn checks.

Skills and Powers:

Deck Handler
SKILLS:
Strength: d10
Melee: Strength +2
Dexterity: d6
Constitution: d8
Intelligence: d6
Wisdom: d4
Charisma: d8+1
Diplomacy: Charisma +1
Knowledge: Charisma +1

POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.

On a local Strength check, (or a local check against a Monster), you may bury a card from your hand to add your Diplomacy.

Turn Summary: Trail Card 1 defeated .


Hour power: You may avenge by discarding a card.
Not Moving.
Display my Leather Armor.
Exploration: Farm Card 1, Haughty Nobles
Urban Location so Diplomacy DC 11.
Will use one of Ranzak's Blessings of the quartermaster.
So 2d8+2

Diplomacy DC 11: 2d8 + 2 ⇒ (5, 7) + 2 = 14

Success!
I'll choose to encounter a Blessing.

Sands of the Hour:

Sands of the Hour
CotCT
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine
Knowledge
Perception 4
On any check using a skill listed in the hour's check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.

Knowledge Check DC 4.

Knowledge DC 4: 1d8 + 2 ⇒ (8) + 2 = 10

Success, Blessing Acquired. End turn

Hakon wrote:

Hand: Cure, Greatsword, Sands of the Hour, Sage's Journal

Displayed: Leather Armor
Deck: 12 Discarded: 0 Buried: 0
Current Location: Farm
Hero Points: 0
Notes: Note all cards with both Pre-Core and Core Versions are Core unless specified otherwise.
Blessings are available for use.
My power is available to use to help out if needed.
Move me to the Stable if my location closes.
Please Bot Me for off turn checks.

Skills and Powers:

Deck Handler

SKILLS:
Strength: d10
Melee: Strength +2
Dexterity: d6
Constitution: d8
Intelligence: d6
Wisdom: d4
Charisma: d8+1
Diplomacy: Charisma +1
Knowledge: Charisma +1

POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.

On a local Strength check, (or a local check against a Monster), you may bury a card from your hand to add your Diplomacy.

Turn Summary, Farm Card 1 defeated, 1st Blessing from Box acquired. Used one of Ranzak's Blessings of the Quartermaster


Card feat for an extra Item, adding Mist Horn to my deck.
Will start at the Manor

Hakon wrote:

Hand: Cure, Greatsword, Leather Armor, Sage's Journal

Displayed:
Deck: 12 Discarded: 0 Buried: 0
Current Location: Manor
Hero Points: 0
Notes: Note all cards with both Pre-Core and Core Versions are Core unless specified otherwise.
Blessings are available for use.
My power is available to use to help out if needed.
Move me to the Farm if my location closes.
Please Bot Me for off turn checks.

Skills and Powers:

Deck Handler

SKILLS:
Strength: d10
Melee: Strength +2
Dexterity: d6
Constitution: d8
Intelligence: d6
Wisdom: d4
Charisma: d8+1
Diplomacy: Charisma +1
Knowledge: Charisma +1

POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.

On a local Strength check, (or a local check against a Monster), you may bury a card from your hand to add your Diplomacy.


Boon roll

Boon roll: 1d20 ⇒ 8

Not interested in either loot.

Upgrade choices (in order of preference)

Item 1:: 1d1000 ⇒ 967

Blessing 1:: 1d1000 ⇒ 241

Will spend the Hero Point on a Card Feat of either Item or Blessing depending on which I get.


Missed that it was random other character.
1 for Ranzak, 2 for Bekah

Character: 1d2 ⇒ 1

1 so Ranzak's post can stand.
Continuing my turn.
Combat DC 13. Reveal Greatsword to get 1d10+2 +2d6.
Will discard Torag's power to add an extra D10. That should be enough.

Combat DC13: 2d10 + 2d6 + 2 ⇒ (7, 9) + (3, 1) + 2 = 22

Success! Brother of the Seal is defeated.
To close Bank of Abadar I'll bury Sage's Journal.
Bank is closed, reset hand and end turn.

Hakon wrote:

Hand: Cure, Greatsword, Recruit, Find Traps

Displayed: Magic Leather Armor
Deck: 6 Discarded: 4 Buried: 3
Current Location: Den of Iniquity
Hero Points: 0
Notes: Note all cards with both Pre-Core and Core Versions are Core unless specified otherwise.
Blessings are available for use.
My power is available to use to help out if needed.
Move me to ??? if my location closes.
Please Bot Me for off turn checks.

Skills and Powers::

Deck Handler
SKILLS:
Strength: d10
Melee: Strength +2
Dexterity: d6
Constitution: d8
Intelligence: d6
Wisdom: d4
Charisma: d8+1
Diplomacy: Charisma +1
Knowledge: Charisma +1

POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.

On a local Strength check, (or a local check against a Monster), you may bury a card from your hand to add your Diplomacy.

Turn Summary, Henchman defeated, Bank of Abadar closed


Turn Part 1:

Hour Power: On your non-Attack combat check, add 1.
Not moving.
Exploring, Card is the Henchmen!
Brother of the Seal (Proxy A):
To Defeat: Combat 11+##
Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.

Constitution DC 5: 1d8 ⇒ 1

I'll discard Card Caster. need Bekah or Ranzak to make the check before I continue my turn


Hour: The Foreign Trader: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
Not moving.
Encounter Alley 1st card: Ill Tidings.
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Top card of hourglass:
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
Veteran
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
To Acquire:
Strength
Divine 4+#
Strength DC 5.
I have d10 base. Will bury my leather armor to add my Diplomacy.
So d10+d8+2.

Strength DC 5: 1d10 + 1d8 + 2 ⇒ (4) + (2) + 2 = 8

Success! I think we have plenty of time so will end turn and reset hand.

Hakon wrote:

Hand: Cure, Greatsword, Torag's Power, Sage's Journal

Displayed: Magic Leather Armor
Deck: 8 Discarded: 2 Buried: 2
Current Location: Tenement
Hero Points: 0
Notes: Note all cards with pot Pre-Core and Core Versions are Core unless specified otherwise.
Blessings are available for use.
My power is available to use to help out if needed.
Move me to bank of Abadar if my location closes.
Please Bot Me for off turn checks.

Skills and Powers:

Deck Handler

SKILLS:
Strength: d10
Melee: Strength +2
Dexterity: d6
Constitution: d8
Intelligence: d6
Wisdom: d4
Charisma: d8+1
Diplomacy: Charisma +1
Knowledge: Charisma +1

POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.

On a local Strength check, (or a local check against a Monster), you may bury a card from your hand to add your Diplomacy.


Bury Glaive on Ranzak's turn.
Hour: On your check against a barrier, the difficulty is increased by 3.
Forgot to display the Magic Armor last turn, display it now.
Exploration: Henchmen: Brother of the Seal
Type: Monster
Traits: Human Monk Veteran
To Defeat: Combat 11+##
Resistant to Force. Before acting, you and a random other local character must succeed at a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage. If both characters fail, each discards the 1d4-1 cards of their deck into the other's discards.

Constitution DC 5: 1d8 ⇒ 5

Success. Combat DC 13.
Reveal Greatsword for d10+2+2d6. Discard Blessing of Gorum to add another 2d10.

Combat DC 13: 3d10 + 2d6 + 2 ⇒ (6, 10, 10) + (2, 4) + 2 = 34

Success!
Closing check: Succeed at a Wisdom or Survival 5+# check. Yuck.
Only have a D4. Discard Good Omen to add 1d6+1. Will use Kyra's Prayer to add another d4.

Wisdom DC 6: 2d4 + 1d6 + 1 ⇒ (3, 2) + (6) + 1 = 12

Success! Twisting Passages is closed. End turn and reset hand.

Hakon wrote:

Hand: Cure, Greatsword, Leather Armor, Sage's Journal

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Tenement
Hero Points: 0
Notes: Note all cards with pot Pre-Core and Core Versions are Core unless specified otherwise.
Blessings are available for use.
My power is available to use to help out if needed.
Please Bot Me for off turn checks.

Skills and Powers:

Deck Handler

SKILLS:
Strength: d10
Melee: Strength +2
Dexterity: d6
Constitution: d8
Intelligence: d6
Wisdom: d4
Charisma: d8+1
Diplomacy: Charisma +1
Knowledge: Charisma +1

POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.

On a local Strength check, (or a local check against a Monster), you may bury a card from your hand to add your Diplomacy.


One of Kyra, Ranzak, or Bekah needs to make a Constitution, Dexterity, Acrobatics, or Fortitude 4+# check or suffer 1 Combat damage.
Used Kyra's Prayer.
Twisting Passages closed, Everyone at twisting passages has to move to a random location


Ugh. With Kyra losing 2 blessings I'm going to hold onto mine so end turn.

Hakon wrote:

Hand: Blessing of Gorum, Greatsword, Glaive, Magic Leather Armor

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Tenement
Hero Points: 0
Notes: Note all cards with pot Pre-Core and Core Versions are Core unless specified otherwise.
Blessings are available for use.
My power is available to use to help out if needed.
Please Bot Me for off turn checks.
Move me to Scenario Specified Location if my location closes.

Skills and Powers:

Deck Handler

SKILLS:
Strength: d10
Melee: Strength +2
Dexterity: d6
Constitution: d8
Intelligence: d6
Wisdom: d4
Charisma: d8+1
Diplomacy: Charisma +1
Knowledge: Charisma +1

POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.

On a local Strength check, (or a local check against a Monster), you may bury a card from your hand to add your Diplomacy.


First Explore is Brawl which everyone has to encounter
Other checks happen first but doing my check now

Melee DC 5: 1d10 + 2 ⇒ (3) + 2 = 5

Success. I wanted to make sure everyone else passes before deciding whether to explore again


Hakon wrote:

Hand: Blessing of Gorum, Greatsword, Glaive, Magic Leather Armor

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Tenement
Hero Points: 0
Notes: Note all cards with pot Pre-Core and Core Versions are Core unless specified otherwise.
Blessings are available for use.
My power is available to use to help out if needed.
Please Bot Me for off turn checks.
Move me to Scenario Specified Location if my location closes.

Skills and Powers:

Deck Handler

SKILLS:
Strength: d10
Melee: Strength +2
Dexterity: d6
Constitution: d8
Intelligence: d6
Wisdom: d4
Charisma: d8+1
Diplomacy: Charisma +1
Knowledge: Charisma +1

POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.

On a local Strength check, (or a local check against a Monster), you may bury a card from your hand to add your Diplomacy.


Replacing Tussah Silk Coat with Magic Leather Armor.

Replacing Blessing of Sarenrae with Shelyn's Song.


Boon roll for 7-1B:: 1d20 ⇒ 20

Upgrade preferences: (In Order)
Armor 1: 1d1000 ⇒ 181
Weapon 1: 1d1000 ⇒ 300
Blessing 1: 1d1000 ⇒ 621
Item 1: 1d1000 ⇒ 513


Moving to the repository with everyone else is fine.
Exploration: Encounter Repository card 7. Henchman Proxy A for:

Mysterious Relic:

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.

Knowledge check DC5. I have 1d8+1. I'll use my blessing of Gorum for an extra D8.

Knowledge DC5: 2d8 + 1 ⇒ (7, 6) + 1 = 14

Well that passed easily. Now to close the location.
Scenario rules recharge 1d4 cards:

Recharge 1d4: 1d4 ⇒ 4

Recharge Find Traps, Bastard Sword, Quarterstaff of Vaulting, and Heavy Crossbow.
For Closing I'll choose armor.
Card is Quilted Cloth Armor. CON DC3. I have a D8, I'll use of of Ranzak's Blessings of the Quartermaster to all but guarantee success.

CON DC3: 2d8 ⇒ (1, 6) = 7

Success! Quilted Cloth Armor acquired. Now have to recharge boons again.
1d4 recharge: 1d4 ⇒ 3
Have to recharge 3 but only have 2. Recharge Greatsword and Quilted Cloth Armor.
Repository is closed. I'll move to #5 Storehouse.
End turn and reset hand

Hakon wrote:

Hand: Caravan Guard, Horn of Battle Clarity, Tussah Silk Coat, Blessing of Sarenrae, Sage's Journal

Displayed:
Deck: 8 Discard: 2 Buried: 2
Current Location: #5 Storehouse
Hero Points: 0
Notes: Blessings are available for use.
My power is available to use to help out if needed.
Please Bot Me for off turn checks.
Move me to #6 Storehouse if my location closes.

Skills and Powers:

Deck Handler

SKILLS:
Strength: d10
Melee: Strength +2
Dexterity: d6
Constitution: d8
Intelligence: d6
Wisdom: d4
Charisma: d8
Diplomacy: Charisma +1
Knowledge: Charisma +1

POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.

On a local Strength check, (or a local check against a Monster), you may bury a card from your hand to add your Diplomacy.

Turn Summary: Repository closed, One of Ranzak's Blessings of the Quartermaster is recharged


I'll handle the other Ratling.
Base melee is 1d0+2. Reveal Greatsword to add 2d6.
Idorri adds an extra 2d4. That should be enough.

combat DC 9: 1d10 + 2d6 + 2d4 + 2 ⇒ (2) + (2, 3) + (3, 2) + 2 = 14

Total 14, Ratling is defeated


Hour: Sarenrae's Light,
When this is the hour: When you heal, you may heal an additional card.

Not moving.
Exploration 1: Quarterstaff of Vaulting. Weapon 1 is a good upgrade. DC 8 Melee. d10+2 Base. Since it's a local strength check I'll bury Holy Symbol to add my diplomacy. Total is 1d10+1d8+3

Melee DC8: 1d10 + 1d8 + 3 ⇒ (1) + (7) + 3 = 11

Success! We have plenty of time, don't think I need to expend a Blessing to explore again. End turn and reset hand.

Hakon wrote:

Hand: Bastard Sword, Greatsword, Quarterstaff of Vaulting, Find Traps, Blessing of Gorum

Displayed:
Deck: 10 Discard: 0 Buried: 2
Current Location: Storehouse 3
Hero Points: 0
Notes: Blessings are available for use.
My power is available to use to help out if needed.
Please Bot Me if I need to guard my location.
Move me to Storehouse 4 if my location closes.

Skills and Powers:

SKILLS:
Strength: d10
Melee: Strength +2
Dexterity: d6
Constitution: d8
Intelligence: d6
Wisdom: d4
Charisma: d8
Diplomacy: Charisma +1
Knowledge: Charisma +1

POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.

On a local Strength check, (or a local check against a Monster), you may bury a card from your hand to add your Diplomacy.


Hour: Sands of the Hour, no effect.
Not moving.
Using Augury and selecting Monster.
Reveal Dire Badger, Covering Shield and Sage's Journal.
Dire Badger going on the bottom of the location, rest of the location is shuffled.

Random card due to shuffling: 1d9 ⇒ 4

Encounter Card #4. Holy Symbol. Wisdom DC 4. Will use one of Ranzak's Blessings of the Quartermaster so I get 2d4 at least.

Wisdom DC 4: 2d4 ⇒ (2, 3) = 5

Holy Symbol acquired. End turn, Hand already at 5.
Turn Summary: Storehouse Location #3 shuffled, Card 4 acquired, Card 1 Recharged to bottom. One of Ranzak's Blessings used.

Hakon wrote:

Hand: Bastard Sword, Greatsword, Holy Symbol, Find TrapsBlessing of Gorum

Displayed:
Deck: 10 Discard: 0 Buried: 1
Current Location: Storehouse 3
Hero Points: 0
Notes: Blessings are available for use.
My power is available to use to help out if needed.
Please Bot Me if I need to guard my location.
Move me to Storehouse 4 if my location closes.

Skills and Powers:

SKILLS:
Strength: d10
Melee: Strength +2
Dexterity: d6
Constitution: d8
Intelligence: d6
Wisdom: d4
Charisma: d8
Diplomacy: Charisma +1
Knowledge: Charisma +1

POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.

On a local Strength check, (or a local check against a Monster), you may bury a card from your hand to add your Diplomacy.


Hakon wrote:

Hand: Bastard Sword, Greatsword, Augury, Find TrapsBlessing of Gorum

Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Storehouse 3
Hero Points: 0
Notes: Blessings are available for use.
My power is available to use to help out if needed.
Please Bot Me if I need to guard my location.
Move me to Storehouse 1 if my location closes.

Skills and Powers:

SKILLS:
Strength: d10
Melee: Strength +2
Dexterity: d6
Constitution: d8
Intelligence: d6
Wisdom: d4
Charisma: d8
Diplomacy: Charisma +1
Knowledge: Charisma +1

POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.

On a local Strength check, (or a local check against a Monster), you may bury a card from your hand to add your Diplomacy.


Start at Storehouse 3.


Soothing Word Spell (0) was missed in the list of Acquired Cards.

Boon roll: 1d20 ⇒ 19

Spending Hero Point on Power Feat, (☐ or a local check against a monster),

Upgrade Choices (in Priority Order):

Spell 1: Augury: 1d1000 ⇒ 769
Blessing 1: Shelyn's Song: 1d1000 ⇒ 283
Ally 1: Caravan Guard: 1d1000 ⇒ 152
Item 1: Mist Horn: 1d1000 ⇒ 741
Weapon 1: Giantbane Greataxe: 1d1000 ⇒ 236


Turn Adjustment. Instead of the Ghoul I get to encounter a Blessing Instead.
Encounter Prayer, Divine DC 3

Divine DC3: 1d8 + 1 ⇒ (3) + 1 = 4

Success. In that case I'd use my own Blessing instead of Kyra's on the closing check.
Kyra gets her Blessing of Pharasma back
Also means I didn't have to Discard Bastard Sword and it's still in my hand. Recruit was the last card I drew so that's back in the deck.


Hour: Sands of the Hour, no effect.

1st Exploration: Stables Card 1, Shadow. Oof
Combat Check DC 13, requires Magic Trait.
Reveal Bastard Sword for 2d10+2.
Burying Noxious Bomb to add my Diplomacy. (d8+1). Total 2d10+1d8+3.
Shadow is Undead so Kyra's power adds 1d4 and the Magic trait.
So 2d10+1d8+1d4+3.
Can use Priest of Asmodeus to reroll if necessary so should be good.

Combat DC 13: 2d10 + 1d8 + 1d4 + 3 ⇒ (8, 5) + (5) + (3) + 3 = 24

Shadow is defeated!
Over hand limit anyway so may as well continue on.
Recharge Priest of Asmodeus to explore and add 1d4.
2nd Exploration: Droogami, Ally-1.
Wisdom or Survival DC 6.
Wisdom is d4+ d4 from Priest of Asmodeus.
Using Ranzak's Blessing of Wadjet as it'd be a good deck upgrade.
So 2d4 + 2d8.

Wisdom DC6: 2d8 + 2d4 ⇒ (6, 3) + (2, 1) = 12

Droogami Acquired!
Have to bury a card from Priest of Asmodeus, will bury Droogami.
Won't shuffle a new Ally into another location.
Let's push our luck. Discard Korvosan Guard to explore.
3rd Exploration: Henchman Proxy, so Dangerous Sale!
Which means Zombie Minions. Combat 9, then Combat 12.
Reveal Bastard Sword for 2d10+2.
Kyra adds 1d4.
Bury Tussah Silk Coat to add Diplomacy of 1d8+1
Total is 2d10+1d8+1d4+3

Combat DC 9: 2d10 + 1d8 + 1d4 + 3 ⇒ (10, 7) + (3) + (4) + 3 = 27

Succeeds.
2nd check, Reveal Bastard Sword, use Kyra's Bonus and Bury Cure. Same total.

Combat DC 12: 2d10 + 1d8 + 1d4 + 3 ⇒ (9, 9) + (7) + (4) + 3 = 32

Success again!
Random boon roll:

Random Boon: 1d6 ⇒ 6

Of course it's a Monster.
Ghoul, Combat DC 13.
Reveal Bastard Sword for 2d10+2.
Kyra's Bonus adds 1d4.
Burying Bastard Sword to add my Diplomacy.
Same total as above.

Combat DC 13: 2d10 + 1d8 + 1d4 + 3 ⇒ (3, 6) + (1) + (2) + 3 = 15

Succeeded.
Closing Check Diplomacy DC 6.
I have 1d8+1.
Using Kyra's Blessing of Pharasma since she has 2 Blessings.
Total is 2d8+1.

Diplomacy DC 6: 2d8 + 1 ⇒ (3, 4) + 1 = 8

Success! Stables are now closed. Move me to the Den of Iniquity.
End turn and reset hand.

Hakon wrote:

Hand: GreatSword, Recruit, Standard Bearer, Sage's Journal

Displayed:
Deck: 5 Discard: 4 Buried: 6
Current Location: Den of Iniquity
Hero Points: 0
Notes: Blessings are available for use.
Please Bot Me if I need to guard my location.
Move me to the Tavern if my location closes.

Skills and Powers::

SKILLS:
Strength: d10
Melee: Strength +2
Dexterity: d6
Constitution: d8
Intelligence: d6
Wisdom: d4
Charisma: d8
Diplomacy: Charisma +1
Knowledge: Charisma +1

POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.

On a local Strength check, you may bury a card from your hand to add your Diplomacy.

Turn Summary: Stables Cards 1, 2, & 3 removed, Stables closed. Ranzak's Blessing of Wadjet used. Kyra's Blessing of Pharasma used.


Hour: Sands of the Hour, no effect

1st Exploration, Alley Card 3: Labyrinth.
Knowledge check, DC 7. 1d8+1
Using Kyra's Find Traps to add 2 dice for 3d8+1

Knowledge check DC 7: 3d8 + 1 ⇒ (8, 3, 1) + 1 = 13

Succeeds!
Discard Korvosan Guard to explore, it gets displayed next to the Alley.
2nd Exploration, Alley Card 4: Bolas
Not worth using extra resources for.
Dexterity DC 5

Dexterity DC 5: 1d6 ⇒ 3

Bolas is Banished.
Short on Time so holding onto my other Ally for now.
End Turn, reset hand but already at 4 cards.

Skills and Powers:

SKILLS:
Strength: d10
Melee: Strength +2
Dexterity: d6
Constitution: d8
Intelligence: d6
Wisdom: d4
Charisma: d8
Diplomacy: Charisma +1
Knowledge: Charisma +1

POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.

On a local Strength check, you may bury a card from your hand to add your Diplomacy.

Hakon wrote:

Hand: Bastard Sword, Cure, Priest of Asmodeus, Tussah Silk coat

Displayed:
Deck: 8 Discard: 3 Buried: 1
Current Location: Alley
Hero Points: 0
Notes: Blessings are available for use.
Please Bot Me if I need to guard my location.
Move me to the Stables if my location closes.

Turn Summary: Alley Cards 3 and 4 removed. Kyra's Find Traps Used. Korvosan Guard displayed next to Alley.


Hour: Sarenrae's Light
When this is the hour: When you heal, you may heal an additional card.
Not moving

Exploration: Explore Plaza, Card 1: Strangler

Encounter Strangler.
Don't have any spells I want to play so ignoring the before acting.
Reveal Bastard Sword to make it a Melee Combat check at 2d10+2.
Using Hakon's power to Bury Soothing Word to add my Diplomacy, adding 1d8+1 to the check.

Combat Check DC 10: 2d10 + 1d8 + 3 ⇒ (8, 8) + (5) + 3 = 24

Success!

As he's browsing the Plaza a strange creature launches itself from the Shadows and wraps around Hakon's neck. He pulls his sword and motions to people around to help who pull on it enough for him to get his sword in and slice it clean in half.

End of turn reset and draw back up to 4.

Hakon wrote:

Hand: Bastard Sword, Cure, Korvosan Guard, Tussah Silk coat

Displayed:
Deck: 8 Discard: 3 Buried: 1
Current Location: Plaza
Hero Points: 0
Notes: Blessings are available for use.
Please Bot Me if I need to guard my location.
Move me to the Alley if my location closes.


Redoing this due to missing that Bekah used my AID. Ranzak and I agreed it's better for me to fight it. It's a random character but Ranzak can just evade and let me fight it anyway

While exploring the Plaza a Skeleton emerges from a Shadow threatening the crowd. It charge Hakon and knocks his horn away.

Hakon jumps into action, drawing a sword and charging it.

They exchange blows furiously but Hakon dispatches the Skeleton, clattering it into a pile of unmoving bones. "What a wonderful first verse for a new Saga."

Encounter vs Ancient Skeleton:
Before Acting: Discard Horn of Battle Clarity for Damage.
Encounter: Difficulty 13
Reveal Bastard Sword to use Melee at 2d10+2
Using bekah's Blessing of the Gods for an extra d10.
Total: 3d10+2

Combat Check (DC13): 3d10 + 2 ⇒ (8, 6, 2) + 2 = 18

So only change effectively is Aid and the Horn are in discard instead of recharging. And Bekah's Blessing was used.

Hakon wrote:

Hand: Bastard Sword

Displayed:
Deck: 11 Discard: 3 Buried: 0
Current Location: Plaza
Hero Points: 0
Notes: Blessings are available for use.
Please Bot Me if I need to guard my location.
Move me to the Shop if my location closes.


Ranzak and I agreed it's better for me to fight it. It's a random character but Ranzak can just evade and let me fight it anyway

While exploring the Plaza a Skeleton emerges from a Shadow threatening the crowd.

Hakon jumps into action, blowing His Horn then stowing it before drawing a sword and charging it.

They exchange blows furiously but Hakon dispatches the Skeleton, clattering it into a pile of unmoving bones. "What a wonderful first verse for a new Saga."

Encounter vs Ancient Skeleton:
Before Acting: Recharge Aid
Encounter: Difficulty 13
Reveal Bastard Sword to use Melee at 2d10+2
Recharge Horn of Battle Clarity to add 1d8.
Total: 2d10+1d8+2

Combat Check: 2d10 + 1d8 + 2 ⇒ (4, 2) + (4) + 2 = 12

Failed by 1. Using my merchandise reroll to reroll the d10 that rolled a 2.

D10 reroll: 1d10 ⇒ 5

Reroll makes the total 15 which succeeds

Hakon wrote:

Hand: Bastard Sword

Displayed:
Deck: 13 Discard: 1 Buried: 0
Current Location: Plaza
Hero Points: 0
Notes: Blessings are available for use.
Please Bot Me if I need to guard my location.
Move me to the Shop if my location closes.


"Ah a new city beckons, who knows what stories await here. Perhaps I'll find a tale of my Brother."

I'll start at The Plaza

Hakon wrote:

Hand: Aid, Bastard Sword, Horn of Battle Clarity, Blessing of Gorum

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Plaza
Hero Points: 0
Notes: Blessings are available for use.
Please Bot Me if I need to guard my location.
Move me to the Shop if my location closes.

Skills and Powers:

SKILLS:
Strength: d10
Melee: Strength +2
Dexterity: d6
Constitution: d8
Intelligence: d6
Wisdom: d4
Charisma: d8
Diplomacy: Charisma +1
Knowledge: Charisma +1

POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.

On a local Strength check, you may bury a card from your hand to add your Diplomacy.