Fighter

Iff's pregen's page

173 posts. Alias of Iff.


RSS

1 to 50 of 173 << first < prev | 1 | 2 | 3 | 4 | next > last >>

3 people marked this as a favorite.

Great to read that ACG is taking off online. I can heartily recommend it!
/Flenta waves to her former companions from Cosmic Captive. :D

Also, these deals on those boxes look great and I'd really like to pick up Shackles, but I'm afraid shipping to Europe would negate any of the discount. :'( Still, awesome way of Paizo to boost interest in the game.


ACG Flenta - Fighter

I already posted some feedback in the gameplay area, but I'll repeat it here so that everything stay together:

Iff wrote:


Thanks, everyone. It was really fun to figure this out as we went along. I think there's a lot to be learned from this experiment. We had a really smooth game, almost right from the start. And Andrew's way of setting things up meant we could play at our right pace. Still, the connection between the RPG parts was somewhat awkward: the pacing is just too different. Also, we have to realize that ACG normally doesn't need a 'GM', only an organizer who also gets to play. This is different in the PbP environment.

I'll add that I really liked the fact that we had time for roleplay during ACG. That often gets lost when playing at the table.

The pacing thing between RPG and ACG would be my biggest gripe. We had to take a break before part 3, and then part 3 started with a scenario that was frankly dull. If felt like we were just passing the time until we could actually start. It maybe didn't help that there were just allies to be acquired in the scenario. A little more variation might have helped. Still, the fact that we didn't have a win-condition or a way to help the House made it very dull.


ACG Flenta - Fighter

As discussed previously, I'll do a retcon of the card I could have used as a bonus upgrade after the last scenario. I have eight Blessings in deck with B, 1 or 2, so I'll roll a d8.

Blessings:

1 - BotG B
2 - BotG B
3 - Pharasma 1
4 - Gorum 1
5 - Abadar 1
6 - Gozreh 2
7 - Pharasma 2
8 - Pharasma 2

Random blessing: 1d8 ⇒ 8 Pharasma 2. I'll take it.

That gives me the following list of upgrades and rewards.

Scenario A
Regular upgrade - Blessing of Gorum (Blessing B).
Scenario reward - Bonus deck upgrade: Lucerne Hammer (Weapon 1).
Tier 1.5 - nothing.

Scenario B
Regular upgrade - Hide armor of fire resistance (Armor 2).
Scenario reward - Saved card (Hat of Glamour).
1.6 - Advance to Tier 2.

Scenario C
Regular upgrade - none.
Scenario reward - Taken by Arabundi. Received Hat of Glamour (Item 2) as extra upgrade from scenario B.
Tier 2.1 - Skill feat: Strength +2

Scenario D
Regular upgrade - none.
Scenario reward - Bonus deck upgrade: Blessing of Pharasma (Blessing 2)
Tier 2.2 - Power feat: Hand size 6.
Adventure reward - Card feat: Item. Take Crowbar (Item B) to fill out my deck.


ACG Flenta - Fighter

Thanks, everyone. It was really fun to figure this out as we went along. I think there's a lot to be learned from this experiment. We had a really smooth game, almost right from the start. And Andrew's way of setting things up meant we could play at our right pace. Still, the connection between the RPG parts was somewhat awkward: the pacing is just too different. Also, we have to realize that ACG normally doesn't need a 'GM', only an organizer who also gets to play. This is different in the PbP environment.

I will be doing a ret-con for my scenario reward later tonight. I'll list all the blessings still in my class deck (B,1,2), and roll a random one to use as a bonus deck upgrade.


ACG Flenta - Fighter

"Hi there, snakey. Did you here that? I'm a powerful magician!" Flenta beams with joy. "Say, every wizard should have a familiar, don't they? Think you've got what it takes for the job? Well?" The snake doesn't talk back, of course, but that doesn't seem to bother the halfling.


ACG Flenta - Fighter

Start of turn
Blessing of Gorum.

With Arabundi's healing, Flenta feels ready to explore some more. She was going to take it slow, but after seeing both Arabundi and Raheli deal with an obelisk, she doesn't want to be left behind.

Explore card 1: Zombie
Flenta spots a good target to get back into a game: a lone zombie. Mindful of the lightning all around, Flenta takes it easy. She draws her glaive and takes a whack at the zombie.

Reveal Shock glaive +1
Melee, 9 needed: 1d10 + 4 + 1d10 + 1 ⇒ (2) + 4 + (4) + 1 = 11
Her cautious approach pays off, and Flenta deals with the zombie without drawing lightning to her. "See? I can be subtle..."

--

Recharge Blessing of Gorum to explore card 2: warhammer
Flenta tracks the zombie back to its (former) lair, ready to claim a prize for her valiant combat with the undead. There, she finds a warhammer

Melee, 6 needed: 1d10 + 4 ⇒ (3) + 4 = 7
She picks up the weapon, and swings it around a few times to test its weight. "It's no sword, but I supposed if we run into skeletons or something it could be useful. She throws the weapon in her backpack, probably never to be seen again.

End of turn
Reset hand, discard warhammer. Draw back up to 6: Lucerne Hammer and Crowbar, Topaz of Strength.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 6
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Lucerne Hammer, Shock Glaive +1, Strength, Crowbar, Hat of Glamour, Topaz of Strength
Deck: 8 Discard: 4 Buried: 1 Displayed: 0
Notes: Strength can be used as needed, since it's free for Flenta.


ACG Flenta - Fighter

Out of turn

Flenta is grateful for Arabundi's healing berries and quickly tosses it in her mouth. "Hmm, they taste really good. But they're so small. Couldn't you invest the magic into some bigger fruit, or maybe in a handful of berries? You know, so that you can get that taste for longer?"
Cure: 1d4 + 1 ⇒ (2) + 1 = 3

When Raheli makes her attempt through the trapped passageway in order to deal with the obelisk and the cultist guarding it, Flenta roots for her companion. "Go on, you can do it. Clear your head and just stick with it!"
Discard Blessing of Cayden Cailean

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 6
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Shock Glaive +1, Strength, Hat of Glamour, Blessing of Gorum
Deck: 10 Discard: 3 Buried: 1 Displayed: 0
Notes: Blessings can be used as needed, since we have a very short scenario.


ACG Flenta - Fighter

You could just say it was a sneaky way to get the spells for the Mystic Inscription up there, without drawing attention. ;)

--

End of my previous turn
I still had to draw a card. Turns out to be Staff of healing. I'll use that at the earliest opportunity. It recharges Spiked Chain +1.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 6
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Shock Glaive +1, Strength, Hat of Glamour, Blessing of Cayden Cailean, Blessing of Gorum
Deck: 7 Discard: 5 Buried: 1 Displayed: 0
Notes: Blessings can be used as needed, since we have a very short scenario.


ACG Flenta - Fighter

I don't have the database with my deck with me, but should be able to make a post.

Start of turn
Blessing of Abadar.
Cast call weapon to draw Shock Glaive +1 into my hand. Shuffle my deck, banish call weapon, and add sleep to the bottom of my deck.
Andrew, could you add new spells to the top? Please note that Flenta can only draw B and C cards. (Haste shouldn't have been there

Expore card 5: Half-plate
Constitution: 1d6 ⇒ 3 Fail.

Flenta is pretty proud of Arabundi for having dealt with the obelisk, but it seems like another is already in sight. And those ligtning strikes don't seem to let up. The strain of their adventures on the asteroid is starting to get to Flenta, and she's beginning to look a bit tired. All in all, she's less eager for a fight. However, she spots a decent armor on the zombie that seems to have survived in decent shape. She pokes around a bit, but the zombie corpse is just too gross and she doesn't have the stamina to peel the armor off the corpse. "Never mind..."

End of turn
Reset hand. Draw one card (which I'll do when I get home tonight).

Flenta wrote:

Hand: Shock Glaive +1, Strength, Hat of Glamour, Blessing of Cayden Cailean, Blessing of Gorum , ???

Deck: 6 Discard: 6 Buried: 1 Displayed: 0
Notes: Blessings can be used as needed, since we have a very short scenario.


ACG Flenta - Fighter

Out of turn
Flenta isn't shy to do her part, and grabs her glaive to combat a zombie of her own.

Reveal Shock Glaive +1. I don't want to fail, since that would mean we have to deal with it again (and disrupt continuity). However, I can reroll by recharging.
Melee, 9 needed: 1d10 + 4 + 1d10 + 1 ⇒ (1) + 4 + (7) + 1 = 13
Electricity damage: 1d4 ⇒ 2 Bury Hide armor of fire resistance.

--

Start of turn
Blessing of the Gods

Explore card 1: Enchanter
BYA Force damage: Discard Crowbar
Recharge shock glaive +1. Chances are I'll lose most of my hand anyway.
Melee, 8 needed: 1d10 + 4 + 1d10 + 1 + 1d8 ⇒ (3) + 4 + (10) + 1 + (3) = 21
Electricity damage: 1d4 ⇒ 2 Discard BotG x2
AYA fire damage: Discard Spiked Chain +1

While fighting the zombie, Flenta tries to real to hold her punches. However, it won't do much good. There's lightning everwhere and her armor is ruined at the end of it. She shrugs her shoulders. "I guess I'm not good at keeping it small, don't it?" When she sees an evil enchanter around the corner, she doesn't hesitate but runs in at full speed. The ensuing battle is epic, with all kinds of spell effects flying around. When the dust settles, Flenta is left standing, though she's covered in soot and short on breath. "That was awesome!"

--

Reset hand: Call weapon, strength, hat of glamour, staff of minor healing, blessing of CC, blessing of Gorum
I'll use the staff first chance I get. It recharges BotG.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 6
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Call Weapon, Strength, Hat of Glamour, Blessing of Cayden Cailean, Blessing of Gorum
Deck: 6 Discard: 6 Buried: 1 Displayed: 0
Notes: Blessings can be used as needed, since we have a very short scenario.


ACG Flenta - Fighter

Start of game
Drawing hand of 6 cards: Greatsword, Shock Glaive +1, Speed, Crowbar, Topaz of Strength, Standard bearer

Start of turn
Blessing of Calistria.
Explore card 1: Blessing of the Gods. Auto success.

With the prison cracked open, Flenta is elated and skips around her companion. "Can you believe it?!" She feels like she's walking on air, light as a feather. "Truly, it feels like I'm blessed by the Gods."

Discard Standard bearer to explore card 2: Yeth Hound
Everyone makes a Wisdom 6 check, even if the result is inconsequential
Wisdom, 6 needed: 1d6 ⇒ 4
Recharge Greatsword
Melee, 10 needed: 1d10 + 4 + 2d6 + 1d10 ⇒ (10) + 4 + (1, 6) + (2) = 23
Electricity damage: 1d4 ⇒ 2 Discard Speed and Topaz of Strength.

A high-pitched barking in the distance draws her attention and pulls Flenta off of her cloud. "Right, back to business!" She sends her standard bearer ahead to announce her presence and confronts the creature, greatsword drawn. She easily deals with the creature, but finds a power within herself that threatens to overwhelm her, as lightning arcs around her. "Right. We may want to take is slow here..." is her poignant advice for her companions.

--

End of turn
Draw back up to six: Spiked chain, BotG, Hide armor

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 6
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Shock Glaive +1, Spiked Chain +1, Hide armor of fire resistance, Crowbar, Blessing of the Gods, Blessing of the Gods
Deck: 9 Discard: 3 Buried: 0 Displayed: 0
Notes: Blessings can be used as needed, since we have a very short scenario.


ACG Flenta - Fighter

Filling up my deck with 3 B spells, since I've had to return all the ones I have in my deck now. Also taking Crowbar (Item B) to take the spot of my Card Feat.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 6
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Greatsword, Lucerne Hammer, Shock Glaive +1, Spiked Chain +1, Call Weapon, Speed, Strength, Hide armor of fire resistance, Crowbar, Hat of Glamour, Staff of Minor Healing, Topaz of Strength, Standard bearer, Blessing of Cayden Cailean, Blessing of Gorum, Blessing of the Gods, Blessing of the Gods
Deck: 0 Discard: 0 Buried: 0 Displayed: 0
Notes:


ACG Flenta - Fighter

I have found the following cards. Nothing fancy.

Spell B - Arcane armor
Spell B - Force Missile
Ally B - Standard bearer (gotten from Alase)
Ally B - Guard
Armor B - Chain Mail

--

Scenario reward
For my bonus upgrade, I would like a Blessing please.

Adventure reward
I will take another item.

Tier reward
This was the second scenario for my in Tier 2, so I get a Power feat. I'll use that to increase hand size to 6.


ACG Flenta - Fighter

End of my previous turn
Reset hand, draw Greatsword and Spiked Chain +1.

Flenta will move to the scorched ruins at the start of her next turn. I should have a decent chance at closing it.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Greatsword, Spiked Chain +1, Chain Mail, Hat of Glamour, Blessing of the Gods
Deck: 9 Discard: 3 Buried: 1 Displayed: 0
Notes: - BotG in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

Writing in haste, so not a lot of flavour. Sorry.

Nothing off-turn

--

Start of turn
Blessing of Gorum. (Nice!)

--

Flenta nods as Alase points out the lightning elemental, cracks her knuckles and gives her lucerne hammer a whirl to test it. "I'm on it!"

When encountering the lightning elemental, I receive Standard Bearer from Alase.. I reveal and recharge Lucerne Hammer. Then I will ask Alase to recharge BotG. Because Gorum is on the blessings deck, this adds two dice. Furthermore, asking Arabundi for a recharge.

Melee, 17 needed: 1d10 + 4 + 1d12 + 1d10 + 2d10 + 1d4 ⇒ (3) + 4 + (10) + (9) + (7, 4) + (4) = 41 Success.
Recharge Standard bearer to close, discard Blessing of Cayden Cailean
Strength to close, 7 needed: 1d10 + 2 + 1d6 + 2d10 ⇒ (4) + 2 + (3) + (7, 1) = 17

--

Will post updated hand later.


ACG Flenta - Fighter

PFS Boon: 1d20 ⇒ 3

Why won't it let me post?


ACG Flenta - Fighter

Out of turn
Nothing

--

Start of turn
Blessing of the Gods.

Explore Cavern card 1
While she can hear the cheers from her companions in the distance, Flenta still makes her way through the cave, more cautiously this time. She's starting to think that going for the cave by herself may not have been the best plan, but she's stuck there now. Who knows where I'll end up, if I leave now?

Constitution, 3 needed: 1d6 ⇒ 3 Success. Add Chain Mail to my hand.
She does the most sensible thing first, which is to loot the corpse of the cultist the fought. She finds a chain mail that's in serviceable condition. It's a bit heavy and large for her liking, but it seems to fit all right. That's something, at least. I suppose I'd rather trust this than that guard-fellow. Who knows whether he really comes through when it's needed most?

--

End of turn
Reset hand, discard Guard.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Lucerne Hammer, Chain Mail, Hat of Glamour, Guard, Blessing of Cayden Cailean, Blessing of the Gods
Deck: 9 Discard: 1 Buried: 1 Displayed: 0
Notes: - Blessings when they match (Cayden Cailean), or in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

Out of turn
none

--

Start of turn
Blessing of the Gods.
Stay at Cavern, explore card 1: Skinsaw ritual

Flenta has only just recovered from her combat with the werewolf, when she spots a cultist in the distance performing a gruesome ritual. She doesn't hesitate, but runs in to stop him. It's only halfway that she realizes the fight with the werewolf left her glaive too hot to handle. With nothing else for it, she prays to Gorum and assaults the cultist with her bare hands. She also hopes that Arabundi has kept his vigil.

Discard Gorum. Asking Arabundi for a recharge for 1d4
Strength, 11 needed: 1d10 + 2 + 2d10 + 1d4 ⇒ (2) + 2 + (3, 3) + (3) = 13
Success, barely. Dice rolls have been awful these two rounds.

Flenta defeats the cultist, but doesn't escape without a few cuts and bruises. She thanks Arabundi and sags down against the cavern wall to take another break while she fetches another weapon.

--

Draw Lucerne Hammer.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Lucerne Hammer, Hat of Glamour, Guard, Blessing of Cayden Cailean, Blessing of the Gods
Deck: 9 Discard: 1 Buried: 1 Displayed: 0
Notes: - Guard can prevent three combat damage to anyone.
- Blessings when they match (Cayden Cailean), or in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

Start of turn
Blessing of the Gods.

--

Stay at Cavern, explore Cavern card 1 Werewolf
Happy to have some solid ground under het feet once more, Flenta grabs her trusty shock glaive and explores the first large cavern that she finds. She's barely taken two steps when she's assaulted by a werewolf, as fierce as she's ever faced! Luckily, Flenta knows she can count on her friends for help.

Reveal Shock Glaive +1. Ask Alase for Black spot. Ask Arabundi for recharge for 1d4.

Melee, 13+3-3=13 needed: 1d10 + 4 + 1d10 + 1 + 1d4 ⇒ (3) + 4 + (2) + 1 + (1) = 11 Groan. Recharge for reroll.
Melee, 13+3-3=13 needed: 1d10 + 4 + 1d10 + 1 + 1d4 ⇒ (6) + 4 + (10) + 1 + (4) = 25

Just when Flenta thinks she has the werewolf on the defensive, it evolves into an even more powerful form. "Oh Gods, why are its eyes so big? Why are its ears so big? Why are its teeth so BIG?!" She's pressed to the cavern wall and has to fight for her life. It's only with her last bit of strength that she manages to subdue the werewolf, who turns into an old lady upon death. "Ah..."

--

End of turn
Draw hat of glamour.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Hat of Glamour, Guard, Blessing of Cayden Cailean, Blessing of Gorum, Blessing of the Gods
Deck: 10 Discard: 0 Buried: 1 Displayed: 0
Notes: - Guard can prevent three combat damage to anyone.
- Blessings when they match (Gorum, Cayden Cailean), or in case of a seriously dangerous combat, or a boon that's too good to pass up.

Stuck without weapons again. If anyone needs some blessings, best it would be mine. That will free up some space in my hand. If I think next turn could be too dangerous, I could always skip explore step and refill my hand.


ACG Flenta - Fighter

I don't think that might not work, unfortunately. I thought other effect say you skip your first explore (but may buy others). If you skip the explore step, is there still an opportunity to play allies?


ACG Flenta - Fighter

Out of turn
Heal 1d4 + 2 ⇒ (4) + 2 = 6 from Kya's healing.
Heal 1d4 + 1 ⇒ (1) + 1 = 2 from the scenario.

--

Flenta thanks Kyra for the healing, and begrudgingly acknowledges the good advice. She then waves the two women over to the group while waiting for Arabundi and Alase. "Isn't this exciting! I can't wait to work on those puzzles, but it seems like there are more pressing matters first..."

Flenta goes to the Cavern.
I suppose we should first see how much headway we're making with closing locations, and how much turns/explores we can spare on buying puzzle pieces?

--

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Shock Glaive +1, Guard, Blessing of Cayden Cailean, Blessing of Gorum, Blessing of the Gods
Deck: 10 Discard: 0 Buried: 1 Displayed: 0
Notes: - Guard can prevent three combat damage to anyone.
- Blessings when they match (Gorum, Cayden Cailean), or in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

Kyra, I'm sorry if my request maybe got you confused. It's Raheli's turn first. Something might happen in the meantime (like a jump), so I won't execute the heal just yet.


ACG Flenta - Fighter

Out of turn
Flenta is caught without a weapon again, when she sees the band of goblins swarming of the rocks. "Yikes!" For a second, she's resigned herself to the fact that she'll have to fight it with her bare hands again (Eew, gross!), when she realizes she has the perfect spell for the job; one she had been saving for just such an occasion, in fact. She performs her magic and suddenly vanishes from sight, leaving the goblin to just pass her by.

Cast Invisibility, and banish it. Add arcane armor to the bottom of my deck.

--

Start of turn
Blessing of Gorum.
Move to CB 5, explore card 1: Guard.

Flenta decides to play a prank on Agna and Kyra, while she's still invible. She sneaks up on them, then suddenly ends the effect of the spell. "Ta-daa!" Her smile does a lot to offset and scare she may have put the women through with that stunt. At least, she hopes it does... Flenta eventually withdraws from the situation, chatting up a guard that Agna pointed out. Finally someone who understands swords!

Recharge Topaz of Strength to roll a d10, recharge Standard bearer to add 1d6
Constition: 1d10 + 1d6 ⇒ (8) + (6) = 14

The two warriors hit it off, and Flenta's standard bearer chimes in to add some war stories. Flenta even offers to show the guard her lucky topaz. "Hahaha, that's a great one. Say, I should be going, but stick around. Things are pretty dangerous here, and two can see more than one."

--

End of turn
CB 5 collapse: 1d10 ⇒ 5 Collapses, banishing Aldern Foxglove and leaving CB 5 empty.

Draw Shock Glaive, Blessing of Gorum.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Shock Glaive +1, Guard, Blessing of Cayden Cailean, Blessing of Gorum, Blessing of the Gods
Deck: 6 Discard: 4 Buried: 1 Displayed: 0
Notes: - Guard can prevent three combat damage to anyone.
- Blessings when they match (Gorum, Cayden Cailean), or in case of a seriously dangerous combat, or a boon that's too good to pass up.

Kyra, could you maybe spare a turn and a card to heal me? Only 6 cards in deck, which isn't a lot compared to the rest of you.


ACG Flenta - Fighter

Out of turn
Flenta spots a zombie minion coming her way. She dropped her spiked chain in the combat with the specrte, and doesn't have anything else at hand to fight. She turns her head to ask Feiya for some help, but the woman seems to have disappeard. "Drat!" With nothing else for it, Flenta attacks the undead with her bare hands, trusting in the will of the Gods to aid her.
Melee zombie minion, 9 needed: 1d10 + 4 + 1d10 ⇒ (3) + 4 + (9) = 16

--

Start of turn
Blessing of Iomedae.
Move to CB 1, explore card 1: Archer
Charisma: 1d6 ⇒ 4

After dealing with the zombie, Flenta heads over to the first rock to see where the witch went. "Hello?" she calls. "Feiya? Are you OK?" The search doesn't turn up the Pathfinder, but a woman with a bow steps into view. Flenta makes some small talk, but finds that she doesn't really have any interesting topics to discuss. She not really into archery, and the woman doesn't seem to enjoy talking about swords or magic. They eventually part ways.

--

End of turn
CB 1 collapse?: 1d10 ⇒ 7 Not yet.

Draw Topaz of Strength and Blessing of Cayden Cailean.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Invisibility, Topaz of Strength, Standard bearer, Blessing of Cayden Cailean, Blessing of the Gods
Deck: 5 Discard: 4 Buried: 1 Displayed: 0
Notes: - Blessings when they match (Gorum), or in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

Out of turn
Flenta watches Agna fight a goblin pyro, and thinks she could use some help. She sends a prayer to Gorum the dwarf's way.
Too many blessings clogging my hand, and afraid to take damage somewhere along the line. Since it's Gorum on top of blessing discard, I'll recharge it this way.

--

Start of turn
Blessing of Desna.

Flenta makes her way back to her original team, but finds that she's just missed Alase. "Oh, she went to look for me? That's pretty kind of her. So, what did I miss?" It turns out that the party has scouted plenty of monsters, and Flenta has her pick.

Move to CB 2, explore card 1: shadow
Reveal Spiked chain +1
Melee, 13 needed: 1d10 + 4 + 2d4 + 1 ⇒ (4) + 4 + (1, 2) + 1 = 12
Recharge the weapon to reroll all dice.
Melee, 13 needed: 1d10 + 4 + 2d4 + 1 ⇒ (5) + 4 + (3, 2) + 1 = 15

Flenta is a bit too cocky, and takes a few half-hearted swings with her magical spiked chain. She finds that the shadow is tougher than it looks, however. Before she knows it, she's pressed against the wall and fighting for her life. Still, she eventually comes out on top and vanquishes the undead.

--

Out of turn
CB 2 collapse?: 1d10 ⇒ 2 Nope.

Draw invisibility, staff of healing. First opportunity, use staff of healing on myself (already included below). Recharging random card: Hat of Glamour.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Invisibility, Standard bearer, Blessing of the Gods, Blessing of the Gods
Deck: 7 Discard: 3 Buried: 1 Displayed: 0
Notes: - Blessings in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

Now that she knows Arabundi is safe, and with her Cure spell passed on to a better holder, Flenta has done what she came for. "Thank for the help, folks. I'm off again. Take care, maybe see you again later?"


ACG Flenta - Fighter

Our of turn
Nothing

Start of turn
Blessing of Iomedae

Flenta greets Kyra with a cheerful wave. "Yes, very strange. It's a good thing halflings like us are nimble, or I probably would have fallen off one of these rocks, with all of them collapsing and such." She digs around for the healing scroll and hands it our for Kyra to take, but doesn't let go just yet. It's maaagic. What am I doing? After a brief pause, the considers the teachings of Iomedae, and figures handing the scroll to someone who can make actual use of it is the proper thing to do. "You're welcome. I might come around later and ask for you to cast it on me, though."

Stay at CB 1, encounter card 1: Sneak
BYA Wisdom check: 1d6 ⇒ 3 Fail. Discard greatsword.

She suddenly turn around. "Hey! Where are you going with that?!" Some sneaky git had crept up on her and was making off with her favourite greatsword. Well, one of them, at least. She chases after him, spiked chain in hand.

Reveal Spiked Chain +1. Asking Arabundi for a recharge for 1d4
Melee, 9+2 needed: 1d10 + 2d4 + 1 + 1 ⇒ (8) + (3, 1) + 1 + 1 = 14 Success.

Flenta catches up to the sneak and deals with him, but not before he tosses her greatsword over the edge just to spite her. "Gah!"

--

End of turn
CB 1 collapse?: 1d10 ⇒ 3 Not yet.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Spiked Chain +1, Standard bearer, Blessing of Gorum, Blessing of the Gods, Blessing of the Gods
Deck: 5 Discard: 4 Buried: 1 Displayed: 0
Notes: - Blessings when they match (Gorum), or in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

Out of turn
Flenta happily accepts the berry that Arabundi gives her. She digs into it, speaking as she chomps down on the healing fruit. "Fanks, fis is wovewy!" And indeed, it makes her feel a lot better.
cards healed: 1d4 + 1 ⇒ (1) + 1 = 2 Shuffle two cards into my deck.

--

Start of turn
Blessing of Calistria.

Flenta is very grateful for the tasty berry, and hands Arabundi the scroll that he requested. Give Augury to Arabundi. "You don't want the healing spell, right? It should probably go to Kyra. Will you tell here I'm over there, if she needs it?" She skips off in search of something more interesting.

I don't have anything to deal with the 4 combat damage from closing, and I can't empty out my hand. Moving over to CB 6 doesn't seem like a good deal.

Move to CB 1, explore card 1: Werewolf. Recharge Shock Glaive +1. Asking Arabundi for a recharge for 1d4.
Combat, 13 needed: 1d10 + 4 + 1d10 + 1 + 1d8 + 1d4 ⇒ (6) + 4 + (7) + 1 + (1) + (4) = 23 Success.

--

End of turn
CB 1 collapse?: 1d10 ⇒ 7 Not yet.

Draw greatsword and Spiked Chain +1.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Greatsword, Spiked Chain +1, Cure, Standard bearer, Blessing of the Gods
Deck: 7 Discard: 3 Buried: 1 Displayed: 0
Notes: - I will happily pass the Cure and Augury off to others.
- Blessing in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

Out of turn
Flenta proudly nods at Sajan's observation, and points two thumbs at her chest. "Yessir, that's me. I'm a wizard!" She's all for busting bridges, and motions for Sajan to lead the way. She barely scrambles out of the way when he causes the place to collapse. "So, you weren't kidding about the bridges," she laughs.

Start of turn
Blessing of Lamashtu.

CB 3 and CB 6 have collapsed, and both have some pretty nasty surprises. Flenta isn't too qualified to take those on, so I'll move to CB 2 and explore card 1: Night watch

Flenta doesn't care to stick around on the collapsed rock with Sajan. "I'm just going over there," she waves vaguely. He's a pretty dangerous chap to be around, it seems. When she jumps and arrives at her new destination, she spots a man in dark clothing. She chats with him for a while, and he turns out to be a night watch caught up in these strange events.

Charisma, 6 needed: 1d6 ⇒ 5 Fail.

Flenta does her best to make a good impression, but it seems like the night watch isn't too keen on the boisterous halfling. "Fine, I'm moving on then. Have fun with your night watching."

--

End of turn
CB 2 collapse?: 1d10 ⇒ 9 CB 2 collapses.

Flenta turns her back to the night watch, and suddenly hears a massive roar. Half of the rock has vanished, taking the night watch with it.

Reset hand. No change since last turn.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Shock Glaive +1, Augury, Cure, Standard bearer, Blessing of the Gods
Deck: 6 Discard: 5 Buried: 1 Displayed: 0
Notes: - I will happily pass the Cure and Augury off to others.
- Blessing in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

I hadn't anticipated people posting before I made my edit. Just posting here, so that people notice that I took my turn.


ACG Flenta - Fighter

Dot, and checking in. Hi, folks! It seems like it's my turn, straight up. Will edit this post to take my turn. However, I was almost off to bed, and will have to take some time tomorrow to get myself acquainted with the other characters.

Out of turn
Putting my token in a random place. However, I'll move anyway, so it doesn't matter.

Start of turn
Blessing of Gorum.
Move to CB 3, encounter card 1: Acolyte

From another of the floating rocks coming flying in a halfling wearing a multitude of weapons on her back. She waves over to Arabundi, but misses her jump and ends up on another island. "Hey, Arabundi! I thought it was you. Everything OK? Made some new friends here? She holds up a piece of parchment. This healing scroll, wasn't that yours? It's here, if you want it. I also have one with augury on it, if you want." While she waits for Arabundi, Flenta chats up with another person she meets on the island. He's a magic-user just like Flenta, but more of a dabbler, it seems.

Charisma: 1d6 ⇒ 1 Fail.

--

Recharge Blessing of Gorum to explore again, since it matches top of blessing discard. Explore CB 3 card 2: Skeleton horde!

Feeling the need to show her gumption in front of Arabundi's new friends, Flenta raises a prayer to Gorum and pulls open some crypt doors. Let's hope there's something useful in here. However, she's not quite ready for the skeleton horde she's unleashed on everyone

Recharge spiked Chain +1 to fight the skeletal henchman.
Melee, 11 needed: 1d10 + 4 + 2d4 + 1 + 1d6 ⇒ (1) + 4 + (4, 3) + 1 + (1) = 14 Success.
Everyone at open locations needs to fight an ancient skeleton.

End of turn
CB 3 collapse?: 1d10 ⇒ 3 Not yet.
Draw BotG and Standard Bearer.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Shock Glaive +1, Augury, Cure, Standard bearer, Blessing of the Gods
Deck: 6 Discard: 5 Buried: 1 Displayed: 0
Notes: - I will happily pass the Cure and Augury off to others.
- Blessing in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

Flenta puts her hand to her brow and peers off into the distance. "Is that Arabundi over there?" she asks Alase. "I think it's really him. Wait here, I'm going over there!" Before anyone can say anything, she darts off.

Bye folks. Take care. Sorry for taking the Cure spell with me. :(


ACG Flenta - Fighter

Out of turn
Nothing.

Start of turn
Blessing of Torag.

Stay at CB 3, explore card 1: Standard bearer.
Flenta nods at Alase's suggestion. "Yeah, these rocks can get pretty dangerous. There's strength in number, right?" She looks in the direction Alase pointed in. "Did you say you say a standard bearer somewhere over there? I haven't seen mine for a while. I sent her on an errand, but she hasn't returned so far." Flenta rubs at her lucky topaz, hoping it is indeed her standard bearer.

Recharge Topaz of Strength
Charisma, 6 needed: 1d10 ⇒ 1 Fail.

Flenta decides to check, but when she makes it over the next crest she sees that the woman isn't her standard bearer. She starts cursing before she considers that maybe the woman would like to join her, but then she's already made a poor impression.

--

End of turn
CB 3 collapse?: 1d10 ⇒ 2 Nope, not yet.
Reset hand, drawing Augury. Who should I pass this off to? Alase?

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Shock Glaive +1, Spiked Chain +1, Augury, Cure, Blessing of Gorum
Deck: 6 Discard: 5 Buried: 1 Displayed: 0
Notes: - I will hold on to Cure until we get a Divine caster at the table, or there's an emergency.
- Blessing in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

Part 3 started on July 4th, so 7 days so far. That's 35 minutes of real time, according to the 'official' conversion. We're just playing really fast, but as said I think it's natural for ACG to move faster on PbP than RPG does. Something to talk about in the evaluation, I think.


ACG Flenta - Fighter

Am I the only one, or does this scenario feel really weird? There's no real goal, and it feels like we can't really accomplish much. I've been taking it slow, because taking chances with extra explores just seems like a waste of resources.

The rest of you have succeeded at padding your deck, at least. Let's hope we won't need that too much in the next part of the scenario. :*)


ACG Flenta - Fighter

Out of turn
Already dealt with everything in an in-between post

--

Start of turn
Blessing of Abadar.

Move to CB 3, explore card 1: Goblin commando

Flenta takes a breather, and considers how many undead and cultists they've already dealt with. "We should get paid for this. Well, paid more, I mean." She doesn't trust the rocks she's already on, and jumps on to the next one. Over there, she spots and goblin commando and stalks up to it. However, she slips on a rock and gives away her position. The goblin immediately fires an arrow, and ruins the scroll that Flenta had in her hands, itching to test the power of its magic missiles. With a sigh, she grabs her shock glaive and charges at the goblin.

Discard Force Missile to the Ranged Combat damage I can. Then reveal Shock glaive +1.
Melee, 9 needed: 1d10 + 4 + 1d10 + 1 ⇒ (1) + 4 + (9) + 1 = 15 Success.

--

End of turn

CB 3 collapse: 1d10 ⇒ 1 Doesn't collapse, yet.
Draw Spiked Chain +1 and Topaz of Strength.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Shock Glaive +1, Spiked Chain +1, Cure, Topaz of Strength, Blessing of Gorum
Deck: 6 Discard: 5 Buried: 1 Displayed: 0
Notes: - I will hold on to Cure until we get a Divine caster at the table, or there's an emergency.
- Blessing in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

Out of turn, Agna's turn

Flenta fights a goblin raider. Recharge Topaz of Strength due to Tonbarse's rule. Recharge Greatsword for the combat check.
Melee: 1d10 + 4 + 2d6 + 1d10 ⇒ (6) + 4 + (2, 6) + (10) = 28

--

Out of turn, Alase's turn
Receive Cure from Alase.
"A spectre? Oh, dear. It's a good think I have Magic Missile memorized in that case," Flenta lies. She then hastily digs around her backpack for a magic weapon.
Cast Call Weapon to retrieve Shock Glaive +1 from my deck. Shuffle deck. Add invisibility to the bottom of my deck.

--

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Shock Glaive +1, Cure, Force Missile, Blessing of Gorum
Deck: 8 Discard: 4 Buried: 1 Displayed: 0
Notes: - I will hold on to Cure until we get a Divine caster at the table, or there's an emergency.
- Blessing in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

Out of turn
Nothing beyond what I acted on already.

--

Start of turn
Blesssing of the Gods.

Stay at CB 1, explore card 1: Skinsaw ritual. Alase fights a skinsaw cultist.

Flenta is still a bit winded from the onslaught of zombies that they had to fight, when she spots a gruesome ritual taking place in the distance. She pokes Alase. "What are they doing up there. Are those cultists of Ayrzul. They're about to sacrifice those people. Come one, we have to do something." She draws her glaive and, weapon sparkling with electricity, charges in to disrupt the ritual.

Recharge Shock Glaive +1
Melee, 11 needed: 1d10 + 4 + 1d10 + 1 + 1d8 ⇒ (6) + 4 + (7) + 1 + (8) = 26

If Alase fails her check, I'll have to discard the top card of my deck. I won't wait for that, but draw the top card of my deck into my hand as normal, marking which it is. I won't use it until Alase has time for her check against the cultist. Should she fail, I'll discard that card and draw another.

--

End of turn
CB 1 collapse: 1d10 ⇒ 8 CB 1 crumbles!

Draw back up to five: Topaz of Strength (tentative, might have been discard by the skinsaw ritual), Call weapon, Greatsword, Force Missile.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Greatsword, Call Weapon, Force Missile, Topaz of Strength, Blessing of Gorum
Deck: 6 Discard: 4 Buried: 1 Displayed: 0
Notes: - Call weapon can be used if anyone needs it. I can search a deck at my location for a weapon, and give it to any character.
- Blessing in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

Don't worry about it. I think ACG on PbP is still so fresh, that no one has settled in on any 'conventions' yet. I know that I'm still fiddling with tags and formatting, which each post. Swapping like this could be a blessing for the format, because it allows the tables to learn from each other. :)

Off-turn
I noticed a mistake in my last post. Ended turn with 4 cards, should have drawn up to five. Draw Draw Standard Bearer.

Upon request, Flenta casts a strength spell on their newest group member. "Neat, huh? Did they tell you that I'm a real wizard? Well, Magus to be precise," she adds with a motion to the collection of weapons on her back. She hastily throws away the remnants of the scroll, pointing out the incoming zombie horde to hide the gesture from prying eyes.

For the zombie, I will use Tonbarse's rule on encountering a bane to recharge the standard bearer. Then recharge Spiked Chain +1 for the combat check.
Melee, 9 needed: 1d10 + 4 + 2d4 + 1 + 1d6 ⇒ (5) + 4 + (2, 4) + 1 + (4) = 20

At the end of Agna's turn, Strength is banished and I add Augury to the bottom of my deck.

--

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Shock Glaive +1, Blessing of Gorum
Deck: 9 Discard: 4 Buried: 1 Displayed: 0
Notes: - Blessing in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

Out of turn
Nothing

Start of turn
Blessing of the Gods

Move to CB 1, explore card 1: Major Kendra Deverin.
Flenta hops over to the next island, to team up with Alase and Tonbarse. She spots an unfamiliar woman and waves her over. "You're not a Pathfinder, are you? How did you get here?" The woman turns out to be a Varisian mayor, stranded on the asteroid by a portal that showed up in her town.

Asking Alase to recharge a BotG.
Charisma: 2d6 ⇒ (6, 1) = 7

Flenta is going to ask her for help, but she's not too good with words and just bumbles incoherently. Even a quick glance at Alase for some help doesn't do much good. The mayor eventually leaves.

--

End of turn
CB 1 Collapse?: 1d10 ⇒ 6 Nope, not yet.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Shock Glaive +1, Spiked Chain +1, Strength, Blessing of Gorum
Deck: 7 Discard: 4 Buried: 1 Displayed: 0
Notes: - Strength can be used by anyone (+3 Str).
- Blessing in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

O_O

Flenta waves goodbye to Arabundi, hoping she'll see him again some day.


ACG Flenta - Fighter

Start of turn: Blessing: 1d29 ⇒ 2 --> BotG

--

Move to CB 2, explore card 1: Falling bell
Flenta spots the danger on time, and is ready to launch herself to the next island when she feels it crumbling under her feet. She makes it there safely, but hadn't seen the danger coming from above. When the rock she was on broke, an ancient church tower also crumbled, causing the bell to follow her down.

Wisdom: 1d10 ⇒ 1
Cast speed, Discard Blessing of CC.
Acrobatics: 1d6 + 2 + 3 + 1d6 ⇒ (3) + 2 + 3 + (2) = 10 Success.
One combat damage, discard Lucerne Hammer.

With a hastily cast spell to boost her reflexes and a prayer to Cayden, she barely manages to avoid the bell crushing her. However, it fall upon her Lucerne hammer, smashing its haft. She collects the two pieces and sullenly pieces them together. "Drat. On the other hand, if I hadn't jumped out of the way in the last, instance, the others might have been piecing me back together like that." She chuckles at the wry thought, then finds a quiet place to take a breather.

--

End of turn. Banish speed, add Force missile to the bottom of my deck, draw Strength, Staff of minor healing and Spiked Chain +1. At the first opportunity, I will use the healing staff on myself (already included here), to recharge random card: BotG.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Shock Glaive +1, Spiked Chain +1, Strength, Blessing of Gorum
Deck: 7 Discard: 4 Buried: 1 Displayed: 0
Notes: - Strength can be used by anyone (+3 Str).
- Blessing in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

Are you sure? It seems like the "on encounter" is a rule on Tonbarse that affects me. The rule about recharging the blessing is on Alase's card and affects you. They don't seem to interfere, do they?


ACG Flenta - Fighter

Nothing out of turn.
Blessing of Desna.

--

(Move to CB 6, explore card 1. Ameiko Kaijitsu.
Flenta doesn't really like it on the island she's on, without any backup from her fellow Pathfinders. She makes the jump over to where she spots Alase and Tonbarse. It turns out she's not alone, Ameiko is with her. Flenta adjusts her glamorous hat in an attempt to impress the woman.

Display Hat of Glamour.
Charisma: 1d6 + 2d6 ⇒ (1) + (6, 6) = 13

--

Ameiko is suitable impressed, and tells a splendid tale of fierce battle that would please Gorum. Banish Ameiko to retrieve Blessing of Gorum from my discard pile. Discard Blessing of the Gods to explore again. Trapped passageway.

Bolstered by Ameiko's story, Flenta pushes foward, exploring a cavern into the rock. unfortunately, the passageway is trapped! [ooc]Recharge Call Weapon when encountering the bane. Asking Alase to recharge Blessing of the Gods

Acrobatics, 9 needed: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (4) = 12 Success. Explore again. Zombie Giant.

--

Flenta jump over the pitfall in the passageway, and pushing forward. However, she finds a Zombie Giant waiting for her at the end of the cavern. "Eep!"

Recharge greatsword
Melee, 13 needed: 1d10 + 4 + 2d6 + 1d10 ⇒ (7) + 4 + (6, 3) + (2) = 22 Success.

--

End of Turn.
Collapse: 1d10 ⇒ 3 No effect.
Draw Lucerne Hammer, Shock Glaive, Speed.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Lucerne Hammer, Shock Glaive +1, Speed, Blessing of Cayden Cailean, Blessing of Gorum
Deck: 7 Discard: 3 Buried: 1 Displayed: 0
Notes: - Speed can be used by anyone.
- Blessings in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

Quick post before leaving for work.

No events that happen before my turn.
Flip Blessing of Iomedae at start of turn.

--

The rock Flenta has been on has dwindles to nearly nothing, and she only spots a Yeth Hound in the distance. "See ya!" she says as she makes a the jump to a new rock that has just floated into range. Go to (the new) CB 3, explore card 1. Arcane runes. As soon as she makes the jump, she realizes the should have looked where she lept. Her jump takes her straight into some pulsing runic circle. "Yikes!"

Recharge Topaz of Strength.
Intelligence: 1d10 ⇒ 6 Fail.
Damage: 2d4 ⇒ (3, 3) = 6 Bury Hide armor of Fire Resistance.

Flenta tries to recall what she knows of the runes, but she to admit (though she's never say so out loud) that it's all gibberish to her). She falls in the cycle, which trigger in an explosion of flame. Flenta is very lucky to wear her armor, though it's charred and ruined from protecting her.

CB 3 collapse?: 1d10 ⇒ 5
The island makes a loud groaning sound from the explosion, but holds together.

--

Reset hand. Draw call weapon and BotG.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Greatsword, Call Weapon, Hat of Glamour, Blessing of Cayden Cailean, Blessing of the Gods
Deck: 8 Discard: 2 Buried: 1 Displayed: 0
Notes: - BotG available. Blessing of CC in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

On Mork's turn, encounter Ancient Skeleton. Discard Blessing of Gorum.
Strength, 8 needed: 1d10 + 2 + 2d10 ⇒ (2) + 2 + (2, 3) = 9

Flenta has only just recovered from fighting the spectre and the first of a horde of zombies. She's barely caught her breath when she's accosted by a skeleton. "What is this? Were all these chunks of earth part of a graveyard at some time?" She still hasn't had time to grab a weapon, so she prays for Gorum that her brawn will be enough. And it is barely. Once she's pulled an arm from the skeleton, she uses it as a makeshift club to bash its skull in.

--

Flenta sees Alase next to a big treasure chest. She doesn't hesitate and makes a run for it, as fast as her small legs will take her. With a daring leap, she makes it to the fourth island. Explore CB 4 card 1. Large chest. Recharge Standard bearer.

Melee, 10 needed: 1d10 + 4 + 1d6 ⇒ (4) + 4 + (1) = 9 Fail. (Groan) Choose to banish.

Flenta cracks her knuckles, already smiling at the thought of what's in the chest for her. "Don't just stand there waving that flag," she berates her standard bearer. "Help me lift this." unfortunately, the standard bearer only gets in the way, until Flenta finally gives up in frustration. "It's useless. We'd best get on, before this whole rock collapses on us." Flenta leaves the chest alone and takes out her lucky topaz to console herself. After that, she finally takes the time to sharpen her greatsword.

--

End of turn, check to see if Bridge collapses is useless. rest hand, draw Greatsword and Topaz of Strength.

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Greatsword, Hide armor of fire resistance, Hat of Glamour, Topaz of Strength, Blessing of Cayden Cailean
Deck: 9 Discard: 2 Buried: 0 Displayed: 0
Notes: - Blessing in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

Catchup:
- Banishing Strength for Alase. Putting a new Strength spell on the bottom of the pile. I must be getting better at this magic-thing. The scroll didn't even turn to dust!
- Fighting a Zombie. No weapon, so just strength. Discarding BotG and Asking Arabundi to recharge Beast Skin.
Strength, 9 needed: 1d10 + 1d10 + 1d4 ⇒ (5) + (10) + (1) = 16 Success.
Flipping over Blessing of Pharasma at start of my turn.

--

Flenta was caught off-guard after her fight with the spectre. Or many she was still celebrating her breakthrough in the magic department. Whatever the case, the zombie is upon her before she has the chance to draw a weapon and she had to fend it off with her bare hands. "Arabundi, I know you're busy, but maybe some help over here? Again?"[/b] With a silent prayers to the Gods she manages to fend off the zombie, and then follows Raheli to another of the floating islands.

Explore CB 3 card 3. Guide.
Charisma, 6 needed: 1d6 ⇒ 2 Fail.

Flenta encounters a guide on the floating island, a native from somewhere. He seems a bit smelly, so Flenta lets him go on his way.

--

Draw Hide Armor and Blessing of CC. (I really need weapons... :/)

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Hide armor of fire resistance, Hat of Glamour, Standard bearer, Blessing of Cayden Cailean, Blessing of Gorum
Deck: 10 Discard: 1 Buried: 0 Displayed: 0
Notes: - Blessings in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

Flenta is really excited that they seem to be making headway. "Any guesses on what we're dealing with? Could it really be a time-lost elemental Lord? Let's find out!"[/b] With a tip to her new stylish and and with the appropriate gusto, she makes the jump and swings from one of the ropes to the first platform. "Come, keep up!"

--

Flipping Blessing of the Gods.
Collapsing Bridge 1: 1d10 ⇒ 7
Exploring Collapsing Bridge 1 card 1. Shadow.

It seems to Flenta like the cultists have brought all kinds of backup. "Watch out, more undead down here!" She grabs her trusty spiked chain and starts whipping it about to finish off the shadow.

Recharge Spiked Chain +1. Ask Arabundi to recharge dagger. (He's up after me and I figure he'll want to cycle for Zhaleh.)
Melee, 13 needed: 1d10 + 1 + 2d4 + 1 + 1d6 + 1d4 ⇒ (3) + 1 + (4, 4) + 1 + (2) + (3) = 18 Success.

--

Despite her brawn, Flenta isn't stupid enough to push forward without the proper backup. She waits for the others to make it on board as well. (It's an odd scenario. Chances of us actually closing a location are pretty slim; once all the boons are gone from a location, it's only logical that we move to a new one.)

Flenta wrote:

Skills and Powers:
Skills

STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6

Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Strength, Hat of Glamour, Standard bearer, Blessing of Gorum, Blessing of the Gods
Deck: 11 Discard: 0 Buried: 0 Displayed: 0
Notes: - Strength spell is available for anyone who needs it.
- Blessings in case of a seriously dangerous combat, or a boon that's too good to pass up.


ACG Flenta - Fighter

I have a busy evening, but should be able to get a post in some time around 8 PM (CEST).


ACG Flenta - Fighter

Nice one, Leaun. Let's hope you draw it soon next game.

1 to 50 of 173 << first < prev | 1 | 2 | 3 | 4 | next > last >>