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Face the Danger-Imprisonment-Melee 11-Recharge Soldier to add d4-Recharge The Rabbit Prince to add 1d10 Melee 11: 2d10 + 4 + 1d4 ⇒ (9, 10) + 4 + (2) = 25 reroll 10 because of The Rabbit Prince Rabbit Prince Reroll: 1d10 ⇒ 7 New total is 22-Success!
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Start of turn-Current Hour is The Survivor-At the start of your turn, you may recharge any number of cards then reset. Recharge War Drum and Harrower-Draw Spiked Gauntlets and Porcupine Move to Rooftop 5-Encounter Card 1-Fugitive-Choose between Wounded Wanderer and Fugitive-Choose to encounter fugitive. Before acting, succeed at a Wisdom or Perception 4 check or the difficulty is increased by 1d6. Wisdom 4: 1d4 ⇒ 2 Failed Check-Roll 1d6 to add to difficulty of Fugitive Check 1d6 ⇒ 5 Increase difficulty by 5-Discard Prayer to Bless Charisma 11: 2d8 + 1 ⇒ (3, 7) + 1 = 11 Success!-Summon barrier to attempt to close location-Choose Dissident Guard or Ambush-Select Dissident Guard-Erasmus discards The Theater to bless Diplomacy 6: 2d8 + 1 ⇒ (1, 7) + 1 = 9 success-Rooftop 5 is closed-Move to Rooftop 3-Reset Hand and end turn " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Staff of Minor Healing, Abadar's Law, Crowbar (Core), Helm (Core) Recharged: Pig (Core), War Drum, Harrower, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Start of Turn-Current Hour-The Snakebite-On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. Move to Rooftop 4-Display SPiked Breastplate-Encounter Card 1-Harrower Diplomacy 4: 1d8 + 1 ⇒ (6) + 1 = 7 Success-Harrower Acquired Discard Standard Bearer to Explore-Encounter Card 2-War Drum Charisma 4: 1d8 ⇒ 5 Success-War Drum Acquired Discard Teamster to Explore-Encounter Card 3-The Uprising-Recharge Pig to add 1d4 Diplomacy 5: 1d8 + 1 + 1d4 ⇒ (2) + 1 + (3) = 6 Success-The Uprising Acquired Discard Orison to Explore Card 4-Spiked Volley-Discard the Uprising to Bless and add 1d4 to check because of the Harrow suit Acrobatics 9: 1d6 + 1 + 1d6 + 1d4 ⇒ (5) + 1 + (6) + (2) = 14 Success-Spiked Volley Defeated Reset Hand " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Abadar's Law, Crowbar (Core), Spiked Gauntlets (Core), Horn of Battle Clarity (Core), Helm (Core), Porcupine (Core), Staff of Minor Healing Recharged: Pig (Core), Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Turn Continued-Draw and encounter an Ally-Frog- Fortitude 4: 1d8 + 1 ⇒ (1) + 1 = 2 Failed to acquire Frog “That’s one slippery frog.” Discard Teamster to Explore-Holy Symbol Wisdom 4: 1d4 ⇒ 1 Failed to Acquire Holy Symbol “This is not going well.” Discard Korvosan Guard to Explore-Huant-Suffer Scourge-Frightened-Grazzle Discards Blessing of the Gods to bless the check Diplomacy 10: 2d8 + 1 ⇒ (8, 5) + 1 = 14 Success Recharge Staff of Minor Healing to heal 1 card Kess is healed for 1: (Teamster (Core)). Deck shuffled. Reset Hand " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Soldier (Core), Horn of Battle Clarity (Core), Abadar's Law, Helm (Core), Crowbar (Core), Porcupine (Core), Staff of Minor Healing, Prayer (Core), Spiked Gauntlets (Core) Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Discard Spiked Half-Plate as Fire Damage Start of Turn-Move to Rooftops number 5-Current Hour is The Bear-Hour Power-On your Strength Check, add 2 Explore Card 1-Imprisonment-Barrier-Draw another Barrier-Phantasmal Apparition-Choose to encounter Imprisonment-Recharge Soldier to add 1d4 Melee 9: 1d10 + 4 + 1d4 ⇒ (6) + 4 + (1) = 11 Success-I will complete the turn after making sure I understand the card correctly
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" Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Porcupine (Core), Helm (Core), Horn of Battle Clarity (Core), Standard Bearer, Pig (Core), Spiked Gauntlets (Core), Crowbar (Core), Abadar's Law, Prayer (Core) Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Tier1.3 to Tier 1.4 Saved hero point Hero points: 0+1=1 1st Choice Blessing 1: Abadar’s Law 1d1000 ⇒ 495 2nd Choice Item 1: Boots of Friendly Terrain 1d1000 ⇒ 452
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Start of turn: Hour is The Keep-When you would discard or bury an armor you play, you may recharge it instead Move to Dungeons-Explore and encounter Card 1-Imps and House Drakes Use Kess 1st power to add 1d12 and the Magic Trait and reveal Spiked Guantlet to add 1 Combat 10: 1d10 + 1d12 + 5 ⇒ (6) + (4) + 5 = 15 Success! Discard Standard Bearer to Exploer and add 1d4 to Story Banes on this Exploration Use Kess power to heal a card because of defeated monster Explore and Encounter Card 2-Derro-Closing Henchman Before acting, succeed at a Constitution, Wisdom, or Fortitude 4 check or discard a random card. Fortitude 4: 1d8 + 1 ⇒ (3) + 1 = 4 Success Use Kess 1st Power to add 1d12 plus the Magic trait-Reveal Spiked Guantlet to add 1 Combat 10: 1d10 + 1d12 + 5 ⇒ (1) + (4) + 5 = 10 Success! Use Kess power to heal a card because of defeated monster Recharge Teamster to Draw a Card-Benefaction Summon the Danger to attempt to Close-Randomly selected Danger is[Zombie Minions/ooc] [ooc]1st Check-Use Kess 1st Power and Reveal Spiked Guantlet Combat 9: 1d10 + 1d12 + 5 ⇒ (5) + (6) + 5 = 16 Success-On to the 2nd check 1st Check-Use Kess 1st Power and Reveal Spiked Guantlet. Also reload spiked Guantlet to add 1d4. Discard The Cricket to bless Combat 13: 2d10 + 1d12 + 1d4 + 5 ⇒ (6, 9) + (3) + (2) + 5 = 25 Success! Dungeons Closed! Use Kess power to heal a card because of defeated monster All Local Characters may draw a card-Move to Oubliette-Reset Hand including Confusing " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Prayer (Core), Pig (Core), Crowbar (Core), Soldier (Core), Porcupine (Core), Korvosan Guard (Core), Spiked Gauntlets (Core), Standard Bearer, The Cricket (Core), Teamster (Core), Staff of Minor Healing Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Start Turn-Current Hour is Abadar’s Law-On your check to close or guard, Add 1d4-Move to Oubliette-Display Spiked Breastplate Encounter Oubliette Card 1-Throwing Axe-Auto Fail-Card Banished Recharge Porcupine to Explore Card 2-Evoker Evoked Trait: 1d6 ⇒ 3 Evoker trait and damage are Electricity Before Acting-A random local character suffers 1 damage-2 because of location trait 1-2=Thargrap 3-4=Erasmus 5-6=Kess: 1d6 ⇒ 6 Discard Helm to count as 2 damage based on Kess 4th power-Attack Evoker using Kess 1st power to add 1d12 and reload Spiked Guantlets to add 1d4+1 Combat 14: 1d10 + 4 + 1d12 + 1d4 + 1 ⇒ (1) + 4 + (8) + (2) + 1 = 16 Success-Evoker Defeated-Heal 1 card due to Kess final power-After Acting-Suffer 1d4 damage Damage: 1d4 ⇒ 1 2 Damage because of location trait-no cards to discard Reset Hand and shuffle 1 card back into deck due to Confusing Wildcard " Kess wrote:
Deck, Discard, Buried:
Reloaded: Standard Bearer,
Middle of Deck (Unknown Order): Pig (Core), Staff of Minor Healing, Crowbar (Core), Korvosan Guard (Core), Prayer (Core), Spiked Half-Plate , Benefaction (Core), Horn of Battle Clarity (Core), Soldier (Core) Recharged: Porcupine (Core), Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Summon the danger to guard Ruin-rolling 6;sided die to choose which danger to fight-1-3=Ancient Skeleton and 4-6=Zombie Minion The Danger: 1d6 ⇒ 2 Fight Ancient Skeleton-Before acting, reveal Helm to keep from taking 1 Combat damage-Use Kess 1st Power to add d12 and the Magic Trait-Discard Orbison to Bless-Reveal Spiked Guantlet to add 1 and the Melee and Piercing Traits Combat 15: 2d10 + 5 + 1d12 ⇒ (7, 6) + 5 + (2) = 20 Successfully Guarded-Heal a card due to Kess last power " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Standard Bearer, Crowbar (Core), Horn of Battle Clarity (Core), Soldier (Core), Korvosan Guard (Core), Pig (Core), Staff of Minor Healing, Prayer (Core), The Cricket (Core), Teamster (Core), Spiked Half-Plate Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Start turn-hour is Orison-no effect-Move to Ruin Encounter Ruin Card 1-Traitor-Before acting, discard a random ally and increase the combat difficulty by that card’s level Ally choice1-3=Korvosan Guard 4-6=Soldier: 1d6 ⇒ 4 Discard Soldier-level 0 Use Kess 1st power to add 1d12 and the Magic Trait and use Kess 2nd power to recharge Korvosan Guard and add 1d4 Combat 13: 1d10 + 4 + 1d12 + 1d4 ⇒ (3) + 4 + (12) + (1) = 20 Success-Heal 1 card because of Kess 4th power Discard Benefaction to Explore Card 2-Allip Use Kess 1st power to add 1d12 and the Magic Trait and discard The Cricket to bless Combat14: 1d10 + 4 + 1d12 + 1d10 ⇒ (5) + 4 + (3) + (7) = 19 Success-Heal 1 card because of Kess 4th power Reset hand-Recharge random card-Crowbar " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Staff of Minor Healing, Prayer (Core), Teamster (Core), The Cricket (Core), Soldier (Core), Spiked Half-Plate , Pig (Core), Porcupine (Core), Crowbar (Core), Horn of Battle Clarity (Core), Standard Bearer, Korvosan Guard (Core) Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Start at Oubliette " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Standard Bearer, Porcupine (Core), Horn of Battle Clarity (Core), Helm (Core), Spiked Half-Plate , Teamster (Core), Prayer (Core), Orison (Core), Spiked Breastplate (Core), Pig (Core), Staff of Minor Healing Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Tier1.2 to Tier 1.3 Used hero point for Skill Feat: Strength Hero points: 0+1-1=0 1st Choice Armor 1: Spiked Half-plate 1d1000 ⇒ 343 2nd Choice Blessing 1: Abadar’s Law 1d1000 ⇒ 678 3rd Choice Item 1: Item: Boots of Friendly Terrain 1d1000 ⇒ 606
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Start of Turn-Current Hour is The Forge-On your check, add 1 for each type of boon played. Move to Docks to avoid Wildcard Harrow of Keys Display Spiked Breastplate and Encounter Card 1-Glorious Warhammer Reveal and Recharge Crowbar to add 2d8 Melee 10: 1d10 + 3 + 2d8 ⇒ (2) + 3 + (8, 7) = 20 Success Acquire Glorious Warhammer Recharge Staff of Minor Healing to heal 1 card Examine next card-Leech-I don't have any way to encounter the card so it gets moved to the top of a random deck. End of Turn-Roll for Poison Damage Poison: 1d4 - 2 ⇒ (4) - 2 = 2 Use Less Power to count the 1st card discarded as damage as 2 cards/ooc] [ooc] Reset Hand " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Prayer (Core), Heavy Shield (Core), Standard Bearer, Crowbar (Core), Soldier (Core), Benefaction (Core), Horn of Battle Clarity (Core) Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Discard Orison for Harrow of Keys due to failing check against Evidence. Reset hand again to get back to the correct hand size. " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Korvosan Guard (Core), Heavy Shield (Core), Standard Bearer, Prayer (Core), Helm (Core), Benefaction (Core), Soldier (Core), Horn of Battle Clarity (Core) Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Current Hour is The Tyrant-When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. Move to River-Encounter Card 1-Magic Leather Armor Fortitude 6: 1d8 + 1 ⇒ (3) + 1 = 4 Failed to Acquire-Magic Leather Armor banished Discard Porcupine to explore Card 2-Invisibility Spell Automaic fail-Max of 6 for a roll-Invisibility banished End of Turn-Examine next card: Evidence-card says to encounter when examined-I,m not seeing anything that would actually be an effective blessing Intelligence 11: 1d6 + 1d8 ⇒ (5) + (1) = 6 Failed check End of Turn: Acid Damage Acid: 1d4 - 2 ⇒ (2) - 2 = 0 No damage. At least something positive happened this turn Reset Hand " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Prayer (Core), Horn of Battle Clarity (Core), Helm (Core), Korvosan Guard (Core), Benefaction (Core), Soldier (Core), Heavy Shield (Core), Standard Bearer, Spiked Breastplate (Core) Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Current Hour is The Twin Move to Den of Iniquity-Encounter first card-Returning Star Knife Discard The Cricket to bless check Melee 10: 2d10 + 3 ⇒ (4, 3) + 3 = 10 Success Discard Pig to Explore card 2 Encounter Spiked Gauntlet Melee 4: 1d10 + 3 ⇒ (2) + 3 = 5 Success Discard Teamster to explore Card 3 Encounter Traitor-No allies in hand for before acting effect-Reload Spiked Guantlet to add 1d4-Use 1st power Combat 11: 1d10 + 3 + 1d12 ⇒ (5) + 3 + (3) = 11 Success Heal 1 Card-Spiked Guantlet End Turn Toxic Damage: 1d4 - 2 ⇒ (4) - 2 = 2 Discard Spiked Guantlets-Counts as 2 cards because of 3rd power Reset Hand " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Heavy Shield (Core), Orison (Core), Prayer (Core), Benefaction (Core), Standard Bearer, Horn of Battle Clarity (Core), Soldier (Core), Korvosan Guard (Core), Spiked Breastplate (Core), Helm (Core) Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Added loot Ally Standard Bearer to hand
" Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Helm (Core), Prayer (Core), Horn of Battle Clarity (Core), Standard Bearer, Korvosan Guard (Core), Benefaction (Core), Orison (Core), Soldier (Core), Spiked Breastplate (Core), Porcupine (Core), Heavy Shield (Core) Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Tier1.1 to Tier 1.2
Hero points: 0+1-1=0 1st Choice Ally 1: Ally: 1d1000 ⇒ 852 Standard Bearer 2nd Choice Blessing 1: Perception: 1d1000 ⇒ 138 The Keep 3rd Choice Item 1: Item: 1d1000 ⇒ 263 Boots of Friendly Terrain
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Start of Turn-Hour is The Eclipse-Move to The Shop Explore Shop Card 1-The Publican use Orison from Erasmus to bless the check Diplomacy 5: 1d8 + 1 + 1d8 ⇒ (6) + 1 + (8) = 15 Success Discard Soldier to explore Verik Vancaskirken Ahmotep banishes Embalmer to guard slaughterhouse Taking on Verik-adding spoiler tag to wait for guard attempt on Abamdoned Shacks Attempt to defeat Verik:
Before acting, suffer 1d4 ranged combat damage Ranged Combat Damage: 1d4 ⇒ 3 add 1 damage for Deadly wildcard-Reveal Heavy shield to reduce damage by 1-discard Crowbar as damage-Kess power counts that card as 2-discard Korvosan Guard to complete damage-Kess power uses Melee+1d12 for Combat-discard Blessing of Kols to add 1d10 Combat 16: 1d10 + 3 + 1d12 + 1d8 + 1d10 ⇒ (4) + 3 + (7) + (4) + (1) = 19 Success! Verik defeated! Move to Slaughterhouse if needed-Reset hand if needed
" Kess wrote:
[spoiler=Deck, Discard, Buried] Reloaded:Middle of Deck (Unknown Order): Helm (Core), Benefaction (Core), Spiked Breastplate (Core) Recharged: Orison (Core), Pig (Core), Porcupine (Core), Staff of Minor Healing, Horn of Battle Clarity (Core), Discard Pile: Buried Pile: Skills and Powers: "
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
[/spoiler]
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Start of Turn-Hour is The Eclipse-Move to The Shop Explore Shop Card 1-The Publican use Orison from Erasmus to bless the check Diplomacy 5: 1d8 + 1 + 1d8 ⇒ (3) + 1 + (6) = 10 Success Discard Soldier to explore Verik Vancaskirken Ahmotep banishes Embalmer to guard slaughterhouse
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Start of turn-Kess starts turn at Slaughterhouse after moving from Office when closed Current hour is The Brass Dwarf-The first time you discard cards as damage this turn, recharge 1 of them instead. Kess moves to Tavern-Explore Tavern Card 1-Henchman-Thug-Cow Hammer Boys Before Acting Strength Check Strength 5: 1d10 ⇒ 3 Failed check-Roll for damage-add 1 to roll for wildcard Deadly Damage: 1d4 + 1 ⇒ (1) + 1 = 2 Recharge Staff of Minor Healing and discard Caltrops as damage You may have hurt me, but I will end you! Continue fight with Thug-Use Kess 1st Power to add 1d12 and Magic trait to Melee for Combat Check-Reveal Spiked Gauntlet to add +1-Recharge Horn of Battle Clarity and Reveal Korvosan Guard to add 1d8 Combat 12: 1d10 + 3 + 1d12 + 1 + 1d8 ⇒ (4) + 3 + (10) + 1 + (2) = 20 Success-Thug defeated Tavern closing condition-Each Local Character reveals an Ally-Kess Reveals Korvosan Guard-Tavern is Closed-Kess uses power to heal a card after beating a monster and heals a card due to Tavern Closing Effect-Blessing of Kols and returned to deck Kess moves to Bank of Abadar and resets her hand-drawing 3 " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Caltrops, Spiked Gauntlets (Core), Prayer (Core), Teamster (Core), Benefaction (Core), Spiked Breastplate (Core), Helm (Core) Recharged: Orison (Core), Pig (Core), Porcupine (Core), Staff of Minor Healing, Horn of Battle Clarity (Core), Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Start of turn-Current Hour is Abadar’s Law-When this is the hour, add 1d4 to your check to close or guard Move to Office and explore card 1-Haughty Nobles-Add 4 to check due to being at an urban location Use The Marriage blessing from Erasmus to bless the check Diplomacy 11: 2d8 + 1 + 1d4 ⇒ (3, 4) + 1 + (2) = 10 Failed Bury Soldier due to Haughty Nobles undefeated condition. Discard top card of deck-Crowbar-due to Wildcard: Harrow of Keys Randomizing exploration 1=1 and 2-8=4-10: 1d8 ⇒ 5 Discard Blessing of Kols to Explore Office card 7-Caltrops Dexterity 4: 1d6 + 1d4 ⇒ (4) + (2) = 6 Success Reset hand-Discard 1 Spiked Gauntlet and draw 2 cards " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Teamster (Core), Heavy Shield (Core), Spiked Breastplate (Core), Benefaction (Core), Prayer (Core), Helm (Core) Recharged: Orison (Core), Pig (Core), Porcupine (Core), Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Start of Turn-Current hour is Gozreh’s Growth-When this is the hour: On your check against an Animal or Elemental card, add 1d4 Move to Tavern-Explore Card 1-Spiked Guantlet Melee 4: 1d10 + 3 ⇒ (1) + 3 = 4. Success Hmm...I’ve already got one of these. Recharge Pig to explore Card 2-Crocodile-Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage-Discard The Cricket to bless Acrobatics: Dexterity 6: 1d6 + 1 + 1d6 + 1d4 ⇒ (3) + 1 + (6) + (2) = 12 Success-Encounter Crocodile-Recharge Porcupine to add 1d8 Combat 11: 1d10 + 3 + 1d12 + 1d8 ⇒ (6) + 3 + (8) + (4) = 21 Success-Heal 2 cards- because of Pig and because of Kess power-Heal Crowbar and Benefaction-Reset Hand " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Korvosan Guard (Core), Benefaction (Core), Horn of Battle Clarity (Core), Prayer (Core), Crowbar (Core), Spiked Breastplate (Core), Helm (Core), Heavy Shield (Core), Teamster (Core) Recharged: Orison (Core), Pig (Core), Porcupine (Core), Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Turn continued-Explore Card 2 at the Shop-Brawl Melee 5: 1d10 + 3 ⇒ (5) + 3 = 8 Success-Card will be banished I’m going to take a second to catch my breath after that. Reset hand and end turn " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Heavy Shield (Core), Teamster (Core), Soldier (Core), Helm (Core), Korvosan Guard (Core), Spiked Breastplate (Core), Horn of Battle Clarity (Core), Prayer (Core) Recharged: Orison (Core), Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Starting Location: Office Current Hour is Prayer-No effect Move to Shop and Explore Card 1-Seeking Shortbow Orison to bless-Recharge instead of discard because the hour is 0 and add 1d4 because of Harrow suit Keys Dexterity 11: 1d6 + 1d6 + 1d4 ⇒ (2) + (1) + (1) = 4 check failed miserably Gah! I can’t even figure out how to hold this thing. Im better off without it anyway. Suffer 2 Damage due to Hostile and Deadly Wildcards-Discard Crowbar use power When you discard or bury a card as damage, it counts as up to 2 Discard Benefaction to explore Shop Card 2- Turn Paused to allow for players to select starting locationst
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No interest in loot.
1st Choice Item 1: 1d1000 ⇒ 768 Staff of Minor Healing 2nd Choice Ally 1: 1d1000 ⇒ 177 Standard Bearer 3rd Choice Blessing 1: 1d1000 ⇒ 886 Gorum’s Iron
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Hour-The Survivor Give Card-Priest of Asmodeus to Thargrap Move to Reading Room Explore Reading Room Card 1-Henchman Proxy A3-Lamm's Lamb Charisma Diplomacy 6: 1d8 + 1 + 4 ⇒ (3) + 1 + 4 = 8 Success! Attempt to Close Reading Room-Summon The Idiot-Immediately Acquire because it is Harrow. Location Closed Heal a blessing due to closing effect-Heal Orison Move to Storehouse No changes to hand for reset-Hand size stays 6 due to location condition " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Orison (Core), Soldier (Core), Prayer (Core), Helpful Haversack, Teamster (Core), Heavy Shield (Core), Spiked Breastplate (Core), The Dance Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Hour-Benefaction-When this is the hour-No effect Move to Storehouse-Treat hand size as 1 larger Explore Card 1-Giant Toad Use Quarterstaff of Vaulting-Melee plus 1d6+1-discard Quarterstaff of vaulting to add 1d6 Combat 10: 1d10 + 3 + 1d6 + 1 + 1d6 ⇒ (3) + 3 + (4) + 1 + (5) = 16 Success-Giant Toad defeated Use power-When you defeat a monster, you may heal a card-Healed 1 card Discard The Dance to explore Card 2-Leather Armor Constitution: Fortitude 3: 1d8 + 1 ⇒ (1) + 1 = 2 Failed to Acquire Leather Armor It didn’t look like it would have fit right anyway. Freely Reveal Helm to eliminate 1 Combat Damage brought on by the Hostile Wildcard Bury Priest of Pharasma to heal 1d4 + 1 cards Heal: 1d4 + 1 ⇒ (1) + 1 = 2 Heal 2 cards I was hoping that would feel a little better. Well, I guess some is better than none. Reset Hand-Draw 4 to bring hand size up to six because of location adding 1 to hand size. " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Heavy Shield (Core), Teamster (Core), Helpful Haversack, The Dance, Spiked Breastplate (Core), Prayer (Core), Soldier (Core) Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Hour-The Dance-Harrow-When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. Move to Reading Room-On your check, if the Hour is Harrow, Add 1 Explore Card 1-Mad Prophet Add 1 to check because of the hour is Harrow-
Diplomacy 8: 1d8 + 1 ⇒ (7) + 1 = 81d8 + 1 ⇒ (3) + 1 = 4 12-Success!-Draw the Hour-The Dance That was some irritating drivel. Glad I got him to shut up. Discard Porcupine to Explore next card-Divine Insight What is this? A spell? I don't know anything about magic. Wisdon 6: 1d4 + 1 ⇒ (4) + 1 = 5 Failed to Acquire-Freely Reveal Helm to eliminate 1 Combat Damage brought on by the Hostile Wildcard. Gobble Gabble Gooble Gub. I don't think that was quite right. End Turn: Reset Hand-Discard Heavy Shield-No Cards Drawn " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Crowbar (Core), Teamster (Core), Helpful Haversack, Soldier (Core), Prayer (Core), The Cricket (Core), Korvosan Guard (Core), Spiked Breastplate (Core) Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Hour is Prayer-No Effect Start of Turn-Reveal Helpful Haversack to Examine the top card of my deck-Spiked Gauntlet-Reload card Ah, this could come in handy soon. I'd better keep it close by. Move to Storehouse and Encounter Card 1-Swamp Ooze Swamp Ooze:
Core
Monster 1 Traits: Acid Ooze To Defeat: Combat 9 Immune to Cold, Fire, Mental, and Poison. After acting, each local character either recharges an armor or suffers 1 Acid damage. Use power-For your combat check you may use Melee + 1d8 Combat Melee 9: 1d10 + 3 + 1d8 ⇒ (3) + 3 + (6) = 12 Defeated! After Acting-Suffer 1 Acid Damage-Discard Helpful Haversack Use Power-When you defeat a Monster, you may heal a card. All, right. I'm feeling good. Let's see what else is around here. Discard Pig to Explore Quarterstaff of Vaulting:
Core Weapon 1 Traits: 2-Handed Bludgeoning Magic Melee Staff To Acquire: Strength Melee 8 OR Acrobatics 6 For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6. Recharge to evade an Obstacle or Trap barrier you encounter. After playing this weapon, you may not play an Offhand boon this encounter. Melee 8: 1d10 + 3 ⇒ (6) + 3 = 9 Acquired! I don't know if I'll have much use for this thing, but I'll hang onto it for the time being. Reset Hand-Draw 3 because of Storehouse trait-At this Location Treat your hand size as 1 larger. " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Soldier (Core), Crowbar (Core), Korvosan Guard (Core), Teamster (Core), The Cricket (Core), Helpful Haversack, Prayer (Core), Spiked Breastplate (Core) Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Hour-The Theater-At the start of your turn, examine the top card of your location; you may encounter it. Examine the top card at Boat Location: Helpful Haversack-Encounter Card Dexterity or Intelligence 6 to acquire Dexterity: 1d6 ⇒ 6 Success I wasn't sure if I would be able to get this thing open. I'm glad I got it figured out. Could come in handy later. Give Card-None Move to Docks Explore top card: Encounter Boggart Knowledge or Perception 4 then Combat 10 Recharge Soldier to add 1d4 to check Perception: 1d4 ⇒ 31d4 ⇒ 2 5=Success Then Combat check of 10-Use Power allowing Kess to use Melee +1d8 Melee: 1d10 + 3 ⇒ (5) + 3 = 81d8 ⇒ 6 14=Success I almost didn't see that guy there. Lucky I turned around just in time. Discard Orison to Explore Encounter Luckstone Wisdom or Survival 6 Ah, well. Can't win 'em all. Wisdom: 1d4 ⇒ 1 Fail to Acquire-Take 1 Combat damage due to Wildcard-Recharge Spiked Breastplate to Reduce damage to 0 End of Turn: Nothing to Recover-Reset Hand-Draw 0 " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Helm (Core), Teamster (Core), Priest of Pharasma, Korvosan Guard (Core), Spiked Gauntlets (Core), Prayer (Core), Crowbar (Core), Heavy Shield (Core) Recharged: Soldier (Core), Spiked Breastplate (Core), Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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I will start by checking out the Boat " Kess wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Korvosan Guard (Core), Teamster (Core), Prayer (Core), Helm (Core), Heavy Shield (Core), Crowbar (Core), Spiked Gauntlets (Core) Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Melee: Strength+3 Dexterity d6 ☐ +1 ☐ +2 ☐ +3 Acrobatics: Dexterity+1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 Fortitude: Constitution+1 Intelligence d6 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 Charisma d8 ☐ +1 ☐ +2 Diplomacy: Charisma+1 Favored Card: {Ally}
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Hello there, mighty adventurers. The name’s Kess. I’d love to join you in your next adventure. |