Elf Archer

Leaun Arduz's page

Organized Play Member. 56 posts (128 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 1 alias.


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Dark Archive

This sure has been fun; I hope more PACG PbP scenario's will follow :)

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GM Hawkmoon269 wrote:

Don't forget the location power, which should be:

"When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage."

Arabundi wrote:
"Ouch!" :S

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So, I'll use the PFSACG Boon to treat the Blessing as it it has AD#1 and put Blessing of Milani (AD#1) in my deck;

And an acquired Ally 1 to put Dog (AD#1) in my deck;

Then the Fox (basic B card) returns from being swapped with Zhaleh.

Card feats:
- Ally 2 ☑ 3
- Blessing 4 ☑ 5 ☐ 6

Cards List:

Weapons
Dagger
Deathbane Light Crossbow +1
Light Crossbow
Returning Throwing Axe +1

Spells
Beast Skin
Cure

Armors
Leather Armor

Items
Amulet of Life
Conch Shell

Allies
Dog
Fox
Toad

Blessings
Blessing of Erastil
Blessing of Erastil
Blessing of Milani
Blessing of Milani
Blessing of the Gods

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Yay! We did it! 8D

--
Scenario reward:
I've got an unused PFSACG boon from playing the PFS Module: Plunder & Peril:

Quartermaster's Favor:
(Pathfinder Adventure Card Guild)
When upgrading your deck, you may cross this boon off your Chronicle sheet to treat the adventure deck number of your chosen card as though it were one higher, to a maximum of the adventure deck number of the chosen scenario.

If I may use that, I'd like to draw a blessing from the box; otherwise, I choose to draw an item :)

--

Cards in deck:

*Received:
Detect Evil (from Raheli)
Augury (from Flenta)
Cure (from Raheli)
Cure (from Feiya)

*Acquired:
Wand of Shield (Item 1)

*Lent out:
Amulet of Life (to Raheli)
Blessing of Erastil (to Alase)

--

Adventure & Tier rewards:
- Card feat #1: Depending on random blessing or item: blessing/item +1.
- Card feat #2: Ally +1.
- Die bump +1 = 1.

--

Preferred Upgrades:
- Dog (Ally 1)
- BoMilani (Blessing 1)
OR
- Spyglass (Item B) / Staff of Minor Healing (Item 2)

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PFS Boon collector: 1d20 ⇒ 15 :)

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MorkXII - Alase wrote:

...

Receive Blessing of Erastil from Arabundi that's combat DEX, right?
...

That's right:

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
After you play this card, if it matches the top cards of the blessings discard pile, recharge this card instead of discarding it.

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We can use the acquired allies as compensation for skipping explore steps I guess. Too bad Ven Vinder doesn't help, it's the only ally I acquired. If he comes up, Arabundi will buy one of his items and send him home :) I'll have to use blessings to explore and cycle as much as I can by shooting arrows and healing.

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I'll wait for the GM's turn post.

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Edited post. You drew the card 'Researcher' to reset your hand; I thought you could explore with it ;)

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I realize I posted too soon, but I was writing my post in advance and didn't want to risk losing these amazing dice rolls and card draws :)

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I agree with MorkXIII's idea. Currently, I've got Light Crossbow, Cure, Leather Armor, Beast Skin and BoErastil in my hand (Dagger got recharged to add 1d4 to Flenta's check against the Sneak).

I'll discard the BoErastil to add 1d4 to Kyra's check; adding up to Kyra's BotG and Sajan's BoMilani = 5d4 (88.18% chance to make DC 10).

In my turn I'll move to CB#5 closing it, recharging Leather Armor (reduce 1 Combat damage), discarding/recharging Beast Skin (reduce 2 Combat damage) and discarding Light Crossbow. Then cast Cure on Arabundi trying to recharge it and asking Alase to recharge BotG to add 1d8 to try recharging the Cure.

@ MorkXII: I left the ally Brodert Quinck (CtA: Charisma/Diplomacy/Intelligence/Knowledge 7) on top of CB#6.

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Blessing of the Gods is least expensive and Flenta has to banish a Cure if she uses it. Adding 1d10 is nice as well :)

Due to the risk of someone jumping to the other table, I hope the 6th Cure Flenta's carrying will reach you in time; then we'll both have 3 in our decks for the second section of this scenario.

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@ Kyra: I'll discard Blessing of the Gods to add 1d10 to your non-combat Wisdom check against Siren.

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skizzerz - CD Feiya wrote:

Daji is not generally available for the +1d4 power; I'll make an exception for Cure recharges since those are important, but in general do not use things unless I specifically offer them in my Notes. A flat -5 to difficulty is way better than an extra 1d4, so the opportunity cost of adding 1d4 is too high for my tastes.

...

Hi Skizzerz, sorry for misinterpreting your note about recharging Daji to decrease difficulty by 5. I thought that note was about Daji (Cohort) and not about Daji (Ally). If it had been a discard power, or not used for recharging a Cure (or fighting a villain/closing a location in another scenario), I would not have used it.

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Leaun Arduz - Ranger Arabundi wrote:

...

-In case of emergency or if matching the top card of the blessings discard pile: Blessing of Erastil (add 2 dice to any combat check).

That should be: ...(add 2 dice to any combat Dexterity check) :)

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Hawkmoon269 wrote:

Ok. The current turn order from the campaign header is:

1. Alase (MorkXII)
2. Raheli (Rhynn Davrie)
3. Flenta (Iff)
4. Arabundi (Leaun Arduz)

So, rolling a d4 to get...

[dice=Zhaleh]1d4

Congrats Leaun. Zhaleh can be used by Arabundi.

Wow, that's great :) Arabundi cycles reasonably through his deck so there's a good chance to use the card. I'll add it to his Wisdom skill as soon as possible.

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I'm ok with rolling the d4 for the random loot card Zhaleh and excited to see who gets it :)

I also agree that a pause until july 5th is fine, since the coming weeks are going to be busy for me as wel.

This PbP format is a lot of fun so I hope it will continue for other scenario's.

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* Scenario reward: one-time this-adventure bury-a-card OR Zhaleh Loot ally: bonus skill feat for 1 character (no preference).

* Tier progress: third scenario succeeded.

* Upgrade: Blessing B (replace BotG in deck with BoErastil from box).
* "Reserved" bonus upgrade: Blessing 2 (replace BotG in deck with BoMilani from box).

Skills:

- Strength d6 ☐+1 ☐+2

- Dexterity d8 ☑+1 ☐+2 ☐+3 ☐+4
- RANGED: Dexterity +3

- Constitution d10 ☐+1 ☐+2

- Intelligence d6 ☐+1 ☐+2
- KNOWLEDGE: Intelligence +2

- Wisdom d8 ☐+1 ☐+2 ☐+3
- DIVINE: Wisdom +1

- Charisma d4 ☐+1 ☐+2


Powers:

- Hand size 6 (☐ 7) (☐ 8).
- Proficient with Light Armors and Weapons.
- You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☑ 2).
- Add 2 (☐ 4) to your check to acquire a spell that has the Divine trait.
- You may recharge a card to add 1d4 to a combat check by a character at another location.

Cards List:
- Favored card type: Weapon and Spell.

Cards List
- Weapon 4 ☐ 5
- Spell 2 ☐ 3 ☐ 4
- Armor 1 ☐ 2 ☐ 3
- Item 2 ☐ 3 ☐ 4
- Ally 2 ☐ 3
- Blessing 4 ☐ 5 ☐ 6


Deck List:
Weapons
Deathbane Light Crossbow +1
Returning Throwing Axe +1
Light Crossbow
Dagger

Spells
Cure
Beast Skin

Armors
Leather Armor

Items
Conch Shell
Amulet of Life

Allies
Fox
Toad

Blessings
Blessing of Milani
Blessing of Erastil
Blessing of Erastil
Blessing of the Gods

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I can use all 3 types of upgrade, so no preference there.

As a scenario reward, I'd choose the second option: • Each character may use the following power once during the adventure: “Bury a card to search your deck and discard pile for a card and add it to your hand.” That way I'd have a backup super-Toad for the rest of this adventure.

I believe the remove-from-game power of Zhaleh means that only one character can get a bonus skill feat and after that the ally Zhaleh can not be chosen for the next scenario(s).

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I think we only acquired these cards:

Flenta: Spell B (Force Missile)
Flenta: Spell B (Glibness)
Raheli: Blessing B (Blessing of the Gods)
Raheli: Blessing B (Blessing of Sarenrae)
EDIT: :)
Raheli: Item C (Potion of Hiding)

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MorkXII - Alase wrote:

I did my best to check everyone's powers and cards, and these are the odds I came up with:

  • Raheli Zombie Minion - (recharge 4 items, plus 1d4 from arabundi) d10+d8+4d4 = 99.8%
  • Raheli Acquire Blessing: Worst possibilty (unless theres a promo blessing) is a d6 to get a 5 - (2 blessings) 3d6 = 98.2%
  • Alase Brimorak Combat 20 - (3 blessings) 4d10+1d4+6 = 97.1%
  • Fleta 1st Combat 16 - (1 blessings, recharge weapon) = 3d10+4+1d8= 95.9%
  • Arabundi 2nd Combat 18 - (Erastil + 1 blessing) = 5d8+5 = 97.6%

    If Raheli's base check is better than d6 to get a 5, we can give an extra blessing to Flenta, bumping that check to 99.4%. If Raheli gets a BotG, that frees up one more for Alase or Arabundi.
    (Assuming I did everything correctly...)

  • Available blessings:

    Alase: BoPharasma, BotG, BotG
    Raheli: BotG
    Flenta: - (discarded BoCC to explore)
    Arabundi: BoErastil, BotG

    We have immediate access to 6 blessings since Flenta discarded the BoCC to explore. Then up to 7 (5) when Raheli succeeds at the acquire check.

    So I guess the sequential order of checks will be:
    1. Canyon: {-2+1 blessings}
    2. Brimorak: {-2 blessings}
    3. Villain: {-3 blessings}

    If the Canyon doesn't temp close then only 1 blessing for the Brimorak since the Villain auto closes Deeper Dungeons when defeated.

    Arabundi shooting arrows at Alase's Zombie Minion and Brimorak (Beast Skin and Leather Armor) and maybe at Raheli's Zombie Minion, but that would mean recharging Cure (backup).

    Oh my science, the gods are going to love all the singing and chanting :)

    Dark Archive

    Iff's pregen wrote:

    With his 4d8+5, Arabuni has about 95% to hit the second combat check, at difficulty 16. That should be enough...

    For the first combat check (difficuly 14), Flenta has her glaive to reveal for 1d10+3+1d10+1. 64% chance. ...

    Zhaleh Setat is a veteran monster. The combat checks to defeat are 16 (Flenta 45%/70%) and 18 (Arabundi & Erastil 88%).

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    MorkXII - Alase wrote:

    Leaun, would it be worthwhile to discard that new armor to draw an extra card at the end of you last turn? Every possible blessing or ally right now could make a huge difference.

    I sent the Half-Plate by Silver Raven Figurine to Raheli. Thanks for the suggestion :)

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    cartmanbeck wrote:
    This is pretty much the first game of its kind (other than some initial testing that Pirate Rob did a LONG time ago by having his physical cards sitting out on a table for a month straight) and one of the major points of this game is to show Tonya and the other Paizo ppls that matter that we can run play-by-post organized play without sacrificing major parts of the game (or fun, for that matter). :)

    Hi Tyler, I hope in the future more PACG scenario's will be played by posting :)

    I have to admit I use the physical cards of the 4 CD's to keep track of what's going on. I've always liked the idea of being able to replay "recorded" games, like chess.

    Also, I feel trying to interpret the randomly encountered cards into storylines adds a lot of fun to the game. IRL this rarely happens, usually only when something strange comes up, like encountering a Monster in the Closet Barrier in the Woods.

    Dark Archive

    Hawkmoon269 wrote:
    Yup. I just wrote the code for it. Check out my next update post.

    I like the idea of spoilering the complete blessings deck a lot. :)

    To avoid accidentally picking the wrong blessing, is it possible to name the nested spoilers (not literally) according to the turn they will be on top of the deck? Something like this?

    Blessings deck:

    ...
    Top of Blessings Discard Pile turn 11:
    (19 blessings remain)
    Spoiler:
    Blessing of ...

    Top of Blessings Discard Pile turn 12:
    (18 blessings remain)
    Spoiler:
    Blessing of ...
    ...

    Dark Archive

    GM Hawkmoon269 wrote:
    So, we shouldn't move if you are at the Dam, unless someone else is there too. No, need to go back. We'll just get it right next time.

    LOL. I read this on page 7 of the MM-rulebook and then completely forgot I already moved from the Warrens :) I'll randomly return during my next turn:

    1. Dam
    random open location: 1d1 ⇒ 1.
    Arabundi wrote:
    As a result of the jolt starting the asteroid spinning, Arabundi was catapulted back to the dam over the icy floor.

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    1 person marked this as a favorite.
    MorkXII - Alase wrote:
    Leaun Arduz - Ranger Arabundi wrote:
    Startled by the sudden appearance of the vision of the Overseer[...]
    Hahaha! Nice. :)

    I'm curious to see how long we can come up with things causing us to keep sliding all over the place ;)

    Dark Archive

    Iff's pregen wrote:
    That's an interesting one: if you're moved by failing the check, is your current location excluded from the random roll?

    No, it is included (unfortunately :/ ).

    Page 7 MM-rulebook wrote:
    When you choose to move, you must always select a new location, although it is possible for some effects to move you to the same location you came from.

    Dark Archive

    I'd like these rewards:

    Scenario reward "reserved" bonus upgrade: Blessing 2 -Blessing of Milani (AD#2).

    Tier reward power feat: You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☑ 2).

    Deck upgrade: Weapon 2 (Scythe +1) -Longsword -> Deathbane Light Crossbow +1 (AD#2).

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    Rhynn - Raheli wrote:
    "Hey, Arabundi, looks like we are all done here...oh and check out this really gorgeous bottle I found! Doesn't it sparkle so lovely!"

    "That is a nice sparkly bottle you've got there, I'm glad you were able to save it". :)

    Great game everyone! I hope we'll be able to play the fiery path. I'd like to gain the rewards for that path as well, if that's allowed by the adventure?

    The cards I acquired after returning the Cure to Raheli:

    Armor 2 (hide armor of fire resistance)
    Ally B (night watch)
    Ally C (saber-toothed tiger)
    Ally C (snake)
    Ally 1 (grizzled mercenary)

    Dark Archive

    Hi all, I guess some or all of the things I thought of will have been mentioned already. In that case I just support them.

    I would like to see a Beginner Base Set with generic cards to teach 1 player to play the game, the scenario's functioning as lessons in a course AP with AD #B/C/P-6).
    The generic cards would be generically named: "location #1-8", "Villain", "Henchman #1-7", "Basic Monster", "Elite Monster", "Veteran Monster", "Monster", "Weapon", "Basic Spell", etc. Not very flavorful, but this is a course/pure boardgame. The AP's should come in seperate expansion decks.
    The 4 included characters to choose from would be Kyra, Valeros, Merisiel and Ezren (existing or new ones).

    -AP expansion decks can be added including the loot, support, villain, henchmen, monster and barrier cards for the whole AP (AD#B/C/P-6). Needed to play the AP expansion deck is a (Beginner) Base Set. Included with the AP expansion deck is a booklet with the storyline and pictures of the story cards and location cards (hence the location cards #1-8) like in the OP Seasons-PDFs. These AP expansion decks can be used with any Base Set, but are designed to complement the Beginner Base Set.
    -Module decks can be added with lesser cards and an alternative storyline spanning 1 to 5 adventures, like the modules from the RPG.
    -Quest decks would be a bundle of seperate scenario's #1-x, like the quests from the RPG.

    -Optional AP/Module/Quest add-on expansion decks can be added to include regional weapon, spell, armor, item, ally and blessing cards. This deck would not be needed to play the AP. (This is like the face decks in the RPG)
    -Optional Class Decks can be added to play with different characters and specialized equipment. This deck would not be required to play the Beginner Box, nor an AP/Module/Quest expansion deck.

    -Optional weapon/spell/armor/item/ally/blessing expansion decks can be added with random cards in varying rarities.
    -Optional monster/barrier expansion decks can be added with random cards in varying rarities.

    -Optional difficulty deck/booklet (normal, herioic, legendary like in the pathfinder adventures app) including the restriction to only move to adjacent locations.

    This way the Base Set(s) would function as a base set.

    Incorporating the tier system into the AP's I think will also be nice, with new veteran cards referring to tier rather than to AD#. The old veteran cards don't need an errata for that. At home you can play tier 7 and up through multiple AP's with the same character using only veteran cards and mythic cards. You can max out the options on your character/role cards, but after that no extra feats are possible.
    ---
    Rules tweaks I'd like to see:
    All evil blessings gain the corrupted trait;
    All ability +3 display spells (Stength, Speed, etc) gain: You may display this card when a character encounters a card (enables metamagic);
    All checks against monsters are also combat checks (not making a wisdom check and then getting combat damage still confuses me (a little));
    Not having enough cards of one type after a scenario means you'll start the next scenario with lesser health/cards (no random adding/chosing cards from the box afterwards to prevent stategically banishing cards during play, or playing scenario's that let you banish a lot of cards just to get rid of them).

    These are my suggestions. I love the card game and am very excited to see what the Season of Factions' Favor will bring to the card game in the meantime :)

    Dark Archive

    Rhynn Davrie wrote:
    Random thought, Alase can also recharge a card from her hand when encountering a bane, provided Tonbarse is at that location. That might help a bit on getting cards in her deck for if the Oracle pops up for her. A bit worried about you over there...when my Figurine comes up I may just keep something around for that purpose until we can get you healed...

    If Alase moves to the Mill I can save my Amulet of Life or Leather Armor to give to her at the beginning of my turn. The oracle will stay away at least until turn 28.

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    Rhynn Davrie wrote:
    Yup, that's my plan. d10+2 is a little better odds.

    The Potion of Gracefulness let's you auto close the Mill by banishing it.

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    Rhynn - Raheli wrote:
    Assuming the Mill is still open on my turn, I should be able to use Rocky's move power to get over there at the end of my turn and attempt to close.

    I think so too. It's possible to explore the Town Square and after that, in the same turn, try to close the empty Mill by moving there with Rocky.

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    Iff's pregen wrote:
    I have plenty of cards left to afford a turn of aggressive exploring at the Town Square. Just need some blessings from the others to help me with the Pool, if I encounter it.

    I guess it's best for me to use the Cure from Raheli to first heal myself to hopefully shuffle a Cure and some blessings back into my deck. Then I can cycle through cards by helping with combat checks at the Town Square to get those back in my hand and then start healing/blessing everyone.

    Otherwise, I won't survive if an Oracle of Iovo shows up.

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    GM Hawkmoon269 wrote:
    If there wasn't a reason you waited to play Cure (i.e. you thought you might need it during your exploring) I am fine with saying you played it before you started exploring. Your call though.

    I wasn't planning on using it during exploring so I'll say I played it before I started exploring.

    Arabundi wrote:


    Cure: 1d4 + 1 ⇒ (3) + 1 = 4. Raheli shuffles 4 random cards form her discard pile back into her deck.
    -Recharging Cure:
    Divine 8: 1d8 + 1 ⇒ (3) + 1 = 4. Unfortunately, the Cure is discarded.

    _____
    Hand: Returning Throwing Axe +1, Dagger, Amulet of Life, Beast Skin, Blessing of the Gods, Leather Armor.
    Deck: 5 Discard: 8 Buried: 1 Displayed: 0

    Powers:

    - Hand size 6 (☐ 7) (☐ 8)
    - Proficient with Light Armor and Weapons
    - You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☐ 2)
    - Add 2 (☐ 4) to your check to acquire a spell that has the Divine trait
    - You may recharge a card to add 1d4 to a combat check by a character at another location

    Notes:
    -Available to recharge to add 1d4 to a combat check at another location: Dagger, Amulet of Life and Beast Skin
    -In case of emergency: Blessing of the Gods available.

    Dark Archive

    Rhynn - Raheli wrote:
    Thanks for the cure, shuffling in 2x BotG, an Acolyte, and a Frog.

    Unfortunately, I was moved to another location :/

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    MorkXII - Alase wrote:

    Recharging BotG for an extra die.

    [dice=BYA Constitution 7]2d6 Failed.
    [dice=Bury 1d4-1 Cards]1d4-1 Blessing of the Gods and Black Spot are buried from the top of my deck.

    Alase wrote:
    ** spoiler omitted **Hand: Create Pit, Enchanted Fang, Soldier, Stalking Armor Deck: 6 Discard: 4 Buried: 3 Displayed: Tonbarse** spoiler omitted **

    I can't leave the Cell without using at least one blessing. The When Closing power of the Cell is to bury an ally. I've got a Cure in hand to heal you if you need it?

    Dark Archive

    I just came up with a "Classy Characters" deck, including a Jack, a Queen and a King :)

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    MorkXII - Alase wrote:
    Sorry, I edited my post to take one extra action at the end with the Scrying Mirror. Leaun - do you want the Cell shuffled or leave Dogslicer +1 on top?

    I think it's best to shuffle it. I'd need blessings to pick it up.

    Dark Archive

    Hawkmoon269 wrote:
    Since the scenario power is triggered the moment the Oracle of Iovo is discarded from the blessings deck, it happens before the sentence about applying other effects that happen at the start of your turn. So, it happens before Alase can pick up Tonbarse.

    That does make sense and is helpful, thank you :)

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    MorkXII wrote:

    So, in the end, I am very glad I *couldn't* play Tonbarse for Arabundi, because I would have been in very real trouble dealing with the Oracle of Iovo.

    I can only draw Tonbarse at the beginning or end of my turn, which would be after revealing and encountering that Oracle in the blessings deck. So Tonbarse would have been stuck at the Collapsing Bridge, and I would have been punching the Oracle. :)

    Tonbarse is going to have to stay with me this entire scenario, so it might make sense for me to join up with someone else so that I can help out more.

    Thank you for finding the answer to that. I'm always having difficulties with yes/no displaying cards when a character encounters something.

    Like when a wizard can display Strength and then hit the monster with a Club, but he can't display Brilliance and then hit the monster with a Force Missile. But the same wizard can cast a Toxid Cloud when he encounters a monster and then chooses whether to hit it with a Club (unlikely) or with a Force Missile.

    About picking your power feat, I would also go with the first one :)

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    Hi all, sorry for realizing late that the discussions tab is located here.

    I liked playing this scenario PbP very much and the roleplaying is fun to do.

    Great game to defeat that Stone Eater Enchanter like this, I was uncertain if I wasted to much turns.

    Now to the deep freeze... ;)

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    I'd like to start at the Collapsing Bridge.

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    Turn order agreed. No preference to start first, second or last.

    Initiative: 1d1000 ⇒ 523.

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    Works for me, so these will be my character/deck changes:

    Scenario reward: bonus deck upgrade -Blessing B (replace BotG <=> BoErastil).

    Tier reward: skill feat -DEX +1.

    Deck upgrade: -Weapon 1 (replace Quarterstaff <=> Returning Throwing Axe +1.

    Dark Archive

    Preference:
    1. Weapon 1 and Blessing B/C
    2. Weapon 1 and Ally 1
    3. Weapon 1 and Item B

    I can't protect against cold damage more than I can against fire damage, so the "frozen fields of icy caverns" and the "labyrinth of sizzling tunnels" are both fine.

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    Yes, that's right :)

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    Hi Andrew, I got this list of acquired goods:
    Toad 1 (Raheli's turn 2: Raheli @ Great Stone Bridge)
    Cape of Escape B (Raheli's turn 6: Raheli @ Great Stone Bridge)
    Thieve's Tools B (Flenta's turn 8: Flenta @ Woods)
    Greatsword C (Flenta's turn 12: Flenta @ Woods (large chest))
    Short Sword B (Flenta's turn 12: Flenta @ Woods (large chest))
    Dagger B (Flenta's turn 12: Flenta @ Woods (large chest))
    Longbow B (Flenta's turn 12: Flenta @ Woods (large chest))
    Potion of Energy Resistance B (Alase's turn 13: Alase @ Woods)
    Quarterstaff B (Flenta's turn 20: Flenta @ Watchtower)
    Blessing of the Gods B (Raheli's turn 22: Raheli @ Windswept Chasm)
    Blessing of the Gods B (Alase's turn 25: Arabundi @ Canyon (temp close))

    I choose weapon as well, hopefully a nice AD#2 one :)

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    Arabundi wrote:

    Recharging Quarterstaff from helping Flenta

    I was watching Rocky flying around Raheli on the Great Stone Bridge, when something moving got my eye from a distance down in the Canyon. I couldn't recognize friend from foe from up here, but by the time I got over there the figure was gone. Unfortunately this distracted me from being able to ask Raheli if I could borrow a scroll from her I could use to guard me against these nasty flashing bolts around here. Here's hoping I will not be hit by one on my way back up...

    Start of turn check: 1d4 ⇒ 2. Ouch! Discarding Longsword as Electricity damage

    I was just in time back at the Great Stone Bridge to see a Merchant wandering about. They're sending everyone through these portals it seems

    Diplomacy 7: 1d4 ⇒ 3. Never mind convincing him to stay, tact is not my thing.

    Ending my turn drawing 2 cards -> Blessing of the Gods and Beast Skin. Yay! Beast Skin :)

    Hand:Light Crossbow, Fox, 2x BotGs, Amulet of Life, Beast Skin.
    Deck: 7 Discard: 2 Buried: 0 Displayed: 0

    Skills and powers:

    SKILLS
    - Strength = d6
    - Dexterity = d8
    RANGED = Dexterity + 3
    - Constitution = d10
    - Intelligence = d6
    KNOWLEDGE = Intelligence + 2
    - Wisdom = d8
    DIVINE = Wisdom + 1
    - Charisma = d4

    POWERS
    - Hand size 6 ([] 7) ([] 8)
    - Proficient with Light Armor and Weapons
    - You may reveal a spell to reduce Acid, Cold Electricity, or Fire damage dealt to you by 1 ([] 2)
    - Add 2 ([] 4) to your check to acquire a spell that has the Divine trait
    - You may recharge a card to add 1d4 to a combat check by a character at another location


    Notes
    -Available for recharging to add 1d4 to a combat check at another location: 1x BotGs, Amulet of Life
    -Available for recharging to help closing the Woods: Fox (recharge to add 1d4 to any Intelligence or Wisdom check).
    -1x BotGs available to use for closing location/fighting the Villain

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