Lem

Lem by Hmm's page

21 posts. Alias of Hmm.


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BR Hawkmoon wrote:

To close the location, Lem needs to recharge a card that has the Liquid or Divine trait. I think you had Inflict in your hand, so if you put that on the bottom of your deck, the location is closed.

Once you do that, we can all recharge any cards from our discard pile that have the liquid trait (not Divine this time).

I already recharged Cure 2 to close the location.

★ --- ★ --- ★ --- ★

Lem joins the others at the Laboratory. “One thing you can say about labs! You never know what you might find there!”

Uncover Echoes of Confusion.

“Er... I’ve never met a haunt before. Can you not kill me, please?” Lem smiles winningly up at it.

Diplomacy: 1d12 + 2 ⇒ (8) + 2 = 10

The Echoes of Confusion let him past! The friendly porcupine pokes its nose out from behind him. “Yes, I found it scary too. Which way should we go, Betty?”

Discard the Porcupine to keep exploring and uncover a Shock Elemental.

“Oh dear. Can this day get any worse?”

Lem casts Inflict..

Inflict: 1d12 + 2 + 1d6 ⇒ (9) + 2 + (2) = 13

...and defeats the Shock Elemental.

<Lem> wrote:

Hand: Lightning Touch, Inflict, Silver Flute, Light Crossbow, Bladeguard, Armored Coat,

Displayed:
Deck: 8 Discard: 6 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1
Charisma d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Ally
Hand Size 6
Proficient with: None
Powers:
At the start of your turn ([ ] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
You may recharge a card to add 1d4 ([ ] +1) ([ ] +2) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
<Power 3>
<Power 4>
<Power 5>

Turn over.


Lem joins the rest of the team at the Oasis. “Are we ready to start exploring?”

Lem uncovers the Trapped Locker. And immediately casts the spell Find Traps.

Find Traps wrote:

Discard this card to add 2 dice to any check to defeat a barrier.

After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Dexterity: 3d8 ⇒ (7, 5, 8) = 20

Divine to Recharge Find Traps: 1d12 + 2 ⇒ (2) + 2 = 4 Bah.

Then he attempts to close the location, recharging his one divine card.

Divine to Recharge Cure 2: 1d12 + 2 ⇒ (10) + 2 = 12

Location closed, and we can recharge everything divine at this location that’s in our discard piles!

<Lem> wrote:

Hand: Lightning Touch, Inflict, Silver Flute, Light Crossbow, Bladeguard, Porcupine,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1
Charisma d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Ally
Hand Size 6
Proficient with: None
Powers:
At the start of your turn ([ ] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
You may recharge a card to add 1d4 ([ ] +1) ([ ] +2) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
<Power 3>
<Power 4>
<Power 5>


Oh! Forgot to recharge the Cure!

Divine: 1d12 + 2 ⇒ (10) + 2 = 12


Lem joins Mog in the warehouse. “Hey, Mog! How’s it going? Blow anything up today?” Lem looks around. “How about we split it up? I search there, you search here?”

Lem merrily walks through the warehouse until he gets ambushed by a henchman! Unconcerned, he decides to share with the uneducated Aspis henchman his knowledge of the history of the Aspis in Thuvia.

Knowledge: 1d6 + 2 ⇒ (3) + 2 = 5

“That was a fascinating talk. Thank you!” The henchman is so excited, he takes notes and attempts to hand Lem a spell.

Augury

Divine: 1d12 + 2 ⇒ (2) + 2 = 4

But Lem slips and it falls between crates, so all Lem has to do is close the location with his nimble halfling fingers. He invokes a holy blessing before undertaking the task.

Discard Blessing of the Gods 1

Dexterity: 2d8 ⇒ (5, 3) = 8

Then he casts Cure upon himself.

Cure: 1d4 + 1 ⇒ (3) + 1 = 4

Lem retrieves Dilettante, Porcupine, Blessing of the Gods 1, Blessing of the Gods 3

<Lem> wrote:

Hand: Lightning Touch, Inflict, Cure 2, Light Crossbow, Cure, Find Traps,

Displayed:
Deck: 5 Discard: 8 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1
Charisma d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Ally
Hand Size 6
Proficient with: None
Powers:
At the start of your turn ([ ] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
You may recharge a card to add 1d4 ([ ] +1) ([ ] +2) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
<Power 3>
<Power 4>
<Power 5>


Now

Lem travels to the Dilapidated Plaza and smiles at his brother and Hayato. “Ah, we’re together again! Let’s explore!”

He walks for a while and encounters an adorable Porcupine.

Wisdom: 1d6 + 1 ⇒ (6) + 1 = 7

♫ If you'll be my bodyguard
I can be your sparkling gem
I can call you Betty
And Betty when you call me
You can call me Lem
Call me Lem

Da da da da
Da da da da
Da da da da
Daddity da! ♫

The Porcupine likes the song and joins Lem. Lem pets the porcupine... “Ouch!” His shout scared the porcupine away, and Lem keeps exploring.

Discard the Porcupine to keep exploring.

The Henchman appears! Again!

Knowledge: 1d6 + 2 ⇒ (1) + 2 = 3

Use Ivory Dice and choose Odd.

Breaking the Fourth Wall, Lem turns to the audience and explains. “I’m choosing Odd because I’m an Odd Fellow, you see.”

Odd?: 1d6 ⇒ 1

The dice smile upon the halfling. Lem succeeds, and the henchman drops another spell.

It’s Find Traps.

Divine: 1d12 + 2 ⇒ (7) + 2 = 9

Then Lem attempts to close the location!

Diplomacy: 1d12 + 2 ⇒ (9) + 2 = 11

Turn Complete!

<Lem> wrote:

Hand: Blessing of the Gods 1, Inflict, Cure 2, Light Crossbow, Cure, Find Traps,

Displayed:
Deck: 6 Discard: 7 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1
Charisma d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Ally
Hand Size 6
Proficient with: None
Powers:
At the start of your turn ([ ] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
You may recharge a card to add 1d4 ([ ] +1) ([ ] +2) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
<Power 3>
<Power 4>
<Power 5>


Earlier

The henchman flees, dropping a spell called Fiery Glare. Lem attempts to grab it before the wind pulls it away...

Arcane: 1d12 + 2 ⇒ (4) + 2 = 6

...but the wind laughs at him and blows the spell up, up and away.

“Bother,” Lem mutters, depressed.

Attempting to recharge Acute Senses because... Why am I recharging it if I haven’t used it? I’m a bit confused here. Am I recharging it because it was the end of my turn?

Arcane: 1d12 + 2 ⇒ (9) + 2 = 11


Sorry about the delay — busy day. Catching up now.


“Way to go, Mog!” Lem jumps when Mog defeats his opponent with explosive snot. “I had no idea boogers could do that. What happens when you sneeze?”

Lem starts exploring the caravanserai some more, lifting up tent flaps and wandering cautiously around. “Ah, a spell!”

Lem uncovers Acute Senses.

Arcane: 1d12 + 2 ⇒ (10) + 2 = 12

“Excellent!” Lem enthuses. He waves to his friend the Dilettante. “Oh, good to see you here!”

Discard The Dilettante to keep exploring. Lem uncovers Flash Freeze .

Intelligence: 1d6 ⇒ 2

“Bother!” Before he can grab it, it drops away. “”Did you see that?” he asks The Troubadour.

Discard The Troubadour to keep exploring. Lem uncovers a Henchman!!!

Knowledge: 1d6 + 2 ⇒ (6) + 2 = 8

“Do you have any idea how old this place is? Let me lecture you at LENGTH about it.” Lem lulls the Henchman to sleep with a lecture.

Lem banishes the Ring of Rejection to close the location!

<Lem> wrote:

Hand: Blessing of the Gods 4, Inflict, Ivory Dice, Light Crossbow, Cure, Fox,

Displayed:
Deck: 7 Discard: 4 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1
Charisma d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Ally
Hand Size 6
Proficient with: None
Powers:
At the start of your turn ([ ] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
You may recharge a card to add 1d4 ([ ] +1) ([ ] +2) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
<Power 3>
<Power 4>
<Power 5>


“Mog! Are you alright?’ Lem watches Mog’s fall with alarm, and is happy when his goblin friend tumbles out of the rubble. He goes searching himself. “Oh a Ring of Rejection!”

Constitution: 1d6 ⇒ 1

He happily collects it and puts it on. “It’s always nice when we find treasure that’s so conveniently labeled!”

Lem discards Blessing of the Gods 2 to keep exploring.

“Oh, this is my lucky day! I found a Bladeguard!’

That looks difficult to acquire. Lem discards Blessing of the Gods 3 to add another dice to his check.

Intelligence: 2d6 ⇒ (2, 6) = 8

“Yay! I got it, Mog!”

Turn done.

<Lem> wrote:

Hand: Dilettante, Inflict, Troubadour, Light Crossbow, Cure, Ring of Rejection,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1
Charisma d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Ally
Hand Size 6
Proficient with: None
Powers:
At the start of your turn ([ ] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
You may recharge a card to add 1d4 ([ ] +1) ([ ] +2) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
<Power 3>
<Power 4>
<Power 5>


Before leaving, Lem goes to a market stall in the Sunburst Market. “Hello! May we trade spells? I have Arcane Armor but would love another Cure spell!”

Then he goes off to the Caravanserai. “Hello Mogmurch! You’re looking fine today. Shall we go explore?”

<Lem> wrote:

Hand: Dilettante, Inflict, Blessing of the Gods 2, Light Crossbow, Cure, Blessing of the Gods 3,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1
Charisma d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Ally
Hand Size 6
Proficient with: None
Powers:
At the start of your turn ([ ] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
You may recharge a card to add 1d4 ([ ] +1) ([ ] +2) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
<Power 3>
<Power 4>
<Power 5>


Okay, I claim the Kohl so that I may take the Ivory Dice and I choose my skill feat in Charisma. Now Mogmurch may make his list!


Also, where does the random ally come from for Charm Person? My own deck? The scenario’s options?

Where do we find out about character feats?

Lem is now looking at Ivory Dice an item in his deck. They look interesting and useful. Should I turn in the Kohl for the Dice?


Okay, Tyler said that C was B for upgrade purposes. The only non-basic spells that I have in B are Charm Person and Glibness. I’m not sure how good they are. Are they useful in play?

There are also armors: Leather Armor and a Wooden Shield. Lem has no armors. Would either of these be useful?

Lem has no armor slot, so these are not useful.


Lem brushes himself off and goes exploring.

Lem turns over a Lightning Storm.

“Oh that’s no good!’ Lem says, shading his eyes as he sees the storm coming in. “I wonder where it’s going?”

Where does the storm go?: 1d6 ⇒ 1

“Oh, phew! It’s heading over the Brickworks!” Lem watches the storm go by while petting a friendly desert fox. “Where do you think I should go next, little buddy?”

Lem discards the Fox ally to keep exploring.

Then the Bonecrusher Ambusher pounces up from the shifting dunes, snarling. “Grrrrr!”

Lem discards Blessing of the Gods 1 to help stay alert.

Lem’s Perception Check: 2d6 ⇒ (1, 5) = 6

“EEP!” Lem practically leaps out of his skin as combat starts. “My, you certainly show up everywhere!”

Lem reveals his Light Crossbow and discards Blessing of the Gods 2 to add another dice to the check.

“Fortunately, halflings — like Golarian Scouts — are always prepared!”

Light Crossbow—TWANG!: 3d8 ⇒ (2, 3, 5) = 10

Lem defeats the horrible gnoll!

“Hayato, Mel, Mogmurch... Do any of you have a blessing that I can use? I’d like to summon the Giant Sand Eel and close this location for good!” Whether he gets the blessing or not, he decides to try.

Lem’s Combat Check vs the Giant Sand Eel:

Light Crossbow—TWANG!: 2d8 ⇒ (8, 8) = 16

If someone gives me a blessing:
Blessing: 1d8 ⇒ 1


LAST TURN

“Oh, thank you for joining me Hayato!” Lem happily brings out his silver flute and even waves around the Crocodile Skin Madu to help his big and solemn samurai friend. “You seem somewhat musical yourself, Hayato! Have you ever thought about taking up music? You could do strings and I could do flute, and we could play duets!”

Lem recharges his Silver Flute and the Crocodile Skin Madu to aid Hayato, then draws one card. It’s a Blessing of Milani!

★ --- ★ --- ★ --- ★

THIS TURN

With the forewarning from Hayato that there is a trap ahead, Lem steps carefully through the hurtling tiles, asking for help from the goddess Milani.

Lem discards the Blessing of Milani to gain another 2 dice to his dexterity check.

Dexterity: 3d8 ⇒ (1, 4, 4) = 9

Then he cartwheels past the hurtling tiles, and continues exploring! But an enchanter is just waiting from behind the trap and she giggles maniacally.

“I’ll get you, little halfling, and your Arcane Armor too!” She twists her hands, taking the protective spell from Lem!

The Enchanter forces Lem to discard Arcane Armor before Lem can act.

Then it is Lem’s turn! He grins defiantly at the sorceror and flips his blond hair out of his eyes. “Your larcenous behavior is quite shocking, Madam! But sometimes I can be shocking as well!”

Lem uses Lightning Touch.

Lightning Touch: 1d6 + 2 + 2d4 ⇒ (4) + 2 + (1, 2) = 9
Lem’s Arcane Check: 1d6 + 2 ⇒ (4) + 2 = 6

Lem zaps the sorcerer and recharges the spell, but she still has one last trick up her sleeve. Though she’s been defeated, she attempts to steal one more spell from Lem. Lem calls out, “Hayato!” and Jinfu, Hayato’s horse, overruns the sorceress before she can do more damage to Lem!

Asking Hayato to use his special ability so that Lem can avoid losing another card!

<Lem> wrote:

Hand: Blessing of the Gods 1, Lightning Touch, Fox, Light Crossbow, Blessing of the Gods 2, Codex,

Displayed:
Deck: 6 Discard: 5 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1
Charisma d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Ally
Hand Size 6
Proficient with: None
Powers:
At the start of your turn ([ ] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
You may recharge a card to add 1d4 ([ ] +1) ([ ] +2) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
<Power 3>
<Power 4>
<Power 5>

Lem ends his turn!


"Good work, Brother!" Lem picks up his silver flute and heads to the Shifting Dunes and starts exploring!

♫ We're off on card-bound mission,
We're off on a secret quest
We're off to flip some cards
And explore
And then we'll do some more
Da-da-da-dadadada-da! ♫

Unfortunately his happy singing raises the ire of a Death Hound, which growls and pounces!

"Aaaaaagh!" Lem screams, casting madly.

Lem casts Inflict

Inflict: 1d12 + 2 + 1d6 ⇒ (10) + 2 + (3) = 15

But the creature still comes at him! "Aaaagh, it's a Death Hound, and it's still coming for me!"

Then Lem asks for Blessing from the Gods to survive this encounter! "Gods, ANY Gods, save me! Heeeeeelp!"

Discard Blessing from the Gods 3 to add one dice to a check.

Lem's Amazing Punch Attack: 2d4 ⇒ (3, 4) = 7

Then Lem attempts to save against the Death Hound's curse! He asks for another Blessing from the Gods! "Please, gods, any gods, I'm too plucky to die!"

Discard Blessing from the Gods 4 to add one dice to a check.

"Help! Heeeeeelp!"

Lem's DC 8 Constitution Check: 1d6 + 1d6 ⇒ (3) + (4) = 7

<Lem> wrote:

Hand: Arcane Armor, Lightning Touch, Fox, Light Crossbow, Silver Flute, Crocodile Skin Madu,

Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1
Charisma d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Ally
Hand Size 6
Proficient with: None
Powers:
At the start of your turn ([ ] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
You may recharge a card to add 1d4 ([ ] +1) ([ ] +2) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
<Power 3>
<Power 4>
<Power 5>


After pacing up and down the tar pits, occasionally waving at the Dilettante as he goes by, Lem realizes that he is winded. When hopefully out of earshot from Mel, he exclaims, “This exploring stuff is exhausting!”

Lem uses his Cure card in hopes of recovering items from his discards.

Cure: 1d4 + 1 ⇒ (4) + 1 = 5
Divine to Recharge: 1d10 + 2 ⇒ (9) + 2 = 11

<Lem> wrote:

Hand: Arcane Armor, Blessing of the Gods 3, Fox, Inflict, Silver Flute, Blessing of the Gods 4,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

Favored Card: Ally
Hand Size 6
Proficient with: None
Powers:
At the start of your turn ([ ] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
You may recharge a card to add 1d4 ([ ] +1) ([ ] +2) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
<Power 3>
<Power 4>
<Power 5>

Turn Done


Trying to figure out what to do, Lem sees one of his buddies, the Dilettante. “Hey! Whats-your-name! Do you want to watch my stuff for me so that I can keep exploring?”

The Dilettante wonders how he ever got into this tar pit. Looking at his pretty clothes, he shrugs and then decides to agree to just stay there and guard Lem’s stuff so that he can stay clean and the little halfling can keep exploring.

“Yay! I get to explore!” But there’s this Stabbing Spear Staircase in the way. “Oh, bother!” Lem rubs his chin. “How shall I go around it?”

Lem discards Blessing of Milani to aid himself.

Perception: 1d8 + 2 + 2d8 ⇒ (2) + 2 + (5, 5) = 14

Milani smiles upon him, and he dances nimbly past the dashing blades. “Hey, this exploring stuff is fun!”


Lem laughs. “Still blaming me, Mel? Really, you should take up music. It would do wonders for your morale.” Lem beams and starts searching the Tar Pit, stepping more delicately than his somewhat more brash brother. “Oh, look! A Catching Cape! This would look fine on either of us once I get it clean!”

Lem’s Knowledge: 1d8 + 2 ⇒ (1) + 2 = 3

“Oh, phooey! It dropped back into the tar!” Casting a blessing, he decides to explore some more.

Lem discards Blessing of the Gods 2.

“Oh, I found your Crocodile Skin Madu!”

Constitution: 1d6 ⇒ 6

Lem pulls it out. “I have it! I have it!” He waves it in the air happily, like a puppy that has successfully retrieved a stick. “Now what should we do?”

<Lem> wrote:

Hand: Arcane Armor, Dilettante, Blessing of Milani B, Inflict, Silver Flute, Cure,

Displayed:
Deck: 8 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

Favored Card: Ally
Hand Size 6
Proficient with: None
Powers:
At the start of your turn ([ ] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
You may recharge a card to add 1d4 ([ ] +1) ([ ] +2) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
<Power 3>
<Power 4>
<Power 5>


“Always with the flute!” Lem agrees cheerfully. “So you’ll help me with my sense of smell? I smell nothing. There is no—” He breaks off, frowning. “Really? You have to go with the mind control, again? We have gnolls to fight, Mel!”

<Lem> wrote:

Hand: Arcane Armor., Blessing of the Gods 2, Blessing of Milani B, Inflict, Silver Flute, Cure,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

Favored Card: Ally
Hand Size 6
Proficient with: None
Powers:
At the start of your turn ([ ] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
You may recharge a card to add 1d4 ([ ] +1) ([ ] +2) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
<Power 3>
<Power 4>
<Power 5>


“Where did all these gnolls come from?” Lem runs as fast as his little legs can take him to the Tarworks. “Brother, you called for me? You need my help? Would you like me to play my flute to soothe your worries?” Lem holds his flute up, hopefully.

Lem’s nose wrinkles at the smell of the tar. “Ugh, I wish I had nose plugs on me!”

<Lem> wrote:

Hand: Arcane Armor, Blessing of the Gods 2, Blessing of Milani B, Inflict, Silver Flute, Cure,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

Favored Card: Ally
Hand Size 6
Proficient with: None
Powers:
At the start of your turn ([ ] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
You may recharge a card to add 1d4 ([ ] +1) ([ ] +2) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
<Power 3>
<Power 4>
<Power 5>