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FullStarFullStarFullStarFullStarFullStar Pathfinder Society GM. 866 posts (1,120 including aliases). 4 reviews. No lists. No wishlists. 81 Organized Play characters.


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Scarab Sages

What map are we on? 2? If so, where is the enemy?

Scarab Sages

Zvarbel looks to see Gore shining down and hopes for a chance to end this now.

Instead she finds a chain shirt.

fort 4: 1d8 + 2 ⇒ (2) + 2 = 4

Sliding on the armor, Zvarbel checks her compass discard to explore.

Tempest Cay Card 2:

She finds a scroll of Aid. It's not her type of magic, but perhaps she can puzzle it out?

Wisdom 6: 1d6 ⇒ 4

Out of ideas, Zvarbel signals to her companions to continue forward.

Zvarbel wrote:

Hand: Magus Arcana, Chain Shirt, Dwarven Clawhammer, Magic Weapon,

Displayed:
Deck: 9 Discard: 5 Buried: 0
Notes: Re-roll not used. Playmats available for all.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

Missed 2nd check

Combat 8: 1d10 + 1d4 ⇒ (7) + (2) = 9

Scarab Sages

Crab Swarm! What's next? A rock lobster?

Reveal Clawhammer

Combat 8: 1d10 + 1d4 ⇒ (10) + (4) = 14

Scarab Sages

Discard Longsword as structural damage

Explore. Call upon Harsk's Blessing of the Gods.

Wisdom 6: 2d6 ⇒ (1, 1) = 2

Zvarbel spits in disgust at her own incompetence and goes off to sulk.

Zvarbel wrote:

Hand: Magus Arcana, Compass, Dwarven Clawhammer, Magic Weapon,

Displayed:
Deck: 9 Discard: 4 Buried: 0
Notes: Re-roll not used. Playmats available for all.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

Zvarbel's courage returns as she draws her Dwarven Clawhammer and attacks the main skeletal hoard.

Reveal Clawhammer, put Magus Arcana on top of deck to add Inteligence.

Combat 10: 1d10 + 1d4 + 1d8 ⇒ (5) + (4) + (8) = 17

Scarab Sages

Zvarbel is as clumsy as a drunken mule and walks right into the electrical field.

damage: 1d4 ⇒ 1

Discard Blessing of the Gods 3 as damage

Scarab Sages

I already rolled twice (above), both were 3s

Scarab Sages

Do not seize ship. Discard a card from the blessing deck. Stash another plunder.

plunder: 1d6 ⇒ 3

Location closed.

The group is again shunted around, this time to...

Location: 1d2 ⇒ 2

...Shipwreck Graveyard!

Zvarbel wrote:

Hand: Blessing of the Gods 3, Magus Arcana, Dwarven Clawhammer, Longsword,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Re-roll not used. Playmats available for all.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

Random Ship: 1d11 ⇒ 2

Shackles Pirate Ship

BoG

Disable 8: 2d8 + 2 ⇒ (8, 8) + 2 = 18

Plunder: 1d6 ⇒ 3

Scarab Sages

Hirzy roll: 1d12 ⇒ 3

Scarab Sages

Apologies for the delay. Out of town longer than expected.

Exploring, Zvarbel knows there is trouble ahead...

Encounter the enemy ship. Someone else will have to handle the Skeletal Crew itself, but here is my BYA for that/

Using a longsword, she tries to aid the battle.

BYA Combat 10: 1d10 + 1d8 ⇒ (8) + (1) = 9

Things look grim, but Zvarbel's Magus training may yet save her.

Put Magus Arcana on top of deck to reroll 1

1d8 ⇒ 8

She manages to avoid damage, at the cost of precious resources she will soon need...

Pause for other Skeletal Crew encounters

Scarab Sages

Is encountering a summon the same as encountering a card? I would expect no. So I don't think we need to roll the d12 for each summoned encounter, only the main one.

Scarab Sages

Recharge Unerring Weapon

Arcane 6: 1d8 + 2 ⇒ (7) + 2 = 9

Zvarbel will also not tackle the skeletal hoard directly. She draws her Longsword and supports the team.

BYA Combat 10: 1d10 + 1d8 ⇒ (6) + (7) = 13

Scarab Sages

Zvarbel is left with no resources, and opts to end the day.

Zvarbel wrote:

Hand: Blessing of the Gods 3, Magus Arcana, Unerring Weapon, Longsword,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: I can use Unerring Weapon on anyone's check with a weapon, and I'd rather get it out of my hand. Re-roll not used. Playmats available for all.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Finally, a weapon.

Scarab Sages

On this day, all the Gods get together and have a Blessing party.

Explore card 3 at Pinnacle Isle.

A Giant Frog crosses Zvarbel's path. Is that bad luck?

WYE: 1d12 ⇒ 7

Rolling for who encounters it (1=Harsk, 2=Zova, 3=Flenta, 4= Me)

Who? Who? Who?: 1d4 ⇒ 3

The frog ignores Zvarbel and goes after Flenta.

Over to you Flenta

Scarab Sages

Magus Arcana on top of deck

Combat 10: 1d8 + 1d10 ⇒ (1) + (2) = 3

Damage: 1d4 - 1 ⇒ (1) - 1 = 0

Scarab Sages

Feeling short on resources, and with the Gods shining down, Zvarbel presses on regardless. Some Magic Leather Armor adorns an unfortunate corpse ahead. Zvarbel easily takes the armor from the corpse Auto-succeed at Fortitude 2.

She stashes the armor recharge at end of turn and camps for the night.

Zvarbel wrote:

Hand: Blessing of the Gods 3, Blessing of the Gods , Magus Arcana, Unerring Weapon,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes: Re-roll not used. Playmats available for all.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

Zvarbel is forced to use her Magus Arcana to fight the stragglers. She also calls upon magical Strength.

Arcana placed on top of deck

Combat 10: 1d10 + 1d8 + 3 ⇒ (2) + (6) + 3 = 11

Recharge Strength, Arcane 8: 1d8 + 3 ⇒ (2) + 3 = 5

Good news, bad news, but the fight can continue.

Scarab Sages

Hi!

10th level cleric reporting for duty.

Scarab Sages

Not a great starting hand...

Zvarbel wrote:

Hand: Magus Arcana, Blessing of the Gods , Strength, Blessing of the Gods 3,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Re-roll not used. Playmats available for all.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

Zvarbel wrote:

Hand: Magus Arcana,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: Re-roll not used. Playmats available for all.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).

Scarab Sages

My character sheet is ready to go:

https://docs.google.com/spreadsheets/d/1_S1Ea2891yi0jRF25DVU7fVp7rjtykBP4YP PCj3rqiA/edit?usp=sharing

Scarab Sages

Day Job - Sailor: 1d20 + 11 ⇒ (5) + 11 = 16

Using folio reroll with +5 stars to take 15 for 26.

Scarab Sages

boon: 1d20 ⇒ 2

Scarab Sages

Fredreka sacrifices her Summon Monster 2 spell in order to heal Sir Godfey.

CMW: 2d8 + 10 ⇒ (7, 6) + 10 = 23

Scarab Sages

Thanks all. This was my best experience with play by post thus far.

Scarab Sages

Bekah recharges her Spirit Sword to beat the Zombie.

Scarab Sages

I auto acquire Vale Temeros.

Play Blessing of Abadar, Recharge Cure for BP.

Close, Fort 9: 2d8 + 2 + 1d4 + 3 ⇒ (3, 1) + 2 + (2) + 3 = 11

then I reveal the Reflecting Buckler to prevent the closing damage.

Done.

Scarab Sages

Cultist

Recharge Dragoon and use Strength

combat 11: 3d6 ⇒ (2, 2, 3) = 7

Shirt reroll on one of the 2s

Reroll: 1d6 ⇒ 6

YES!!!

Scarab Sages

Bekah wrote:

Hand: Life Leech, Celestial Crossbow +3, Blessing of Abadar, Dragoon, Reflecting Buckler, Cure,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: Re-roll not used. Playmats available for all.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6[ ]+1 [ ]+2
Dexterity d8 [X] +1 [X ] +2 [X] +3
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [X ] +1 [X ] +2 [ X] +3
Arcane +1
Diplomacy +3
Divine +1
Favored Card: Player's Choice (My choice: weapon)
Hand Size 6
Proficient with: Light armor, weapons
Powers:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or spell to add 1d4([X]+1), ([X])+2), ([X]+3) to a check by another character at your location ([X]) or your check)
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1 ([X]) +3
[]When another character at your location acquires a boon, he may give it to you.
[]When another character plays a blessing to add to your Charisma ([]or Dexterity) check, add a d12 in place of the normal die.
[X] When you fail a check to acquire an ally, you may immediately explore again.

Scarab Sages

Abadar says hi!

Bekah has been told there is an Acolyte nearby and she easily chats him up enough to explore further for her.

Aquire then discard Blessing of Erastil to explore again.

Roc:

Monster 4
Traits
Animal

Check
Combat
17

Powers
If undefeated, move to a random open location and shuffle the Roc into that deck.

Reveal Keen Rapier +3, recharge Whip of Centipedes for BP

Combat 17: 1d8 + 5 + 2d4 + 3 + 1d4 + 3 ⇒ (2) + 5 + (1, 1) + 3 + (3) + 3 = 18

Wow, it's been a "skin of my teeth" kind of day, hasn't it?
Success, and not by too much!

Attempt to lose location, recharge Major Cure for BP

Fort 9: 1d8 + 2 + 1d4 + 3 ⇒ (2) + 2 + (2) + 3 = 9

Reveal Silken Ceremonial Armor to avoid the electricity damage to close the location.

Scarab Sages

Skinshaw Cultist

Reveal Keen Rapier +3

Combat 11: 1d8 + 5 + 2d4 + 3 ⇒ (2) + 5 + (1, 3) + 3 = 14

Wow...

Scarab Sages

Wisdom 4: 1d6 ⇒ 4

Scarab Sages

Bekah wrote:

Hand: Keen Rapier +3, Dragoon, Blessing of Erastil, Whip of Centipedes, Major Cure, Silken Ceremonial Armor,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: Re-roll not used. Playmats available for all.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6[ ]+1 [ ]+2
Dexterity d8 [X] +1 [X ] +2 [X] +3
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [X ] +1 [X ] +2 [ X] +3
Arcane +1
Diplomacy +3
Divine +1
Favored Card: Player's Choice (My choice: weapon)
Hand Size 6
Proficient with: Light armor, weapons
Powers:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or spell to add 1d4([X]+1), ([X])+2), ([X]+3) to a check by another character at your location ([X]) or your check)
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1 ([X]) +3
[]When another character at your location acquires a boon, he may give it to you.
[]When another character plays a blessing to add to your Charisma ([]or Dexterity) check, add a d12 in place of the normal die.
[X] When you fail a check to acquire an ally, you may immediately explore again.

Scarab Sages

Replacing Spyglass with Slaying Bolts.

108344-1003

Scarab Sages

BOON: 1d20 ⇒ 3

Scarab Sages

Rollng for Amiri Str 10: 1d12 + 3 + 1d10 + 1d12 ⇒ (5) + 3 + (4) + (12) = 24

Bekah's check on the villain

Reveal Spirit Sword, Blessing of Achachek, recharge Spirit Sword for BP, recharge Dragoon.

Combat 24: 1d8 + 3 + 1d6 + 2d8 + 1d4 + 3 + 2d6 ⇒ (4) + 3 + (6) + (3, 1) + (2) + 3 + (4, 6) = 32

We win.

Scarab Sages

Blessing of Torag

Start of turn, Bekah places Merchant on top of deck to redraw Dragoon.

Bekah moves to the Scorched Ruins

Slashing Blade:

Barrier 1
Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Recharge Celestial Crossbow for BP

Dex 9: 1d8 + 3 + 1d4 + 3 ⇒ (5) + 3 + (3) + 3 = 14

Discard Pyromaniac Mage to explore again.

Inflict:

Spell B
Traits
Magic
Divine
Attack
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Arcane 6: 1d8 + 3 ⇒ (1) + 3 = 4

Discard Blessing of Erastil to explore again.

Mage Ogre:

Villain Monster 2
Traits
Outsider
Giant
Ogre
Wizard
Veteran

Check
Combat
14
THEN
Combat
14

Powers
The Mage Ogre is immune to the Cold and Electricity traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Acid or Fire trait, add 1 die. Damage dealt to you by the Mage Ogre is dealt to each character at your location.
Before you act, succeed at an Arcane or Divine check with a difficulty of 9 plus the scenario's adventure deck number or you may not play spells that have the Attack trait.
If undefeated, the Mage Ogre deals 1d4+1 Cold damage to each character at your location.

PAUSE FOR TEMP CLOSES

Scarab Sages

Bekah heals

Healing: 1d4 + 1 ⇒ (4) + 1 = 5

Hey look, it's Gozreh

Start of turn, place Merchant on top of deck and draw bottom card from deck. It's the other Merchant...

Bekah heads to the Desecrated Vault and explores:

Card 1:

Cave Bear
Monster 4
Traits
Animal

Check
Combat
16

Powers
Damage dealt by the Cave Bear is increased by 1d4-1.

Reveal Spirit Sword, Recharge Dragoon

Combat 16: 1d8 + 6 + 1d6 + 1 + 2d6 ⇒ (8) + 6 + (6) + 1 + (1, 1) = 23

Discard Merchant to explore again.

Lightning Elemental:

Henchman Monster 2
Traits
Elemental

Check
Combat
17

Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Reveal Spirit Sword, Discard Blessing of Erastil

Combat 17: 1d8 + 6 + 1d6 + 1 + 2d8 ⇒ (4) + 6 + (4) + 1 + (5, 8) = 28

Close location

Divine 6: 1d8 + 4 ⇒ (2) + 4 = 6

Scarab Sages

Bekah heals a bunch then moves to a new version of where she just was.

Sarenrae ascends.

Bekah uses her Spyglass.

Ameiko Kaijitsu
Pyromaniac Mage
Mammoth

Auto-acquire Ameiko
Discard Blessing of Old Deadeye to explore again

Recharge Rapier +3 to fuel BP

Diplomacy 13: 1d8 + 6 + 1d4 + 3 ⇒ (5) + 6 + (3) + 3 = 17

Banish Ameiko Kaijitsu to redraw Dragoon.

Bekah wrote:

Hand: Pyromaniac Mage, Dragoon, Celestial Crossbow +3, Merchant2, Blessing of Erastil, Spirit Sword,

Displayed:
Deck: 24 Discard: 5 Buried: 3
Notes: Re-roll not used. Playmats available for all.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6[ ]+1 [ ]+2
Dexterity d8 [X] +1 [X ] +2 [X] +3
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [X ] +1 [X ] +2 [ X] +3
Arcane +1
Diplomacy +3
Divine +1
Favored Card: Player's Choice (My choice: weapon)
Hand Size 6
Proficient with: Light armor, weapons
Powers:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or spell to add 1d4([X]+1), ([X])+2), ([X]+3) to a check by another character at your location ([X]) or your check)
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1 ([X]) +3
[]When another character at your location acquires a boon, he may give it to you.
[]When another character plays a blessing to add to your Charisma ([]or Dexterity) check, add a d12 in place of the normal die.
[X] When you fail a check to acquire an ally, you may immediately explore again.

Collapse?: 1d10 ⇒ 1

Scarab Sages

Bekah closes location 2. She recharges the Reflecting Buckler and buries a Guard card to reduce the damage to 0.

Bekah wrote:

Hand: Spyglass, Blessing of Old Deadeye, Celestial Crossbow +3, Keen Rapier +3, Blessing of Erastil, Spirit Sword,

Displayed:
Deck: 16 Discard: 12 Buried: 2
Notes: Re-roll not used. Playmats available for all.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6[ ]+1 [ ]+2
Dexterity d8 [X] +1 [X ] +2 [X] +3
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [X ] +1 [X ] +2 [ X] +3
Arcane +1
Diplomacy +3
Divine +1
Favored Card: Player's Choice (My choice: weapon)
Hand Size 6
Proficient with: Light armor, weapons
Powers:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or spell to add 1d4([X]+1), ([X])+2), ([X]+3) to a check by another character at your location ([X]) or your check)
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1 ([X]) +3
[]When another character at your location acquires a boon, he may give it to you.
[]When another character plays a blessing to add to your Charisma ([]or Dexterity) check, add a d12 in place of the normal die.
[X] When you fail a check to acquire an ally, you may immediately explore again.

Scarab Sages

Looks like no one here is a smoker...

Reveal Rapier

Combat 15: 1d8 + 6 + 2d4 + 3 ⇒ (5) + 6 + (3, 3) + 3 = 20

then I have to fight again

Reveal Rapier

Combat 15: 1d8 + 6 + 2d4 + 3 ⇒ (7) + 6 + (3, 2) + 3 = 21

Discard a Guard to make space in hand, redraw.

Bekah wrote:

Hand: Reflecting Buckler, Blessing of Old Deadeye, Guard, Keen Rapier +3, Blessing of Erastil, Blessing of Abadar,

Displayed: Dragoon,
Deck: 18 Discard: 11 Buried: 1
Notes: Re-roll not used. Playmats available for all.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6[ ]+1 [ ]+2
Dexterity d8 [X] +1 [X ] +2 [X] +3
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [X ] +1 [X ] +2 [ X] +3
Arcane +1
Diplomacy +3
Divine +1
Favored Card: Player's Choice (My choice: weapon)
Hand Size 6
Proficient with: Light armor, weapons
Powers:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or spell to add 1d4([X]+1), ([X])+2), ([X]+3) to a check by another character at your location ([X]) or your check)
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1 ([X]) +3
[]When another character at your location acquires a boon, he may give it to you.
[]When another character plays a blessing to add to your Charisma ([]or Dexterity) check, add a d12 in place of the normal die.
[X] When you fail a check to acquire an ally, you may immediately explore again.

Summary:

Location 2 is empty except for Murk Graul.

Scarab Sages

Under the watchful (and boring) eyes of the Gods, Bekah moves to the "new" bridge 2.

She makes friends (auto-acquire) with a Troubadour, only to find him quite boring and sending him off to get killed...

She meets another Guard, they seem to come in droves around here.

Discard Blessing of Erastil to explore card 3.

Pit Trap:

Barrier B
Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.[/dice]

Recharge Humanbane Crossbow for BP to autosucceed.

Explore again as per pit card.

Another Merchant...

Diplomacy 7: 1d8 + 4 ⇒ (6) + 4 = 10

Acquire, discard to explore again, card 5

Large Chest:

Barrier B
Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Fail and banish.

Discard Dragoon to explore again.

Ghost

Reveal Rapier +3

combat 12: 1d8 + 5 + 2d4 + 3 ⇒ (1) + 5 + (3, 4) + 3 = 16

Discard Duelist to explore again.

Encounter Shalelu Andosana

Autoacquire.

Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

Sacred Killer:

Ally 5
Traits
Half-Orc
Rogue

Check
Dexterity
Stealth
11
OR
Charisma
Diplomacy
13

Powers
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.

Discard to encounter it.

Diplomacy 13: 1d8 + 6 ⇒ (7) + 6 = 13

Acquire, discard to explore again.

[spoiler=Muck Graul]
Monster 3
Traits
Plant
Ogrekin

Check
Combat
15

Powers
Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.[/spolier]

Pause to consult.

Scarab Sages

Start of turn, place Guard on top of deck to draw Legionnaire Chaplain from the bottom of my deck.

Recharge Legionnaire Chaplain to allow Seoni to shuffle a card from her discard into her deck.

Stay at bridge 2 and explore card 4

Slashing Blade:

Barrier 1
Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Recharge Humanbane Crossbow for BP

Dex 9: 1d8 + 3 + 1d4 + 3 ⇒ (8) + 3 + (4) + 3 = 18

Discard Jakardros Sovark to explore again.

Toad

Arcane 7: 1d8 + 4 ⇒ (1) + 4 = 5

Fail, but use special power to explore again.

Merchant - autosucceed acquire.

Cast Cure on myself

Cure: 1d4 + 1 ⇒ (4) + 1 = 5

Heal entire discard except Sage.

Recharge Cure

Divine 8: 1d8 + 4 ⇒ (1) + 4 = 5

Discard Merchant to give Dragoon to Amiri.

Close location by taking 4 damage (no cards to discard)

End turn

Bekah wrote:

Hand: Reflecting Buckler, Duelist, Guard, Keen Rapier +3, Humanbane Crossbow +2, Blessing of Erastil2,

Displayed: Dragoon,
Deck: 20 Discard: 3 Buried: 1
Notes: Re-roll not used. Playmats available for all.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6[ ]+1 [ ]+2
Dexterity d8 [X] +1 [X ] +2 [X] +3
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [X ] +1 [X ] +2 [ X] +3
Arcane +1
Diplomacy +3
Divine +1
Favored Card: Player's Choice (My choice: weapon)
Hand Size 6
Proficient with: Light armor, weapons
Powers:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or spell to add 1d4([X]+1), ([X])+2), ([X]+3) to a check by another character at your location ([X]) or your check)
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1 ([X]) +3
[]When another character at your location acquires a boon, he may give it to you.
[]When another character plays a blessing to add to your Charisma ([]or Dexterity) check, add a d12 in place of the normal die.
[X] When you fail a check to acquire an ally, you may immediately explore again.

Scarab Sages

Fail Wisdom check.

Move to fight Zombie Minion

Reveal Humanbane Crossbow

Combat 10: 1d8 + 3 + 1d10 + 2 ⇒ (2) + 3 + (4) + 2 = 11

Defeated

Scarab Sages

OT: Recharge Mirror Image for BP

Bekah begins her journey by sending her new friend the Guard to get her a Mirror Image scroll.

She hands the scroll back to Enora.

Bekah then casts Major Cure on herself.

Healing: 1d4 + 2 ⇒ (2) + 2 = 4

Heal everything except Sage and Blessing of Erastil.

Recharge Major Cure? Arcane 12: 1d8 + 4 ⇒ (3) + 4 = 7

Move to Collapsing Bridge 1.

Free explore Ghoul, cast Whip of Centipedes.

Combat 11: 1d8 + 4 + 3d6 ⇒ (8) + 4 + (3, 4, 3) = 22

Recharge Whip Arcane 12: 1d8 + 4 ⇒ (4) + 4 = 8

End turn, redraw

Bekah wrote:

Hand: Guard, Dragoon, Humanbane Crossbow +2, Cure, Spyglass, Jakardros Sovark,

Displayed:
Deck: 20 Discard: 4 Buried: 1
Notes: Re-roll not used. Playmats available for all.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6[ ]+1 [ ]+2
Dexterity d8 [X] +1 [X ] +2 [X] +3
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [X ] +1 [X ] +2 [ X] +3
Arcane +1
Diplomacy +3
Divine +1
Favored Card: Player's Choice (My choice: weapon)
Hand Size 6
Proficient with: Light armor, weapons
Powers:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or spell to add 1d4([X]+1), ([X])+2), ([X]+3) to a check by another character at your location ([X]) or your check)
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1 ([X]) +3
[]When another character at your location acquires a boon, he may give it to you.
[]When another character plays a blessing to add to your Charisma ([]or Dexterity) check, add a d12 in place of the normal die.
[X] When you fail a check to acquire an ally, you may immediately explore again.

Start of next turn:

Use Spyglass on Bridge 1:
Card 2 Zombie Hoard
Card 3 Skinsaw Ritual
Card 4 Standard Bearer

Scarab Sages

Enora uses Coordinated Blast

Dex 13: 1d8 + 3 + 1d10 + 3 ⇒ (4) + 3 + (9) + 3 = 19

Discard Blessing of Abadar to explore again.

Stone Giant:

Monster 4
Traits
Giant

Check
Combat
16

Powers
Damage Dealt by the Stone Giant is dealt to each character at this location.

Cast Life Leech.

Life Leech healing: 1d4 + 1 ⇒ (2) + 1 = 3

Sheriff Hemlock, Brodert Quink, Jakardros Sovark

Recharge Keen Rapier +3 for BP

Combat 16: 1d8 + 4 + 2d4 + 1d4 + 3 ⇒ (6) + 4 + (3, 4) + (3) + 3 = 23

Autofail check to recharge Life Leech

Bridge Collapse DC2: 1d10 ⇒ 10

Yes.

Sadly, that leaves the location with no cards, but it's too late to close it. I can do it on my next turn if no one else wants to...

Bekah wrote:

Hand: Guard, Mass Cure, Humanbane Crossbow +2, Legionnaire Chaplain, Whip of Centipedes, Dragoon,

Displayed:
Deck: 17 Discard: 6 Buried: 1
Notes: Re-roll not used. Playmats available for all.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6[ ]+1 [ ]+2
Dexterity d8 [X] +1 [X ] +2 [X] +3
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [X ] +1 [X ] +2 [ X] +3
Arcane +1
Diplomacy +3
Divine +1
Favored Card: Player's Choice (My choice: weapon)
Hand Size 6
Proficient with: Light armor, weapons
Powers:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or spell to add 1d4([X]+1), ([X])+2), ([X]+3) to a check by another character at your location ([X]) or your check)
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1 ([X]) +3
[]When another character at your location acquires a boon, he may give it to you.
[]When another character plays a blessing to add to your Charisma ([]or Dexterity) check, add a d12 in place of the normal die.
[X] When you fail a check to acquire an ally, you may immediately explore again.

Scarab Sages

Gozreh shows up. Bekah points out that is of absolutely no help at this time...

Bekah joines Enora at Bridge 4.

Explore card 4

Spoiler:
Jakardros Sovark
Ally 3
Traits
Human
Ranger

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
Discard this card to explore your location.

Auto-acquire then discard to explore.

Explore Card 5 - Sage, auto acquire, discard to explore again.

Crushing Door:

Barrier 5
Traits
Trap

Check
Dexterity
Disable
13

Powers
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

CONT

Scarab Sages

OT: Recharge Humanbane crossbow and Charmed Red Dragon

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