deck handler
Let's finish off this location then. Short Sword +1:
Weapon 1 Traits: Finesse Magic Melee Piercing Sword To Acquire: Strength Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Strength DC7: 1d8 + 3 ⇒ (6) + 3 = 9 Discard Psychokineticist to explore
Treasure Map:
Barrier B Traits: Basic Cache To Defeat: Intelligence Knowledge Wisdom Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand. If undefeated, you may banish this barrier. Knowledge DC6: 1d8 + 3 + 1d6 ⇒ (1) + 3 + (5) = 9 Examine next card ==> Scout Discard Sign of the Pack to explore again
Scout:
Monster B Traits: Human Ranger Veteran To Defeat: Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you. Ranged Combat Damage: 1d4 - 1 ⇒ (3) - 1 = 2 Reveal Shield of Fire Resistance to reduce damage to 0. Combat DC10: 1d8 + 3 + 1d8 + 1 ⇒ (1) + 3 + (7) + 1 = 12 Recharge Short Sword +1 to bring Cleric of Nethys to top of deck.
Mavaro wrote:
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
Mavaro moves up behind Rivani and finds a magical sword on the ground, likely a fallen item from a Pathfinder that fell to the hell hound. Among the fallen items, he also comes across a map of the fortress. He follows it briefly but instead finds an extraplanar scout, likely a rear guard for whoever had looted the treasure. The scout quickly fires an arrow at him, but Mavaro deflects the shot with his shield. He then charges down and cuts him down.
deck handler
Goblin Cutpurse:
Monster 1 Traits: Basic Goblin Rogue To Defeat: Combat 8 Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand. Recharge Harrow Deck to bring Sign of the Rider to top of deck. Perception DC6: 1d8 + 3 ⇒ (2) + 3 = 5 Failed Which card?: 1d5 ⇒ 4 ==>Spirit Surge Combat DC8: 1d8 + 3 + 1d8 + 1 ⇒ (2) + 3 + (2) + 1 = 8 Discard Sign of the Stranger to explore again.
Shield of Fire Resistance:
Armor 1 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Recharge Sign of the Lantern Bearer to bring Psychokineticist to top of deck. Constitution DC6: 1d8 + 3 ⇒ (3) + 3 = 6 Succeeded. End turn. Reset Hand. Mavaro wrote:
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
Before Mavaro could get his bearings, he feels some movement on one of his pouches and when he spins around, he finds a goblin pulling out one of his scrolls and passing it on to another who then sprints away. Mavaro quickly cuts down the cutpurse but loses the other one. He sighs the temporary loss of his magic. All is not lost, however. Turning to the stars, the constellation of the Strangers guides him to follow, and soon he stumbles upon their hideout. The lone goblin flees, but leaves behind a magical shield.
deck handler
Alright, this is Mavaro's starting deck then.
Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
deck handler
Oops, I had deleted those cards. Thank goodness for Google sheets archive. And thanks for adding that formula. Definitely helps! Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
deck handler
I'll pick Armor as my random card. There are 4 Armors up to AD2 (excluding what is already in my hand). Following order on PACG wiki,
Adventure Reward: Ally Card Feat
deck handler
Ah, so looking at what we have, the whole thing should be, “Release the prison that cannot be touched. Arise the thunderous duke from therein.”
deck handler
Grabbing one last turn at Location #3: Windswept Chasm! :) Goblin Cutpurse:
Monster 1 Traits: Basic Goblin Rogue To Defeat: Combat 8 Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand. Recharge Venomous Fighting Fan +1 to bring Sign of the Rider to top of deck. Reveal Stalking Armor for +2. Perception DC6: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9 Combat DC8: 1d8 + 3 + 1d8 + 1 ⇒ (2) + 3 + (2) + 1 = 8 Defeated. Discard Cure to recharge & shuffle 1d4 + 1 ⇒ (2) + 1 = 3 cards from discard pile.
End turn. Reset. Mavaro wrote:
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
A goblin attempts to surprise Mavaro but he is ever alert and before the goblin can close in, Mavaro beheads it with a mighty swing of his sword. He stops to take a breather, using his scroll of healing to restore himself.
deck handler
I'll be going for a short vacation from Fri to Sun. I'll likely only be able to check my games intermittently. I'm not sure how botting works for PACG, but just go ahead and bot him. Sorry for the inconvenience caused...
deck handler
At Location #3: Windswept Chasm Battered Chest:
Barrier B Traits: Cache Elite Lock To Defeat: Dexterity Disable 10 OR Strength Melee 8 If defeated, add 1d4 random items from the box to your hand. If undefeated, you may banish this barrier. Recharge Shrunken Head to bring Venomous Fighting Fan +1 to top of deck. Strength DC8: 1d8 + 3 ⇒ (1) + 3 = 4 Failed --> Banished Discard Compass to explore again.
Longbow:
Weapon B Traits: 2-Handed Bow Elite Piercing Ranged To Acquire: Dexterity Ranged 5 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location. Recharge Ameiko Kaijitsu to bring Sign of the Stranger to top of deck. Dexterity DC5: 1d8 + 3 ⇒ (4) + 3 = 7 Success Recharge Longbow to bring Cleric of Nethys to top of deck. End Turn. Reset. Mavaro wrote:
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
Mavaro stumbles across a locked chest. Unfortunately, try as much as he could, he fails to open it. In fact, he uses so much strength that he destroys the box and whatever contents it had. Sighing to himself, he was about to depart when his compass accidentally drops out from his pocket. Good thing it did for lying in the debris beside the box was a forgotten longbow. Mavaro's not used to ranged weapons, but one thing he is sure about is how adaptable he is.
deck handler
At Location #3: Windswept Chasm Discard Object Reading to examine top 3 cards: Elven Breastplate; Pit Trap; Blessing of the Gods. Rearrange (1) Pit Trap; (2) Blessing of the Gods; (3) Elven Breastplate
Pit Trap:
Barrier B Traits: Trap To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8 If defeated, you may immediately explore again. If undefeated, each character at this location is dealt 1d4 Combat damage. Recharge Elven Chain Shirt to bring Sign of the Lantern Bearer to top of deck. Reveal Stalking Armor for +2 Perception DC7: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8 Explore again.
Blessing of the Gods:
Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Auto-acquired. Discard to explore again. Elven Breastplate:
Armor 1 Traits: Elite Heavy Armor Magic To Acquire: Constitution Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Constituion DC7: 1d8 + 3 ⇒ (8) + 3 = 11 Success. Recharge Venomous Fighting Fan +1 and Elven Breastplate to bring The Missing Eye to top of deck. End Turn. Reset. Mavaro wrote:
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
Looking around the windswept chasm in the fortress, Mavaro decides it is best to get a sense of the area first. He pulls out a scroll, granting him clairvoyant sight of what to expect ahead. Prewarned, he easily bypasses a pit trap around the corner. In fact, he spots a small holy symbol lying at the bottom of the pit, which he recovers after some effort. Whichever god this had belonged to is no longer evident, but with the last of its divine magic, it guides Mavaro to a holy armor that had been abandoned under some fallen rocks.
deck handler
Mavaro will start at Location #3: Windswept Chasm as he can do the same trick of recharging out his hand to not have to discard cards when closing. He had two cards in his discard so both are shuffled into deck. Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
deck handler
Let me try to pick up some allies first then get compass into my hand. Move to Location #12. Toad:
Ally 1 Traits: Animal Arcane To Acquire: Wisdom Survival Intelligence Arcane 7 Bury this card to put a spell from your discard pile into your hand. Discard this card to explore your location. Recharge Harrow Deck to bring Guide to top of deck. Survival DC7: 1d8 + 3 ⇒ (6) + 3 = 9 ==> acquired. Discard Toad to Explore.
Merchant:
Ally 2 Traits: Hireling Human To Acquire: Charisma Diplomacy 7 Discard this card to give a card to another character at any location. Discard this card to explore your location. Charisma DC7: 1d8 + 3 ⇒ (2) + 3 = 5 Failed. Recharge Ameiko Kaijitsu to bring Compass to top of deck.
Mavaro wrote:
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
Mavaro makes sure there are no other threats, at least none alive, before leaping away from the burning platform onto another one. An intelligent-looking toad leaps forward to greet him. "You must have been a familiar of one of the Pathfinders. Have you lost your master?" The toad wobbles up and down, its form of nodding. It leaps ahead trying to find its master, glad to have gotten the help of this man. But instead, it merely finds another one of the supply merchants who had followed along. Fearful for his life, he refuses to listen to Mavaro and runs away.
deck handler
At Location #7 Goblin Pyro:
Monster 1 Traits: Elite Goblin Warrior To Defeat: Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you. Recharge Fan of Flames, Spirit Surge, Grizzled Mercenary, Standard Bearer, Stalking Armor to bring Venomous Fighting Fan +1 to top of deck. Recharge The Missing Eye to add 1d6+2
End Turn. Reset Hand. Mavaro wrote:
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
Prewarned of the final enemy that he would face, Mavaro carefully packs away all his gear that might be flammable. With his favored sword in hand, he charges round the corner and cuts down the goblin easily. The goblin drops his stash of explosives and the fire quickly spreads throughout the floating stone...
deck handler
Moves to Location #7 Goblin Warrior:
Monster B Traits: Elite Goblin Warrior To Defeat: Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile. Recharge Harrow Deck to bring The Missing Eye to top of deck. Recharge Venomous Fighting Fan +1 to add 1d12. Combat DC9: 1d8 + 3 + 1d4 + 1 + 1d12 ⇒ (4) + 3 + (2) + 1 + (4) = 14 End Turn. Reset. Mavaro wrote:
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
Mavaro manages to leap onto another partially collapsed platformed, determined to continue getting rid of all threats in the area. A foolish goblin warrior leaps at him, but Mavaro whips out his fighting fan and with great precision slice a deep gash across its throat.
deck handler
Mavaro moves to Location #4. Discard Cure to shuffle 1d4 + 1 ⇒ (3) + 1 = 4 cards from discard into deck and attempt to recharge.
Trapped Locker:
Barrier B Traits: Basic Cache Lock Poison Trap To Defeat: Dexterity Disable 9 OR Strength Melee 11 If defeated, add 1 random armor from the box to your hand. If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier. Recharge Ameiko Kaijitsu to bring Sign of the Stranger to top of deck. Dexterity DC9: 1d8 + 3 ⇒ (6) + 3 = 9 Random Armor: 1d5 ⇒ 3 ==> Elven Chain Shirt Discard Sign of the Lantern Bearer to Explore again.
Zombie:
Monster B Traits: Basic Undead Zombie To Defeat: Combat 9 The Zombie is immune to the Mental and Poison traits. Halve the damage dealt by the Zombie (rounding up). If undefeated, each other character at this location summons and encounters a Zombie. Recharge Elven Chain Shirt and Stalking Armor to bring Venomous Fighting Fan +1 to top of deck. Recharge The Missing Eye to get additional 1d6+2 Recharge Cleric of Nethys to get +2. Combat 9: 1d8 + 3 + 1d8 + 1 + 1d6 + 2 + 2 ⇒ (2) + 3 + (8) + 1 + (5) + 2 + 2 = 23 Closed Location #4, taking 4 Combat Damage, but Mavaro has no cards left. End Turn. Reset Hand. Mavaro wrote:
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
With the platform collapsed, Mavaro hops to another one nearby, determined to clear out all remaining threats on it. He summons his magic to rejuvenate himself and his followers as he moves forward cautiously. A fallen chest lies to one side, likely dropped by one of the Pathfinders who had fallen to his death when this platform collapsed. Suspecting a trap, he turns to the stars for inspiration, and the constellation of the Stranger guides him to disarm the chest for him to find an well-used elven chain shirt within. "A zombie!" the constellation of the Lantern Bearer warn him and he raises his sword just in time to block the undead's clumsy blow. He returns with a mighty cleave to splits the zombie in twain. With this act, the platform finally disintegrates...
deck handler
Mavaro looks in dismay at Balazar and Red Raven as the rest of the people go tumbling down. "Perhaps we can save those over there." Move to Location #9
Standard Bearer:
Ally B Traits: Basic Human To Acquire: Constitution 7 OR Charisma Diplomacy 6 Recharge this card to add 1d6 to your noncombat Strength or Constitution check. Discard this card to explore your location. Recharge Sign of the Lantern Bearer to bring Cleric of Nethys to top of deck. Charisma DC6: 1d8 + 3 ⇒ (6) + 3 = 9 Discard Standard Bearer to explore again.
Treasure Map:
Barrier B Traits: Basic Cache To Defeat: Intelligence Knowledge Wisdom Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand. If undefeated, you may banish this barrier. Knowledge DC6: 1d8 + 3 ⇒ (7) + 3 = 10
Discard Grizzled Mercenary to Explore again.
Ghost:
Monster B Traits: Elite Ghost Incorporeal Undead To Defeat: Combat 12 OR Wisdom Divine 8 The Ghost is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Ghost is undefeated. Recharge Object Reading to bring Venomous Fighting Fan +1 to top of deck. Discard Sign of the Pack for additional dice. Combat 12: 2d8 + 3 + 1d8 + 1 ⇒ (5, 8) + 3 + (8) + 1 = 25 Recharge Shrunken Head to bring Cure to top of deck. End Turn. EoT Collapse?: 1d10 ⇒ 9 Ooops.
Mavaro wrote:
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
At the new bridge, a man holding up a flag looks lost and Mavaro convinces him to come along. A good thing he did though for he spotted a map on carved into a rock that Mavaro would have missed. The map led him to find an empty cache, together with a similarly disappointed veteran warrior. Being alone, he agreed to join Mavaro. As the enlarged team continue moving on, hoping to rescue more potential allies, the veteran experienced eyes spots a ghost rising from the ground before it could ambush them. With his magically enhanced blade, Mavaro disperses its essence. The euphoria is short lived as the platform starts to crumble, and more people fall away. Mavaro will focus on closing the remaining locations next round to get more allies into play.
deck handler
Off Turn Goblin Raider:
Henchman 1 Type: Monster Traits: Goblin To Defeat: Combat 8 If undefeated, bury 1 item or weapon of your choice from your discard pile. Recharge Compass to bring Venomous Fighting Fan +1 to top of deck. Combat 8: 1d8 + 3 + 1d8 + 1 ⇒ (5) + 3 + (1) + 1 = 10 Mavaro glares down at the goblin and hacks it down with his fine sword.
deck handler
Since we're not in a rush to close locations, let me try to pick up some allies first. Moving to Location #8: Collapsing Bridge. Ameiko Kaijitsu:
Ally 1 Traits: Bard Human Rogue To Acquire: Charisma Diplomacy 7 Banish this card to add 1d6 to your check. Banish this card to return a card from your discard pile to your hand. Recharge Cleric of Nethys to bring Cleric of Nethys to top of deck. Diplomacy DC7: 1d8 + 3 ⇒ (6) + 3 = 9 Mavaro keeps on moving, and soon a young woman who introduces herself as Ameiko teams up with him. Recharge Venomous Fighting Fan +1, Ameiko Kaijitsu, Compass to bring The Missing Eye to top of deck. End Turn. EoT Collapse?: 1d10 ⇒ 2 Reset Hand. Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
deck handler
Mavaro watches in horror as Nok Nok falls off the flying island, but sighs a sigh of relief to see him landing on another one just below. A gnome seems to have met a similar fate, landing on their platform. Mavaro nods at him in acknowledgement but his attention moves to back a monster coming after him... Ghoul:
Monster B Traits: Elite Ghoul Undead To Defeat: Combat 11 The Ghoul is immune to the Mental and Poison traits. If undefeated, reset your hand and end your turn. Recharge Spirit Surge, Conch Shell and Compass to bring Venomous Fighting Fan +1 to top of deck for strength. Reveal and recharge The Missing Eye to add 1d6+2. Recharge Cleric of Nethys to add 2. Combat 11: 1d8 + 3 + 1d8 + 1 + 1d6 + 2 + 2 ⇒ (2) + 3 + (5) + 1 + (3) + 2 + 2 = 18 Defeated. With a practiced ease, Mavaro cuts down the ghoul with his magical sword. Closing: Recharge Stalking Armor to reduce combat damage by 2. Took 2 combat damage but no card left.
Location #3 closed.
Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
deck handler
Recharge Venomous Fighting Fan +1 to bring Cleric of Nethys to top of deck. (In case you're wondering, I now have all 3 strength cards in my hand. This is so that I can bring one of them to the top of my deck later should I encounter combat.) Skeleton Horde:
Barrier B Traits: Elite Skirmish Undead To Defeat: None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card. Ancient Skeleton:
Henchman (monster) B Traits: Undead Skeleton To Defeat: Combat 8 Powers: The Skeleton is immune to the Mental and Poison traits. If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3. If defeated, you may immediately attempt to close this location Recharge Object Reading to bring Venomous Fighting Fan +1 to top of deck. Discard Fan of Flames to add 1d6. Combat DC11: 1d8 + 3 + 1d8 + 1 + 1d6 ⇒ (5) + 3 + (4) + 1 + (1) = 14 Attempt to recharge Spell. Recharge Sign of the Rider to bring Spirit Surge to top of deck. Arcane DC7: 1d8 + 3 ⇒ (7) + 3 = 10 Before Mavaro could move much further though, a horde of skeletons pour out from the ground, rushing his party. He wreathes his sword in flames and defeats the undead as the others head to the others. Everyone need to encounter Ancient Skeleton. End Turn. Reset. Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
deck handler
At Location #3 Goblin Warchanter:
Monster 1 Traits: Bard Elite Goblin To Defeat: Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons. Wis DC8: 1d8 + 3 ⇒ (3) + 3 = 6 Recharge Cleric of Nethys to get +2 to pass check. Combat DC8: 1d8 + 3 + 1d4 + 1 ⇒ (5) + 3 + (2) + 1 = 11 The enemy troops line up to stop the Pathfinders. A goblin warchanter attempts to cloud Mavaro's mind, but his cleric companion dismisses the effect. Then, again with the fan, Mavaro slices the goblin's head clean off. Recharge Venomous Fighting Fan +1 to bring The Missing Eye to top of deck.
Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
deck handler
Off-Turn Henchman Monster B:
Traits Undead Skeleton Check
Powers
Recharge Conch Shell to bring The Missing Eye to top of deck. Reveal Venomous Fighting Fan +1.
deck handler
Guide:
Ally B Traits: Basic Human To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 6 Recharge this card to add 1d10 to your Survival check. Discard this card to explore your location. Wisdom DC7: 1d8 + 3 ⇒ (4) + 3 = 7 A fellow Pathfinder guide has lost his team and after a short discussion with Mavaro, agrees to help the team. Discard Guide to explore.
Ambush:
Barrier B Traits: Skirmish Veteran To Defeat: Wisdom Perception Dexterity Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number. If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Recharge Object Reading to bring Conch Shell to top of deck. Reveal Stalking Armor for +2. Perception DC11: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13 Good thing he did, too. As he scouted ahead, he warned of an ambush of undeads, and Mavaro manages to skirt around them safely. Merchant:
Ally 2 Traits: Hireling Human To Acquire: Charisma Diplomacy 7 Discard this card to give a card to another character at any location. Discard this card to explore your location. Charisma DC7: 1d6 ⇒ 1 Fail. A sudden shudder ripples through the rock and a merchant who had followed along to supply the Pathfinders is knocked off before Mavaro manages to reach him. End Turn.
Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
deck handler
Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
deck handler
68 vs DC16? Lol! Mavaro will take a Blessing B (Sign of the Lantern Bearer) to replace Blessing of the Gods, as well as Sign of the Rider (Blessing 2) from scenario reward, replacing Blessing of Cayden Cailen.
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Will post Mavaro's temp closing in spoilers, since I'll likely be in bed when you guys confront the villain. Temp Closing Scorched Obelisk: Recharge Chain Mail to bring Stalking Armor to top of deck. Discard Blessing of Cayden Cailean to add 2 dice. Constitution DC9: 1d8 + 3 + 2d8 ⇒ (5) + 3 + (1, 8) = 17 Temp Closed
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Scorched Obelisk
End Turn. Reset.
Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
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Off Turn
Actual Turn
Move to Scorched Obselisk
Chain Mail:
Armor B Traits: Basic Heavy Armor To Acquire: Constitution Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. Recharge Blessing of Cayden Cailean to bring Stalking Armor to top of deck. Constitution DC3: 1d8 + 3 ⇒ (7) + 3 = 10 He finds lying on the floor a skeleton of a man long dead. The only thing left is a set of chain mail still in working order, and actually fits Mavaro's bulk. Recharge Venomous Fighting Fan +1 to bring Cleric of Nethys to top of deck.
Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
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SoT damage: 1d4 ⇒ 3
Move to Molten Pool Mystic Inscription:
Barrier B Traits: Cache Elite Magic To Defeat: Intelligence Arcane 10 If defeated, add 1d4 random spells from the box to your hand. If undefeated, you may banish this barrier. Recharge Spirit Surge to bring Object Reading to top of deck. Arcane DC10: 1d8 + 3 ⇒ (6) + 3 = 9 Recharge Cleric of Nethys to add 2 ==> Success. # of Spells: 1d4 ⇒ 2 random spells: 1d5 ⇒ 11d4 ⇒ 1 ==>Sleep and Strength Hearing the call of his teammates of the strange inscriptions found at the molten pool, Mavaro moves to join them. With some advice from the Nethys priest, he manages to decipher them and gains the revelations of powerful magic which he quickly scribes down before they are forgotten. Discard Bless of the Gods to explore again.
Faceless Stalker:
Monster 2 Traits: Aberration To Defeat: Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2. If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck. Wisdom DC7: 1d8 + 3 ⇒ (3) + 3 = 6 Recharge Shrunken Head to bring Blessing of Cayden Cailean to top of deck. Recharge The Missing Eye to add 1d6+2 Combat DC14: 1d8 + 3 + 1d8 + 1 + 1d6 + 2 ⇒ (6) + 3 + (8) + 1 + (6) + 2 = 26 Not liking this place one bit, Mavaro decides to try to clear it out as much as possible. He turns a corner just as a faceless horror seemingly melts out from the shadow to confront him. Despite being shaken, he still cuts it down with an expert slice of his sword. Recharge Strength to bring The Missing Eye to top of deck. End turn. Reset. Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
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Forgot to do this in the earlier round
SoT damage: 1d4 ⇒ 2
Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
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Sorry forgot that in guild, we are only allowed one upgrade. Will keep Weapon 2 then. That means some readjustments to Mavaro's deck. Instead of Blessing of the Lantern Bearer, I'll just get a Blessing of the Gods. Also, forgot to roll for SoT damage. Will deal with it in the gameplay thread.
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Throne Room Fire Spirit:
Henchman 2 Type: Monster Traits: Outsider Elemental Fire To Defeat: Combat 10 The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage. If undefeated, draw the henchman Conflagration from the box and examine it. If defeated, you may immediately attempt to close the location this henchman came from. Recharge The Missing Eye to add 1d6+2 and Cold trait. Combat 10: 1d8 + 3 + 1d8 + 1 + 1d6 + 2 + 1d8 ⇒ (4) + 3 + (2) + 1 + (4) + 2 + (5) = 21 Mavaro stands firm in the throne room, facing the fiery spirit that has manifested in front of him. Grinning to himself, he draws his blade and draws forth its wintry connections. With a swing of his frozen blade, the spirit is put out almost immediately. Attempt to close location.
Recharge Venomous Fighting Fan +1 to bring The Missing Eye to top of deck.
Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
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Mavaro - ACG kuey wrote:
Starting Deck Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
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8-00C1
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Observation Tower
Trapped Locker:
Barrier B Traits: Basic Cache Lock Poison Trap To Defeat: Dexterity Disable 9 OR Strength Melee 11 If defeated, add 1 random armor from the box to your hand. If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier. Recharge Fan of Flames to bring Helpful Haversack to top of deck.
Discard Sign of Stranger to explore again.
Throwing Axe:
Weapon B Traits: Axe Elite Ranged Slashing To Acquire: Dexterity Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Dexterity DC6: 1d8 + 3 ⇒ (1) + 3 = 4 Recharge Cleric of Nethys to add 2 ==> Success. Leave at scenario. He almost misses it, but a vision of a stranger points out the false bottom to him. His companion the Nethys cleric assists him in figuring out how to undo the lock. Inside, Mavaro finds a throwing axe, which he figures might help in restoring the alien vessel. He then returns back to the top of the tower, rejoining Nok-nok.
Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
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Observation Tower Reveal Conch Shell and Stalking Armor to examine Cargo Hold (CC)
Ogre:
Monster B Traits: Giant Ogre To Defeat: Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location. Recharge Helpful Haversack to bring Blessing of Cayden Cailean to top of deck. Recharge The Missing Eye to add 1d6+2. Combat 14: 1d8 + 3 + 1d8 + 1 + 1d6 + 2 ⇒ (1) + 3 + (8) + 1 + (6) + 2 = 21 Taking a deep breath, he goes below and enters the room he knows the Ogre is waiting. Immediately he charges it with his sword and cuts it down before he knows what hit him. Recharge Sign of the Stranger to bring The Missing Eye to top of deck.
Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
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Observation Tower Reveal Conch Shell to examine Cargo Hold (CC) (since Rivani can examine her location deck).
Use Object Reading to reveal top 3 cards of location deck. Put them back in the order (1)Cure, (2)Ogre, (3)Scout.
Cure (current card #2):
Spell B Traits: Basic Divine Healing Magic To Acquire: Wisdom Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card. 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. Divine DC6: 1d8 + 3 ⇒ (4) + 3 = 7 Acquired and display next to scenario. Finding a scroll in an abandoned room, he deciphers its magically healing power. He activates its magic, hoping it can help with stabilising the magical vessel. Recharge Sign of the Stranger to bring Stalking Armor to top of deck.[/b]
End turn. Reset hand. Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
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Observation Tower For the SoT action, I would target examining locations with fewer cards because chances of henchman or villain are highest. Reveal Conch Shell to examine Brig.
Pit Trap:
Barrier B Traits: Trap To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8 If defeated, you may immediately explore again. If undefeated, each character at this location is dealt 1d4 Combat damage. Perception DC7: 1d8 + 2 + 1d6 ⇒ (5) + 2 + (1) = 8 He should have been paying attention to where he's going though as he almost steps right into a pit trap. Thankfully he notices it just in time. Acolyte:
Ally B Traits: Elite Human To Acquire: Charisma Diplomacy Arcane Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check. Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait. Recharge Blessing of Cayden Cailean to bring Object Reading to top of deck. Divine DC6: 1d8 + 3 ⇒ (4) + 3 = 7 Acquired and display next to scenario. An acolyte comes up the stairs to find out who has arrived. He turns noticeably friendly after some discussions on divinity. Upon a request from Mavaro, he agrees to help look at the alien vessel. End Turn. Reset Hand. Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
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Mavaro huffs and puffs as he climbs up the Observation Tower. Mavaro can quite consistently get 1d8+2+1d6 (pending unexpected damage), a good chance I think to get the location bonus, but let me know if someone can do better. Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
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Shrunken Head acquired, replacing Planchette. No deck upgrade but replacing Mind Thrust with Fan of Flames. Ok, let's go with Reward. In case, a roll off is needed, 1d1000 ⇒ 205.
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Auto-fail acrobatics check to move to Warrens
When he arrives though, he waits for the rest of the party to gather to strike collectively... Recharge Quarterstaff of Vaulting to bring Blessing of Cayden Cailean to top of deck.
Mavaro wrote:
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
First Combat Check against Villain: Recharge Object Reading to bring Quarterstaff of Vaulting to top of deck. Discard Sign of the Pack to get another dice. Combat DC15: 1d8 + 3 + 1d8 + 1 + 1d8 ⇒ (6) + 3 + (7) + 1 + (5) = 22 Success
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Deeper Dungeons
Cultist:
Monster B Traits: Basic Cultist Human To Defeat: Combat 9 If undefeated, shuffle the top card of the blessings deck into this location deck. Reveal The Missing Eye
Discard Sign of the Stranger to explore.
Icy Terrain:
Henchman 2 Type: Barrier Traits: Obstacle Cold Veteran To Defeat: Intelligence Wisdom Survival 10 The difficulty to defeat is increased by the scenario’s adventure deck number. If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from. Discard Zadim's Blessing of Abadar to get 2 additional dice.
Attempt closing
Deeper Dungeon closed. Recharge Spirit Surge to bring Quarterstaff of Vaulting to top of deck. End turn and reset hand.
Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
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Deeper Dungeons Recharge Quarterstaff of Vaulting to autosucceed Acrobatics check to remain in place.
Augury:
Spell B Traits: Arcane Divine Magic To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Divine DC6: 1d8 + 3 ⇒ (2) + 3 = 5 Ok, I really want this card to help flush out the henchman so will recharge Cleric of Nethys to get +2 to pass the check.
Discard Augury to try to flush henchman to the top. We don't know yet whether it is a monster or barrier right? I'll choose barrier, since Mavaro is not as good against them as monsters.
Recharge Stalking Armor to bring Quarterstaff of Vaulting to top of deck.
Anyone exploring Deeper Dungeons before BR shuffles the deck should roll 1d3, and select from cards 4-6. Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
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Off Turn: Closing Location
Spoiler:
Discard Mind Thrust to bring Blessing of Cayden Cailean to top of deck. Constitution DC8: 1d8 + 3 ⇒ (6) + 3 = 9 Success
Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2 Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
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Recharge Quarterstaff of Vaulting to auto-pass Acrobatics check to not be moved.
Zombie Giant:
Monster B Traits: Undead Zombie To Defeat: Combat 13 The Zombie Giant is immune to the Mental and Poison traits. If undefeated, after the encounter, discard the top card of your deck. Recharge Mind Thrust to bring Quarterstaff of Vaulting to top of deck. Discard Blast Stone to add 1d4 Combat DC14: 1d8 + 3 + 1d6 + 1 + 1d4 ⇒ (8) + 3 + (1) + 1 + (4) = 17 Prewarned about the Zombie Giant, Mavaro pulls out his sword and the blast stone before moving forward. The zombie attempts to jump him but Mavaro throws the explosive rock at it before moving in to cut it down into pieces. He then pauses to take stock.
Mavaro wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
deck handler
Decided to just let the wind blow where it will.
Random Card 1, 4-10: 1d8 ⇒ 1 Card 1
Warhammer +1:
Weapon B Traits: Bludgeoning Hammer Magic Melee To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Recharge Mind Thrust to bring Quarterstaff of Vaulting to top of deck. Melee DC9: 1d8 + 3 ⇒ (2) + 3 = 5 He pushes down a separate tunnel and finds a warhammer embedded in the rock. Try as he might, even prying it with his quarterstaff, he could not dislodge it. In fact, he makes matters worse and soon it is completely buried. Recharge Conch Shell to move back to Deeper Dungeons and examine top card: Zombie Giant
End turn and Reset. Mavaro wrote:
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2 Constitution d8 [ ]+1 [ ]+2 [ ]+3 Intelligence d8 [X]+1 [X]+2 [ ]+3 Knowledge: Intelligence +1 Wisdom d8 [ ]+1 [ ]+2 [ ]+3 Perception: Wisdom +2 Charisma d6 [ ]+1 [ ]+2 Favored Card: Your Choice (Weapon)
In subsequent rounds, I'm going to keep pulling my Quarterstaff of Vaulting into my deck to auto-succeed the Acrobatics check. So that can focus on closing one location.
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