Meligaster

Meligaster Hawkmoon's page

21 posts. Alias of Hawkmoon269.


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Meligaster's Hand

I'll take this feat: On your first check on any turn to acquire an ally, add 2; you may instead do this if that check I sto defeat a monster. (☑ If you defeat the monster and would banish it, you may draw it.)

My preference:
Spell 1 (only if Lem doesn't want it)
Item 1
Ally 1
Blessing B


Meligaster's Hand

Meligaster grabs the last thing in the lab, a scroll about Acid Jet.

Reveal Guard for 1d4
Arcane 6: 1d12 + 2 + 1d4 ⇒ (11) + 2 + (3) = 16

Then Mel makes an attempt to secure the lab.
Intelligence 6: 1d8 ⇒ 6

And it works!

I think our mission is complete, my minions. er... I mean my friends. I suggest we make a hasty retreat to a more secure location to review the information we've gathered.


Meligaster's Hand

Meligaster moves to the Lab to see what is taking Hayato so long. He puts a an Elemental Treaty spell at the Lab to protect himself and if it happens to protect the rest of the team, well, I guess that is just how things are.

Elemental Treaty:
Elemental Treaty
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

After doing so , he immediately notices a cleric of some kind.

"My friend, have you seen a Samurai around here?" he says while beginning to swing his amulet.

Revealing Ectoplasm for 1d4.
Diplomacy 9: 1d12 + 3 + 2 + 1d4 ⇒ (7) + 3 + 2 + (4) = 16

The cleric becomes placated and decides to help Mel find his "friend." Discaring Sebti to explore. +1d6 to Diplomacy checks during this exploration.

What were you doing in here anyway? Mel asks the cleric. Sebti shows him the Anubis Staff he had just uncovered. I see. We better take that with us.

Revealing Ectoplasm for 1d4.
Arcane 6: 1d12 + 2 + 1d4 ⇒ (1) + 2 + (4) = 7

Mel picks it up and puts it in his pack. This might fetch a nice price back at the market. he says. As he turns around he bumps right into Hayato. Ah, hello Samurai. I was just looking for you. Have you seen our other "friends?"

Ending my turn.

Meligaster wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
-PERCEPTION: INTELLIGENCE+2
WISDOM d4
CHARISMA d12+1
-ARCANE: CHARISMA+1
-DIPLOMACY: CHARISMA+2

Powers
HAND SIZE 5
PROFICIENT WITH Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d4 (☐ 2d4] plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check I sto defeat a monster. (☐ If you defeat the monster and woul dbanish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐+1). If you fail the check, recharge the revealed card.

Hand: Anubis Staff, Conch Shell, Osirion History Guide, Ectoplasm, Guard
Deck: 9 Discard: 9 Buried: 1 Displayed: 1
Notes: Guard to reduce damage by 3 if you are in bad straits. Osirion History Guide can add 1 die to a non-Combat Wisdom, Knowledge, or Surival check if you are at my locaiton.


Meligaster's Hand

Meligaster grumbles at Hayato's advice and continues to search around the Oasis. He is spotted by an Aspis Agent. He decides to use "Diplomacy" to resolve the situation. "Look into my amulet my friend," he says.

Revealing Ecotplasm for my character power. +2 for my first check this turn to defeat a monster.
Diplomacy 8: 1d12 + 3 + 1d4 + 2 ⇒ (7) + 3 + (4) + 2 = 16

Defeated. I can examine and encounter the next card.

"Yes. That's it my friend. Show me where the information we seek is located... What's this? A history book? You idiot! That isn't what I want! Meligaster kicks him into the spring of the oasis.

Intelligence 3: 1d8 ⇒ 8

Acquired.

Meligaster shoves the book into his pack. "I suppose it might be useful for something," he mutters.

I'm over my hand size. If I play my blessing to explore I have nothing to close the location with. But we have to clear the whole thing anyway and I doubt we want to wait 4 more turns to get back to me to do it. Discarding Blessing of Pharasma to explore.

Looking around more, he finds a scroll of Elemental Treaty.

Arcane 4: 1d12 + 3 + 1d4 ⇒ (12) + 3 + (1) = 16

Acquired.

Still over my hand size. I'll discard my Fez.

Meligaster puts his hat away and wipes his brow. "I think the sun is starting to get to me. I should rest here in the shade."

Meligaster wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
-PERCEPTION: INTELLIGENCE+2
WISDOM d4
CHARISMA d12+1
-ARCANE: CHARISMA+1
-DIPLOMACY: CHARISMA+2

Powers
HAND SIZE 5
PROFICIENT WITH Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d4 (☐ 2d4] plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check I sto defeat a monster. (☐ If you defeat the monster and woul dbanish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐+1). If you fail the check, recharge the revealed card.

Hand: Elemental Treaty, Conch Shell, Osirion History Guide, Ectoplasm, Guard
Deck: 9 Discard: 8 Buried: 1 Displayed: 0
Notes: Guard to reduce damage by 3 if you are in bad straits.


Meligaster's Hand

Hand update:

Meligaster wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
-PERCEPTION: INTELLIGENCE+2
WISDOM d4
CHARISMA d12+1
-ARCANE: CHARISMA+1
-DIPLOMACY: CHARISMA+2

Powers
HAND SIZE 5
PROFICIENT WITH Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d4 (☐ 2d4] plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check I sto defeat a monster. (☐ If you defeat the monster and woul dbanish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐+1). If you fail the check, recharge the revealed card.

Hand: Conch Shell, Fez, Ectoplasm, Guard, Blessing of Pharasma
Deck: 9 Discard: 6 Buried: 1 Displayed: 0
Notes: Guard to reduce damage by 3 if you are in bad straits.


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Meligaster's Hand

I DON'T HAVE TO KNOW HER TO KNOW SHE LOVED ME BEST!!

Meligaster grumbles and begrudgingly hands his brother the Detect Undead spell he'd picked up. Here. Use this to make sure none of you fools get me killed. Handing Lem Detect Undead (Spell 1)

He then moves to the Oasis. While looking for Hayato he finds an ancient symbol. Blessing of the Ancients.

Reveal Guard to add 1d4
Divine 3: 1d4 + 1d4 ⇒ (1) + (3) = 4

Acquired

Bah! This ancient crap is no good to me. I need to get rich. Let's find some real treasure. He pulls out his dowsing rod.

Playing Dowsing Rod to examine the bottom of the location. Trapped Locker, so I can't move it to the top.

Bah. Just more junk. How am I ever going to get rich with these fools just leading me to junk!

Attempting to recharge Dowsing Rod. Revealing Conch Shell for 1d6.
Perception 6: 1d8 + 2 + 1d6 ⇒ (1) + 2 + (6) = 9

Recharged. Discarding Blessing of the Ancients to examine and explore.

Mel sees another symbol. Pharsma I think.

Revealing Ectoplasm for 1d4.
Arcane 5: 1d12 + 2 + 1d4 ⇒ (7) + 2 + (2) = 11

Acquired. I'm going to hold on to it for the close.

Hopefully the Lady of Graves will favor me and make me rich before I have to meet her.

Ending my turn.

Meligaster wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
-PERCEPTION: INTELLIGENCE+2
WISDOM d4
CHARISMA d12+1
-ARCANE: CHARISMA+1
-DIPLOMACY: CHARISMA+2

Powers
HAND SIZE 5
PROFICIENT WITH Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d4 (☐ 2d4] plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check I sto defeat a monster. (☐ If you defeat the monster and woul dbanish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐+1). If you fail the check, recharge the revealed card.

Hand: Conch Shell, Fez, Ectoplasm, Guard, Blessing of Pharasma
Deck: 8 Discard: 6 Buried: 1 Displayed: 0
Notes: Guard to reduce damage by 3 if you are in bad straits.


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Meligaster's Hand

"Quit showing off, brother," grumbles Mel. Then out of frustration he adds, "Mother liked me best you know!"


Meligaster's Hand

Meligaster explores at the Dilapidated Plaza. He sees interesting Jewel Box. These things are usually booby-trapped, he tells Hayato.

Disable 6: 1d4 ⇒ 3

It must busted, he says. Tossing it back into the plaza. Shuffling the undefeated barrier back into the Dilapidated Plaza.

Meligaster wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
-PERCEPTION: INTELLIGENCE+2
WISDOM d4
CHARISMA d12+1
-ARCANE: CHARISMA+1
-DIPLOMACY: CHARISMA+2

Powers
HAND SIZE 5
PROFICIENT WITH Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d4 (☐ 2d4] plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check I sto defeat a monster. (☐ If you defeat the monster and woul dbanish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐+1). If you fail the check, recharge the revealed card.

Hand: Detect Undead, Conch Shell, Dowsing Rod, Ectoplasm, Guard
Deck: 8 Discard: 5 Buried: 1 Displayed: 0
Notes: Guard to reduce damage by 3 if you are in bad straits.


Meligaster's Hand

Meligaster moves to see what Hayato is up to. Why does it always take them all so long? he groans to himself.

He pokes around and finds a scroll for a spell. Recharging Dredge to exchange it for another spell.

Hmm.. Unshakable Chill. Mel says.
I think it is really Detect Undead. says Dredge.
Shut up, says Mel.
I think he's right, says Hayato. Let me help you read it.
EVERYONE SHUT UP! says Mel.

Reveal Ectoplasm for 1d4 per my power. Using Hayato's Blessinfo the Samurai.

Wisdom 5: 1d4 + 1d4 + 1d4 ⇒ (1) + (2) + (1) = 4

Using my accessory reroll to reroll one of the 1s.
Hold on says Mel, I think I've almost got it.

Wisdom 5: 1d4 + 3 ⇒ (4) + 3 = 7

Yes of course. Detect Undead. I knew that. And I didn't need any help.

Mel sits down to read the scroll carefully to make sure he really understands it.

Meligaster wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
-PERCEPTION: INTELLIGENCE+2
WISDOM d4
CHARISMA d12+1
-ARCANE: CHARISMA+1
-DIPLOMACY: CHARISMA+2

Powers
HAND SIZE 5
PROFICIENT WITH Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d4 (☐ 2d4] plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check I sto defeat a monster. (☐ If you defeat the monster and woul dbanish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐+1). If you fail the check, recharge the revealed card.

Hand: Detect Undead, Conch Shell, Ectoplasm, Guard, Blessing of the Gods
Deck: 9 Discard: 4 Buried: 1 Displayed: 0
Notes: Blessing of the Gods if you need a die. Guard to reduce damage by 3 if you are in bad straits.


Meligaster's Hand

Meligaster looks around in the Smoking Den looking for information on the Aspises. Aspisi? No matter. He finds a Malfunctioning Deathtrap.

Who keeps leaving these things laying around? And in poor working order? Mel mumbles.

Mel nimbly tries to jump out of the way.

Revealing Ecroplasm for my power to add 1d4.

Dexterity 5: 1d8 + 1d4 ⇒ (3) + (2) = 5

He narrowly avoids the monstrosity. Let's see what useful things I can find.

Discard Silver Balladeer to explore.

Quite Mel snaps at his Balladeer. He bumps right into the kneecaps of a Tomb Raider. The Aspis Tomb Raider is so surprised to see Mel and his Balladeer that he is speechless. Mell pulls out his amulet and begins to swing it back and forth. You don't want to scream. You want to come join us.

First check to acquire an ally gives me +2. Reveal Ectoplasm for 1d4.

Diplomacy 4: 1d12 + 1 + 2 + 2 + 1d4 ⇒ (6) + 1 + 2 + 2 + (1) = 12

Acquired.

Mel sends the Tomb Raider ahead to see what else they can find. It's getting crowded in this tent. The Tomb Raider shows Mel right to some information on the Apsises. Aspisi?

Recharge Psychic Detective to add 1d6 to my Perception check. Reveal Ectoplasm for 1d4

Perception 5: 1d8 + 2 + 1d6 + 1d4 ⇒ (2) + 2 + (1) + (1) = 6

Defeated.

The information seems to include some data on healing. Summoning random spell: Cure.

Mel's got no time for healing when their are minds to be dominated! d4 Wisdom, no divine

Attempting to close. Random ally is Dredge.

Just then another Halfling pops out from the back of the tent. Mel recognizes him. Dredge? What are you doing here?

Playing Spiritual Ally to reduce the difficulty by 3. Revealing Ectoplasm for 1d4.

Diplomacy 8>5: 1d12 + 3 + 1d4 ⇒ (9) + 3 + (3) = 15

Acquired. Location closed.

Mel "old buddy"! Dredge says. I haven't seen you since that time you made me strap a ride a dog into that goblin camp. I still owe you for that.

Mel pulls out his amulet. You will forget all that and join me he intones as he begins to swing his amulet. Also, when you see my brother you will try to steal his flute.

Recharge on Spiritual Ally
Arcane 8: 1d12 + 2 ⇒ (4) + 2 = 6

Ending my turn.

Meligaster wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
-PERCEPTION: INTELLIGENCE+2
WISDOM d4
CHARISMA d12+1
-ARCANE: CHARISMA+1
-DIPLOMACY: CHARISMA+2

Powers
HAND SIZE 5
PROFICIENT WITH Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d4 (☐ 2d4] plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check I sto defeat a monster. (☐ If you defeat the monster and woul dbanish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐+1). If you fail the check, recharge the revealed card.

Hand: Conch Shell, Dredge, Ectoplasm, Guard, Blessing of the Gods
Deck: 9 Discard: 3 Buried: 1 Displayed: 0
Notes: Blessing of the Gods if you need it. Guard to reduce damage by 3 if you are in bad straits.


Meligaster's Hand

Mel stops by the Sunburst Market to swap his Padded Armor for a Remove Curse, because someone probably should.

Meligaster wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
-PERCEPTION: INTELLIGENCE+2
WISDOM d4
CHARISMA d12+1
-ARCANE: CHARISMA+1
-DIPLOMACY: CHARISMA+2

Powers
HAND SIZE 5
PROFICIENT WITH Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d4 (☐ 2d4] plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check I sto defeat a monster. (☐ If you defeat the monster and woul dbanish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐+1). If you fail the check, recharge the revealed card.

Hand: Spiritual Ally, Ectoplasm, Psychic Detective, Silver Balladeer, Blessing of the Gods
Deck: 10 Discard: 0 Buried: 1 Displayed: 0
Notes: Blessing of the Gods if you need it.


Meligaster's Hand

Meligaster decides he would be best suited to check out the Smoking Den.

Lem would probably do well there as well.


Meligaster's Hand

Glbiness adds 3 to your Charisma for 1 whole turn (which for Lem is also his Diplomacy, Arcane, and Divine) for a whole turn. Charm Person gives you a random ally (you have to bury Charm Person so you'll probably just get to use once per scenario).

One neat thing about Charm Person is that ally is then available at the end of the scenario for a deck upgrade.

As for the armors, if they aren't on your deck list, they aren't worth an upgrade.

I'm interested in Spell B.

By the way, there were a fair number of deck 1 boons in the locations when we started, but we closed locations so quickly or the gnolls moving shuffled the locations so that we never got to see them.

I'll take Charisma for my skill feat.


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Meligaster's Hand

Meligaster finds some comfort in being joined by Mogmurch, but also cautiously hopes Mogmurch doesn't blow both of them up.

He tucks him Mind Thrust in his hat. Displaying Fez and putting Mind Thrust on it.

Continuing at the Windswept Chasm, he finds a holy symbol carved onto the cavern wall.

Reveal Ectoplasm for my character power.
Divine 3: 1d4 + 1d4 ⇒ (2) + (2) = 4

He feels a sense of favor from the ancients wash over him.

He continues looking around. Discard Blessing of the Gods to explore.

He sees another symbol.

Reveal Ectoplasm for my character power.
Charisma 6: 1d12 + 1d4 ⇒ (3) + (3) = 6

He feels a sense of elemental blessing too.

Discard Blessing of the Ancients to to examine, then maybe explore.

The Second Law

But then Mel feels cursed. So many feelings.

Still exploring. Malfunctioning Death Trap.

Who left this horrible thing here!?

Recharging Blessing of the Elements since it invokes the Electricity trait.

Intelligence 5: 1d8 + 1d8 ⇒ (4) + (5) = 9

Fortunately, with my superior intelligence, I can see how to turn this thing off.

Now, to ponder more how to outdo my brother.

Ending my turn.

Meligaster wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
-PERCEPTION: INTELLIGENCE+2
WISDOM d4
CHARISMA d12
-ARCANE: CHARISMA+1
-DIPLOMACY: CHARISMA+2

Powers
HAND SIZE 5
PROFICIENT WITH Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d4 (☐ 2d4] plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check I sto defeat a monster. (☐ If you defeat the monster and woul dbanish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐+1). If you fail the check, recharge the revealed card.

Hand: Telempathic Projection, Padded Armor, Conch Shell, Ectoplasm, Blessing of the Gods
Deck: 5 Discard: 5 Buried: 0 Displayed: 2
Notes: Blessing of the Gods if you need it.


Meligaster's Hand

Meligaster moves to the Windswept Chasm. Maybe I'll get some quiet over here. He notices a Corrosive Dagger.

Dexterity 8: 1d8 ⇒ 2

Ugh. No one wants that disgusting thing. He kicks it aside.

Discard Silver Balladeer to explore.

Mel asks his balladeer to play him a song while he looks around. Not that awful music my brother likes. But he doesn't notice that Dry Quicksand in front of him.

Reveal Ectoplam for my power, discard Sign of the Thrush for 1 die.

Dexterity 9: 1d8 + 1d4 + 1d8 ⇒ (4) + (1) + (6) = 11

As he start to slip in, he narrowly manages to jump and clears the quicksand by only a few inches.

This place is horrible.

He sits down to rest and think of ways to out do his brother. He pulls out his thinking cap (Fez).

Meligaster wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
-PERCEPTION: INTELLIGENCE+2
WISDOM d4
CHARISMA d12
-ARCANE: CHARISMA+1
-DIPLOMACY: CHARISMA+2

Powers
HAND SIZE 5
PROFICIENT WITH Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d4 (☐ 2d4] plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check I sto defeat a monster. (☐ If you defeat the monster and woul dbanish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐+1). If you fail the check, recharge the revealed card.

Hand: Mind Thrust, Padded Armor, Fez, Ectoplasm, Blessing of the Gods
Deck: 7 Discard: 3 Buried: 0 Displayed: 0
Notes: Blessing of the Gods if you need it.


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Meligaster's Hand

Mel grumbles at his brother's fortune, then continues to poke around in the tar. He is surprised to find a singed Bonecrusher Ambusher.

Recharge Guard to add 1d6
BYA Perception 5: 1d8 + 2 + 1d6 ⇒ (1) + 2 + (5) = 8

He avoids the Gnoll's arrows.

Watch and learn brother. Mel concentrates and sends a mental blast into the Gnoll's mind.

Discard Padded Armor to activate my character power. Reveal ally (Ectoplasm) for 1d4 and it is my first check of the turn so +2.
Combat 10: 1d12 + 1 + 1d4 + 1d4 + 2 ⇒ (12) + 1 + (1) + (4) + 2 = 20

The Gnoll's screams in pain. Mel laughs and tries to secure the Tarworks as the Gnoll runs off.

Where does the Gnoll go?: 1d3 ⇒ 1

Play Spiritual Ally to help on the close check. Reduces teh difficulty by 3.

Diplomacy 4 to close: 1d12 + 2 ⇒ (3) + 2 = 5

Mel barely closes the location, but acts as if it was easy. See Lem! That is greatness!

Location closed. I draw my armor via the location's power.

Perception 7 to recharge Spiritual Ally: 1d8 + 2 ⇒ (1) + 2 = 3
Discarded

Mel thinks he's earned a rest.

Meligaster wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
-PERCEPTION: INTELLIGENCE+2
WISDOM d4
CHARISMA d12
-ARCANE: CHARISMA+1
-DIPLOMACY: CHARISMA+2

Powers
HAND SIZE 5
PROFICIENT WITH Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d4 (☐ 2d4] plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check I sto defeat a monster. (☐ If you defeat the monster and woul dbanish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐+1). If you fail the check, recharge the revealed card.

Hand: Mind Thrust, Padded Armor, Ectoplasm, Silver Balladeer, Sign of the Thrush
Deck: 9 Discard: 1 Buried: 0 Displayed: 0
Notes: Sign of the Thrush can add a die. It recharges if the check is against an ally.


Meligaster's Hand

Meligaster thinks he smells the faint scent of burnt goblin and wonders what Mogmurch is up to. There is another scent too. Some other kind of burnt smell, but not goblin. Something with more fur. He wonders what it could be when he is almost knocked over by a screaming flaming Gnoll that rushes past him and Lem then dives into the Tarworks in hopes of extinguishing himself. Mel also knocks the Crocodile Skin Madu into the Tarworks when he falls over. "Dang it Lem!" he yells. "That was your fault!"


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Meligaster's Hand

Meligaster picks his way through the Tarsworks, seeking cover from the Gnolls that ambushed us. He contemplates "convincing" Lem to shield him from the arrows, but before he can do anything he is interrupted by a Toxic Geyser.

Exploring Tarworks: Toxic Geyser. The scenario's adventure deck number is 1, so the difficulty is increased by 2. I'll choose Wisdom. I'll recharge my Sage and use Mel's power to reveal an ally (Ectoplasm) for 1d4.

Wisdom 7: 1d4 + 1d6 + 1d4 ⇒ (4) + (5) + (1) = 10

Defeated.

"Oh Lem! I found a lovely little pool for you."

I'll play my Dowsing Rod to examine the bottom card of my location: Crocodile Skin Madu. It is a boon, so I'll put it on top. Lem can try to acquire that. Perception 6 check to recharge the Dowsing Rod. I'll recharge Psychic Detective to help with that.

Perception 6: 1d8 + 2 + 1d6 ⇒ (7) + 2 + (1) = 10

Success Dowsing Rod recharged.

I'll end my turn.

Meligaster wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
-PERCEPTION: INTELLIGENCE+2
WISDOM d4
CHARISMA d12
-ARCANE: CHARISMA+1
-DIPLOMACY: CHARISMA+2

Powers
HAND SIZE 5
PROFICIENT WITH Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d4 (☐ 2d4] plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check I sto defeat a monster. (☐ If you defeat the monster and woul dbanish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐+1). If you fail the check, recharge the revealed card.

Hand: Spiritual Ally, Padded Armor, Ectoplasm, Guard, Sign of the Thrush
Deck: 10 Discard: 0 Buried: 0 Displayed: 0
Notes: Spirtual Ally can decrease the difficulty of a combat or Chrisma check by 3 if you are at my location. Sign of the Thrush can add a die. It recharges if the check is against an ally.


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Meligaster's Hand

Always with the flute Lem. I can take that smell away. Just look into my eyes and repeat after me "I smell nothing. There is no odor. I will obey Meligaster..." Are you sleepy Lem?


Meligaster's Hand

I shall start at at the Tarworks. Perhaps my brother might consider joining me there.

Meligaster wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
-PERCEPTION: INTELLIGENCE+2
WISDOM d4
CHARISMA d12
-ARCANE: CHARISMA+1
-DIPLOMACY: CHARISMA+2

Powers
HAND SIZE 5
PROFICIENT WITH Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d4 (☐ 2d4] plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check I sto defeat a monster. (☐ If you defeat the monster and woul dbanish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐+1). If you fail the check, recharge the revealed card.

Hand: Spiritual Ally, Dowsing Rod, Ectoplasm, Psychic Detective, Sage
Deck: 10 Discard: 0 Buried: 0 Displayed: 0
Notes: Spirtual Ally can decrease the difficulty of a combat or Chrisma check by 3 if you are at my location.


1 person marked this as a favorite.
Meligaster's Hand

Has anyone seen my brother?

Meligaster wrote:

Skills and Powers:
Skills

STRENGTH d4
DEXTERITY d8
CONSTITUTION d6
INTELLIGENCE d8
-PERCEPTION: INTELLIGENCE+2
WISDOM d4
CHARISMA d12
-ARCANE: CHARISMA+1
-DIPLOMACY: CHARISMA+2

Powers
HAND SIZE 5
PROFICIENT WITH Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d4 (☐ 2d4] plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check I sto defeat a monster. (☐ If you defeat the monster and woul dbanish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐+1). If you fail the check, recharge the revealed card.

Deck list
Mind Thrust
Spiritual Ally
Telempathic Projection
Padded Armor
Conch Shell
Dowsing Rod
Fez
Ectoplasm
Guard
Psychic Detective
Sage
Silver Balladeer
Blessing of the Gods
Blessing of the Gods
Sign of the Thrush