Merisiel

Merisiel - Danforth347's page

27 posts. Alias of Danforth347.


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F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Grazzle WBH-1A: Dead Meat
Boon Roll:: 1d20 ⇒ 13
Scenario Reward
Tier/XP
1 -> 1.1
Hero Points (Prior + Gained - Used = Current)
0 + 1 - 1 = 0
1 Hero Point used for Upgrade blessing
Loot rolls
1st Choice Ally 1: 1d1000 ⇒ 811 - Bodyguard
2nd Choice Item 1: 1d1000 ⇒ 50 - Gem of Mental Acuity

Deck Upgrades
Add: Gem of Mental Acuity or Bodyguard
Banished Cards: None
Holes Filled: Blessing - Sands of the Hour
Removed: Researcher or Flame Staff


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Out of Turn Updates: Ezren used BotG3
Hour: Orison
Hour Rules: No Effect
Turn Order: Crimsi, Ezren, Grazzle, Pizazz

Grazzle discards Flame Staff from top of deck
Grazzle discards Cure to remove Wounded

Exploration: Farm Card 3 - Encounter:

Ghost:
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.

Grazzle Discards Viper Strike to roll Divine + 2d4 for combat check.
Grazzle discards Blessing of Pharasma to add 2 dice to spell / DIVINE: CHARISMA + 3 check.

Check to Defeat Ghost: DIVINE: CHARISMA + 3: 11: 3d8 + 3 + 2d4 ⇒ (2, 2, 1) + 3 + (1, 1) = 10 Failure

Suffer 1 mental damage that can't be reduced.

EOT: End Turn, Recovery, and Reset hand

Recovery Attempts:
Grazzle attempts to recover all cards in he/her Recovery pile.

Cure: Divine 8: 1d8 + 3 ⇒ (6) + 3 = 9 -> Cure recharged.
Viper Strike: Divine 6: 1d8 + 3 ⇒ (5) + 3 = 8 -> Viper Strike recharged.

Grazzle resets he/her hand.

EOT: End Turn, Recovery, and Reset hand

Grazzle wrote:

Hand: Eloquence, Holy Light, Burst Bonds, Cure, Light Shield, Researcher

Displayed:
Deck: 1 Discard: 8 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing of Pharasma - Adds 2 dice to spells,

At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed twice the number of cards you discarded.
Movement:
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d6 ☐ +1
Constitution: d8 ☐ +1 ☐ +2 ☐ +3
Intelligence: d4 ☐ +1 ☐ +2
Wisdom: d10 ☐ +1 ☐ +2 ☐ +3
Craft: Wisdom + 1
Survival: Wisdom + 2
Charisma: d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Charisma + 3
Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
Powers:
You automatically succeed at your check to recharge a spell (☐ and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☐ 1 plus) twice the number of cards you discarded.
☐ Add 2 to your check that invokes the Attack trait.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Merisiel BM-1D: Unfinished Business
Boon Roll:: 1d20 ⇒ 5
Scenario Reward
Tier/XP
1.2 -> 1.3
Hero Points (Prior + Gained - Used = Current)
0 + 1 = 1
Deck Upgrades
1st Choice Item 1: 1d1000 ⇒ 792 - In Helpful Haversack, Out Thieves' Tools
2nd Choice Weapon 1: 1d1000 ⇒ 214 - In Animalbane Dagger +1, out Dagger
3rd Choice Ally 0: 1d1000 ⇒ 515 - In Archer, out Burglar


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Out of Turn Updates: Meri heals Thieves' Tools, Burglar, and Dagger from Zelhara's turn
Hour: Irori’s Mastery
Hour Rules: On your blessed check, you may reroll any dice showing 1.
Turn Order: Zelhara, Mr. Balazar, Merisiel, Grenek
Exploration: Dungeons Card 1 - Encounter:

Flame Staff:
Item 0

Traits
Staff
Magic
Attack
Fire

Check
Arcane
Divine
4

Powers
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.


Check to Acquire Flame Staff: Divine: 4: 1d4 ⇒ 1 Failure

Merisiel discards acq Magistrate to explore again.

Exploration: Dungeons Card 2 - Encounter:

Barghest:
Monster 2

Traits
Outsider

Check
Combat
13

Powers
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.

Merisiel discards Blessing of the Gods 1 to add die to DEXTERITY check.
Merisiel Recharges Dagger to roll Dexterity or Ranged skill + 2d4.
Check to Defeat Barghest: DEXTERITY: 13: 2d12 + 1 + 2d4 ⇒ (6, 7) + 1 + (3, 1) = 18 reroll die showing 1: 1d4 ⇒ 3 = 20 Success
check for evade: 1d4 ⇒ 4 Barghest is defeated

EOT: End Turn, Recovery, and Reset hand.

Examine top card: Dungeons Card 3 -

Ancient Skeleton:
Story Bane Monster 1

Traits
Undead
Skeleton
Veteran

Check
Combat
11+##

Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, either recharge a Divine card or suffer 1 Combat damage.

Merisiel wrote:

Hand: Buckler, Potion of Energy Resistance, Sage's Journal, Masterwork Tools, Emerald of Dexterity, Standard Bearer

Displayed:
Deck: 7 Discard: 3 Buried: 2
Hero Points: 0
NOTES:
Available Support: Magistrate - On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Movement: Ossuary
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Hour: Norgorber’s Shadow
Hour Rules: On your Stealth check or your check that invokes the Poison trait, add 1d4.
Turn Order: Zelhara, Mr. Balazar, Merisiel, Grenek
Exploration: Twisting Passages Card 2 - Encounter:

Magistrate:
Ally 2

Traits
Human
Aristocrat

Check
Charisma
Diplomacy
Knowledge
9

Powers
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.

Merisiel Recharge Emerald of Dexterity to roll Dexterity for non-combat check.
Recharge to add 1d6 to DEX check.

Check to Acquire Magistrate: DEXTERITY: 9: 1d12 + 1 + 1d6 - 2 ⇒ (8) + 1 + (3) - 2 = 10 Success

EOT: End Turn, Recovery, and Reset hand

Merisiel wrote:

Hand: Dagger, Sage's Journal, Masterwork Tools

Displayed:
Deck: 9 Discard: 3 Buried: 2
Hero Points: 0 // Merisiel has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.


NOTES:
Available Support: Magistrate - On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Movement: Ossuary
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.

EOT: End Turn, Recovery, and Reset hand

Merisiel wrote:

Hand: Dagger, Buckler, Sage's Journal, Masterwork Tools, Blessing of Milani, Blessing of the Gods 1

Displayed:
Deck: 6 Discard: 4 Buried: 2
Hero Points: 0 // Merisiel has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.


NOTES:
Available Support: Magistrate - On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Movement: Ossuary
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Out of Turn Updates:Recharge Masterwork Tools for confused. Blessing of Erastil should have been buried last turn de to unhallowed.
Hour: Orison
Hour Rules: No Effect
Turn Order: Zelhara, Mr. Balazar, Merisiel, Grenek
Exploration: Cell Card 1 - Encounter:

Mercenary:
Monster 1

Traits
Human
Warrior
Veteran

Check
Combat
10+##
OR
Charisma
Diplomacy
8+#

Powers
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.

Merisiel evades the encounter.
Merisiel discards Blessing of Erastil 2 to explore again. random card: 1d8 ⇒ 2

Exploration: Cell Card 2 - Encounter:

Haunt:
Barrier 2

Traits
Task
Undead
Veteran
Trigger

Check
Charisma
Diplomacy
8+#
OR
Divine
6+#

Powers
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.


Meri is frightened.

Merisiel Recharges Emerald of Dexterity to roll Dexterity for non-combat check.

Merisiel discards hw The Winged Serpent to add die to DEXTERITY check. Heal random card (Masterwork Tools)

Check to Defeat Haunt: DEXTERITY: 14: 2d12 + 1 ⇒ (3, 1) + 1 = 5 Failure Meri is frightened.

EOT: End Turn, Recovery, and Reset hand. Recharge Potion of Energy Resistance for confused

Merisiel wrote:

Hand: Dagger, Emerald of Dexterity, Troubadour, Sage's Journal, Masterwork Tools

Displayed:
Deck: 7 Discard: 3 Buried: 2
Hero Points: 0 // Merisiel has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.

Frightened:
While Marked:
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

When your location is closed, you may remove this scourge.


NOTES:
Available Support: hw The Winged Serpent - On a distant check, recharge to bless.
Movement: Ossuary
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Hour: Torag’s Power
Hour Rules: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
Turn Order: Zelhara, Mr. Balazar, Merisiel, Grenek
Exploration: Cell Card 1 - Encounter:

Covering Heavy Shield:
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
6

Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.


Check to Acquire Covering Heavy Shield: CONSTITUTION: 6: 1d6 ⇒ 5 Failure

Merisiel discards Blessing of Milani to explore again.

Exploration: Cell Card 2 - Encounter:

Plaguebearer:
Monster 1

Traits
Aberration
Disease

Check
Combat
15

Powers
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.

Meri auto fails Perception or Fort 7 check combat damage: 1d4 - 1 ⇒ (3) - 1 = 2

Merisiel Reveals Dagger to roll Dexterity or Ranged skill + 1d4.
Merisiel discards Blessing of Erastil to add 2 dice to DEXTERITY check.
Check to Defeat Plaguebearer: RANGED: DEXTERITY + 2: 15: 3d12 + 1 + 1d4 ⇒ (10, 2, 4) + 1 + (1) = 18 Success

EOT: End Turn, Recovery, and Reset hand

Merisiel wrote:

Hand: Dagger, Emerald of Dexterity, Masterwork Tools, Sage's Journal, Blessing of Erastil 2, hw The Winged Serpent

Displayed:
Deck: 7 Discard: 4 Buried: 0
Hero Points: 0
NOTES:
Available Support: hw The Winged Serpent - On a distant check, recharge to bless.
Movement: Ossuary
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Start at Cell

Merisiel wrote:

Hand: Dagger, Thieves' Tools, Blessing of Erastil, Blessing of Milani, Masterwork Tools, Burglar, hw The Winged Serpent

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Holy water available for local check against undead
Movement: Ossuary
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Merisiel BM-1C: Society of the Veil
Boon Roll:: 1d20 ⇒ 16
Scenario Reward
Tier/XP
1.1 -> 1.2
Hero Points (Prior + Gained - Used = Current)
0 + 1 - 1 = 0
1 Hero Point used for hand size +1.

Loot rolls
1st Choice Blessing 0: 1d1000 ⇒ 97 - Blessing of Milani
2nd Choice Blessing 1: 1d1000 ⇒ 69 - Blessing of Erastil


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Hour: Orison
Hour Rules: No Effect
Turn Order: Zelhara, Mr. Balazar, Merisiel, Grenek
Exploration: Ossuary Card 1 - Encounter:

Cultist:
Story Bane Monster 1

Traits
Human
Cultist
Veteran

Check
Combat
10+##
OR
Diplomacy
8+#

Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

Merisiel will evade and discard Troubadour to explore again. Random card: 1d7 ⇒ 3

Exploration: Ossuary Card 3 - Encounter:

Keen Starknife:
Weapon 2

Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic

Check
Strength
Dexterity
Acrobatics
Melee
Ranged
12

Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

Check to Acquire Keen Starknife: RANGED: DEXTERITY + 2: 12: 1d12 + 1 + 2 ⇒ (5) + 1 + 2 = 8 Failure

EOT: End Turn, Recovery, and Reset hand

Merisiel wrote:

Hand: Dagger, Dart, Potion of Energy Resistance, acq Holy Water, Blessing of the Gods 1

Displayed:
Deck: 10 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Holy water available for local check against undead
Movement: Ossuary
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Out of Turn Updates: Encounter Barghest and Azer from Mr. Balazar's turn

Will use power to evade both encounters.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Hour: Asmodeus’s Tyranny
Hour Rules: When you fail a check, you may bury your hand and discards to reroll
Turn Order: Zelhara, Mr. Balazar, Merisiel, Grenek
Exploration: Reading Room Card 1 - Encounter:

Labyrinth :
Barrier 1

Traits
Obstacle
Veteran

Check
Intelligence
Knowledge
6+#
OR
Perception
Survival
8+#


Merisiel recharges Masterwork Tools to Defeat barrier.

Have no way to continue exploring so will call it a turn.

EOT: End Turn, Recovery, and Reset hand

Merisiel wrote:

Hand: Dagger, Dart, Potion of Energy Resistance, acq Holy Water, Troubadour

Displayed:
Deck: 11 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Holy water available for local check against undead
Movement: Ossuary
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Hour: The Crows
Hour Rules: When you would bury a boon, succeed at its check to acquire or banish it instead
Turn Order: Zelhara, Mr. Balazar, Merisiel, Grenek
Exploration: Reading Room Card 1 - Encounter:

Standard Bearer:
Ally 1

Traits
Human
Soldier

Check
Charisma
Diplomacy
Melee
6

Powers
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.


Check to Acquire Standard Bearer: CHARISMA: 6: 1d8 ⇒ 5 Failure
Merisiel discards Standard Bearer to explore again.

Exploration: Reading Room Card 1 - Encounter:

Holy Water:
Item 0

Traits
Liquid
Magic
Divine

Check
Wisdom
Divine
4

Powers
When a local character encounters an Outsider or Undead bane, banish to let them evade it.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

DURING RECOVERY
If proficient, you may succeed at a Divine 6 check to recharge this card.

Merisiel discards hw the Carnival (harrow, so heal) to add die to WISDOM check.
Check to Acquire Holy Water: WISDOM: 4: 2d4 ⇒ (3, 1) = 4 Success

EOT: End Turn, Recovery, and Reset hand

Merisiel wrote:

Hand: Dagger, Potion of Energy Resistance, Dart, Masterwork Tools, acq Holy Water

Displayed:
Deck: 11 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Holy water available for local check against undead
Movement: Ossuary
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Start at Reading Room

Merisiel wrote:

Hand: Potion of Energy Resistance, Dagger, Thieves' Tools, Masterwork Tools, Standard Bearer, hw the Carnival

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support:
Movement: Reading Room, then Office
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Merisiel BM-1A: A Ghostly Welcome
Boon Roll:: 1d20 ⇒ 4
Scenario Reward
Tier/XP
0.9 -> 1
Hero Points (Prior + Gained - Used = Current)
0 + 1 - 1 = 0
1 Hero Point used for Dex +1

Loot rolls
1st Choice Blessing 0: 1d1000 ⇒ 483 - Blessing of Erastil
2nd Choice Item 1 : 1d1000 ⇒ 575 - Helpful Haversack

Deck Upgrades
Add: Blessing of Erastil
Banished Cards: None
Holes Filled: None
Removed: BOTG


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Hour: Benefaction
Hour Rules: No Effect
Turn Order: Zelhara, Mr. Balazar, Merisiel, Grenek
Exploration: Library Card 1 - Encounter:

The Juggler :
Blessing 1

Traits
Suit: Keys
Harrow
Veteran

Check
Dexterity
Acrobatics
4+#

Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll a die showing 1.

On another character’s check, freely discard to reroll a die.
Discard to explore.


Check to Acquire The Juggler : ACROBATICS: DEXTERITY + 2: 6: 1d12 + 2 ⇒ (2) + 2 = 4 Failure. Discard Troubadour
Merisiel discards Standard Bearer to explore again.

Exploration: Library Card 2 - Encounter:

Harpy:
Monster 2

Traits
Harpy

Check
Combat
10

Powers
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

Merisiel Recharge Emerald of Dexterity to roll Dexterity for non-combat check.
Wisdom check: 1d12 ⇒ 12 Success

Merisiel Reveals Dagger to roll Ranged + 1d4 for combat check.
Check to Defeat Harpy: RANGED: DEXTERITY + 2: 6: 1d12 + 2 + 2d4 ⇒ (1) + 2 + (1, 4) = 8 Success

EOT: End Turn, Recovery, and Reset hand

Merisiel wrote:

Hand: acq Enhance, Masterwork Tools, Blessing of the Gods 2, Blessing of the Gods 3, Blessing of Erastil

Displayed:
Deck: 5 Discard: 8 Buried: 0
Hero Points: 0
NOTES:
Available Support:
Movement: Reading Room, then Office
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Hour: Calistria’s Sting
Hour Rules: You may avenge by discarding a card.
Turn Order: Zelhara, Mr. Balazar, Merisiel, Grenek
Exploration: Library Card 1 - Encounter:

Henchman Proxy A - Animated Object:
Story Bane Monster 1

Traits
Construct
Veteran

Check
Combat
12+##
OR
Arcane
7+#

Powers
A random local character encounters this monster instead.
If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
1. Weapon 3. Armor 2. Spell 4. Item


Merisiel reveals Dart to use RANGED: DEXTERITY + 2 and discards Blessing of the Gods 3 to add die to check.
Merisiel recharge Thieves' Tools to add 1d6 to RAN check.
Check to Defeat Henchman Proxy A - Animated Object: RANGED: DEXTERITY + 2: 16: 2d12 + 2 + 1d6 + 1d4 ⇒ (3, 2) + 2 + (2) + (1) = 10 Failure

Merisiel discards Dart to reroll.
Check to Defeat Henchman Proxy A - Animated Object: RANGED: DEXTERITY + 2: 16: 2d12 + 2 + 1d6 + 1d4 ⇒ (3, 6) + 2 + (1) + (2) = 14 Failure

16-14 = 2 damage. Lose both of my cards (Shortbow and Potion of Energy Resistance)

EOT: End Turn, Recovery, and Reset hand

Merisiel wrote:

Hand: Dagger, Emerald of Dexterity, Standard Bearer, Troubadour, Blessing of the Gods 2

Displayed:
Deck: 7 Discard: 6 Buried: 0
Hero Points: 2
NOTES:
Available Support:
Movement: Reading Room, then Office
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Hour: The Tangled Briar
Hour Rules: When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
Turn Order: Zelhara, Mr. Balazar, Merisiel, Grenek
Exploration: Library Card 1 - Encounter:

Mad Prophet:

Barrier 1

Traits
Curse
Task
Veteran

Check
Intelligence
Perception
4+#
OR
Charisma
Diplomacy
6+#

Powers
The difficulty is increased by the hour’s level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.


Merisiel evades the encounter.
Merisiel discards Blessing of Erastil to explore again.
draw next card: 1d9 ⇒ 2

Exploration: Library Card 2 - Encounter:

Horn Of Blasting:
Item 2

Traits
Instrument
Magic

Check
Constitution
Fortitude
7

Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.

Merisiel Displays Enhance to add 1+# = 3 to Constitution checks.

Check to Acquire Horn Of Blasting: CONSTITUTION: 7: 1d6 + 3 ⇒ (3) + 3 = 6 Failure
Merisiel discards hw the eclipse to explore again. And heals Blessing of Erastil

draw next card: 1d8 ⇒ 5

Exploration: Library Card 5 - Encounter:

Shrieky Plant:
Barrier 1

Traits
Obstacle
Plant
Trigger

Check
Wisdom
Perception
8
OR
Stealth
Survival
6

Powers
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

Merisiel Recharge Burglar to add 1d10 to Stealth check.

Check to Acquire Shrieky Plant: STEALTH: DEXTERITY + 2: 6: 1d12 + 2 + 1d10 ⇒ (11) + 2 + (2) = 15 Success

EOT: End Turn, Recovery, and Reset hand

Merisiel wrote:

Hand: Shortbow, Dart, Potion of Energy Resistance, Sage's Journal, Blessing of the Gods 3

Displayed:
Deck: 11 Discard: 2 Buried: 0
Hero Points: 2
NOTES:
Available Support:
Movement: Reading Room, then Office
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Hour: Orison
Hour Rules: No Effect
Turn Order: Zelhara, Mr. Balazar, Merisiel, Grenek
Exploration: Library Card 1 - Encounter:

Enhance :
Spell 0

Traits
Magic
Arcane
Divine
Veteran

Check
Intelligence
Wisdom
Arcane
Divine
5

Powers
Freely display next to a local character and choose a skill. While displayed:
• On their checks using that skill, add 1+#.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.


At This Location: On your check against a spell or a Book boon, add 1d6
Check to Acquire Enhance : INTELLIGENCE: 6: 1d6 + 1d6 ⇒ (3) + (4) = 7 Success

Merisiel discards hw the eclipse BotG1 to explore again.

Exploration: Library Card 2 - Encounter:

Henchman Proxy A - Animated Object:
Story Bane Monster 1

Traits
Construct
Veteran

Check
Combat
12+##
OR
Arcane
7+#

Powers
A random local character encounters this monster instead.
If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
1. Weapon 3. Armor 2. Spell 4. Item

Merisiel will evade the encounter due to lack of weapons.

EOT: End Turn, Recovery, and Reset hand

Merisiel wrote:

Hand: acq Enhance, Potion of Energy Resistance, Sage's Journal, Burglar, Blessing of Erastil, Blessing of the Gods 1

Displayed:
Deck: 11 Discard: 1 Buried: 0
Hero Points: 2
NOTES:
Available Support:
Movement: Reading Room, then Office
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Will start at the Library again

Starting hand

Merisiel wrote:

Hand: Potion of Energy Resistance, Sage's Journal, Burglar, Blessing of Erastil, Blessing of the Gods 1

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
NOTES:
Available Support:
Movement: Reading Room, then Office
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Con Boon: 1d20 ⇒ 5


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Upgrade: Blessing 1. Erastil in for BotG.

Use hero point to add a weapon slot and fill with Shortbow.

Now at Tier 1 with 1XP and 0 Hero Points.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Hour: Orison
Hour Rules: No Effect
Turn Order: Zelhara, Mr. Balazar, Merisiel, Grenek
Exploration: Library Card 1 - Encounter:

Enhance :
Spell 0

Traits
Magic
Arcane
Divine
Veteran

Check
Intelligence
Wisdom
Arcane
Divine
5

Powers
Freely display next to a local character and choose a skill. While displayed:
• On their checks using that skill, add 1+#.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.


At This Location : On your check against a spell or a Book boon, add 1d6.
Check to Acquire Enhance : INTELLIGENCE: 5: 1d6 + 1d6 ⇒ (1) + (4) = 5 Success

Merisiel discards Standard Bearer to explore again.

Exploration: Library Card 2 - Encounter:

Wand Of Force Missile
:
Item 1

Traits
Wand
Magic
Arcane
Attack
Force

Check
Intelligence
Arcane
6

Powers
For your combat check, bury or banish to use Arcane + 2d4.
On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.

Will Display Enhance on my Intelligence checks

Check to Acquire Wand Of Force Missile: INTELLIGENCE: 6: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6 Success

Enhance is banished, Wand of Force Missile Acquired

EOT: End Turn, Recovery, and Reset hand

Merisiel wrote:

Hand: Dagger, Buckler, Boots Of Friendly Terrain, Thieves' Tools, Wand of Force Missile

Displayed:
Deck: 9 Discard: 4 Buried: 0
Hero Points: 2
NOTES:
Available Support: Boots Of Friendly Terrain - On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Movement:
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Retcon: I forgot that I acquired Boots Of Friendly Terrain last turn, so they replace the Potion of Energy Resistance (last drawn) from my previous turn

Hour: The Liar
Hour Rules: When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
Turn Order: Zelhara, Mr. Balazar, Merisiel, Grenek
Exploration: Library Card 1 - Encounter:

Full Pouch:
Spell 2

Traits
Magic
Arcane
Divine

Check
Intelligence
Wisdom
Arcane
Divine
9

Powers
Display. While displayed:
• When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
• At the end of your turn, banish.


Check to Acquire Full Pouch: INTELLIGENCE: 9: 1d6 ⇒ 2 Failure

And I can't do anything else. Will end turn. Discarding Masterwork Tools and Dart to hopefully get more explore again options.

EOT: End Turn, Recovery, and Reset hand

Merisiel wrote:

Hand: Dagger, Buckler, Boots Of Friendly Terrain, Thieve's Tools, Standard Bearer

Displayed:
Deck: 8 Discard: 4 Buried: 0
Hero Points: 2
NOTES:
Available Support: Boots Of Friendly Terrain - On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Movement:
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Out of Turn Updates: Thank you Mr. Balazor - Heal Merisiel a card, and remove her scourge
Hour: Lamashtu’s Madness
Hour Rules: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.

Turn Order: Zelhara, Mr. Balazar, Merisiel, Grenek
Exploration: Reading Room Card 1 - Encounter:

Exploding Runes :
Barrier 2

Traits
Trap
Magic
Veteran
Trigger

Check
Arcane
Divine
6+#
OR
Disable
8+#

Merisiel evades the encounter.

Merisiel discards Blessing of the Gods 1 to explore again.
random card from re-shuffled deck: 1d4 ⇒ 3

Exploration: Reading Room Card 3 - Encounter:

Skeletal Owlbeast :
Monster 1

Traits
Undead
Skeleton

Check
Combat
14

Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

best I could do is recharge dagger to give me 50/50. Will evade

Merisiel discards The Lost to explore again.

random card from re-shuffled deck: 1d3 ⇒ 2

Exploration: Reading Room Card 2 - Encounter:

Boots Of Friendly Terrain :
Item 1

Traits
Clothing
Magic

Check
Dexterity
Stealth
8

Powers
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.

Check to Acquire Boots Of Friendly Terrain :
Recharge Burglar to add 1d10 to Stealth check.
STEALTH: DEXTERITY + 2: 8: 1d12 + 2 + 1d10 ⇒ (1) + 2 + (6) = 9 Success

EOT: End Turn, Recovery, and Reset hand

Merisiel wrote:

Hand: Dagger, Dart, Buckler, Masterwork Tools, Potion of energy Resistance

Displayed:
Deck: 9 Discard: 2 Buried: 0
Hero Points: 2
NOTES:
Available Support: Boots Of Friendly Terrain - On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Movement:
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

During This Adventure:
A Night at Bloodthrone Manor: The harrow suit is Stars. At the start of each scenario, perform a
harrowing; after drawing your starting hand, add your harrow to it.
After you play your harrow, you may heal a card.

During This Scenario:
When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.
On your check, you may recharge # cards to add 1d4 and the Magic trait.

Hour: The Locksmith
Hour Rules: On your check, you may recharge a card to replace all d4s with d8s.
Turn Order: Zelhara, Mr. Balazar, Merisiel, Grenek
Exploration:
Reading Room Card 1 - Encounter:
Henchman Proxy B - Ghost :
Monster 1

Traits
Undead
Ghost
Incorporeal
Mental
Veteran

Check
Combat
11+##
OR
Divine
6+#

Powers
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.

[/ooc]
Merisiel reveal Dagger to add 1d4 to RAN check.
Merisiel recharge Sage's Journal and dart to add 1d4 and Magic to RAN check.
Check to Defeat Henchman Proxy B - Ghost : RANGED: DEXTERITY + 2: 11+##=15: 1d12 + 2 + 2d4 + 1d4 ⇒ (7) + 2 + (1, 3) + (3) = 16 Success

Merisiel discards Troubadour to explore again.

Check to Acquire Fox : WISDOM: 5: 1d4 ⇒ 2 Auto Failure

EOT: End Turn, Recovery, and Reset hand

Merisiel wrote:

Hand: Dagger, Burglar, Buckler, Blessing of the Gods 1, The Lost

Displayed:
Deck: 10 Discard: 1 Buried: 0
Hero Points: 2 // Merisiel has the following scourges marked:
Frightened:
While Marked:
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

When your location is closed, you may remove this scourge.


NOTES:
Available Support:
Movement:
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.


F Elf Rogue - STR d6 | DEX d12 (ACR +2, STE +2, RAN +2) | CON d6 | INT d6 | WIS d4 | CHA d8 Deck Handler

Ever curious to learn more, Merisiel wanders into the Reading Room

Merisiel wrote:

Hand: Dagger, Dart, Buckler, Sage's Journal, Troubadour,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 2
NOTES:
Available Support:
Movement:
Other:

Skills and Powers:
SKILLS

Strength: d6 ☐ +1 ☐ +2
Dexterity: d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity + 2
Stealth: Dexterity + 2
Ranged: Dexterity + 2
Constitution: d6 ☐ +1 ☐ +2 ☐ +3
Intelligence: d6 ☐ +1 ☐ +2
Wisdom: d4 ☐ +1 ☐ +2
Charisma: d8 ☐ +1 ☐ +2
Favored Card: Blessings
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors
Powers:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.