Merisiel

Merisiel FNCG's page

166 posts. Alias of SirRogue.


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Hey guys.

I'm not gonna lie; I'm really not having fun with this campaign anymore. Whether it's true or not, I'm feeling like I'm the only one for whom playing this is a joy and not a chore. I know life is busy, but this should hopefully be a moment of respite from the storm, not another obligation on the checklist. This AP has been going for 2.5 years, and we still have 6 scenarios left. We started the last scenario at the beginning of September and only just finished. Wait, that's wrong; we finished on Nov 1st, but didn't get the wrap and rewards on until the 18th. So in 8 weeks, I had 5 turns. And this is just the latest in a series of one-, two-, and three-week gaps between posts. Things are so spread out that I have to re-read the scenario and character every turn because I've forgotten what's happening and who I'm playing by the time it comes back around to me. I've dropped pings occasionally in chat but I feel like I'm the only one every doing so (when that should really be the BR's job) and I feel like an a%$$%!& for doing it.

I'm not saying these things to make anyone feel bad or elicit another string of apologies and promises to do better. I'm highlighting it because I think it's time to accept that this table is too busy for this game. Whether from existing relationships, or just tables we've played together, I feel like I know you are decently well, and OMG YOU GUYS HAVE A LOT ON YOUR PLATES. I feel like dropping this would be a relief for everyone, freeing up some time for all of you, and keeping me from resenting people I genuinely like. Maybe it's temporary and we can pick back up when plates are less full and time is more available, but I feel like that is an ever-moving goalpost and it is healthier to take a break until that day actually comes rather than "getting by" until it (maybe some day) gets here.

Sorry to be a downer coming into the holiday. I'm genuinely grateful for the games I've got to play with you guys, but I feel like this is the healthiest course right now. I'm sorry if this negatively impacts our relationship.

Best,
Rogue


5-C: The Shrine of Midnight - Merisiel rewards

XP:
5.1 -> 5.2

HP:
Card Feat - Item (5)
null --> Wayfinder

Upgrade:
Item 4: 1d1000 ⇒ 362
Bloodroot Poison --> Boots of Alacrity


Turn 14, now is the hour of Sarenrae's Light.
While this is the hour:
When you heal, you may heal an additional card.

At the start of your turn, you may exchange a card in your hand with a card in your kit. Swap Fireball Beads for Cloak of Daggers.

With only a few cards left in the Repository, Merisiel Jack grids for battle, just in case. She finds...more Dragon's Breath? That strange, but possible. But also more Fireball Beads next.

She eventually realized she's experiencing a temporal echo and breaks free to explore new areas for things like a Card 3: Lich! Perhaps she should have stayed in the echo...

Villain fight!:

Gem of Physical Prowess and Blessing of the Quartermaster on BYA check.

Lich BYA Con 9: 2d12 + 4 ⇒ (7, 8) + 4 = 19 Success!

Reveal Blackjack's Rapier, bury Cloak of Daggers.

Lich CtD Combat 22: 1d12 + 6 + 1d6 + 2 + 5d4 ⇒ (10) + 6 + (6) + 2 + (1, 2, 3, 4, 4) = 38 Success! And two 4s on d4s so that's actually 42!

Reveal and reload Blackjack's Rapier, recharge Blackjack's Gear, recharge a card for 1d6 power.

THEN Lich CtD Combat 21: 1d12 + 6 + 1d6 + 2 + 1d4 + 1d8 + 1d6 ⇒ (4) + 6 + (4) + 2 + (3) + (1) + (3) = 23 Success!

Merisiel, Blackjack wrote:

Hand: Blackjack's Rapier, Jasan Adriel, Meteor Hammer +3, Keen Starknife, Cerulean Mastermind, Blessing of Wadjet,

Displayed:
Deck: 10 Discard: 3 Buried: 4
Hero Points: 4
NOTES:
Available Support: Power: add 1d6 to local check to acquire
Wadjet: 2d8 to acquire
Mastermind: 1d12+6 to local n/c check.
Jasan: 1d6 to local n/c Cha or Know
Starknife: 1d4 to local Combat
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-5C is NOT USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sable Company Leathers, Materialize, Blackjack's Daggers
Recharged: Sklar-quah Thundercaller, Dryad Sandals, Gem of Physical Prowess, Blessing of the Quartermaster, Blackjack's Gear, Glamered Leather Armor,
Discard Pile: Snakebite Dagger, Blessing of Kofusachi, The Locksmith,
Buried Pile: The Midwife (Harrow), The Demon's Lantern, Wand of Restorative Touch, Cloak of Daggers,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:

Repository Card 3 Villain is defeat, flees to an open location.
Repository CLOSED.
Merisiel move to Ossuary.


OFFTURN: Recharge Sklar-quah Thundercaller for Seelah.

Turn 10, now is the hour of Torag's Power.
While this is the hour:
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

At the start of your turn, you may exchange a card in your hand with a card in your kit. Swap Humanbane Rapier for The Locksmith.

Still skulking through the Repository, Merisiel spots a scroll of Card 1: Dragon's Breath, but hears the *click* of a mechanism as her touch shifts the weight where it rests. Her chances of escape are slim, but may as well use the tool if its going to get blown up anyway. Recharge Dryad Sandals to use 1d6 to acquire power.

Dragon's Breath CtA Int 11: 2d6 ⇒ (4, 1) = 5 Failure!

Repository acquisition failure damage: 1d4 - 1 ⇒ (3) - 1 = 2 Discard Snakebite Dagger and Blessing of Kofusachi.

Her position is untenable and she has to roll away to minimize the damage to herself as poison darts tear through the scroll and part of her gear. Looting is a fickle b#@~%. Perhaps The Locksmith will give her better luck with that fiery Card 2: Fireball Beads necklace on that rack over there.

The Locksmith to explore, reload Blackjack's Rapier to use acquire power.

Fireball Beads CtA Int 9: 2d6 ⇒ (6, 5) = 11 Success!

Merisiel makes sure all her gear is tucked safely away and she can dart safely away even if the trap is triggered no cards left in hand, so of course, this lift goes off without a (literal) hitch. Shiny!

Merisiel, Blackjack wrote:

Hand: Blackjack's Rapier, Fireball Beads, Glamered Leather Armor, Gem of Physical Prowess, Blackjack's Gear, Blessing of the Quartermaster,

Displayed:
Deck: 11 Discard: 3 Buried: 3
Hero Points: 4
NOTES:
Available Support: Power: add 1d6 to local check to acquire
BotQM: 1 die recharges on n/c check

Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-5C is NOT USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sable Company Leathers, Cerulean Mastermind, Meteor Hammer +3, Blessing of Wadjet, Blackjack's Daggers, Jasan Adriel, Keen Starknife, Materialize
Recharged: Sklar-quah Thundercaller, Dryad Sandals,
Discard Pile: Snakebite Dagger, Blessing of Kofusachi, The Locksmith,
Buried Pile: The Midwife (Harrow), The Demon's Lantern, Wand of Restorative Touch,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Repository Card 1 BANISHED.
Repository Card 1 ACQUIRED.


Turn 6, now is the hour of Sands of the Hour.
While this is the hour:
No effect.

At the start of your turn, you may exchange a card in your hand with a card in your kit. Swap Cloak of Daggers for Sklar-quah Thundercaller.

Ready finally start looting the Repository, Merisiel grabs the first rack she can find and can barely heft the Card 1: Corpse Plate off it.

Corpse Plate CtA Con 12: 1d6 ⇒ 3 Failure!

Repository failure Poison damage: 1d4 - 1 ⇒ (2) - 1 = 1 Discard Materialize because I don't think I want to move more than necessary.

She can hear the click of the trap before it triggers, but she can see no situation in which she can wrestle this armor away safely, much less carry it to a fence, so she takes a deep breath and lets the armor go and the trap trigger with only minimal damage.

Discard Sklar-quah Thundercaller to explore.

Okay, eyes were bigger than stomach. Let's be reasonable. A nice, light Card 2: Wand of Restorative Touch looks great. She lacks the wisdom, but The Demon's Lantern lets her make up for it in alacrity!

Wand of Restorative Touch CtA Wis 10: 1d12 + 4 + 1d6 ⇒ (3) + 4 + (6) = 13 Success!

Discard Blessing of the Quartermaster to explore.

Palming the wand, she feels a bit better about herself. Merisiel considers using it on herself, given her state, but opts to wait in hopes of maximizing the return.

Whatever is in the next champber must be awesome because it's guarded by a curse of Card 3: Obsession of Servitude. Nope! the rogue clicks her Dryad Sandals together and takes the long way around bury that s#++ at the bottom of the pile!

Okay, maybe now IS a good time to heal.

Wand of Restorative Touch heal: 1d4 + 1 ⇒ (4) + 1 = 5 Merisiel, Blackjack has all cards in her discard pile healed: (Jasan Adriel, Materialize, Sklar-quah Thundercaller, Blessing of the Quartermaster). Deck shuffled. AND remove Frightened!

Merisiel, Blackjack wrote:

Hand: Humanbane Rapier, Dryad Sandals, Blessing of Kofusachi, Blackjack's Rapier, Sklar-quah Thundercaller, Snakebite Dagger,

Displayed:
Deck: 13 Discard: 0 Buried: 3
Hero Points: 4
NOTES:
Available Support: Power: add 1d6 to local check to acquire

Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-5C is NOT USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sable Company Leathers, Blackjack's Daggers, Cerulean Mastermind, Gem of Physical Prowess, Keen Starknife, Jasan Adriel, Meteor Hammer +3, Blessing of Wadjet, Blessing of the Quartermaster, Materialize, Blackjack's Gear, Glamered Leather Armor
Recharged:
Discard Pile:
Buried Pile: The Midwife (Harrow), The Demon's Lantern, Wand of Restorative Touch,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Repository Card 1 BANISHED.
Repository Card 2 ACQUIRED.
Repository Card 3 KNOWN, MOVED TO BOTTOM OF LOCATION.


Turn 2, now is the hour of Nethys' Duality.
While this is the hour:
On your check against a spell, add 1d4.

Merisiel skulks about the Repository, considering Scrooge McDucking it into the pile of loot, but a Card 1: Troll has beaten her to it. They stand there staring at each other for a moment until Merisiel sighs at the recollection of the party's previous difficulties with trolls, and invokes her boon from The Midwife.

The troll falls through a planar portal to not-here and a Bogeyman drops from a different harrowing portal into its place. That's more like it.

Bogeyman BYA Wis 8: 2d6 ⇒ (6, 1) = 7 Failure! Merisiel is Frightened.

Bogeyman CtD Combat 14 18: 2d12 + 6 + 1d6 + 1 ⇒ (11, 3) + 6 + (2) + 1 = 23 Success!

The experience is a bit more unnerving that she had hoped, but with the Midwife's help, she dispatches the monster. With the only monster gone, Merisiel hopes to dip into the treasury now, but Jasan Adriel points out the Card 2: Brawl that has somehow ensued in the midst of the extremely secure Repository. She considers noping out of it with her sandals, but she can handle these thugs. Best to save those for something worse.

Brawl CtD Dex 9: 1d12 + 4 ⇒ (12) + 4 = 16 Success!

Like a dancer, the rogue elegantly sways and dips under kicks and around punches, a pivot here and a pirouette there until the brawl's natural momentum carries it around her and out of the room. Simple, but not easy. Exhausted, she stops to rest, promising herself treasure swimming later.

Merisiel, Blackjack wrote:

Hand: Humanbane Rapier, Materialize, Cloak of Daggers, Dryad Sandals, Blessing of the Quartermaster, The Demon's Lantern,

Displayed:
Deck: 12 Discard: 1 Buried: 1
Hero Points: 4 // Merisiel, Blackjack 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: Power: add 1d6 to local check to acquire
Cloak of Daggers: 5d4 to local combat
Materialize: BAMF!
QM: 1 die recharges on any n/c check
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-5C is NOT USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blackjack's Daggers, Gem of Physical Prowess, Snakebite Dagger, Keen Starknife, Blessing of Wadjet, Blackjack's Rapier, Glamered Leather Armor, Blessing of Kofusachi, Sable Company Leathers, Cerulean Mastermind, Blackjack's Gear, Meteor Hammer +3
Recharged:
Discard Pile: Jasan Adriel,
Buried Pile: The Midwife (Harrow),

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Repository Card 1-2 BANISHED.


Merisiel will start by pilfering investigating the Repository.

Merisiel, Blackjack wrote:

Hand: Humanbane Rapier, Materialize, Cloak of Daggers, Dryad Sandals, Jasan Adriel, The Midwife (Harrow), The Demon's Lantern,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 4
NOTES:
Available Support: Power: add 1d6 to local check to acquire
The Midwife: Swap local encountered card with another of same type
Cloak of Daggers: 5d4 to local combat
Materialize: BAMF!
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-5C is NOT USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Quartermaster, Gem of Physical Prowess, Blessing of Kofusachi, Blackjack's Daggers, Blackjack's Rapier, Keen Starknife, Meteor Hammer +3, Blackjack's Gear, Sable Company Leathers, Glamered Leather Armor, Blessing of Wadjet, Cerulean Mastermind, Snakebite Dagger
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.


Seeing Quinn isn't interested in any of the 5s but the the item, Merisiel will go for the Weapon 5 instead.

Double Chicken Saber +1 --> Meteor Hammer +3


Seelay - Keith wrote:
Okay, I think it's finally time for hand size 5.

I'm impressed you lasted this long! That's nearly always my first power feat when I play a HS4 character.


5-B: Shadows on the Wing - Merisiel rewards

XP:[/b}
5.0 -> 5.1

[b]HP:
Card Feat - Hand size [x]6

Upgrade:
1st choice: Item 5: 1d1000 ⇒ 955
Bloodroot Poison --> Ring of Regeneration

2nd choice: Weapon 5: 1d1000 ⇒ 747
Double Chicken Saber +1 --> Meteor Hammer +3

3rd choice: Ally 5: 1d1000 ⇒ 938
Shy Ratani --> Wayfarer


Turn 18, now is the hour of The Forge.
While this is the hour:
On your check, add 1 for each type of boon played.

At the start of your turn, you may exchange a card in your hand with a card in your kit. Swap CARD for CARD.

Nearly done, Merisiel tries to close out the Throne Room, which will apparently be done via a Card 1: Danse Macabre. Before she can react, the elf feels a chilly, spectral hand pilfer random card from hand: 1d4 ⇒ 1 Blackjack's Daggers and float them off to Seelah and replace it with a boon of random card from Krya's hand: 1d6 ⇒ 6 The Mute Hag.

Then everyone must decide whether to endure the soul-sucking effects of dancing with a pickpocketing Wraith or fighting off its advances. As much as Merisiel would prefer to fight, she calculates the resources needed to accomplish all the goals she has for the next minute and grudgingly endures the dance bury Keen Starknife, then uses her acrobatic prowess (enhanced by Blackjack's Gear) to wiggle her way through the ball and out the other side.

Danse Macabre CtD Acro 11: 1d12 + 6 + 1d8 ⇒ (11) + 6 + (2) = 19 Success!

Merisiel emerges at last to find a Rioting Mob trying to get into the spectral ball. She burns Kofusachi's favor and subtly places her hand on Blackjack's Rapier to convince them to disperse (it's really not that fun).

Rioting Mob CtD Cha 11: 2d8 + 1d4 + 1d4 ⇒ (8, 1) + (4) + (2) = 15 Success!

Disappointed but assuaged, the mob breaks up and Merisiel lowers herself to the steps to rest.

Withered: bury a card at the end of turn (The Mute Hag).

Merisiel, Blackjack wrote:

Hand: Sable Company Leathers, Blackjack's Rapier 2 (acq), Blackjack's Rapier, Gem of Physical Prowess, Cloak of Daggers,

Displayed: Blue War Paint,
Deck: 8 Discard: 1 Buried: 11
Hero Points: 4
NOTES:
Available Support: Power: add 1d6 to local check to acquire
BJ's Daggers: 1d4+1 to local combat; evade on failure
Cloak of Daggers: 5d4 to local combat
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-5B is USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Quartermaster
Recharged: Dryad Sandals, The Locksmith, Double Chicken Saber +1, Glamered Leather Armor, Materialize, Blackjack's Gear,
Discard Pile: Jasan Adriel,
Buried Pile: Lyrune-quah Moon Maiden, The Eclipse (Harrow), Sable Company Marine, Quickened Ray, The Demon's Lantern, Sklar-quah Thundercaller, Cerulean Mastermind, Blessing of Wadjet, Keen Starknife, Blessing of Kofusachi, The Mute Hag,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Throne Room Card 1 BANISHED.
Throne Room CLOSED.
Kyra loses The Mute Hag.
Seelah gains Black Jack's Daggers.
Seelah must give a random card to Quinn.
Quinn must give a random card to Seelah.
Kyra, Seelah, and Quinn must bury a card or fight a Wraith.


Turn X, now is the hour of Gozreh's Growth.
While this is the hour:
On your check against an Animal or Elemental card, add 1d4.

Merisiel skulks around the last edges of the Throne Room, trying to lock it down and finds a Card 1: Guardian Zombie!

Reveal BJ's Rapier, reload BJ's Daggers, recharge Materialize for 1d6 power.

Guardian Zombie CtD Combat 21: 1d12 + 6 + 1d6 + 2 + 1d4 + 1 + 1d6 ⇒ (3) + 6 + (3) + 2 + (1) + 1 + (1) = 17 Failure! Wow, what a colossally bad roll. Hero point!

Guardian Zombie REDUX CtD Combat 21: 1d12 + 6 + 1d6 + 2 + 1d4 + 1 + 1d6 ⇒ (9) + 6 + (5) + 2 + (1) + 1 + (6) = 30 Success!

She is able to take it out with some effort, only to discover that it's just a minion and not the guard dog. Jasan Adriel points out it was guarding a Card 2: Wand of Flame, but Merisiel is so sick of this place that she discards it out of hand auto-fail.

Well, they're out of places to hide, so the rogue sneaks up on the last unexplored nook of the chamber before stopping a moment to rest.

Withered: bury a card from discards at the end of turn (Cerulean Mastermind).

Merisiel, Blackjack wrote:

Hand: Blackjack's Daggers, Blackjack's Rapier 2 (acq), Keen Starknife, Blessing of Kofusachi, Blessing of Wadjet,

Displayed: Blue War Paint, Blackjack's Gear,
Deck: 11 Discard: 2 Buried: 6
Hero Points: 4
NOTES:
Available Support: Power: add 1d6 to local check to acquire
BJ's Daggers: 1d4+1 to local combat; evade on failure
Starknife: 1d4 to local combat
Wadjet: 2d8 to Acquire
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-5B is USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Quartermaster, Sable Company Leathers, Gem of Physical Prowess, Cloak of Daggers, Blackjack's Rapier
Recharged: Dryad Sandals, The Locksmith, Double Chicken Saber +1, Glamered Leather Armor, Materialize,
Discard Pile: Jasan Adriel, Cerulean Mastermind,
Buried Pile: Lyrune-quah Moon Maiden, The Eclipse (Harrow), Sable Company Marine, Quickened Ray, The Demon's Lantern, Sklar-quah Thundercaller, Cerulean Mastermind,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Throne Room Card 1 BANISHED.
Throne Room Card 2 BANISHED.


Turn 10, now is the hour of Sands of the Hour.
While this is the hour:
No effect.

This place is starting to get dangerous, so Merisiel reluctantly dons her Glamered Leather Armor. Continuing to nose around the Throne Room, she once again finds a trap laid by the Card 1: Sczarni Thief. Merisiel starts to weigh the cost of constantly avoiding him vs. taking the damage. With her armor up now, she can probably manage it, so she opts to just let him think he's caught something then sneak away.

Sczarni Thief BA ranged damage: 1d4 - 1 + 1 ⇒ (2) - 1 + 1 = 2 Recharge armor to soak.

Sczarni Thief CtD Stealth 10: 1d12 + 6 + 1d4 ⇒ (9) + 6 + (3) = 18 Success!

Merisiel soaks the damage and then sneaks elsewhere as the thief runs off towards the tripped trap. Merisiel shines The Demon's Lantern ahead and the idiot thief was using a Card 2: Cursed Statue as bait. Tempted to leave it, she fears one of her team might wander in and get cursed, so she stops to disable it.

Cursed Statue CtD Disable 10: 1d12 + 6 + 1d4 ⇒ (1) + 6 + (2) = 9 Failure! Box reroll.

Cursed Statue CtD Disable 10: 1d12 + 8 ⇒ (12) + 8 = 20 Success!

It takes some time (and one false start), but the completes the task before it triggers on a friendly.

Withered: bury a card at the end of turn (Sklar-quah Thundercaller).

Merisiel, Blackjack wrote:

Hand: Jasan Adriel, Blackjack's Gear, Blackjack's Daggers, Materialize, Blackjack's Rapier 2 (acq),

Displayed: Blue War Paint,
Deck: 13 Discard: 1 Buried: 6
Hero Points: 5
NOTES:
Available Support: Power: add 1d6 to local check to acquire
BJ's Daggers: 1d4+1 to local combat; evade on failure
Materialize
Adriel: 1d6 to local Cha or Knowledge
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-5B is USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Kofusachi, Blackjack's Rapier, Gem of Physical Prowess, Sable Company Leathers, Blessing of the Quartermaster, Cloak of Daggers, Keen Starknife, Blessing of Wadjet
Recharged: Dryad Sandals, The Locksmith, Double Chicken Saber +1, Glamered Leather Armor,
Discard Pile: Cerulean Mastermind,
Buried Pile: Lyrune-quah Moon Maiden, The Eclipse (Harrow), Sable Company Marine, Quickened Ray, The Demon's Lantern, Sklar-quah Thundercaller,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Throne Room Card 1 BANISHED.
Throne Room Card 2 BANISHED.
Box reroll USED.


Forgot Withering at the end of last turn, bury Lyrune-quah Moon Maiden.

Turn 6, now is the hour of Nethys's Duality.
While this is the hour:
On your check against a spell, add 1d4.

At the start of your turn, you may exchange a card in your hand with a card in your kit. Swap Humanbane Rapier for Cerulean Mastermind.

Merisiel hears the commotion coming from the Storeroom and feels smug about stealthing out on her own. But with no one watching her back in the Throne Room, she nearly walks into a Card 1: Sczarni Thief ambush!

Merisiel isn't thrilled about trying to survive Deadly damage, and opts to find another way around evade. The Cerulean Mastermind is keen on something on the far side of the room...Random location card: 1d7 ⇒ 3...it might be a scroll of Card 3: Quickened Ray? Not Merisiel's forte, but Kyra and Seelah would probably be interested, and the rogue won't pass up a chance to be the loot hero. Recharge a card reload BJ's Daggers to add 1d6, play blessing for a die.

Quickened Ray CtA Skill 12: 3d6 ⇒ (4, 4, 5) = 13 Success!

She had to bury a blessing to do it, but Merisiel is pleased with acquiring her prize. Recognizing she can't make good use of it though, she stashes it at the bottom of her pack to keep it out of the way of exploring when you acquire a card, bury it to explore...Random location card: 1d7 ⇒ 7 and finds a stunning replica of Card 7: Blackjack's Rapier. It would be nice to have a backup! Recharge a card (Double Chicken Saber +1) to add 1d6.

Blackjack's Rapier CtA Acro 13: 1d12 + 6 + 1d6 ⇒ (5) + 6 + (6) = 17 Success!

Merisijack is able to recover the blade and slides it into her belt. Lingering in this place takes its toll, though, as another of her allies collapses. Withered: bury a card at the end of turn (Sable Company Marine).

Merisiel, Blackjack wrote:

Hand: Glamered Leather Armor, The Demon's Lantern, Blackjack's Daggers, Materialize, Blackjack's Rapier 2 (acq),

Displayed: Blue War Paint,
Deck: 14 Discard: 2 Buried: 4
Hero Points: 5
NOTES:
Available Support: Power: add 1d6 to local check to acquire
BJ's Daggers: 1d4+1 to local combat; evade on failure
Materialize
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-5B is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cloak of Daggers, Keen Starknife, Blackjack's Gear, Sable Company Leathers, Blessing of Wadjet, Gem of Physical Prowess, Blessing of the Quartermaster, Blackjack's Rapier, Jasan Adriel, Blessing of Kofusachi
Recharged: Dryad Sandals, The Locksmith, Double Chicken Saber +1,
Discard Pile: Sklar-quah Thundercaller, Cerulean Mastermind,
Buried Pile: Lyrune-quah Moon Maiden, The Eclipse (Harrow), Sable Company Marine, Quickened Ray,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Throne Room Card 1 known in location.
Throne Room Card 3 ACQUIRED.
Throne Room Card 7 ACQUIRED.
Throne Room SHUFFLED.


OFFTURN:
Merisiel invokes The Eclipse to aid Seelah in making new friends, then sort of regrets it as she discovers what happens to blessings in this place.

Turn 2, now is the hour of The Joke.
While this is the hour:
On your check against a barrier, you may recharge a card to add your Intelligence die.

Poking around the Throne Room for loot and undead, Merisiel instead encounters a Card 1: Dream Spider hiding in her daydreams. She isn't sure she can coax it out, but reloads Blackjack's Daggers to better her odds.

Dream Spider CtA Wis 10: 2d6 + 1d4 ⇒ (2, 4) + (3) = 9 Failure!

The creature doesn't quite trust the rogue and skitters off into her subconscious. Merisiel tries not to think to hard about what that says about her, and instead has Sklar-quah Thundercaller scout ahead. They return in the company of a Card 2: Sable Company Marine who doesn't look too thrilled to be trapped here. Merisiel attempts to take his mind off it with some (non-magical) prestidigitation.

Sable Company Marine CtA Dex 11: 1d12 + 4 + 1d4 ⇒ (9) + 4 + (2) = 15 Success!

To her surprise, it works, and he calms down. She guesses she may as well put some effort into persuading him to help now recharge a card (Dryad Sandals) to add 1d6 to CtA.

THEN Sable Company Marine CtA Cha 10: 1d8 + 1d6 + 1d4 ⇒ (6) + (6) + (2) = 14 Success!

She flashes the bit of Sable Company armor she has tucked under her cloak and the marine stands a little straighter and offers to escort her to a chamber with another survivor holed up here.

The Card 3: Lyrune-quah Moon Maiden is quietly meditating when they find her. She cracks one eye to give Merisiel the once-over, then closes it again, apparently unimpressed. "Prove yourself," she mutters, and a random monster Soul Mistress drifts towards them from a hidden entrance. Attack!

Reveal and reload Humanbane Rapier, 1d8 from Marine explore, recharge a card (The Locksmith) for 1d6 on my combat.

Soul Mistress CtD Combat 21: 1d12 + 6 + 1d6 + 1 + 1d8 + 1d4 + 1d6 ⇒ (6) + 6 + (3) + 1 + (3) + (1) + (1) = 21 Success! Squeeeeeak by!

Merisiel and the Marine (a new fantasy romance novel from Paizo Publishing) stab the hag many times, and she falls down just short of clawing them both. *whew*

The Moon Maiden slowly stands and says "I guess you aren't useless after all," and leads Merisiel to the fallen hag. Grinding herbs and liquids into the pooling blood, the maiden challenges, "Now let's see if you are worthy." She brushes the Card 4: Blue War Paint down the elf's cheeks and chin with her thumb and waits expectantly.

Blue War Paint CtA Fort 4: 1d4 + 3 ⇒ (3) + 3 = 6 Success!

The mixture burns as it seeps into her skin, but sensing this is another test, Merisiel endures. She feels more limber, ready to move after fighting. The moon maiden meanwhile, seeing Merisiel pass her test, scoops the remaining paint into a small vial and passes it to the rogue with an acknowledging nod.

Merisiel, Blackjack wrote:

Hand: The Demon's Lantern, Humanbane Rapier, Blackjack's Daggers, Materialize, Double Chicken Saber +1,

Displayed: Blue War Paint,
Deck: 14 Discard: 3 Buried: 1
Hero Points: 5
NOTES:
Available Support: Power: add 1d6 to local check to acquire
BJ's Daggers: 1d4+1 to local combat; evade on failure
Materialize
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-5B is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Wadjet, Keen Starknife, Blessing of Kofusachi, Glamered Leather Armor, Jasan Adriel, Sable Company Leathers, Blackjack's Rapier, Blessing of the Quartermaster, Cloak of Daggers, Gem of Physical Prowess, Blackjack's Gear
Recharged: Dryad Sandals, The Locksmith,
Discard Pile: Sklar-quah Thundercaller, Sable Company Marine, Lyrune-quah Moon Maiden,
Buried Pile: The Eclipse (Harrow),

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Throne Room Card 1 BANISHED.
Throne Room Card 2 ACQUIRED.
Throne Room Card 3 ACQUIRED.
Throne Room Card 4 ACQUIRED.


Rethinking the idea of grouping up, Merisiel heads to the Throne Room.

Merisiel, Blackjack wrote:

Hand: Blackjack's Daggers, Sklar-quah Thundercaller, Humanbane Rapier, The Locksmith, Dryad Sandals, The Eclipse (Harrow),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 5
NOTES:
Available Support: Power: add 1d6 to local check to acquire
Thundercaller: 1d6 to all Str and Acro for turn
Locksmith: bless twice on Acro or Disable
Eclipse: freely bless
BJ's Daggers: 1d4+1 to local combat; evade on failure
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-5B is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cloak of Daggers, Keen Starknife, Sable Company Leathers, Gem of Physical Prowess, Blessing of Wadjet, Glamered Leather Armor, Blessing of the Quartermaster, Jasan Adriel, Blackjack's Gear, Blackjack's Rapier, Blessing of Kofusachi, Double Chicken Saber +1, Materialize, The Demon's Lantern
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.


4-D: Trial of the Totem

Merisiel updates:
Tier 4, XP: 4 --> Tier 5, XP: 0
HP: Banked

Unlikely to roll higher than Quinn, but I'll try my 3.6% chance.

Blessing 4: 1d1000 ⇒ 126 Ha!

Upgrade:
pass

I'd have to go back and check my RPs, but I feel pretty sure I got at least three, and not up to 6. Rally supporter Krojun Eats-What-He-Kills.

I would be interested in the Loot ally Sklar-quah Thundercaller.


Turn 14, now is the hour of The Mute Hag.
While this is the hour:
At the start of your turn, summon and encounter a spell.

Before Merisiel can even move, the Mute Hag drops a scroll of Deathgrip in her lap. The elf eye's it skeptically. She doesn't know enough to cast it, but she knows enough to assess its value, which is minimal to her current party, so she doesn't bother with the effort of bringing it along.

The endless trudge across the Dunes seems to have an end in sight. Mersiel completely ignores the ridiculous Card 1: Wounding Spear-axe and follows Jasan Adriel's intel that the Card 2: Henchman Proxy B3- Pack Landshark is up ahead.

Jason points out that anyone could get the drop on it from this approach, but Merisiel takes it herself, drawing her Blackjack's Rapier and donning the complimentary Blackjack's Gear. Seeing Seelah circle around to flank, the rogue trusts her to invoke whatever blessing she finds appropriate for the situation. ETA: Forgot to discard for Honor-Tested, luckily there seem to be plenty of blessings around, so I don't need the Torag's Power I was saving.

Pack Landshark CtD Combat 21: 2d12 + 6 + 1d6 + 2 + 1d4 + 3 + 1d8 + 1d8 + 1 ⇒ (6, 12) + 6 + (5) + 2 + (2) + 3 + (4) + (3) + 1 = 44 Success! RESPECT.

With the snicker-snak complete, Merisiel goes to the totem to acquire whatever final harrowing challenge awaits, clutching her Gem of Physical Prowess close to help her dex her way out of it. A single card awaits on the flat shelf of the totem, flipping of its own accord to reveal The Demon's Lantern. Gee, it sure is a good thing she saved that Gem for this moment. *sigh*

The Demon's Lantern CtA Disable 8: 2d12 + 6 ⇒ (1, 12) + 6 = 19 Success!

Merisiel deftly palms the card without setting off the pressure trigger it was weighing down, and holds the final totem boon aloft to the judgy spectators.

"ARE YOU NOT ENTERTAINED???" she demands over the bodies of the fallen invaders. Hopefully this will finally prove the party is here to help the locals.

VICTORY.


Turn 10, now is the hour of Desna's Freedom.
While this is the hour:
On each check, the first blessing played to bless may be played freely.

At the start of your turn, you may exchange a card in your hand with a card in your kit. Swap Humanbane Rapier for Blessing of Wadjet.

Noting the opening Seelah is giving her at the Glade, Merisiel moves over and nimbly impresses the Card 4: Sable Company Marine while Seelah chats him up.

Sable Company Marine CtA Dex 11: 1d12 + 5 + 1d8 + 1d6 ⇒ (7) + 5 + (7) + (6) = 25 Success!

Seelah is able to seal(lah) the deal, and the marine joins our quest. He immediately points our that the Priest of Pharasma traveling with you is really a Card 5: Traitor! Discard Marine to explore, Priest discarded by BA Traitor text.)

Merisiel immediately draws both her rapier and her starknife, then, remembering she's "honor-tested" or whatever, throws the starknife away in a sign of "fairness" (ick).

Traitor CtD Combat 18: 1d12 + 6 + 1d6 + 2 + 1d8 + 1d8 + 1d6 + 1 + 3 ⇒ (12) + 6 + (4) + 2 + (8) + (5) + (1) + 1 + 3 = 42 Success!

With the enthusiastic assistance of seemingly everyone, Merisiel barely has to do anything to slay the traitor. Moving swiftly to take advantage of the brief boost Seelah has arranged, Merisiel invokes her Blessing of Wadjet to continue onward, coming across a Card 6: Wolverine snuffling in the foliage. Short help is better than no help at all, I guess.

Wolverine CtA Wis 9: 3d6 + 1d8 ⇒ (5, 1, 3) + (1) = 10 Success!

Merisiel befriends the creature, naming it Logan, and follows it to some treasure in the underbrush that looks suspiciously like a Card 7: Dragonbane Greatsword. Merisiel checks her supplies, eyeing the treasure, then Glade. It would make more sense to try forging ahead and secure the location, but it seems she is physically incapable of leaving treasure behind.

Dragonbane Greatsword CtA Str 13: 2d6 + 1d8 + 1d6 ⇒ (2, 2) + (2) + (2) = 8 Failure!

Merisiel is surprised by how light the wide-bladed sword is...until she lifts it free of the underbrush to find the blade broken off about a foot past the hilt. Alas. You lose 100% of the treasure you don't try to loot.

Merisiel, Blackjack wrote:

Hand: Blackjack's Rapier, Blackjack's Gear, Torag's Power, Gem of Physical Prowess, Jasan Adriel,

Displayed:
Deck: 13 Discard: 8 Buried: 0
Hero Points: 4 // Merisiel, Blackjack has the following scourges marked:
Honor-Tested:
While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

When you evade a monster, remove this scourge.

At the end of the scenario, gain 1 respect point.


NOTES:
Available Support: Power: add 1d6 to local check to acquire
Torag's Power: freely bless on Str or Con
Jasan: 1d6 to local n/c Cha or Knowledge
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-4D is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Quartermaster, Blackjack's Daggers, The Locksmith, Ruan Mirukova, Snakebite Dagger, Dryad Sandals, Cerulean Mastermind, Double Chicken Saber +1, Bloodroot Poison, Cloak of Daggers
Recharged: Materialize, Shy Ratani, Sable Company Leathers,
Discard Pile: The Fiend (Harrow), The Dance, The Demon's Lantern, Priest of Pharasma, Keen Starknife, Sable Company Marine, Blessing of Wadjet, Wolverine,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Glade Card 4 ACQUIRED.
Glade Card 5 BANISHED.
Glade Card 6 ACQUIRED.
Glade Card 7 BANISHED.


Turn 6, now is the hour of The Courtesan.
While this is the hour:
When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.

At the start of your turn, you may exchange a card in your hand with a card in your kit. Given the hour, Merisiel will swap Blessing of Wadjet for The Demon's Lantern.

Merisiel joins Seelah at the Cinderlands and is thrilled to encounter a Card 3: Trapped Chest, until some kind of harrow magic swallows up the chest and slames a first Task barrier in random cards Guardian Door in her face. Well, at least it's still something to disable. Or better yet, sneak past! This might be an opportunity to prove herself, so rather than easily sneaking past, the rogue employs all her available devices to become virtually invisible. skill + bless twice from Seelah + d8 from Seelah + d8 from Shy Ratani.

Guardian Door CtD Stealth 8: 3d12 + 6 + 1d8 + 1d8 ⇒ (11, 2, 1) + 6 + (7) + (2) = 29 Respectful success!

Merisiel is so sneaky, the onlooking judges just lose track of her, and then realize she's already past the door despite it never having opened. In the middle of the Cinderlands.

Quickly moving on before they think too hard about it, Merisiel invokes the power of The Fiend to move onward, recovering her Sable Company Leathers as a harrowing reward. None to soon, as she finds a Card 4: Henchman Proxy B5 - Pack Landshark guarding her path! Thinking she might need her armor in this environment, the elf two-steps int a twirl in a dancing challenge discard The Dance for Honor-Tested and draw both blades. She slowly circles the monster's flank, moving it into a flanking position for Seelah before hurling her starknife and lunging with her rapier in quick succession.

Pack Landshark CtD Combat 21: 1d12 + 6 + 1d6 + 2 + 1d4 + 1d8 + 3 ⇒ (2) + 6 + (5) + 2 + (4) + (3) + 3 = 25 Success!

With the shark defeated, Merisiel is eager to leave. Her armor allows a some freedom of movement while enduring the elements Add Acro Mod to Con/Fort check as she nimbly tries to lead the way out, using [b]The Demon's Lantern to guide her steps.

Cinderlands CtC Con 8: 1d12 + 6 ⇒ (1) + 6 = 7 Success!

The rogue takes them all the way to the totem, and collects its boons before moving off. Draw Torag's Power and Priest of Pharasma. Two paths lie ahead of them, party members at the end of both. Merisiel sets out for the Dunes, leaving her friend to decide if they should split equally or focus more heavily on one.

Merisiel, Blackjack wrote:

[b]Hand: Blackjack's Rapier, Keen Starknife, Torag's Power, Priest of Pharasma, Humanbane Rapier,

Displayed:
Deck: 16 Discard: 3 Buried: 0
Hero Points: 4 // Merisiel, Blackjack has the following scourges marked:
Honor-Tested:
While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

When you evade a monster, remove this scourge.

At the end of the scenario, gain 1 respect point.


NOTES:
Available Support: Power: add 1d6 to local check to acquire
Torag's Power: freely bless on Str or Con
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-4D is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cloak of Daggers, Gem of Physical Prowess, The Locksmith, Double Chicken Saber +1, Blessing of the Quartermaster, Blackjack's Daggers, Ruan Mirukova, Cerulean Mastermind, Snakebite Dagger, Dryad Sandals, Bloodroot Poison, Blackjack's Gear, Jasan Adriel
Recharged: Materialize, Shy Ratani, Sable Company Leathers,
Discard Pile: The Fiend (Harrow), The Dance, The Demon's Lantern,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Cinderlands Card 3 BANISHED.
Merisiel earns a Respect Point.
Cinderlands Card 4 BANISHED.
Cinderlands CLOSED.
Merisiel moves to DUNES.
Seelah moves SOMEWHERE.


Forgot to post my hand:

Merisiel, Blackjack wrote:

Hand: Blackjack's Rapier, Keen Starknife, The Fiend (Harrow), Shy Ratani, Blessing of Wadjet, The Dance,

Displayed:
Deck: 15 Discard: 1 Buried: 0
Hero Points: 4 // Merisiel, Blackjack has the following scourges marked:
Honor-Tested:
While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

When you evade a monster, remove this scourge.

At the end of the scenario, gain 1 respect point.


NOTES:
Available Support: Power: add 1d6 to local check to acquire
The Fiend: bless is 3d6 if someone banishes an ally
The Dance: bless twice on another character's check
Wadjet: 2d8 on any check to acquire
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-4D is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Snakebite Dagger, Bloodroot Poison, Cloak of Daggers, Double Chicken Saber +1, Ruan Mirukova, Dryad Sandals, Gem of Physical Prowess, The Locksmith, Humanbane Rapier, Blackjack's Gear, Cerulean Mastermind, Blessing of the Quartermaster, Jasan Adriel, Blackjack's Daggers
Recharged: Materialize,
Discard Pile: Sable Company Leathers,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.


Turn X, now is the hour of Benefaction .
While this is the hour:
No effect.

At the start of your turn, you may exchange a card in your hand with a card in your kit. Swap The Demon's Lantern for Blessing of Wadjet.

At the start of your turn, you may add a boon from your hand to any totem pile and suffer the scourge Honor-Tested. Merisiel will add the boon Blessing of Wadjet to the Cliff totem pile.

Merisiel pays respect to the local totem with her Wadjet trinket, then scurries along the Cliff, only to be met by a Card 1: Henchman Proxy B2 - Pack Landshark leaping up from a ledge! Proving she is Honor-Tested, Merisiel discards her armor and draws both blades, winging the starknife as a distraction while she lunges with her rapier, adding an extra twist as it strikes home!

Pack Landshark CtD Combat 21: 1d12 + 6 + 1d6 + 2 + 1d4 + 1d4 + 1d6 + 3 ⇒ (6) + 6 + (1) + 2 + (3) + (2) + (5) + 3 = 28 Cliff zeroes out 1s and 2s; 28-1-2=25 Still a success!

She can feel the edges of the cliff crumbling underfoot, but she compensates sufficiently to do in the henchman. The weight of its collapse causes further instability...

Cliff CtC Acro 10: 1d12 + 6 ⇒ (8) + 6 = 14 Success!

The elf launches into a succession of back handsprings, taking her out of harm's way. The collapse is clearly impassible now, and Merisiel considers where to head next now that this totem is safe.

HAND

UPKEEP:
Cliff Card 1 BANISHED.
Cliff CLOSED.


Merisiel will dance along the Cliff.

Merisiel, Blackjack wrote:

Hand: Materialize, Blackjack's Rapier, Sable Company Leathers, The Demon's Lantern, Keen Starknife, The Fiend (Harrow),

Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 4
NOTES:
Available Support: Power: add 1d6 to local check to acquire
The Fiend: bless is 3d6 if someone banishes an ally
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-4C HAS been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Snakebite Dagger, Humanbane Rapier, Jasan Adriel, Shy Ratani, Cerulean Mastermind, Blackjack's Gear, Dryad Sandals, Blessing of the Quartermaster, Ruan Mirukova, Double Chicken Saber +1, Gem of Physical Prowess, Cloak of Daggers, The Locksmith, Blackjack's Daggers, Bloodroot Poison
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.


4-C: Flameford Under Fire

Merisiel updates:
Tier 4, XP: 3
HP: Card Feat - Armor [x]2

null --> Glamered Leather Armor

Upgrade:
Weapon 2

Starknife --> Keen Starknife


Turn 17, now is the hour of The Winged Serpent.
While this is the hour:
Your Ranged check is blessed.

At the start of your turn, you may exchange a card in your hand with a card in your kit. Swap Dryad Sandals for Bloodroot Poison.

Moving to the Campsite to take advantage of Seelah's support, Merisiel faces the last vestiges of the siege forces in the form of a Card 1: Giant Anaconda.

Reveal and reload Blackjack's Rapier, hurl Snakebite Dagger covered in Bloodroot Poison while Ruan Mirukova acts as a distraction and stowing the Gem of Physical Prowess for power bonus, plus Seelah bonus, plus either of Quinn's blessing will bless twice.

Giant Anaconda CtD Combat 18: 3d12 + 6 + 1d6 + 2 + 1d4 + 1d4 + 1d8 + 1d4 + 1d6 + 1d8 ⇒ (3, 2, 2) + 6 + (2) + 2 + (4) + (2) + (7) + (2) + (6) + (8) = 46 Success! And a Respect point! And more importantly...

VICTORY.


Turn 15, now is the hour of The Hidden Truth.
While this is the hour:
The first time you examine cards this turn, heal 1d4-1 cards.

Defending from the Cinderlands, Merisiel fends off a Card 3: Henchman Proxy B4 - Ashwing Gargoyle!

Reveal Blackjack's Rapier, reload Snakebite Dagger, discard The Locksmith to bless twice.

Ashwing Gargoyle CtD Combat 27: 3d12 + 6 + 1d6 + 2 + 1d4 ⇒ (10, 1, 5) + 6 + (3) + 2 + (4) = 31 Success!

Discard The Forge to explore Card 4: Bogeyman!

Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened. Beseech a blessing from Kyra.

Bogeyman BA Wisdom 8: 2d6 ⇒ (3, 4) = 7 Failure!! Box reroll...

Bogeyman BA Wisdom 8: 1d6 + 4 ⇒ (4) + 4 = 8 Success!

Reveal Blackjack's Rapier, then reload Blackjack's Rapier to use power to add 1d6.

Bogeyman CtD Combat 14: 1d12 + 6 + 1d6 + 2 + 1d6 ⇒ (12) + 6 + (3) + 2 + (6) = 29 Success!

That's quite enough action for Merisiel.

Merisiel, Blackjack wrote:

Hand: Blackjack's Rapier, Snakebite Dagger, Dryad Sandals, Gem of Physical Prowess, Ruan Mirukova,

Displayed: Sable Company Leathers,
Deck: 9 Discard: 3 Buried: 1
Hero Points: 4
NOTES:
Available Support: Power: add 1d6 to local check to acquire
Forge: bless, +1 for each boon type played
Locksmith: bless twice on Disable or Acro
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-4C HAS been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Double Chicken Saber +1, Blackjack's Gear, Jasan Adriel, Blackjack's Daggers, Blessing of Wadjet, Blessing of the Quartermaster, Blessing of Kofusachi, Cloak of Daggers, Humanbane Rapier
Recharged:
Discard Pile: Cerulean Mastermind, The Locksmith, The Forge (Harrow),
Buried Pile: Materialize,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Siege Card 3 BANISHED.
Siege Card 4 BANISHED.


Turn 11, now is the hour of Old Deadeye.
While this is the hour:
On your check, if you are at a Wild location, add 1d4.

Merisiel sticks around the Cinderlands with Old Deadeye at her back. Drawing Blackjack's Rapier, she faces down a charging Card 6: Barghest.

Barghest CtD Combat 13: 1d12 + 6 + 1d6 + 2 + 1d4 ⇒ (11) + 6 + (6) + 2 + (4) = 29 Success! Or is it? If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.

Barghest : 1d4 ⇒ 4 Defeated!

Cutting down the monster, Merisiel's attention is drawn by a shout from the Cerulean Mastermind, warning of an incoming Card 7: Bloodbug Swarm. With some precision thrusting, Merisiel plans to make Bloodbug kabobs.

Bloodbug Swarm CtD Combat 10(14): 1d12 + 6 + 1d6 + 2 + 1d4 ⇒ (10) + 6 + (2) + 2 + (1) = 21 Success!

Recharge Reload Snakebite Dagger for an extra d4.

Bloodbug Swarm CtD Combat 11(15): 1d12 + 6 + 1d6 + 2 + 1d4 + 1d4 ⇒ (5) + 6 + (6) + 2 + (1) + (2) = 22 Success!

Reload Blackjack's Rapier for an extra d4.

Bloodbug Swarm CtD Combat 12(16): 1d12 + 6 + 1d6 + 2 + 1d4 + 1d4 ⇒ (1) + 6 + (5) + 2 + (3) + (3) = 20 Success! All three checks by 4 or more, monster is banished.

Merisiel, Blackjack wrote:

Hand: Blackjack's Rapier, Snakebite Dagger, The Forge (Harrow), Dryad Sandals, The Locksmith,

Displayed: Sable Company Leathers,
Deck: 11 Discard: 1 Buried: 1
Hero Points: 4
NOTES:
Available Support: Power: add 1d6 to local check to acquire
Forge: bless, +1 for each boon type played
Locksmith: bless twice on Disable or Acro
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-4C HAS NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blackjack's Gear, Blessing of Kofusachi, Ruan Mirukova, Gem of Physical Prowess, Jasan Adriel, Blackjack's Daggers, Blessing of the Quartermaster, Double Chicken Saber +1, Cloak of Daggers, Humanbane Rapier, Blessing of Wadjet
Recharged:
Discard Pile: Cerulean Mastermind,
Buried Pile: Materialize,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Cinderlands Card 6 BANISHED.
Cinderlands Card 7 BANISHED.


Merisiel, Blackjack has all cards in her discard pile healed: (Ruan Mirukova, The Locksmith, The Forge (Harrow), Blessing of Wadjet, Double Chicken Saber +1). Deck shuffled.

Merisiel, Blackjack wrote:

Hand: Blackjack's Rapier, Snakebite Dagger, Cerulean Mastermind,

Displayed: Sable Company Leathers,
Deck: 14 Discard: 0 Buried: 1
Hero Points: 4
NOTES:
Available Support: Power: add 1d6 to local check to acquire
Materialize: you evade, I face the bane anywhere
Mastermind: 1d12+6 to a local n/c check.
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-4B HAS NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Kofusachi, Humanbane Rapier, Jasan Adriel, The Locksmith, Ruan Mirukova, Blackjack's Gear, Dryad Sandals, Cloak of Daggers, Blessing of Wadjet, Blackjack's Daggers, Blessing of the Quartermaster, The Forge (Harrow), Gem of Physical Prowess, Double Chicken Saber +1
Recharged:
Discard Pile:
Buried Pile: Materialize,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.


Turn 7, now is the hour of Iomedae's Justice.
While this is the hour:
On your check against an Outsider card, add 1d4.

Cliff Card 5: Henchman Proxy A3 - Red Mantis Assassin.

Red Mantis Assassin BA Wis 8: 1d6 ⇒ 5 Failure! Assassin is more difficult by 1d6 ⇒ 6.

Merisiel flings Blackjack's Daggers at the ambusher before thrusting the Double Chicken Saber at it with a twist discarding for extra die, and calling on the aid of The Forge. By some stroke of luck, she is still able to withdraw the saber despite the aggressive thrust draw a weapon from discards for playing my harrow.

Red Mantis Assassin CtD Combat 18 24: 2d12 + 6 + 1d8 + 1 + 1d6 + 1d4 + 1 + 3 ⇒ (12, 5) + 6 + (2) + 1 + (5) + (1) + 1 + 3 = 36 Success!

Beating back the assassin, the rogue wipes her blades on the fallen's cloak and calls on Wadjet to spy what is ahead. Ahead, she spots the Card 6: Cinderlander and moves to strike. Unfortunately, he spots her and fires an arrow her way.

Cinderlander BA Ranged Combat damage to: 1d4 ⇒ 2 Quinn takes damage. Sorry!

Reveal and discard Double Chicken Saber for bonus dice, and will use this result for both checks.

Cinderlander CtD Combat 17: 1d12 + 6 + 1d8 + 1 + 1d6 ⇒ (4) + 6 + (4) + 1 + (2) = 17 [ooc]Whew! Success, barely! Second fight succeeds with same check.

Merisiel makes a strategic strike, disallowing the Cinderlander from making his followup attack and collapsing to the ground.

Merisiel, Blackjack wrote:

Hand: Blackjack's Daggers, Blackjack's Rapier, Materialize, Snakebite Dagger, Cerulean Mastermind,

Displayed: Sable Company Leathers,
Deck: 8 Discard: 5 Buried: 0
Hero Points: 4
NOTES:
Available Support: Power: add 1d6 to local check to acquire
Materialize: you evade, I face the bane anywhere
Mastermind: 1d12+6 to a local n/c check.
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-4B HAS NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cloak of Daggers, Blackjack's Gear, Humanbane Rapier, Blessing of Kofusachi, Blessing of the Quartermaster, Dryad Sandals, Jasan Adriel, Gem of Physical Prowess
Recharged:
Discard Pile: Ruan Mirukova, The Locksmith, The Forge (Harrow), Blessing of Wadjet, Double Chicken Saber +1,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
LOCATION Card 5 BANISHED.
LOCATION Card 6 BANISHED.


Turn 3, now is the hour of The Fiend.
While this is the hour:
When you suffer a scourge on your turn, each local character suffers it.

Merisiel feels like it is a bad time to be in good company. Despite Seelah needing help rearranging her gear, Merisiel cartwheels off to the Cliff to get the Card 1: Troll's attention, then nimbly leads him off it evade. It'll be back, but at least we've got some breathing room.

Strapping on her Sable Company Leathers just in case, Merisiel then follows the guidance of The Forge and Random explore: 1d27 + 2 ⇒ (8) + 2 = 10 is ambushed by a Card 10: Henchman Proxy A2 - Red Mantis Assassin for her trouble!

Red Mantis Assassin BA Wis 8: 1d6 ⇒ 5 Failure! Difficulty increased by 1d6 ⇒ 1

Red Mantis Assassin CtD Combat 19: 1d12 + 6 + 1d6 + 1 + 1d8 + 1d4 ⇒ (12) + 6 + (6) + 1 + (6) + (3) = 34 Success!

The assassin may get the drop on Merisiel, but she drops the hammer
(or rapier) on the assassin, her blade almost guiding itself towards its human veins.

Stashing the blade for cleaning, the elf follows directions from Ruan Mirukova, healing The Forge and finding Random explore: 1d27 + 2 ⇒ (15) + 2 = 17 a Card 17: Unseen Sentinel

Unseen Sentinel BA Wis 7: 1d6 ⇒ 6 Failure! Merisieal takes 1 Force damage (The Locksmith) and difficulty increased by 3.

Or rather, it finds her. Assuming she is unarmed, it attacks, but is sorely mistaken, surprised by Blackjack's Daggers flying forth form the rogue's Cloak of Daggers reloaded.

Unseen Sentinel CtD Combat 14: 1d12 + 6 + 1d4 + 2 + 1d4 ⇒ (11) + 6 + (3) + 2 + (1) = 23 Minus 1, as Merisiel balances on the edge of the Cliff, but still a Success!

The guard crumples, and the daggers return to the elf's belt with a deft flick of the wrist.

Merisiel, Blackjack wrote:

Hand: Blackjack's Daggers, Blessing of Wadjet, Double Chicken Saber +1, The Forge (Harrow), Cerulean Mastermind,

Displayed: Sable Company Leathers,
Deck: 11 Discard: 2 Buried: 0
Hero Points: 4
NOTES:
Available Support: Power: add 1d6 to local check to acquire
Wadjet: 2d8 to acquire. :P
Forge: bless + 1 per type of boon played on check
Mastermind: 1d12+6 to a local n/c check.
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-4B HAS NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Dryad Sandals, Cloak of Daggers, Blessing of Kofusachi, Blackjack's Gear, Humanbane Rapier, Blackjack's Rapier, Blessing of the Quartermaster, Snakebite Dagger, Gem of Physical Prowess, Materialize, Jasan Adriel
Recharged:
Discard Pile: Ruan Mirukova, The Locksmith,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Disable: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Siege Deck Card 1 EVADED, DECK SHUFFLED.
Siege Deck Card 10 BANISHED.
Siege Deck Card 17 BANISHED.


Merisiel decides the Campsite is a great place to wait out a siege.

Merisiel, Blackjack wrote:

Hand: Humanbane Rapier, Sable Company Leathers, Cloak of Daggers, Shy Ratani, The Locksmith, The Forge (Harrow),

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 4
NOTES:
Available Support: Power: add 1d6 to local check to acquire
Cloak of Daggers: 4d4 to local Combat
Locksmith: bless twice on Acro or Disable
Forge: bless + 1 per type of boon played on check
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-4B HAS NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blackjack's Daggers, Gem of Physical Prowess, Snakebite Dagger, Dryad Sandals, Blessing of the Quartermaster, Double Chicken Saber +1, Cerulean Mastermind, Jasan Adriel, Blessing of Kofusachi, Blessing of Wadjet, Blackjack's Gear, Blackjack's Rapier, Materialize
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (5)
Disable: Dexterity +2 (5)
Stealth: Dexterity +2 (5)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.


Hero Point: Skill Feat - Dex +4
Upgrade: Ally 4, unless no one wants the weapon 4, then I can switch. Happy with ally, though.

Silver Balladeer --> Jasan Adriel

No interest in any of the loot cards, sadly.


Merisiel is healed for 2: (Gem of Physical Prowess, The Big Sky (Harrow)). Deck shuffled.

And no longer Wounded!


OFFTURN: Merisiel dances through the participants of a brawl on the fiery plain. Dex 8: 1d12 + 6 + 1d6 + 1d8 ⇒ (8) + 6 + (1) + (7) = 22 Success!

Turn 16, now is the hour of Gorum's Iron.
While this is the hour:
On your non-Attack combat check, add 1.

At the start of your turn, you may exchange a card in your hand with a card in your kit. Swap CARD for CARD.

Merisiel cartwheels through the Cinderlands in search of random exploration: 1d7 + 3 ⇒ (1) + 3 = 4 Card 4: Cindermaw again!

Cindermaw BA Acro 9: 1d12 + 5 + 1d6 + 1d6 ⇒ (2) + 5 + (4) + (5) = 16 Success!

Merisiel easily tumbles through the fiery gout from its breath, but has to fight to not allow her momentum to carry her out of the way of the beast's maw. Remembering Seelah's inexplicable words that we have to let it eat us to prove our worth (WHAT), and remembering that she actually came back after saying that, the elf resists her every impulse to evade and holds stock still, proving how low her survival skill really is.

Cindermaw CtD Survival 12: 1d4 ⇒ 4 Failure! If undefeated, suffer the scourge Wounded. When you fail a check to defeat Cindermaw, gain the scourge Honor-Tested.

The worm scoops her up and once its maw closes, she wiggles and squirms to avoid muscles flexing on her and teeth gnashing at her as much as possible. After making what feels like a full tour of its digestive system, the rogue tumbles out some end of the creature (she can no longer tell which) Wounded, but only slightly the worse for wear. When she stands, the Shoanti seem to nod incrementally in satisfaction. Whatever.

Without a means of exploring further, Merisiel tends to her wound.

Merisiel wrote:

Hand: Blackjack's Rapier, Dryad Sandals, Materialize, Double Chicken Saber +1, Cloak of Daggers,

Displayed: Bloodroot Poison,
Deck: 7 Discard: 5 Buried: 1
Hero Points: 4 // Merisiel has the following scourges marked:
Wounded:
While Marked:
At the start of your turn, discard the top card of your deck.

When you would heal any number of cards, you may remove this scourge instead.

Honor-Tested:
While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

When you evade a monster, remove this scourge.

At the end of the scenario, gain 1 respect point.


NOTES:
Available Support: Power: add 1d6 to local check to acquire
Materialize: you evade, I fight!
Cloak of Daggers: 4d4 to local Combat
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-4B HAS NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shy Ratani, Blackjack's Daggers
Recharged: Blessing of the Quartermaster, Starknife, Snakebite Dagger, Blackjack's Gear, Sable Company Leathers,
Discard Pile: Sklar-quah Thundercaller, The Demon's Lantern, Gem of Physical Prowess, The Big Sky (Harrow), The Locksmith,
Buried Pile: Cerulean Mastermind,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2 (5)
Disable: Dexterity +2 (5)
Stealth: Dexterity +2 (5)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character ([X] or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Cinderlands Card 1 undefeated.
Merisiel is WOUNDED and HONOR-TESTED.
Cinderlands is shuffled.


Cytillipede: Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.

Recharge Sable Company Leathers to add Acro mod to Con check.

Cytillipede BA Con 7: 1d6 + 5 ⇒ (2) + 5 = 7 Success!

Reveal Double Chicken Saber +1 for combat.

Cytillipede CtD Combat 16: 1d12 + 5 + 1d8 + 1 + 1d8 ⇒ (10) + 5 + (7) + 1 + (1) = 24 Success!


Thunderstorm: 1d4 ⇒ 4


Turn 11, now is the hour of The Eternal Rose.
While this is the hour:
When you encounter a monster, you may evade it.

At the start of your turn, you may exchange a card in your hand with a card in your kit. Swap Humanbane Rapier for Blackjack's Gear.

Mersiel charges forth across the Cinderlands, following Seelah right into the maw of the Card 1: Cindermaw. It's breath is hot like fire!

Cindermaw BA Acro 9: 1d12 + 5 + 1d8 ⇒ (12) + 5 + (2) = 19 Success!

Merisiel dances aside, and wonders if she can earn Shoanti Respect by making the worm dance with her...

Recharge Blackjack's Gear and bury Cerulean Mastermind to go with Seelah's buff.

Cindermaw CtD Acro 12: 1d12 + 5 + 1d8 + 1d12 + 5 + 1d8 ⇒ (5) + 5 + (6) + (11) + 5 + (1) = 33 Success! By >20; Respect!

Merisiel pinballs around inside the toothy maw, almost, but never quite getting snagged on the teeth or consumed down the gullet. The worm shifts this way and that to snap at her, but can't keep up with her, and eventually withdraws. *whew*

Merisiel, Liberator wrote:

Hand: Blackjack's Rapier, Dryad Sandals, Materialize, Double Chicken Saber +1, Cloak of Daggers,

Displayed: Sable Company Leathers, Bloodroot Poison,
Deck: 7 Discard: 5 Buried: 1
Hero Points: 3 // Merisiel, Liberator has the following scourges marked:
Honor-Tested:
While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

When you evade a monster, remove this scourge.

At the end of the scenario, gain 1 respect point.


NOTES:
Available Support: Power: add 1d6 to local check to acquire
Mastermind: 1d12+5 to local n/c check.
Cloak of Daggers: 4d4 to local Combat
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-4A HAS NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shy Ratani, Blackjack's Daggers
Recharged: Blessing of the Quartermaster, Starknife, Snakebite Dagger, Blackjack's Gear,
Discard Pile: Sklar-quah Thundercaller, The Demon's Lantern, Gem of Physical Prowess, The Big Sky (Harrow), The Locksmith,
Buried Pile: Cerulean Mastermind,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2 (5)
Disable: Dexterity +2 (5)
Stealth: Dexterity +2 (5)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character, you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Cinderlands Card 1 defeated, but undefeated. Location Shuffles.


Cindermaw Acro 9: 1d12 + 5 + 1d8 ⇒ (1) + 5 + (3) = 9 Success!

Wow, what a crap roll. Thanks for the assist, Seelah!


Turn 7, now is the hour of Norgorber's Shadow.
While this is the hour:
On your Stealth check or your check that invokes the Poison trait, add 1d4.

Thunderstorm: 1d4 ⇒ 3

At the start of your turn, you may exchange a card in your hand with a card in your kit. Swap Blessing of Wadjet for The Big Sky (Harrow).

Cinderlands Card 6: Vampiric Mist

Before acting, you may bury an ally. If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
No allies to bury; discard: 1d4 ⇒ 3 cards from deck. Gem of Physical Prowess, The Uprising (Harrow), The Locksmith

Reveal Snakebite Dagger, +1d4 for the hour.

Vampiric Mist CtD Combat 12: 1d12 + 5 + 1d4 + 1 + 1d4 ⇒ (8) + 5 + (3) + 1 + (2) = 19 Success!

Play Harrow blessing to explore; draw Double Chicken Saber +1 from discards. Card 7: The Tall Knife. Recharge Snakebite Dagger to add 1d6.

The Tall Knife CtA Str 12: 1d6 + 1d4 + 1d6 ⇒ (1) + (4) + (3) = 8 Failure!

Merisiel, Liberator wrote:

Hand: Cerulean Mastermind, Dryad Sandals, Humanbane Rapier, Double Chicken Saber +1, Cloak of Daggers,

Displayed: Sable Company Leathers, Bloodroot Poison,
Deck: 8 Discard: 5 Buried: 0
Hero Points: 3
NOTES:
Available Support: Power: add 1d6 to local check to acquire
Mastermind: 1d12+5 to local n/c check.
Cloak of Daggers: 4d4 to local Combat
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-4A HAS NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blackjack's Daggers, Materialize, Blackjack's Rapier, Shy Ratani
Recharged: Blessing of the Quartermaster, Starknife, Snakebite Dagger,
Discard Pile: Sklar-quah Thundercaller, The Demon's Lantern, Gem of Physical Prowess, The Big Sky (Harrow), The Locksmith,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2 (5)
Disable: Dexterity +2 (5)
Stealth: Dexterity +2 (5)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character, you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Cinderlands Card 6 BANISHED.
Cinderlands Card 7 BANISHED.


Cindermaw BA Acro 9: 1d12 + 5 ⇒ (6) + 5 = 11

Not today, Fire Breath.


Discard The Demon's Lantern to use my Dex.

Basilisk BA Con 6: 1d12 + 3 ⇒ (4) + 3 = 7

Merisiel relexively looks away when she sees the creature (before it sees her!).


Turn 3, now is the hour of Benefaction.
While this is the hour:
No effect.

Wandering the Cinderlands, waiting to be eaten. Fun. Along the way, Merisiel meets Card 5: Sklar-quah Thundercaller, who challenges her to a barrier duel. Oh, it is ON. The elf checks in with her (Bot)Quartermaster to make sure she has her finest tools on hand...

Random barrier: 1d5 ⇒ 3 Hungry Smoke CtD Disable 9: 2d12 + 5 ⇒ (3, 11) + 5 = 19 Success!

Merisiel is able to disable the trap before the skald, so he is now bound into her servitude. Or at least, he agrees to follow her a while. She immediately enlists his help in exploring the way ahead. He points out a Card 6: Troll ahead, and its weak points This exploration, on all Strength and Acrobatics checks, add 3.

The rogue sees her friend are armed with fire and acid, so distracts the monster as Seelah makes the first strike...

SEELAH'S FIGHT: Troll CtD Combat 16: 1d10 + 2d8 + 1d4 + 7 ⇒ (8) + (7, 8) + (4) + 7 = 34 Success!

...then moves in from behind to make the kill.

Troll CtD Combat 20: 1d12 + 5 + 2d4 + 3 + 1d8 + 1 ⇒ (12) + 5 + (4, 4) + 3 + (4) + 1 = 33 Success!

The monster falls! With no weapon in hand, and loud friends with her making it hard to evade, Merisiel opts to halt for now.

Merisiel, Liberator wrote:

Hand: Snakebite Dagger, Dryad Sandals, Blessing of Wadjet, The Demon's Lantern, Bloodroot Poison,

Displayed: Sable Company Leathers,
Deck: 14 Discard: 1 Buried: 0
Hero Points: 3
NOTES:
Available Support: Power: add 1d6 to local check to acquire
Snakebite dagger: 1d4 on local Combat
Wadjet: 2d8 on Ct
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-4A HAS NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cerulean Mastermind, Materialize, Gem of Physical Prowess, Cloak of Daggers, The Uprising (Harrow), Cloak of Daggers, The Locksmith, Humanbane Rapier, Double Chicken Saber +1, Blackjack's Daggers
Recharged: Blessing of the Quartermaster, Starknife,
Discard Pile: Sklar-quah Thundercaller,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2 (5)
Disable: Dexterity +2 (5)
Stealth: Dexterity +2 (5)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character, you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Cinderlands Card 5 ACQUIRED.
Cinderlands Card 6 BANISHED.


Forgot to set up kit on opening draw. Revised hand:

Merisiel, Liberator wrote:

Hand: Starknife, Dryad Sandals, The Demon's Lantern, Blessing of the Quartermaster,

Displayed: Sable Company Leathers,
Deck: 15 Discard: 0 Buried: 0
Hero Points: 3
NOTES:
Available Support: Power: add 1d6 to local check to acquire
Big Sky: on local check against bane, bless and remove 1 scourge
Starknife: 1d4 freely to local Combat
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-4A HAS NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Materialize, Blackjack's Daggers, Shy Ratani, Silver Balladeer, Snakebite Dagger, Bloodroot Poison, Cloak of Daggers, Cerulean Mastermind, The Uprising (Harrow), The Locksmith, Blessing of Wadjet, Bloodroot Poison, Blackjack's Rapier, Humanbane Rapier
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2 (5)
Disable: Dexterity +2 (5)
Stealth: Dexterity +2 (5)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character, you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

Now, pixies:

Random card: Silver Balladeer
Random character: 1d3 ⇒ 3: Seelah


Okay, much as I would love to pick up EVERY boon, I like the idea of forward momentum, so I'm going with "[X] When you acquire a boon, you may bury (☐ or discard) it to explore."


Merisiel, Liberator wrote:

Hand: Silver Balladeer, Blessing of Kofusachi, The Demon's Lantern, Starknife, Sable Company Leathers, The Big Sky (Harrow),

Displayed:
Deck: 17 Discard: 0 Buried: 0
Hero Points: 3 // Merisiel, Liberator has the following scourges marked:
Honor-Tested:
While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

When you evade a monster, remove this scourge.

At the end of the scenario, gain 1 respect point.


NOTES:
Available Support: Power: add 1d6 to local check to acquire
Big Sky: on local check against bane, bless and remove 1 scourge
Starknife: 1d4 freely to local Combat
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-4A HAS NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blackjack's Rapier, Cerulean Mastermind, Blackjack's Daggers, Blessing of Wadjet, Cloak of Daggers, Double Chicken Saber +1, Materialize, Gem of Physical Prowess, The Uprising (Harrow), Dryad Sandals, Humanbane Rapier, Blackjack's Gear, Dryad Sandals, Blessing of the Quartermaster, The Locksmith, Snakebite Dagger
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2 (5)
Disable: Dexterity +2 (5)
Stealth: Dexterity +2 (5)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character, you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
[X] When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
[X] You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.


Cool, I'll go Item 4 then.

Upgrade: Compass --> Dryad Sandals
HP: Power feat - Really torn between burying crap acquisitions to keep exploring vs. avenging boons. Of course hand size is always nice. ARGJH


As much as I would love it, I'm guessing the Blackjack power "Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3" is a flat substitution and does not stack with my existing Acrobatics: Dexterity +3 and Stealth: Dexterity +3 skills? :D

As for upgrades, I'm fine with either weapon or item. My weapon would be upgrading a backup, so if someone has something better, I'm happy to take one of the several nice "Boots 4" cards available to me.

No strong preference for the Loot, but I can take it if no one else wants it. Don't want to waste it.

HP is likely to be a Power Feat, though I'm torn between several fun options. If on the off chance, they do stack, I will obviously take the skill buff above. ;)


For the curious.

Lyrune-quah Moon Maiden:

Ally
Traits: Barbarian Human Loot Respect
To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Monster 0
Display. While displayed: * On all combat and Fortitude checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all combat and Fortitude checks, add 3.


Turn 22, now is the hour of The Owl.
While this is the hour:
Your Survival check is blessed.

At the start of your turn, you may exchange a card in your hand with a card in your kit. Swap CARD for CARD.

Merisiel watches Kyra utter a dozen different blessings, pretty sure her here's the words "all the barriers" and "oops" then a snicker. Rolling her eyes, the elf moves further into the Shrine and sure enough, is stopped short by a Card 1: Summoning Trap. She calls on The Demon's Lantern to help her parkour around it, embracing Seelah's encouragement from The Forge.

Summoning Trap CtD Int Dex 13: 2d12 + 1 ⇒ (5, 10) + 1 = 16 Success!

Merisiel tumbles through the trap, then unlocks a barred door on the other side providing access around the trapped area to the rest of the party.

The rogue motions the Cerulean Mastermind to show the way, and she shows a path that leads into a room occupied by an Card 2: Assassination Squad!

Red Mantis Assassin:

Story Bane
Type: Monster
Traits: Assassin Human Red Mantis Veteran
To Defeat: Combat 10+##
Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded.

A sting of flame makes Merisiel drop her rapier gear!

Red Mantis Assassin BA Wis 8: 1d6 ⇒ 6 Failure! Difficulty increased by 1d6 ⇒ 2.

Resisting the urge to evade or empty her Cloak of Daggers into the squad, Merisiel unclasps the cloak and flings it away discard for Honor Tested in a show of "even being honorable I can still kick your ass." Here's hoping it works.

Red Mantis Assassin CtD Combat 20: 1d12 + 5 + 1d6 + 2 + 1d4 + 3 ⇒ (2) + 5 + (6) + 2 + (3) + 3 = 21 Success!

Merisiel confidently steps through the assassin squad, thrusting here, parrying there, and killer after killer falls until none are left (except one she saved for Kyra because she should have some fun too).

Hey, being honorable isn't half bad. She doesn't want to make a habit of it, though...

Merisiel, Liberator wrote:

Hand: Blackjack's Rapier, Snakebite Dagger, Bloodroot Poison, Starknife, Gem of Physical Prowess,

Displayed: Sable Company Leathers,
Deck: 8 Discard: 13 Buried: 2
Hero Points: 3 // Merisiel, Liberator has the following scourges marked:
Honor-Tested:
While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

When you evade a monster, remove this scourge.

At the end of the scenario, gain 1 respect point.


NOTES:
Available Support: Power: add 1d6 to local check to acquire
Snakebite: 1d4 freely to local Combat
Starknife: 1d4 freely to local Combat
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-4A HAS NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magical Mansion, Shy Ratani, Blackjack's Daggers, Blackjack's Rapier 2, Magical Mansion
Recharged:
Discard Pile: Compass, Orison, The Uprising (Harrow), Humanbane Rapier, Blessing of Kofusachi, Blessing of the Quartermaster, Silver Balladeer, The Locksmith, Blessing of Wadjet, The Demon's Lantern, Cerulean Mastermind, Blackjack's Gear, Cloak of Daggers,
Buried Pile: Materialize, Cloak of Daggers,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2 (5)
Disable: Dexterity +2 (5)
Stealth: Dexterity +2 (5)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character, you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
☐ When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Shrine Card 1 BANISHED.
Shrine Card 2 BANISHED.
Kyra takes 1 Fire damage and encounters a Red Mantis Assassin.


Turn 18, now is the hour of Calistria's Sting.
While this is the hour:
You may avenge by discarding a card.

At the start of your turn, you may exchange a card in your hand with a card in your kit. Swap Venomous Hand Crossbow for Cloak of Daggers.

Continuing to skulk around the Shrine, Merisiel finally encounters one of these Card 1: Lyrune-quah Moon Maidens everyone's been so on about. While the elf may not immediately seem like someone who possesses the strength they would respect, she regales the maiden with several tales of her using others' strengths against them. She invokes the divine aid of Wadjet to add flare to the tale, and uses her own metropolitan and acquisition strengths...

Lyrune-quah Moon Maiden CtA Cha 11: 1d6 + 2d8 + 1d6 + 1d4 ⇒ (6) + (6, 2) + (1) + (3) = 18 Success!

The moon maiden is skeptical at first, but eventually leans in and gets wrapped up in the rogue's recount of her exploits. They end the encounter cheering over victories and laughing over follies. Tipsy from her shared flask, Merisiel opts to wait before continuing her exploration.

Merisiel, Liberator wrote:

Hand: Blackjack's Rapier, The Demon's Lantern, Cerulean Mastermind, Cloak of Daggers, Blackjack's Gear,

Displayed: Sable Company Leathers,
Deck: 12 Discard: 9 Buried: 1
Hero Points: 3 // Merisiel, Liberator has the following scourges marked:
Honor-Tested:
While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.

When you evade a monster, remove this scourge.

At the end of the scenario, gain 1 respect point.


NOTES:
Available Support: Power: add 1d6 to local check to acquire
Mastermind: 1d12+5 to local n/c
Movement: Move me with the party if my location closes.
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!
My box reroll for CCT-4A HAS NOT been used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Snakebite Dagger, Wand of Restorative Touch, Bloodroot Poison, Starknife
Recharged: Gem of Physical Prowess, Blackjack's Rapier 2, Magical Mansion, Blackjack's Daggers, Shy Ratani, The Unveiling,
Discard Pile: Compass, Orison, The Uprising (Harrow), Humanbane Rapier, Blessing of Kofusachi, Blessing of the Quartermaster, Silver Balladeer, The Locksmith, Blessing of Wadjet,
Buried Pile: Materialize,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2 (5)
Disable: Dexterity +2 (5)
Stealth: Dexterity +2 (5)
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Item or Knife Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapon
POWERS:
When you encounter a card, if you are the only local character, you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check ([X] or on a local check to acquire), you may discard ([X] or recharge) a card to add 1d6.
[X] On your non-combat (☐ or combat) check at an Urban location, add 1d4.
☐ On your check to acquire, if you are the only local character, you may reroll a die.
☐ When you acquire a boon, you may bury (☐ or discard) it to explore.
☐ When another local character fails to acquire a boon, you may bury (☐ or recharge) a card to encounter it.

Blackjack
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead (☐ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.

UPKEEP:
Shrine Card 1 ACQUIRED, DISPLAYED at location.
Mersiel is Honor-Tested.


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