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MorkXII - Zova 1007's page

93 posts. Alias of MorkXII.


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9-00D (2) Boon: 1d20 ⇒ 3
Deck Upgrade: Blessing 1 (Blessing of Chaldira Zuzaristan instead of Blessing of the Elements)


Move to Elemental Trenches.

Discard Hyaenodon, Raven.
Reveal 4 plants to draw up to 11.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Beaststrike Club, Wolfhide Armor, Angelstep, Cloud Puff, Draughtcap Fungus, Snapping Flytrap, Snow Leapard, Thylacine, Blessing of the Elements, Blessing of the Green Faith, Blessing of the Green Faith
Displayed: 0
Deck: 5 Discard: 3 Buried: 1
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00D (2).
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Angelstep:
Angelstep
Item 2

Traits
Plant
Alchemical

Powers
Bury or banish this card to allow a character at your location to shuffle 1d4+1 random cards from her discard pile into her deck. After she does, you may succeed at a Craft 8 or Survival 9 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before and after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Draughtcap Fungus:
Draughtcap Fungus
Item 2

Traits
Plant
Alchemical
Poison

Powers
On a character at your location's combat check, bury or banish this card to add 1d12 and the Poison trait. After the check, you may succeed at a Craft 7 or Survival 8 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Snow Leapard:
Snow Leapard
Ally 1

Traits
Animal
Elite

Powers
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.


Villain fight:
Recharge Wolverine to add Survival +2. Asking everyone for one blessing each.
Combat 15+6+3=24: 1d6 + 1d8 + 5 + 2 + 3d6 ⇒ (6) + (6) + 5 + 2 + (2, 3, 2) = 26 Defeated.
Reveal Hyaenodon to heal: Hatchetbird
Location closed, random barrier gets shuffled into open locations.

End of turn:
Draw up to 7

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Angelstep, Cloud Puff, Draughtcap Fungus, Hyaenodon, Raven, Snapping Flytrap, Snow Leapard
Displayed: 0
Deck: 11 Discard: 1 Buried: 1
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00D (2).
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Angelstep:
Angelstep
Item 2

Traits
Plant
Alchemical

Powers
Bury or banish this card to allow a character at your location to shuffle 1d4+1 random cards from her discard pile into her deck. After she does, you may succeed at a Craft 8 or Survival 9 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before and after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Draughtcap Fungus:
Draughtcap Fungus
Item 2

Traits
Plant
Alchemical
Poison

Powers
On a character at your location's combat check, bury or banish this card to add 1d12 and the Poison trait. After the check, you may succeed at a Craft 7 or Survival 8 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Snow Leapard:
Snow Leapard
Ally 1

Traits
Animal
Elite

Powers
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.


Zova explores the Tower and finds Warrior Dolls.
Reveal Fire Gecko for +d4+Fire, +d6 from Warrior Dolls, bury Salvation Cactus to add a ad6. Recharge Fire Gecko to add Survival +2
Combat 10+4+2=16: 1d6 + 1d4 + 1d6 + 1d6 + 1d8 + 5 + 2 ⇒ (1) + (1) + (6) + (4) + (1) + 5 + 2 = 20 Defeated
Recharge Aspect of the Frog to auto-close.
Auto-recharge Salvation Cactus.

Bury Charm Animal to draw: Hyaenodon

Discard Hatchetbird to move to Ghol-Gan Ruins and explore GGR 1: Camouflaged Pit Trap
Recharge Wolverine to auto-defeat and explore again.

Free explore GGR 2: Acid Jet Banished.

Discard Blessing of Ketephys to explore GGR 3: Katazuul
Everyone has to do a BYA Wisdom 7 or discard cards equal to the number of cards that have the Attack trait and weapons in her hand. (I have no attack/weapons)


Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Aspect of the Frog, Charm Animal, Salvation Cactus, Fire Gecko, Hatchetbird, Wolverine, Blessing of Ketephys
Displayed: 0
Deck: 12 Discard: 0 Buried: 0
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00D (2).
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Salvation Cactus:
Salvation Cactus
Item 2

Traits
Plant
Alchemical

Powers
On a character at your location's check that invokes the Fire trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 check to recharge this card instead.

While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Blessing of Ketephys:
Blessing of Ketephys
Blessing 2

Traits
Wisdom
Divine
Survival

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Animal trait.
Discard this card to explore your location. During that exploration, if you have the Elf or Half-Elf trait, add 1d4 to you checks.
After you play this card, if there are less than 5 cards in the blessings discard pile, recharge this card instead of discarding it.


9-00D (1) Boon: 1d20 ⇒ 4
Card Feat: Blessing (Blessing of the Elements)
No deck upgrades.


Start of turn: Alchemical Gas
Bury Kopis.
Display Aspect of the Frog to add ad6, reveal Dwarf Caiman to add a d6.
Fort 7: 1d8 + 1 + 1d6 + 1d6 ⇒ (5) + 1 + (4) + (4) = 14 Defeated. Banished.

Zova moves to the Gol-Ghan ruins as more monsters flood into the ruins from every direction.

Explore GGR (1 is new monster) 1d14 ⇒ 13: Baited Jewel Box
Recharge Thylacine to evade with Aspect of the Frog.

Discard Dwarf Caiman to explore GGR (1 is new monster) 1d14 ⇒ 8: Ubashki Swarm
Reveal Beaststrike Club, recharge hatchetbird to add a d6.
Combat 8+2=10/12: 1d8 + 5 + 1d4 + 1 + 1d6 ⇒ (7) + 5 + (3) + 1 + (4) = 20
Recharge Beaststrike Club.
Combat 8+2=10/12: 1d8 + 5 + 1d4 + 1 + 1d6 ⇒ (7) + 5 + (4) + 1 + (5) = 22 Defeated.

End of turn:
Recharge Aspect of the Frog
Draw up to 7.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Angelstep, Cloud Puff, Salvation Cactus, Raven, Snapping Flytrap, Blessing of the Green Faith, Blessing of the Green Faith
Displayed: 0
Deck: 6 Discard: 5 Buried: 4
Notes: Die bumps: 2/2. Shirt reroll used in 9-00D.
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Angelstep:
Angelstep
Item 2

Traits
Plant
Alchemical

Powers
Bury or banish this card to allow a character at your location to shuffle 1d4+1 random cards from her discard pile into her deck. After she does, you may succeed at a Craft 8 or Survival 9 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before and after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Salvation Cactus:
Salvation Cactus
Item 2

Traits
Plant
Alchemical

Powers
On a character at your location's check that invokes the Fire trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 check to recharge this card instead.

While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.


Zova moves to the tower and starts climbing the stairs.

Explore Tower 1: Alchemical Gas
Int 7: 1d6 ⇒ 3 Failed, displayed.

Discard Porcupine to explore Tower 2: Kopis
Recharge Wolverine to add Survival. Auto-acquired.

Discard Blessing of Bastet to examine Tower 3: Locate Object. Encounter.
Wisdom 6: 1d8 + 2 ⇒ (8) + 2 = 10 Acquired.

Banish Locate Object to examine Tower:
T4: Geniekin. TRIGGER. Summon and encounter Sun Falcon. Recharge Fire Gecko to add Survival + 2
Combat 11: 1d6 + 1d8 + 5 + 2 ⇒ (4) + (3) + 5 + 2 = 14 Defeated.
T5: Cleric of Nethys Auto-fail, banished.
Tower is shuffled.

End of turn:
Shuffle a monster into the Ghol-Gan Ruins.
Tower damage: 1d4 - 1 ⇒ (4) - 1 = 3. Reveal Wolfhide armor to block 2, discard Wolfhide Armor.
Draw up to 7.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Beaststrike Club, Kopis, Aspect of the Frog, Dwarf Caiman, Hatchetbird, Thylacine, Blessing of Ketephys
Displayed: 0
Deck: 9 Discard: 3 Buried: 3
Notes: Die bumps: 2/2. Shirt reroll used in 9-00D.
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Blessing of Ketephys:
Blessing of Ketephys
Blessing 2

Traits
Wisdom
Divine
Survival

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Animal trait.
Discard this card to explore your location. During that exploration, if you have the Elf or Half-Elf trait, add 1d4 to you checks.
After you play this card, if there are less than 5 cards in the blessings discard pile, recharge this card instead of discarding it.


Recharge random buried card 1d4 ⇒ 3: Snapping Flytrap

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Wolfhide Armor, Cloud Puff, Fire Gecko, Porcupine, Wolverine, Blessing of Bastet, Blessing of the Green Faith
Displayed: 0
Deck: 11 Discard: 0 Buried: 3
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00D.
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before and after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.


Location power: 1d6 ⇒ 3 = Cold (no cards).

Kyra damage: 1d4 ⇒ 3. Discard Draughtcap Fungus, Angelstep, Blessing of Ketephys.
Bury Snapping Flytrap to draw Angelstep, Draughtcap Fungus, Cloud Puff.
Bury Angelstep to heal 1d4 + 1 ⇒ (3) + 1 = 4 (all) cards.
Angelstep recharge Survival 9: 1d8 + 5 ⇒ (5) + 5 = 10 Recharged.

Explore ET 1: Aghash.
Recharge Raven to add Survival + 2
Combat 11+4=15: 1d6 + 1d8 + 5 + 2 ⇒ (1) + (6) + 5 + 2 = 14 Recharge Bastet to reroll the 1.
Combat 11+4=15: 1d6 + 6 + 5 + 2 ⇒ (5) + 6 + 5 + 2 = 18 Defeated, auto close.
Bury 1d4 ⇒ 4 cards. (Shirt reroll) 1d4 ⇒ 2. Droughtcap Fungus and Snow Leopard buried.

End of turn:
Reveal 1 plant and draw up to 8.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Wolfhide Armor, Cloud Puff, Fire Gecko, Porcupine, Wolverine, Blessing of Bastet, Blessing of the Green Faith, Blessing of the Green Faith
Displayed: 0
Deck: 9 Discard: 0 Buried: 4
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00D.
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before and after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.


recharge type: 1d5 ⇒ 1 = Acid. None to recharge.

Explore ET 1: The Evil Eye
Reveal Dwarf Caiman to add a d6, recharge Wolverine to add Survival.
Stealth 6+4=10: 1d8 + 1 + 1d6 + 1d8 + 5 ⇒ (5) + 1 + (1) + (4) + 5 = 16 Defeated.

Discard Dwarf Caiman to explore ET 2: Emperor Cobra
Recharge Aspect of the Frog to add survival
Stealth 6: 1d8 + 1 + 1d8 + 5 ⇒ (2) + 1 + (7) + 5 = 15 Defeated.

Bury Charm Animal to draw: Porcupine
Discard Porcupine to explore ET 3: Effigy of Maat
Fort 8: 1d8 + 1 ⇒ (2) + 1 = 3 Banished.

Discard Fire Gecko to explore ET 4: Blessing of Bastet
Recharge Hatchetbird to add Surival
Stealth 8: 1d8 + 1 + 1d8 + 5 ⇒ (1) + 1 + (3) + 5 = 10 Acquired.

End of turn:
Draw up to 7.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Angelstep, Draughtcap Fungus, Raven, Snapping Flytrap, Snow Leapard, Blessing of Bastet, Blessing of Ketephys
Displayed: 0
Deck: 10 Discard: 3 Buried: 1
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00D.
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Angelstep:
Angelstep
Item 2

Traits
Plant
Alchemical

Powers
Bury or banish this card to allow a character at your location to shuffle 1d4+1 random cards from her discard pile into her deck. After she does, you may succeed at a Craft 8 or Survival 9 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Draughtcap Fungus:
Draughtcap Fungus
Item 2

Traits
Plant
Alchemical
Poison

Powers
On a character at your location's combat check, bury or banish this card to add 1d12 and the Poison trait. After the check, you may succeed at a Craft 7 or Survival 8 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Snow Leapard:
Snow Leapard
Ally 1

Traits
Animal
Elite

Powers
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.

Blessing of Ketephys:
Blessing of Ketephys
Blessing 2

Traits
Wisdom
Divine
Survival

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Animal trait.
Discard this card to explore your location. During that exploration, if you have the Elf or Half-Elf trait, add 1d4 to you checks.
After you play this card, if there are less than 5 cards in the blessings discard pile, recharge this card instead of discarding it.


Zova will start at Elemental Trenches.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Aspect of the Frog, Charm Animal, Dwarf Caiman, Fire Gecko, Hatchetbird, Wolverine, Blessing of Ketephys
Displayed: 0
Deck: 12 Discard: 0 Buried: 0
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00D.
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Blessing of Ketephys:
Blessing of Ketephys
Blessing 2

Traits
Wisdom
Divine
Survival

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Animal trait.
Discard this card to explore your location. During that exploration, if you have the Elf or Half-Elf trait, add 1d4 to you checks.
After you play this card, if there are less than 5 cards in the blessings discard pile, recharge this card instead of discarding it.


Zova moves to Raker Shoals and starts Groundhog Day-ing again.

Explore RS 1: Shock Glaive +1 Banished.

Bury Charm Animal to draw: Camel. Again.

Discard Camel to explore RS 2: Alchemical Gas
Display Aspect of the Frog (recharging Salvation Cactus) to evade and bottom deck Alchemical Gas.

Discard Wolverine to explore RS 3: Blessing of the Elements
Wisdom 6: 1d8 + 2 ⇒ (5) + 2 = 7 Acquired.

Discard Dwarf Caiman to explore RS 4: Embalming Fluid Banished.

Discard Blessing of the Elements to explore RS 5: Elemental Treaty
Wisdom 4: 1d8 + 2 ⇒ (6) + 2 = 8 Acquired.

Display Elemental Treaty at Raker Shoals

End of turn:
Draw up to 7.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Angelstep, Cloud Puff, Fire Gecko, Hatchetbird, Raven, Snapping Flytrap, Thylacine
Displayed: Aspect of the Frog, Elemental Treaty
Deck: 8 Discard: 4 Buried: 1
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00C2 (6).
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Angelstep:
Angelstep
Item 2

Traits
Plant
Alchemical

Powers
Bury or banish this card to allow a character at your location to shuffle 1d4+1 random cards from her discard pile into her deck. After she does, you may succeed at a Craft 8 or Survival 9 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before and after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.


Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Aspect of the Frog, Charm Animal, Salvation Cactus, Dwarf Caiman, Fire Gecko, Thylacine, Wolverine
Displayed: 0
Deck: 12 Discard: 0 Buried: 0
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00C2 (5).
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Salvation Cactus:
Salvation Cactus
Item 2

Traits
Plant
Alchemical

Powers
On a character at your location's check that invokes the Fire trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 check to recharge this card instead.

While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.


9-00C2 (5) Boon: 1d20 ⇒ 11


Move to Fog Bank

Explore FB1: Coffer Corpse
Reveal Beaststrike Club
Combat 8: 1d8 + 5 + 1d4 + 1 ⇒ (6) + 5 + (3) + 1 = 15
Reveal Beaststrike Club, recharge snow leopard
Combat 10: 1d8 + 5 + 1d4 + 1 + 1d4 ⇒ (1) + 5 + (1) + 1 + (3) = 11 Defeated.

Discard Camel to explore FB 2: Carrion Golem
Recharge Cloud Puff to skip BYA
Reveal Beaststrike Club, recharge Wolverine
Combat 14: 1d6 + 1d4 + 1 + 1d8 + 5 ⇒ (4) + (3) + 1 + (3) + 5 = 16 Defeated.

Discard Blessing of the Green Faith to explore FB 3: The Ancient Mariner
Ship: 1d10 ⇒ 1 Dominator
Survival 8 : 1d8 + 5 + 1d6 ⇒ (6) + 5 + (5) = 16 Defeated.
Plunder: 1d6 ⇒ 4 = Pahmet Clansman.
Reveal Beaststrike Club, Recharge Hatchetbird to add Surival, bury Pahmet Clansman to add d8/
Combat 15: 1d6 + 1d4 + 1 + 1d8 + 5 + 1d8 ⇒ (3) + (2) + 1 + (5) + 5 + (8) = 24 Defeated.
Recharge hand (3 cards) to close. Villain is in this location!

End of turn:
Draw up to 7.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Cloud Puff, Fire Gecko, Raven, Snow Leapard, Thylacine, Blessing of Ketephys, Blessing of the Green Faith
Displayed: 0
Deck: 5 Discard: 5 Buried: 4
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00C2 (4).
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before and after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Snow Leapard:
Snow Leapard
Ally 1

Traits
Animal
Elite

Powers
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.

Blessing of Ketephys:
Blessing of Ketephys
Blessing 2

Traits
Wisdom
Divine
Survival

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Animal trait.
Discard this card to explore your location. During that exploration, if you have the Elf or Half-Elf trait, add 1d4 to you checks.
After you play this card, if there are less than 5 cards in the blessings discard pile, recharge this card instead of discarding it.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.


Zova moves to Raker Shoals and explores: Scurvy Zombie
Boat: 1d10 ⇒ 3 = Sea Chanty. Auto defeat
Plunder: 1d6 ⇒ 1 = Chakram
Recharge Snow Leopard to add Survival +2, bury Salvation Cactus to add d8 vs undead.
Combat 13: 1d6 + 1d8 + 5 + 2 + 1d8 ⇒ (1) + (5) + 5 + 2 + (1) = 14 Defeated.
Discard 4 cards from deck to close. Discard Cloud Puff on closing.

Bury Snapping Flytrap to draw Angelstep, Cloud Puff and Draughtcap Fungus.

Bury Charm Animal to draw: Camel from the box

End of turn:
Reveal 3 plants, draw up to 10.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Beaststrike Club, Angelstep, Cloud Puff, Draughtcap Fungus, Camel, Hatchetbird, Snow Leapard, Wolverine, Blessing of the Green Faith, Blessing of the Green Faith
Displayed: 0
Deck: 4 Discard: 3 Buried: 3
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00C2 (4).
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Angelstep:
Angelstep
Item 2

Traits
Plant
Alchemical

Powers
Bury or banish this card to allow a character at your location to shuffle 1d4+1 random cards from her discard pile into her deck. After she does, you may succeed at a Craft 8 or Survival 9 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before and after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Draughtcap Fungus:
Draughtcap Fungus
Item 2

Traits
Plant
Alchemical
Poison

Powers
On a character at your location's combat check, bury or banish this card to add 1d12 and the Poison trait. After the check, you may succeed at a Craft 7 or Survival 8 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Snow Leapard:
Snow Leapard
Ally 1

Traits
Animal
Elite

Powers
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.


9-00C2 (4) Boon: 1d20 ⇒ 4


No deck upgrades for Zova.

Starting at Pinnacle Atoll next time.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Charm Animal, Cloud Puff, Salvation Cactus, Snapping Flytrap, Snow Leapard, Blessing of the Green Faith, Blessing of the Green Faith
Displayed: 0
Deck: 12 Discard: 0 Buried: 0
Notes: Die bumps: 2/2. Shirt reroll used in 9-00C2 (5).
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before and after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Salvation Cactus:
Salvation Cactus
Item 2

Traits
Plant
Alchemical

Powers
On a character at your location's check that invokes the Fire trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 check to recharge this card instead.

While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Snow Leapard:
Snow Leapard
Ally 1

Traits
Animal
Elite

Powers
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.


Move to Raker Shoals.
Discard Camel, Wolverine, Wolfhide Armor.
Reveal 4 plants to draw up to 11.

Next turn:
Bury Charm Animal to draw: Fire Gecko.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Beaststrike Club, Angelstep, Cloud Puff, Draughtcap Fungus, Salvation Cactus, Staff of Minor Healing, Fire Gecko, Hatchetbird, Blessing of Ketephys, Blessing of the Green Faith, Blessing of the Green Faith
Displayed: 0
Deck: 4 Discard: 6 Buried: 3
Notes: Die bumps: 2/2. Shirt reroll used in 9-00C2 (4).
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Angelstep:
Angelstep
Item 2

Traits
Plant
Alchemical

Powers
Bury or banish this card to allow a character at your location to shuffle 1d4+1 random cards from her discard pile into her deck. After she does, you may succeed at a Craft 8 or Survival 9 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before and after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Draughtcap Fungus:
Draughtcap Fungus
Item 2

Traits
Plant
Alchemical
Poison

Powers
On a character at your location's combat check, bury or banish this card to add 1d12 and the Poison trait. After the check, you may succeed at a Craft 7 or Survival 8 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Salvation Cactus:
Salvation Cactus
Item 2

Traits
Plant
Alchemical

Powers
On a character at your location's check that invokes the Fire trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 check to recharge this card instead.

While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Blessing of Ketephys:
Blessing of Ketephys
Blessing 2

Traits
Wisdom
Divine
Survival

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Animal trait.
Discard this card to explore your location. During that exploration, if you have the Elf or Half-Elf trait, add 1d4 to you checks.
After you play this card, if there are less than 5 cards in the blessings discard pile, recharge this card instead of discarding it.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.


I'll take an Ally: Embalmer

Explore SG1: The Second Law Displayed.

Discard Embalmer to explore SG 2: Admiral Arminus Pythareus
Discard Thylacine to evade.

End of turn:
Reveal 3 plants to draw up to 10.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Wolfhide Armor, Angelstep, Cloud Puff, Draughtcap Fungus, Salvation Cactus, Camel, Hatchetbird, Wolverine, Blessing of Ketephys, Blessing of the Green Faith
Displayed: 0
Deck: 8 Discard: 3 Buried: 2
Notes: Die bumps: 2/2. Shirt reroll used in 9-00C2 (4).
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Angelstep:
Angelstep
Item 2

Traits
Plant
Alchemical

Powers
Bury or banish this card to allow a character at your location to shuffle 1d4+1 random cards from her discard pile into her deck. After she does, you may succeed at a Craft 8 or Survival 9 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before and after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Draughtcap Fungus:
Draughtcap Fungus
Item 2

Traits
Plant
Alchemical
Poison

Powers
On a character at your location's combat check, bury or banish this card to add 1d12 and the Poison trait. After the check, you may succeed at a Craft 7 or Survival 8 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Salvation Cactus:
Salvation Cactus
Item 2

Traits
Plant
Alchemical

Powers
On a character at your location's check that invokes the Fire trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 check to recharge this card instead.

While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Blessing of Ketephys:
Blessing of Ketephys
Blessing 2

Traits
Wisdom
Divine
Survival

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Animal trait.
Discard this card to explore your location. During that exploration, if you have the Elf or Half-Elf trait, add 1d4 to you checks.
After you play this card, if there are less than 5 cards in the blessings discard pile, recharge this card instead of discarding it.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.


Zova recharges Charm Animal from her buried cards. Cool.

Explore SG 1: Falcata Banished.
She finds a lousy sword on one of the wrecked ships and leaves it there.

Discard Raven to explore SG 2: Alchemist's Shield
Fort 6: 1d8 + 1 ⇒ (6) + 1 = 7 Acquired.

The shield seems to be in better shape, the straps aren't even rotted. She picks it up.

Discard Wolverine to explore SG 3: Fire Hydra
Recharge Cloud Puff to ignore BYA
Reveal Fire Gecko for d4+Fire, recharge Salvation Cactus for d12
Combat 7: 1d6 + 1d4 + 1d12 ⇒ (1) + (3) + (2) = 6 Shirt reroll the d6
Combat 7: 1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11 Defeated.

She tries to befriend a small lizard, but it snaps at her and then tries to burn her. Zova loses patience and chases the creature away.

Discard Fire Gecko to explore SG 4: Malfunctioning Deathtrap
Recharge Hatchetbird to add Survival
Stealth 5: 1d8 + 1 + 1d8 + 5 ⇒ (7) + 1 + (2) + 5 = 15 Defeated.

A trap on one the ships is thankfully in bad shape, so Zova is able to avoid it easily.

Bury Angelstep to heal 1d4 + 1 ⇒ (3) + 1 = 4 cards (everything but the Raven).
Recharge Angelstep Survival 9: 1d8 + 5 ⇒ (5) + 5 = 10 Recharged.

Bury Snapping Flytrap to draw Angelstep, Cloud Puff, Salvation Cactus from by deck.

End of turn:
Discard Alchemist's Shield.
Reveal 3 plants to draw up to 10.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Wolfhide Armor, Angelstep, Cloud Puff, Salvation Cactus, Camel, Hatchetbird, Thylacine, Wolverine, Blessing of Ketephys, Blessing of the Green Faith
Displayed: 0
Deck: 9 Discard: 2 Buried: 1
Notes: Die bumps: 2/2. Shirt reroll used in 9-00C2 (4).
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Angelstep:
Angelstep
Item 2

Traits
Plant
Alchemical

Powers
Bury or banish this card to allow a character at your location to shuffle 1d4+1 random cards from her discard pile into her deck. After she does, you may succeed at a Craft 8 or Survival 9 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before or after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Salvation Cactus:
Salvation Cactus
Item 2

Traits
Plant
Alchemical

Powers
On a character at your location's check that invokes the Fire trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 check to recharge this card instead.

While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Blessing of Ketephys:
Blessing of Ketephys
Blessing 2

Traits
Wisdom
Divine
Survival

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Animal trait.
Discard this card to explore your location. During that exploration, if you have the Elf or Half-Elf trait, add 1d4 to you checks.
After you play this card, if there are less than 5 cards in the blessings discard pile, recharge this card instead of discarding it.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.


Zova explore the Graveyard, once again trying to find an undead pirate captain.

Explore SG 1: Fiery Glare Banished.

[ooc]Bury Charm Animal to draw: Camel

Discard Camel to explore SG 2: Staff of Minor Healing
Discard BoKetephys
Wisdom 7: 1d8 + 2 + 1d8 ⇒ (6) + 2 + (7) = 15 Acquired.

Recharge Staff of Minor Healing to recharge: Blessing of Ketephys

Discard Dwarf Caiman to explore SG 3: Collapsing Scaffolding
Dex 4: 1d8 ⇒ 6
Recharge Aspect of the Frog to add Survival
Dex 7: 1d8 + 1d8 + 5 ⇒ (5) + (7) + 5 = 17 Defeated.

End of turn:
Reveal 1 plant to draw up to 8.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Angelstep, Cloud Puff, Salvation Cactus, Fire Gecko, Hatchetbird, Raven, Snapping Flytrap, Wolverine
Displayed: 0
Deck: 10 Discard: 2 Buried: 1
Notes: Die bumps: 2/2. Shirt reroll used in 9-00C2 (3).
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Angelstep:
Angelstep
Item 2

Traits
Plant
Alchemical

Powers
Bury or banish this card to allow a character at your location to shuffle 1d4+1 random cards from her discard pile into her deck. After she does, you may succeed at a Craft 8 or Survival 9 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before or after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Salvation Cactus:
Salvation Cactus
Item 2

Traits
Plant
Alchemical

Powers
On a character at your location's check that invokes the Fire trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 check to recharge this card instead.

While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.


Replacing Stone Weasel with Hatchetbird.

Starting at Shipwreck Graveyard.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Aspect of the Frog, Charm Animal, Salvation Cactus, Dwarf Caiman, Fire Gecko, Wolverine, Blessing of Ketephys
Displayed: 0
Deck: 12 Discard: 0 Buried: 0
Notes: Die bumps: 2/2. Shirt reroll used in 9-00C2 (3).
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Salvation Cactus:
Salvation Cactus
Item 2

Traits
Plant
Alchemical

Powers
On a character at your location's check that invokes the Fire trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 check to recharge this card instead.

While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Blessing of Ketephys:
Blessing of Ketephys
Blessing 2

Traits
Wisdom
Divine
Survival

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Animal trait.
Discard this card to explore your location. During that exploration, if you have the Elf or Half-Elf trait, add 1d4 to you checks.
After you play this card, if there are less than 5 cards in the blessings discard pile, recharge this card instead of discarding it.


9-00C2 (3) Boon: 1d20 ⇒ 12

Ally 2 deck upgrade for Zova.


Zova shoulders her way past Kyra, eager to show up the cruel cleric.

Explore Scar Bay 2: Villain.
Ship: 1d10 ⇒ 8 = Deathknell
Survival 9: 1d8 + 5 ⇒ (8) + 5 = 13 Defeated.
Plunder: 1d6 ⇒ 5 Apprentice added to hand.
Recharge Cloud Puff to ignore BYA.
Reveal Beaststrike Club, recharge Dhabba for survival, bury Acid Splash for +d8
Combat 10+4=14: 1d6 + 1d4 + 1 + 1d8 + 5 + 1d8 ⇒ (3) + (4) + 1 + (4) + 5 + (5) = 22
Reveal Beaststrike Club (recharging Thylacine to add d6), recharge Dhabba for survival, bury Magic Carpet for +d8
Combat 13+4=17: 1d6 + 1d4 + 1 + 1d6 + 1d8 + 5 + 1d8 ⇒ (3) + (2) + 1 + (2) + (7) + 5 + (6) = 26 Defeated.
Discard a bunch of cards for damage on close.

Victory.


Now that the Shipwreck Graveyard has been cleared of undead ships, she reluctantly follows Zova's instructions to head towards Scar Bay. As hard as it is to admit, the vile human is right.

Explore Scar Bay 1: Dry Quicksand
Recharge Aspect of the Frog
Dex 8: 1d8 + 1d8 + 5 ⇒ (7) + (8) + 5 = 20 Defeated.

Discard Dwarf Caiman to explore Scar Bay 2: Potion of Energy Resistance Banished.

Bury Snapping Flytrap to draw Angelstep, Cloud Puff and Salvation Cactus from my deck.

End of turn:
Reveal 4 plants to draw up to 11.

Next turn:
Bury Angelstep to heal 1d4 + 1 ⇒ (4) + 1 = 5 (all) cards.
Angelstep Recharge Survival 9: 1d8 + 5 ⇒ (1) + 5 = 6. Nope.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Beaststrike Club, Acid Splash, Cloud Puff, Draughtcap Fungus, Magic Carpet, Salvation Cactus, Dhabba, Thylacine, Wolverine, Blessing of the Green Faith
Displayed: 0
Deck: 10 Discard: 0 Buried: 3
Notes: Die bumps: 2/2. Shirt reroll used in 9-00C2 (3).
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before or after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Draughtcap Fungus:
Draughtcap Fungus
Item 2

Traits
Plant
Alchemical
Poison

Powers
On a character at your location's combat check, bury or banish this card to add 1d12 and the Poison trait. After the check, you may succeed at a Craft 7 or Survival 8 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Salvation Cactus:
Salvation Cactus
Item 2

Traits
Plant
Alchemical

Powers
On a character at your location's check that invokes the Fire trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 check to recharge this card instead.

While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.


Explore SG 1: The Evil Eye
Recharge Snow Leapard to add Survival
Stealth 6+4=10: 1d8 + 1 + 1d8 + 5 ⇒ (4) + 1 + (3) + 5 = 13 Defeated

Discard Stone Weasel to explore SG 2: The Ancient Mariner
Ship: 1d10 ⇒ 7 = Man's Promise. Auto-succeed at Survival 6.
Plunder: 1d6 ⇒ 2 = Acid Splash added to hand.
Reveal Fire Gecko for d4+Fire, recharge Fire Gecko for Survival +2, recharge Salvation Cactus for d12.
Ancient Mariner Combat 15: 1d6 + 1d4 + 1d8 + 5 + 2 + 1d12 ⇒ (4) + (2) + (2) + 5 + 2 + (2) = 17 Defeated.
Closing Plunder: 1d6 ⇒ 6 Blessing of Nethys
Using a Blessing from Kyra
Wisdom 8: 1d8 + 2 + 1d8 ⇒ (4) + 2 + (1) = 7 Shirt reroll the 1
Wisdom 8: 4 + 2 + 1d8 ⇒ 4 + 2 + (7) = 13 Acquired, closed.
Structural Damage: 1d4 ⇒ 2
Discard BotGF and BotGF for Structural damage. Ouch.

End of turn:
Reveal 2 plants to draw up to 10.

Next turn:
Bury Angelstep to heal 1d4 + 1 ⇒ (3) + 1 = 4 cards (Magic Carpet, Stone Weasel, BotGF x2).
Discard BoNethys on Angelstep recharge.
Survival 9: 1d8 + 5 + 1d8 ⇒ (1) + 5 + (7) = 13 Recharged.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Beaststrike Club, Acid Splash, Aspect of the Frog, Cloud Puff, Draughtcap Fungus, Dwarf Caiman, Snapping Flytrap, Thylacine
Displayed: 0
Deck: 10 Discard: 4 Buried: 1
Notes: Die bumps: 2/2. Shirt reroll used in 9-00C2 (3).
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before or after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Draughtcap Fungus:
Draughtcap Fungus
Item 2

Traits
Plant
Alchemical
Poison

Powers
On a character at your location's combat check, bury or banish this card to add 1d12 and the Poison trait. After the check, you may succeed at a Craft 7 or Survival 8 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.


Auto-success start of turn Survival check.

Explore Shipwreck Graveyard 1: Dry Quicksand
Recharge Dwarf Caiman
Dex 9: 1d8 + 1d6d8 + 5 ⇒ (8) + (5) + 5 = 18 Defeated.

Bury Charm Animal to draw: Dhabba

Discard Dhabba to explore Shipwreck Graveyard 2: Magic Carpet
Survival 9: 1d8 + 5 ⇒ (4) + 5 = 9 Acquired.

Discard Blessing of Ketephys to explore Shipwreck Graveyard 3: Coffer Corpse
Reveal Fire Gecko, recharge Dhabba
Combat 8: 1d6 + 1d4 + 1d8 + 5 ⇒ (5) + (4) + (1) + 5 = 15
Reveal Fire Gecko, recharge Wolverine
Combat 10: 1d6 + 1d4 + 1d8 + 5 + 2 ⇒ (3) + (3) + (3) + 5 + 2 = 16 Defeated.

End of turn:
Recharge Wolfhide Armor
Discard Magic Carpet
Draw up to 7.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Cloud Puff, Draughtcap Fungus, Salvation Cactus, Fire Gecko, Snapping Flytrap, Snow Leapard, Stone Weasel
Displayed: 0
Deck: 10 Discard: 3 Buried: 1
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00C2 (3).
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before or after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Draughtcap Fungus:
Draughtcap Fungus
Item 2

Traits
Plant
Alchemical
Poison

Powers
On a character at your location's combat check, bury or banish this card to add 1d12 and the Poison trait. After the check, you may succeed at a Craft 7 or Survival 8 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Salvation Cactus:
Salvation Cactus
Item 2

Traits
Plant
Alchemical

Powers
On a character at your location's check that invokes the Fire trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 check to recharge this card instead.

While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Snow Leapard:
Snow Leapard
Ally 1

Traits
Animal
Elite

Powers
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.


Zova starts at the Shipwreck Graveyard.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Charm Animal, Wolfhide Armor, Dwarf Caiman, Fire Gecko, Raven, Wolverine, Blessing of Ketephys
Displayed: 0
Deck: 12 Discard: 0 Buried: 0
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00C2.
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Blessing of Ketephys:
Blessing of Ketephys
Blessing 2

Traits
Wisdom
Divine
Survival

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Animal trait.
Discard this card to explore your location. During that exploration, if you have the Elf or Half-Elf trait, add 1d4 to you checks.
After you play this card, if there are less than 5 cards in the blessings discard pile, recharge this card instead of discarding it.


Pass on upgrades.


9-00C2 (2) Boon: 1d20 ⇒ 9


Off turn: Recharge BoGF for Kyra.

Explore Fringes: Admiral Arminus Pythareus
Ship: 1d10 ⇒ 4=Shackles Pirate Ship. Auto-defeat Survival 6
Recharge Cloud Puff to block BYA.
Reveal Beaststrike Club, Fire Gecko, recharge Dwarf Caiman.
Combat 10+4=14: 1d6 + 1d4 + 1 + 1d4 + 1d8 + 5 ⇒ (4) + (3) + 1 + (4) + (5) + 5 = 22
Reveal Beaststrike Club (recharging Thylacine), reveal Fire Gecko, recharge Dwarf Caiman, discard BoNethys
Combat 13+4=17: 1d6 + 1d4 + 1 + 1d6 + 1d4 + 1d8 + 5 + 1d6 ⇒ (4) + (3) + 1 + (4) + (3) + (7) + 5 + (3) = 30 Defeated.

Edit: Plunder: 1d6 ⇒ 2 = Fiery Glare .

We win.


Explore PA 1: Scurvy Zombie
Hirgy: 1d12 ⇒ 1. Hirgy is shuffled in! One explore too late though, Hirgy!
Ship: 1d10 ⇒ 4 = Shackles Pirate Ship. Auto-succeed at a Survival 6.
Plunder: 1d6 ⇒ 6 = Blessing of Nethys added to hand.
Reveal Beaststrike Club using Survival, reveal Fire Gecko to add d4+Fire, bury Salvation Cactus to add d8 (and then auto succeed at the recharge check after)
Combat 13: 1d8 + 5 + 1d4 + 1 + 1d4 + 1d8 ⇒ (3) + 5 + (2) + 1 + (4) + (7) = 22 Defeated.
Discard a card from the blessings deck to close.
Plunder: 1d6 ⇒ 6 = Blessing of Maat added to hand.

End of turn:
Reveal 2 plants to draw up to 10.
Poisoning Recharge: 1d10 ⇒ 6 = Tarworks Master.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Beaststrike Club, Angelstep, Cloud Puff, Dwarf Caiman, Fire Gecko, Thylacine, Blessing of Maat, Blessing of Nethys, Blessing of the Green Faith
Displayed: Alchemist's Kit, Curse of Poisoning
Deck: 8 Discard: 2 Buried: 3
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00C2.
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Angelstep:
Angelstep
Item 2

Traits
Plant
Alchemical

Powers
Bury or banish this card to allow a character at your location to shuffle 1d4+1 random cards from her discard pile into her deck. After she does, you may succeed at a Craft 8 or Survival 9 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before or after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.


A storm rolls in, but their task is too important to head for the safety of shore.
Lightning Storm: 1d4 ⇒ 2. Recharge Stone Weasel to block 1, discard Salvation Cactus for the other.
Lightning Storm move: 1d6 ⇒ 4 = Scar Bay.

The storm continues on into the distance, making the seas safe(r) again.

Explore Pinnacle Atoll 1: Vanth
Hirgy?: 1d12 ⇒ 5 Nope.
Scourge: 1d6 ⇒ 2 Curse of Poisoning.
Reveal Beaststrike Club, Fire Gecko, recharge Wolverine
Combat 13 : 1d6 + 1d4 + 1 + 1d4 + 1d8 + 5 ⇒ (3) + (2) + 1 + (2) + (4) + 5 = 17 Defeated.

Bury Snapping Flytrap to draw Angelstep, Cloud Puff, and Salvation Cactus

End of turn:
Reveal 3 plants and draw up to 10.
Poisoning recharge: 1d10 ⇒ 2 = Aspect of the Frog recharged.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Beaststrike Club, Angelstep, Cloud Puff, Salvation Cactus, Fire Gecko, Tarworks Master, Thylacine, Blessing of the Green Faith, Blessing of the Green Faith
Displayed: Alchemist's Kit, Curse of Poisoning
Deck: 6 Discard: 2 Buried: 3
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00C2.
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Angelstep:
Angelstep
Item 2

Traits
Plant
Alchemical

Powers
Bury or banish this card to allow a character at your location to shuffle 1d4+1 random cards from her discard pile into her deck. After she does, you may succeed at a Craft 8 or Survival 9 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before or after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Salvation Cactus:
Salvation Cactus
Item 2

Traits
Plant
Alchemical

Powers
On a character at your location's check that invokes the Fire trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 check to recharge this card instead.

While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.


Zova moves to join the others at Pinnacle Atoll and explores to find an Alchemist Kit.
Hirgy: 1d12 ⇒ 5
Discard Blessing of Ketephys
Int 6: 1d6 + 1d6 ⇒ (5) + (6) = 11 Acquired.

Display Alchemist Kit.

End of turn:
Reveal Salvation Cactus to draw up to 8.

Next turn:
Banish Angelstep to heal 1d4 + 1 ⇒ (3) + 1 = 4 cards: Cloud Puff, Wolfhide Armor, Blessing of Ketephys, Tarworks Master.
Angelstep Recharge Survival 9: 1d8 + 5 ⇒ (6) + 5 = 11 Recharged.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Beaststrike Club, Salvation Cactus, Fire Gecko, Snapping Flytrap, Stone Weasel, Wolverine
Displayed: Alchemist's Kit
Deck: 10 Discard: 2 Buried: 2
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00C2.
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Salvation Cactus:
Salvation Cactus
Item 2

Traits
Plant
Alchemical

Powers
On a character at your location's check that invokes the Fire trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 check to recharge this card instead.

While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.


Haven't I been here before?, Zova thinks, not quite sure what is going on.

Auto-succeed at Location Survival check.

Explore SG 1: Hepsushep
Reveal Dwarf Caiman to add d6, recharge Dwarf Caiman to add Survival.
Stealth 8: 1d8 + 1 + 1d6 + 1d8 + 5 ⇒ (8) + 1 + (4) + (5) + 5 = 23 Defeated.
Examine SG 2-4 and put them back in any order.
SG 2: Lightning Storm. Gross.
SG 3: The Ancient Mariner. Ok, I can work with that.
SG 4: Noxious Bomb. Boring.
Henchman on top, then Bomb, then Lightning Storm.

Discard Snow Leapard to explore SG 3: The Ancient Mariner
Ship: 1d10 ⇒ 6 Wormwood.
Discard Wolfhide Armor to roll a d10 for a dex check. Recharge Aspect of the Frog to add survival. Asking Kyra for a blessing.
Dexterity 9+4=13: 1d10 + 1d8 + 5 + 1d10 ⇒ (7) + (8) + 5 + (6) = 26 Defeated.
Plunder: 1d6 ⇒ 5 = Tarworks Master (Ally)
Recharge Thylacine to add Survival + 4 to the combat check. Bury Draughtcap Fungus for a d8 (adventure power)
Henchman Combat 15: 1d6 + 1d8 + 5 + 4 + 1d8 ⇒ (4) + (2) + 5 + 4 + (5) = 20 Defeated.
Plunder: 1d6 ⇒ 1 Kukri
Discard Tarworks Master for d6
Strength 4: 1d6 + 1d6 ⇒ (5) + (5) = 10 Acquired.
Shipwreck Graveyard closed.
Structural damage: 1d4 ⇒ 4. Discard Cloud Puff, Rave. Feiya discards two cards.

End of turn:
Draw up to 7.

Next turn:
Bury Charm Animal to draw: Stone Weasel

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Beaststrike Club, Salvation Cactus, Stone Weasel, Wolverine, Blessing of Ketephys, Blessing of the Green Faith, Blessing of the Green Faith
Displayed: 0
Deck: 6 Discard: 5 Buried: 2
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00C2.
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Salvation Cactus:
Salvation Cactus
Item 2

Traits
Plant
Alchemical

Powers
On a character at your location's check that invokes the Fire trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 check to recharge this card instead.

While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Blessing of Ketephys:
Blessing of Ketephys
Blessing 2

Traits
Wisdom
Divine
Survival

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Animal trait.
Discard this card to explore your location. During that exploration, if you have the Elf or Half-Elf trait, add 1d4 to you checks.
After you play this card, if there are less than 5 cards in the blessings discard pile, recharge this card instead of discarding it.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.


Zova heads to the Shipwreck Graveyard.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Aspect of the Frog, Wolfhide Armor, Draughtcap Fungus, Dwarf Caiman, Snow Leapard, Thylacine, Blessing of the Green Faith
Displayed: 0
Deck: 11 Discard: 0 Buried: 0
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00C2.
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Draughtcap Fungus:
Draughtcap Fungus
Item 2

Traits
Plant
Alchemical
Poison

Powers
On a character at your location's combat check, bury or banish this card to add 1d12 and the Poison trait. After the check, you may succeed at a Craft 7 or Survival 8 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Snow Leapard:
Snow Leapard
Ally 1

Traits
Animal
Elite

Powers
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.


9-00C2 (1) Boon: 1d20 ⇒ 5


Zova will pass on the deck upgrades and add Snapping Flytrap (Ally 3) to her deck.


Start of turn, Feiya discards a card for structural damage.

Explore Raker Shoals 1: Tussah Silk Coat Banished.
Zova explores and finds a Tussah Silk Coat. She tosses that into the ocean.

Discard Blessing of Ketephys to explore Raker Shoals 2: Lightning Storm Displayed.
There's a storm brewing, and out on the water does not look like a fun or safe place to be.

End of turn:
Recharge Wolfhide Armor
Reveal 3 plants to draw up to 10.

[ooc]Start of next turn:
Bury Angelstep to heal 1d4 + 1 ⇒ (1) + 1 = 2 cards: Stone Weasel, Stone Skin.
Recharge AngelStep Survival 9: 1d8 + 5 ⇒ (2) + 5 = 7 Still buried.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Beaststrike Club, Aspect of the Frog, Cloud Puff, Draughtcap Fungus, Salvation Cactus, Camel, Thylacine, Wolverine, Blessing of the Green Faith
Displayed: 0
Deck: 4 Discard: 5 Buried: 2
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00C2.
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before or after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Draughtcap Fungus:
Draughtcap Fungus
Item 2

Traits
Plant
Alchemical
Poison

Powers
On a character at your location's combat check, bury or banish this card to add 1d12 and the Poison trait. After the check, you may succeed at a Craft 7 or Survival 8 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Salvation Cactus:
Salvation Cactus
Item 2

Traits
Plant
Alchemical

Powers
On a character at your location's check that invokes the Fire trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 check to recharge this card instead.

While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.


Zova moves to Raker Shoals, hoping to finally relocate the Dreadnought and take down its captain.

Explore Raker Shoals 1: The Evil Eye
Recharge Wolverine to add Survival, reveal Dwarf Caiman to add a d6
Stealth 6+4=10: 1d8 + 1 + 1d8 + 5 + 1d6 ⇒ (5) + 1 + (3) + 5 + (4) = 18 Defeated.

Discard Dwarf Caiman to explore Raker Shoals 2: Malfunctioning Deathtrap
Recharge Snow Leapard to add Survival
Stealth 5: 1d8 + 1 + 1d8 + 5 ⇒ (6) + 1 + (6) + 5 = 18 Defeated.

She climbs up one of the abandoned ships hoping to get a better vantage point, but apparently the entire deck is covered in traps.

End of turn:
Draw up to 7.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Beaststrike Club, Wolfhide Armor, Angelstep, Draughtcap Fungus, Salvation Cactus, Thylacine, Blessing of Ketephys
Displayed: 0
Deck: 6 Discard: 6 Buried: 1
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00C2.
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Angelstep:
Angelstep
Item 2

Traits
Plant
Alchemical

Powers
Bury or banish this card to allow a character at your location to shuffle 1d4+1 random cards from her discard pile into her deck. After she does, you may succeed at a Craft 8 or Survival 9 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Draughtcap Fungus:
Draughtcap Fungus
Item 2

Traits
Plant
Alchemical
Poison

Powers
On a character at your location's combat check, bury or banish this card to add 1d12 and the Poison trait. After the check, you may succeed at a Craft 7 or Survival 8 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Salvation Cactus:
Salvation Cactus
Item 2

Traits
Plant
Alchemical

Powers
On a character at your location's check that invokes the Fire trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 check to recharge this card instead.

While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Blessing of Ketephys:
Blessing of Ketephys
Blessing 2

Traits
Wisdom
Divine
Survival

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Animal trait.
Discard this card to explore your location. During that exploration, if you have the Elf or Half-Elf trait, add 1d4 to you checks.
After you play this card, if there are less than 5 cards in the blessings discard pile, recharge this card instead of discarding it.


Off-turn: recharge Cloudpuff.

Start of turn: Auto-succeed location Survival check

Bury Charm Animal to draw: Camel

Explore SG 1: Guardian Scroll
Reveal Beaststrike Club, recharge Camel, reveal Fire Gecko
Combat 11 : 1d6 + 1d4 + 1 + 1d8 + 5 + 1d4 ⇒ (1) + (1) + 1 + (1) + 5 + (3) = 12 Defeated.

Discard Raven to explore SG 2: Elemental Treaty
Wisdom 4: 1d8 + 2 ⇒ (7) + 2 = 9 Acquired.
Display Elemental Treaty at the Shipwreck Graveyard.

Discard Fire Gecko to explore SG 3: Admiral Arminus Pythareus
Kyra's Close Divine 8: 1d12 + 4 ⇒ (8) + 4 = 12 Guarded.
Feiya discards Blessing of the Ancients from the blessings deck. Guarded.
Block BYA damage with Wolfhide Armor.
Asking Kyra for Blessing of Nethys, reveal Beaststrike Club.
Combat 10+4=14: 1d8 + 5 + 1d4 + 1 + 1d8 ⇒ (8) + 5 + (1) + 1 + (2) = 17
Asking Imrijka for Blessing of the Ancients (recharges), reveal Beaststrike Club, recharge Aspect of the Frog for Survival.
Combat 13+4=17: 1d6 + 1d4 + 1 + 1d8 + 5 + 1d8 ⇒ (6) + (4) + 1 + (5) + 5 + (7) = 28
Block AYA damage with Wolfhide Armor. Defeated, closed.
Structural damage: 1d4 ⇒ 2 Discard two cards off deck: Blessing of the Green Faith, Stone Weasel.

End of turn:
Draw up to 7.

EDIT:Forgot the random ship.
Ship: 1d10 ⇒ 1 = Dominator
Survival 8: 1d8 + 5 ⇒ (6) + 5 = 11 Defeated.
Plunder: 1d6 ⇒ 2 = Stone Skin (discard at end of turn).

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Beaststrike Club, Wolfhide Armor, Dwarf Caiman, Snow Leapard, Thylacine, Wolverine, Blessing of the Green Faith
Displayed: Elemental Treaty
Deck: 7 Discard: 4 Buried: 1
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00C2.
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Snow Leapard:
Snow Leapard
Ally 1

Traits
Animal
Elite

Powers
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.


Zova starts at the Shipwreck Graveyard.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Beaststrike Club, Aspect of the Frog, Charm Animal, Wolfhide Armor, Cloud Puff, Fire Gecko, Raven
Displayed: 0
Deck: 11 Discard: 0 Buried: 0
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00C2.
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before or after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.


Pass on upgrades.


9-00C1 Boon: 1d20 ⇒ 18


Zova moves to the Sharkskin Reef and prepares to fight the sea monster.
Imrijka recharges his hand to temp close.
Recharge Cloud Puff to cancel BYA damage.
Recharge Beaststrike Club, recharge Dwarf Caiman to add Survival. Recharge Snow Leopard to add d4. Discard Blessing of Nethys. And one blessing from Feiya to get me to 99%
Combat 14+6=20: 1d6 + 1d4 + 1 + 1d6 + 1d8 + 5 + 1d4 + 1d6 + 1d6 ⇒ (2) + (2) + 1 + (4) + (3) + 5 + (3) + (2) + (5) = 27 Defeated.

We win.


Start of turn:
Lightning Storm: 1d4 ⇒ 3 Ouch. Discard Salvation Cactus, Draughtcap Fungus, Osirion History Guide
Lightning Storm move: 1d6 ⇒ 1 Still at Fog Bank.

Zova directs her hipoocampi friends back to the mouth of the river and out of the storm.

Explore Gozreh's Flow Card 1: Corridor Dart Trap
Recharge Aspect of the Frog to add Survival
Stealth 6+4=10: 1d8 + 1 + 1d8 + 5 ⇒ (5) + 1 + (2) + 5 = 13 Defeated.

Discard Blessing of Ketephys to explore Gozreh's Flow Card 2: Shipwreck
Recharge Raven to add Survival
Fort 5+4=9: 1d8 + 1 + 1d8 + 5 ⇒ (5) + 1 + (6) + 5 = 17 Defeated.
Plunder Card: 1d6 ⇒ 1 = Ooze Falchion +1 (Weapon 2)
Close Survival 7: 1d8 + 5 ⇒ (7) + 5 = 12 Closed.
Move to Random location: 1d5 ⇒ 4 = Tempest Cay

End of turn:
Discard Ooze Falchion
Reveal Cloudpuff to draw up to 8.

Next turn:
Bury Charm Animal to draw: Dhabba

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Beaststrike Club, Wolfhide Armor, Cloud Puff, Dhabba, Dwarf Caiman, Snow Leapard, Wolverine, Blessing of Nethys
Displayed: Curse of Daybane
Deck: 6 Discard: 7 Buried: 2
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00C1.
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before or after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Snow Leapard:
Snow Leapard
Ally 1

Traits
Animal
Elite

Powers
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.

Blessing of Nethys:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


After what she told the hippocampi before, they are not interested in following Kyra's horrible little boat through Gozreh's Flow (and Zova doesn't blame them). It takes some convincing, but they finally agree to Zova's request, and together they swim to the mouth of the river.

Explore GF 3: Vanth
Scourge: 1d6 ⇒ 4 = Curse of Daybane.
Recharge Stone Weasel to add Survival, Kyra plays Blessing of Mazmezz
Combat 13: 1d6 + 1d8 + 5 + 3d6 ⇒ (3) + (5) + 5 + (4, 2, 3) = 22 Defeated.

End of turn:
Reveal Fungus and Cloudpuff to draw up to 9.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Beaststrike Club, Aspect of the Frog, Cloud Puff, Draughtcap Fungus, Osirion History Guide, Salvation Cactus, Raven, Blessing of Ketephys, Blessing of the Green Faith
Displayed: Curse of Daybane
Deck: 9 Discard: 2 Buried: 1
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00C1.
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before or after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Draughtcap Fungus:
Draughtcap Fungus
Item 2

Traits
Plant
Alchemical
Poison

Powers
On a character at your location's combat check, bury or banish this card to add 1d12 and the Poison trait. After the check, you may succeed at a Craft 7 or Survival 8 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Salvation Cactus:
Salvation Cactus
Item 2

Traits
Plant
Alchemical

Powers
On a character at your location's check that invokes the Fire trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 check to recharge this card instead.

While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Blessing of Ketephys:
Blessing of Ketephys
Blessing 2

Traits
Wisdom
Divine
Survival

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Animal trait.
Discard this card to explore your location. During that exploration, if you have the Elf or Half-Elf trait, add 1d4 to you checks.
After you play this card, if there are less than 5 cards in the blessings discard pile, recharge this card instead of discarding it.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.


Kyra approaches, and Zova warns her new hippocampus friends to beware the evil cleric. The whole pod quickly swims away with Zova to the Raker Shoals, leaving Kyra no option but to use a dingy old rowboat.

Explore Raker Shoals 1: Filter Hood Banished.

Discard Wolverine to explore Raker Shoals 2: Kukri Banished.

Discard Thylacine to explore Raker Shoals 3: Osirion History Guide. Auto-acquire with Wisdom.

Discard Fire Gecko to explore Raker Shoals 4: Blessing of Nethys
Osirion History Guide
Wisdom 8: 1d8 + 2 + 1d8 ⇒ (6) + 2 + (5) = 13 Acquired.

Discard Blessing of Nethys to examine Raker Shoals 5 + 6: Poison Blade Trap + Blessing of Thoth
Encounter Blessing of Thoth.
Wisdom 10: 1d8 + 2 ⇒ (1) + 2 = 3 Banished.

Bury Angelstep to heal 1d4 + 1 ⇒ (3) + 1 = 4 cards (everything.
Recharge Survival 9: 1d8 + 5 ⇒ (3) + 5 = 8 Still buried.

End of turn:
Discard Crocodile Skin Armor.
Reveal Salvation Cactus to draw up to 8.

Zova wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d8
Stealth +1
CONSTITUTION d8
Fortitude +1
INTELLIGENCE d6
WISDOM d8 +2
Survival +3
CHARISMA d6

Powers
Hand Size: When you draw or reset your hand, choose a hand size of 3, 5, or 7 (☐ or 1 or 9).
Proficient With: Light Armors
When you would banish a spell that has the Animal trait for its power, you may instead recharge it.
On your Strength, Dexterity, or Constitution check, you may discard (☑ or recharge) a card that has the Animal trait to add your Survival skill. If it is a combat check and you did not play a weapon, add (☑ twice) that card's adventure deck number and the Animal trait.
You may discard a card to move after your exploration (☐ or to evade your encounter).

Favored Card Type: Card that has the Animal Trait
Weapon 1 ☐ 2
Spell 2 ☐ 3 ☐ 4 ☐ 5
Armor 1 ☐ 2
Item 3 ☑ 4
Ally 5 ☑ 6 ☑ 7
Blessing 3 ☐ 4 ☐ 5

Hand: Cloud Puff, Draughtcap Fungus, Osirion History Guide, Salvation Cactus, Raven, Stone Weasel, Blessing of the Green Faith, Blessing of the Green Faith
Displayed: 0
Deck: 10 Discard: 1 Buried: 2
Notes: Die bumps: 2/2. Shirt reroll not used in 9-00C1.
Feel free to use any card that is helpul (cards with powers useful for others are listed below)
Cloud Puff:
Cloud Puff
Item B

Traits
Plant
Alchemical
Basic

Powers
Bury or banish this card to allow a character to ignore a bane's powers that happen before or after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Draughtcap Fungus:
Draughtcap Fungus
Item 2

Traits
Plant
Alchemical
Poison

Powers
On a character at your location's combat check, bury or banish this card to add 1d12 and the Poison trait. After the check, you may succeed at a Craft 7 or Survival 8 check to recharge this card instead.
While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Salvation Cactus:
Salvation Cactus
Item 2

Traits
Plant
Alchemical

Powers
On a character at your location's check that invokes the Fire trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 check to recharge this card instead.

While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Blessing of the Green Faith:
Blessing of the Green Faith
Blessing B

Traits
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.

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