Turn 19, under the Blessing of Gorum
Move to Warrens
Realize that all three Villains were immune to Electricity, and my spell is useless.
Decide to sit down and wait for one of the stronger fighters to show up and take the main fight, while I get support stuff ready.
Displayed:Potion of Heroism,
Deck: 14 Discard: 3 Buried: 0
Hero Points: 0
NOTES: Available Support: Any Combat: Recharge Shadowcat to add +1d12+6
Local: Cloud Puff
Local Combat: Discard Eruption to reduce difficulty by 1d12. (If you use this, I'll override my default download order to retrieve Eruption from discards instead when you win)
Other: Default Download order: Shadowcat, Restoration, Potion of Heroism, Potion of Focus
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Lab Accident, Death's Touch, Moose, Clockwork Dragonling, Liquid Persuasion, Bottled Lightning (Core), Potion of Focus, Blessing of Nethys, Parade Armor, Amulet of Fiery Fists, Restoration (Core), Hide Armor of Fire Resistance, Anesthetizing Slime, Tears of Death
Recharged: Discard Pile: Blessing of Lamashtu, Blessing of the Elements, Blessing of the Elements 2, Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☑ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Turn 15, under the Blessing of the Gods
Move to Deeper Dungeon
Having chased the monsters out of the Death Zone, Myrtle returns underground to meet up with Nok-Nok in the dungeons. As she peeks through her first doorway, she spots a witch in there.
Free Exploration - Dungeon #4: Hag
BYA - Arcane 14:1d12 + 4 + 1d4 ⇒ (7) + 4 + (4) = 15 - Success
Reveal Stone Axe for combat.
Check to Defeat - Combat 15+1=16:1d12 + 6 + 1d6 + 1 ⇒ (9) + 6 + (6) + 1 = 22 - Defeated, banished
Defeated a monster, download Restoration.
Banish Restoration to draw 2 (Cloud Puff, Potion of Heroism)
Charging in at the witch with her axe raised above her, she quickly attacks and strikes the hag down. Pausing to dig through the hags clothing, she finds enough eyes of newt and such that she can put together the spell components for one of her healing spells, restoring her strength and preparing herself to continue onwards.
Discard Blessing of the Elements to explore - Dungeon #5: Headband of Epic Intelligence
Check to Acquire - Intelligence 7:1d8 + 3 ⇒ (7) + 3 = 10 - Acquired
Before she leaves the room, and glint catches her eye. It turns out the old hag was also hiding away a magical headband... it would've done more good on her head than in a pile of rags on the ground, but her loss! Myrtle snatches it up and places it on her head, feeling smarter immediately.
Discard Blessing of the Elements (2) to explore - Dungeon #6: Enchanter
BYA - Discard Staff of Hungry Shadows
Reveal Stone Axe for combat.
Check to Defeat - Combat 8+6=14+1=15:1d12 + 6 + 1d6 + 1 ⇒ (8) + 6 + (1) + 1 = 16 - Defeated
AYA - Recharge Hide Armor of Fire Resistance to reduce damage to 0.
Defeated a monster, download Staff of Hungry Shadows from discard.
Then, because she can return to Nok-Nok, she feels the sting of a magic missile spell smacking her in the back, causing her to drop her staff. She turns around and snarls at this newcomer... apparently the hag had a boyfriend down here, and he's another spellcaster. Again raising the axe, she charges at the boyfriend, delivering to him the same fate as his partner. He attempts to immolate himself as he dies, to take Myrtle down with him... but her magical armor easily absorbs the weak amount of flame he's able to conjure as he dies. She turns and leaves the room at last, stopping to pick up her staff on the way out.
End of turn.
Check to Recover: Restoration (Core) - Divine 14:1d4 ⇒ 1 - Discarded
Draw 1 to reset my hand.
Start of Grazzle's turn, display Potion of Heroism for Nok-Nok, giving him +1d6 to all checks until the end of my next turn.
Rejoining Nok-Nok at last, Myrtle looks around the dungeon. It looks like most of the doors had already been marked off with Nok-Nok's signature scratch, leaving only one or two remaining. "I guess the giant is hiding in one of those. If you want to sneak up and see, I'll be right behind you. Oh, and take this", Myrtle hand him a potion to drink.
Displayed:Potion of Heroism,
Deck: 11 Discard: 5 Buried: 0
Hero Points: 0
NOTES: Available Support: Any Combat: Recharge Shadowcat to add +1d12+6
Local: Cloud Puff
Local Combat: Discard Eruption to reduce difficulty by 1d12. (If you use this, I'll override my default download order to retrieve Eruption from discards instead when you win)
Other: Default Download order: Shadowcat, Restoration, Potion of Heroism, Potion of Focus
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Death's Touch, Blessing of Nethys, Liquid Persuasion, Bottled Lightning (Core), Clockwork Dragonling, Tears of Death, Potion of Focus, Moose, Parade Armor, Lab Accident
Recharged: Hide Armor of Fire Resistance,
Discard Pile: Amulet of Fiery Fists, Blessing of Lamashtu, Blessing of the Elements, Blessing of the Elements 2, Restoration (Core), Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☑ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☑ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Off-turn, Myrtle is healed for 5: (Blessing of Nethys, Blessing of the Elements, Restoration (Core), Death's Touch, Lab Accident). Deck shuffled.
Turn 7, under the Blessing of Abadar
Free Exploration - Death Zone #1: Invasion Plans
Banish Potion of Focus to add Craft
Check to Defeat - Survival 13:1d12 + 6 + 1d12 + 6 ⇒ (8) + 6 + (11) + 6 = 31 - Defeated
Examine Death Zone #2: Blessing of Lamashtu, Death Zone #3: Warden of Runes, Death Zone #4: Icy Ledge. Return them in the same order.
Myrtle explores the aptly named "Death Zone", coming across a stack of paperwork. As she looks through it, she finds that it's the enemies plans for the area. The recognizes that it points to exactly where the Warden of the area is hiding right now, and pauses to check her gear and make sure that she's ready to face him.
End of turn.
Check to Recovery: Potion of Focus - Knowledge 7:1d12 + 6 ⇒ (7) + 6 = 13 - Reshuffled
Discard Amulet and draw 2 to reset my hand.
Displayed: Deck: 15 Discard: 1 Buried: 0
Hero Points: 0
NOTES: Available Support: Any Combat: Recharge Shadowcat to add +1d12+6
Other: Default Download order: Shadowcat, Restoration, Potion of Heroism, Potion of Focus
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of the Elements, Lab Accident, Moose, Blessing of the Elements 2, Restoration (Core), Stained Glass Elemental, Anesthetizing Slime, Tears of Death, Blessing of Nethys, Potion of Focus, Bottled Lightning (Core), Potion of Heroism, Cloud Puff, Clockwork Dragonling, Death's Touch
Recharged: Discard Pile: Amulet of Fiery Fists, Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☑ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Continuing up the peak, she follows a friendly moose until... it leads her to one of the giants. The villain looks over at here, his skin burning to keep the mountain cold at bay, and the wave of heat blasts out towards her.
Display Lab Accident upon monster encounter.
Banish Cloud Puff to ignore BYA
Myrtle charges towards the monster, literally throwing everything she's got at it as she goes.
Recharge Bottled Lightning to activate Lab Accident, using Acid instead of Electricity. Recharge Blessing of the Elements for +1 die. Recharge Clockwork Dragonling for +2d8 Wisdom. Potion of Heroism for +1d6.
Check to Defeat - Combat 28:2d12 + 4 + 1d4 + 1d8 + 1 + 2d8 + 1d6 ⇒ (7, 12) + 4 + (1) + (1) + 1 + (2, 5) + (2) = 35 - Defeated.
Thanks to the mixture of bottles and mechanical allies harrassing the creature, Myrtle is able to close within range to reach out at him with her powerful touch spell. Invoking the name of Nok-Nok's chaotic god to help her defeat this giant, she reaches out and channels all of the dark energy into him.
Banish Death's Touch. Nok-Nok discards Blessing of the Demon Queen for +3d dice. Potion of Heroism for +1d6.
Check to Defeat - Combat 30:4d12 + 4 + 1d4 + 3d6 + 3 + 1d6 ⇒ (11, 7, 7, 8) + 4 + (1) + (5, 3, 1) + 3 + (2) = 52 - Defeated
Defeated a monster, download Moose from discard.
End of encounter, banish Lab Accident.
Villain flees, Peak closed.
The creature falls from the top of the mountain peak. She sees it finally hit ground far below... and yet it still stirs, not quite banished. Sighing, she turns to start her long climb back down the mountain. Before descending though, she stops to peer out towards the barren landscape to see what's there.
End of turn, use closed location power to examine Death Zone #1: Invasion Plans.
End of turn, recharge Moose to move to Death Zone.
Attempt to Recover: Potion of Heroism - Knowledge 9:1d8 + 5 ⇒ (6) + 5 = 11 - Recharged
Attempt to Recover: Restoration (Core) - Divine 14:1d4 ⇒ 4 - Discarded
Attempt to Recover: Cloud Puff - Craft 4:1d12 + 6 ⇒ (10) + 6 = 16 - Recharged
Attempt to Recover: Death's Touch - Arcane 11:1d12 + 4 + 1d4 ⇒ (1) + 4 + (3) = 8 - Discarded
Attempt to Recover: Lab Accident: Arcane 16:1d12 + 4 + 1d4 ⇒ (7) + 4 + (2) = 13 - Discarded
Draw 4 to reset my hand.
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☑ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Nok-Nok discards Blessing of the Demon Queen, taking 1d4 Mental Damage
Aric's turn: Download Restoration and Potion of Heroism
Myrtle watches as Aric slices down a couple monsters, and runs over to collect the droppings. Very useful entrails these have...
Turn 3, under the Blessing of Desna
Move to Mountain Peak
Drink Potion of Heroism
Once the monsters are struck down, and after Aric has warned about a much bigger beast ahead, Myrtle decides that it's time for her to move on. She thought she spotted one of the giants moving up the outside of the mountain, and is afraid that it'll be too treacherous for the more ... urban-inclined members of the group. So she makes sure she's got all her gear well bundled up, drinks the potion that she made from some of the entrails, and starts climbing the peak.
Free Exploration - Peak #1: Hide Armor of Fire Resistance
Check to Acquire - Fortitude 7:1d8 + 1 + 1d6 ⇒ (5) + 1 + (5) = 11 - Acquired
Partway up the mountain she spots the frozen body of a previous adventurer. And he's wearing armor to protect him from heat... see, this is exactly why she didn't want the others following her here. Rookies would only be more trouble than they're worth. Of course, the armor would go to waste here, so even if it's magical properties aren't the most useful thing, it wouldn't hurt to have an extra layer.
Discard Blessing of Nethys to examine - Peak #2: Scythe, Peak #3: Hand Chopper. Leave them in that order, and explore
Check to Acquire - Melee 11:1d4 + 1d6 ⇒ (3) + (5) = 8 - Banished
The man was also carrying a Scythe, of all the odd weapon choices to bring to the top of a mountain. Instantly dismissing it as much too large and unweildy, she leaves it to be buried by snow.
Banish Restoration to draw 2: (Death's Touch, Stained Glass Elemental) - Not what I was digging for, but will definitely help
Discard Blessing of the Elements to explore - Peak #3: Hand Chopper
Check to Defeat - Disable 12:1d4 + 1d6 ⇒ (4) + (3) = 7 - Recharge Stained Glass Elemental for +7 to my check = 14, pass. Draw a new item: Amulet of Fiery Fists.
It looks like he has one more magic item as well... but this one is protected by a trapped lockbox. Steeling herself, she sticks her hand in to pry it open, only to have the entire thing suddenly snap shut around her, and try to take her hand. Luckily her friendly glass elemental was faster, and extends part of itself to shield her hand and hold the mechanism open, so that she could retrieve the object inside. A fighting amulet, not really her style, but might make a nice prize. If nothing else, she can use it to keep her fingers warm on the cold climb.
Discard Moose to explore - Peak #4: Killing Blade
Pause to see if it's worth guarding the Crypts or not.
Myrtle will start in the Crypts... purely for story reasons I'm sure. I mean, we just came running out of them, it makes sense that we'd still be there. Yeah, that's the one and only reason why I'm choosing to start there...
She'll also plan to move to the Peak, since she can auto-pass the start of turn check, and she's the only one that can safely traverse them.
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☑ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Off-turn, on Grazzle's turn, heal 5: (Blessing of the Elements, Blessing of the Gods 2, Blessing of the Elements 2, Bottled Lightning (Core), Potion of Focus). Deck shuffled.
When Raven defeated the Cave Bear, downloaded Shadowcat.
Turn 9, under the Blessing of the Gods
Pass Magic Spyglass to Raven
Raven discards the Magic Spyglass to examine top three. #2 - Harpy, #3: Magic Studded Leather, #4: Blessing of Calistra. Place Armor on top, then Harpy, then Blessing.
Displayed: Deck: 18 Discard: 2 Buried: 0
Hero Points: 0
NOTES: Available Support: Local Combat: Reveal Staff and discard Restoration for -1d12 to difficulty.
Any Combat: Recharge Shadowcat to add +1d12+5
Local: Cloud Puff
Anywhere: Blessing
Other: Default Download order: Shadowcat, Restoration, Potion of Heroism, Potion of Focus
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Potion of Focus, Blessing of the Gods 2, Death's Touch, Lab Accident, Anesthetizing Slime, Haste, Blessing of the Elements, Invincible Breastplate, Stained Glass Elemental, Bottled Lightning (Core), Blessing of the Gods, Blessing of the Elements 2, Liquid Persuasion, Blessing of Nethys, Moose, Potion of Heroism, Eruption, Clockwork Dragonling
Recharged: Discard Pile: Toxic Cloud, Wand of Treasure Finding, Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☑ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Grazzle's Turn - Heal 9: (Blessing of Nethys, Restoration (Core), Haste, Moose, Shadowcat, Eruption, Belt of Giant Strength, Blessing of the Gods, Blessing of Irori). Deck shuffled.
Myrtle continues to move quickly through this new crypt, still trying to find her way back to the surface. She spots a spell scroll, and remembering how much help that Haste spell was, she pauses long enough to snatch it up. This one is a less utility spell, but still could end up useful perhaps.
Banish Anesthetizing Slime to explore - Crypts #3 #2: Blessing of the Gods
Auto-acquired
She stops briefly at another holy shrine to pray for more guidance out of here, and then continues on her way.
Discard Blessing of the Gods to explore - Crypts #3 #3: Warlord
Banish Death's Touch for combat. It is a monster with AD0, so auto-defeated.
Defeated a monster, download Moose.
... and comes face to face with a hulky man in heavy armor. He looks at her stone axe and laughs at her, thinking that his armor makes him immune to her feeble weapon. She shakes her head... and thinks that she doesn't have time to deal with this right now. Tucking the axe back into her belt she instead casts a spell. The warlord braces himself for a fireball or some other offensive magic, and then laughs again when it appears that nothing has happened. He steps towards her... and then immediately falls over dead as she boops him on the nose with one finger.
Discard Moose to explore - Crypts #3 #4: Stone Giant
Banish Bottled Lightning for combat.
Check to Defeat - Combat 16:1d12 + 5 + 3d8 ⇒ (2) + 5 + (8, 1, 3) = 19 - Defeated
Defeated a monster, download Moose.
Moving on past him, she jumps back as it appears that the rock itself has stopped falling down upon her, and has instead started rising up around her. The she realizes that it's not rock, merely a giant with skin the color and texture of the rock. The giant stands and looms over her. Still not wanting to take time to stand and fight, especially not against something so much larger than her, she reaches into a pouch and pulls out a bottle. Hurling it at the giant, it cracks and shatters at his feet, releasing a thunderous crack of lightning that strikes him down.
Discard Blessing of the Elements 2 to explore - Crypts #3 #5: Magic Spyglass
Check to Acquire - Arcane 8:1d12 + 3 + 1d4 ⇒ (11) + 3 + (1) = 15 - Acquired
No cards remain, attempt to close.
Banish Potion of Focus for +1d12+5.
Check to Close - Survival 12:1d12 + 5 + 1d12 + 5 ⇒ (5) + 5 + (10) + 5 = 25 - Closed
She grabs a glint of metal that she's spotted near the giant's feet, snatching up a spyglass as she finally exists that crypt. Looking around... she has once again NOT emerged into daylight. Turning around she makes another marking on the door behind her so that she and her friends will hopefully find their way out of here eventually. Then she turns to see what lies ahead next.
End of turn, recharge Moose to move to Crypts #2.
Collapsing Crypts - 3 Open:1d10 ⇒ 7 - No collapsing.
Check to Recover: Anesthetizing Slime - Knowledge 5:1d12 + 5 ⇒ (6) + 5 = 11 - Reshuffled
Check to Recover: Death's Touch - Arcane 11:1d12 + 5 ⇒ (8) + 5 = 13 - REcharged
Check to Recover: Bottled Lightning (Core): Knowledge 10:1d12 + 5 ⇒ (2) + 5 = 7 - Discarded
Check to Recover: Potion of Focus: Knowledge 7:1d12 + 5 ⇒ (1) + 5 = 6 - Discarded
Draw 3 to reset my hand.
Displayed: Deck: 14 Discard: 5 Buried: 0
Hero Points: 0
NOTES: Available Support: Local: Disard Magic Spyglass to rearrange the top of the deck at the start of your turn.
Local Combat: Reveal Staff and discard Toxic Cloud for -1d12 to difficulty.
Local: Cloud Puff
Anywhere: Blessing
Other: Default Download order: Shadowcat, Restoration, Potion of Heroism, Potion of Focus
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Lab Accident, Moose, Liquid Persuasion, Blessing of the Gods, Invincible Breastplate, Blessing of Nethys, Shadowcat, Belt of Giant Strength, Eruption, Restoration (Core), Haste, Potion of Heroism, Clockwork Dragonling
Recharged: Death's Touch,
Discard Pile: Blessing of the Elements, Blessing of the Gods 2, Blessing of the Elements 2, Bottled Lightning (Core), Potion of Focus, Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☑ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Banish Restoration to draw 2: Moose, Blessing of the Elements
Display Potion of Heroism.
Feeling the rumbling and shaking start, Myrtle knows that it's past time to clear out of these crypts. Thinking that it's better to split up to work our way through, Myrtle chooses a random crypt and starts running. She slows down only long enough to cast a quick prepatory spell on herself and quaff a potion. Never hurts to be prepared in trying times like this...
Discard Blessing of Nethys to examine 2 and explore - Crypt #1 #2: Blessing of the Gods, Crypt #1 #3: Invincible Breastplate. Leave them in the same order and explore
Auto-acquire Blessing of the Gods.
As she runs past a couple small shrines and monuments to the gods, Myrtle stops herself. Yes, haste is important... but then, the blessings of the gods could also be very useful. She doubles back to pray at each one, feeling the blessings of the gods upon her. They seem happy that even in life-threatening situations somebody is willing to stop and pay homage. Hopefully, making gods happy will help get her out of this alive...
Discard Blessing of the Gods to explore - Crypt #1 #3: Invincible Breastplate
Check to Acquire - Fortitude 11:1d8 + 1 + 1d6 ⇒ (8) + 1 + (6) = 15 - Acquired
The gods reward her with a suit of heavy armor. Not really her style, but maybe the magic of it will at least protect her from the falling debris. She holds the front of the breastplate over her head like an umbrella as she runs.
Discard Moose to explore - Crypt #1 #4: Abominable Snowman
Banish Eruption for combat. Extra die for Fire.
Check to Defeat - Combat 18:2d12 + 3 + 1d4 + 4d6 + 1d6 ⇒ (3, 8) + 3 + (4) + (3, 4, 4, 3) + (6) = 38 - Defeated
Defeated a monster, download the Moose from discards.
Suddenly an abominable snowman lurks out of the darkness in front of her. She shakes her head in an attempt to disbelieve the illusion, assuming there's no possible way such a monster would be this deep in these magical crypts. But it doesn't fade away at all... might it actually be real? Myrtle doesn't have time to waste with it, she mutters a few words and a crack opens up in one wall. A flow of lava suddenly erupts through the crack, smothering and burning the cold creature. Assured now that it won't try to follow her any further, she chooses a new direction and continues to move quickly.
When she opened the crack, apparently she shook loose a couple sarcophagi from the crypts, and one of them catches her eye as she runs past. A pristine spell scroll sits atop a pile of rotted paper. She snatches it up, glancing down and realizing just how useful this spell is... something to make her move faster, to help clear her and her friends out of this place. She is preparing to cast it when suddenly
Discard Blessing of Irori to explore - Crypt #1 #6: Hag
Reveal Stone Axe +1 for combat. Reveal Tears of Death for +2d8
Check to Defeat - Combat 15:1d12 + 5 + 1d6 + 1 + 1d6 + 2d8 ⇒ (4) + 5 + (4) + 1 + (1) + (7, 2) = 24 - Defeated
Defeated a monster, download the Moose from discards.
Don't Poison Yourself, idiot - Craft 12:1d12 + 5 + 1d6 ⇒ (9) + 5 + (3) = 17 - Damage avoided
A Hag jumps out in front of her. Apparently, that had been one of her scrolls, and she doesn't take kindly to it being pilfered. Myrtle hefts her axe, pausing to drip some deadly poison on the end of it, and then charges to engage the creature. The hag falls quickly to the poisoned blade.
Discard Blessing of the Elements to explore - Crypt #1 #7: Large Chest
Check to Defeat - Melee 10+6=16:1d4 + 1d6 ⇒ (1) + (4) = 5 - Failed. Banish it anyway.
Thinking that if the hag had such a useful scroll, she might have other useful tools for escaping, Myrtle stops to investigate the rest of her lair. She finds a large chest, but unfortunately can't manage to force it open. She doesn't have time to waste here, so she quickly moves on.
Discard Shadowcat to examine - Crypt #1 #8: Belt of Giant Strength and then explore
Check to Acquire - Strength 5:1d4 + 1d6 ⇒ (4) + (5) = 9 - Acquired
As she's about to leave the lair, she spots a magical belt in a pile of bones off to one side, she snatches it up on her way out.
Discard Moose to explore - Crypt #1 #9: Locked Stone Door
Reveal Stone Axe +1 for combat. Banish Liquid Persuasion to add Craft to a Wisdom check. Moose gives +1d8 Survival
Check to Defeat - Combat 22+6=28:1d12 + 5 + 1d6 + 1 + 1d12 + 5 + 1d8 + 1d6 ⇒ (5) + 5 + (3) + 1 + (9) + 5 + (5) + (4) = 37 - Defeated
And then Myrtle has found it, the exit to this place. Unfortunately, the massive stone door is locked, preventing her from leaving. She hefts the axe again, drinks a potion to help enhance her aim, and quickly spots the weak points on the door. Using the axe to hack and pry near those weak spots, she triumphantly knocks the door down, and escapes the crypt... right into yet another crypt.
Check to Close - Survival 12:1d12 + 5 + 1d6 ⇒ (12) + 5 + (2) = 19 - Closed
Realizing that this maze of crypts is trying to trap her and her friends in here while it collapses around them, she quickly makes the marking of a trail sign for "Dead end" on the outside of the door. That way, if her or any of her friends get turned around and end up back here, they'll know that this is not the way out, and won't waste time going back into this area.
End of turn, banish Haste to move to Crypt #3.
Collapsing Crypt - 5 Open Locations:1d10 ⇒ 1 - Collapses
Crumble Crumble:1d6 ⇒ 4 - Recharge Invincible Breastplate to reduce damage by 3. Discard Belt of Giant Strength as damage.
Banish Crypt #3 #1-#4.
As she stops to make the markings, a large piece of the ceiling falls on her. Luckily, her makeshift "umbrella" absorbs most of the blow, and although the magical belt gets buried and lost under the rubble, she's mostly unharmed.
Displayed: Deck: 7 Discard: 10 Buried: 0
Hero Points: 0
NOTES: Available Support: Use Blessing if it recharges
Other: Default Download order: Shadowcat, Restoration, Potion of Heroism, Potion of Focus
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Clockwork Dragonling, Invincible Breastplate, Blessing of the Elements 2, Stained Glass Elemental, Liquid Persuasion, Potion of Heroism, Lab Accident
Recharged: Discard Pile: Blessing of Nethys, Blessing of the Gods, Blessing of Irori, Blessing of the Elements, Shadowcat, Moose, Belt of Giant Strength, Restoration (Core), Eruption, Haste, Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☑ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
The only real question is, do we want to stay together or spread out? Given that combat damage, I'm assuming that spreading out will probably be the best option in most situations... anybody have any reason not to?
I'll probably pass on a card upgrade, I'm pretty happy with where my deck is right now (I briefly considered swapping out UW for some APs, since I'm only using a couple UW cards... but those couple cards include Cloud Puff and Shadowcat, so they're pretty important. ;-) )
Myrtle heads over to the Shimmering Veils to rejoin the rest of the group
Free Exploration - Veils #4: Mercenary
Reveal Stone Axe for combat. Reveal Mountaineer for +2d8 Survival.
Check to Defeat - Combat 10+#=16:1d12 + 5 + 1d6 + 1 + 2d8 ⇒ (5) + 5 + (6) + 1 + (3, 5) = 25 - Defeated.
Recharge Potion of Ghostly Form
Download Anesthetizing Slime
She finds a mercenary hiding in the veil, but with help from her mountaineer friend makes short work of him.
Banish Anesthetizing Slime to explore - Veils #5: Yap the Pixie
Check to Acquire - Charisma 2:1d6 ⇒ 3 - Acquired
Recharge Clockwork Dragonling.
Continuing onwards, she finds a Pixie that the mercenary had captured in a jar. Opening the jar, Myrtle releases the pixie. Happy to be free, Yap points out a pair of magical boots nearby before it flies off.
Discard Yap the Pixie to explore - Veils #6: Boots of Elvenkind
Check to Acquire - Dexterity 6:1d4 ⇒ 2 - Failed, banished.
... unfortunately the boots are the wrong size, so Myrtle throws them aside. This place seems to be magically draining her of her strength, so she decides to sit and let somebody else finish the explorations.
No explores left. End of turn.
Check to Recover: Anesthetizing Slime - Knowledge 5:1d8 + 4 ⇒ (5) + 4 = 9 - Reshuffled into deck
Recharge Potion of Focus
Draw 3 to reset my hand.
Displayed: Deck: 18 Discard: 1 Buried: 1
Hero Points: 0
NOTES: Available Support: Local combat - Discard Lab Accident to reduce difficulty by d12.
Any combat - After Shadowcat is downloaded, recharge it for +1d12+5
Other: Default Download order: Shadowcat, Restoration, Potion of Heroism, Potion of Focus
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of the Elements, Blessing of Nethys, Tears of Death, Restoration (Core), Parade Armor, Death's Touch, Liquid Persuasion, Blessing of the Elements 2, Anesthetizing Slime, Shadowcat, Stained Glass Elemental, Potion of Heroism, Invoke, Cloud Puff, Eruption, Clockwork Dragonling, Potion of Ghostly Form
Recharged: Potion of Focus,
Discard Pile: Yap the Pixie, Buried Pile: Charm Person,
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☑ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Myrtle continues to work her way around the maze, trying to find her way into the middle of it in hope that she'll find something useful. She rounds one corner and finds the giant spider that Grazzle had warned her about. It makes a swing at her but the Mountaineer warns her and she dodges out of the way. Pulling out a crackling bottle from her bag, she hurls it at the spider, zapping it to death.
Discard Shadowcat to examine - Maze #2: Nosferatu
Choose not to explore.
Sending her pet cat ahead to scout around the next corner, it quickly comes back and warns her of the dangerous vampire lurking nearby. Deciding that this maze is too draining to fight a vampire in it right now, she sends word back to the rest of the group that she's spotted the big bad.
End of turn.
Check to Recover: Bottled Lightning (Core) - Knowledge 10:1d8 + 4 ⇒ (2) + 4 = 6 - Discarded
Draw 2 to reset my hand.
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☑ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Turn 3, under the Blessing of Irori
Move to Festering Maze of Sloth
Hearing about corrosion on the door ahead, Myrtle takes a quick look through her packs for some sort of acid or anything to clean the lock off and make it more accessible. Finding nothing, she decides to leave that door for the experts and heads off into the Maze to try her luck there.
Free Exploration - Maze #1: Blessing of the Gods
Auto-acquired
Discard Blessing of the Gods to explore - Maze #2: Faceless Stalker
BYA - Wisdom 7:1d12 + 3 ⇒ (12) + 3 = 15 - Passed
Reveal Stone Axe +1 for combat.
Check to Defeat - Combat 12:1d12 + 5 + 1d6 + 1 ⇒ (6) + 5 + (6) + 1 = 18 - Defeated
Defeated a monster, download Restoration
Cast Restoration on myself, drawing 2 (Shadowcat, Lab Accident)
Banish Anesthetizing Slime to explore - Maze #3: Charm Person
Check to Acquire - Arcane 4:1d12 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12 - Acquired
Bury Charm Person to draw Mountaineer from box.
Discard Blessing of the Elements to explore - Maze #4: Scout
BYA - Ranged Damage:1d4 - 1 ⇒ (2) - 1 = 1 - Discard Tears of Death for damage
Banish Eruption for combat.
Check to Defeat - Combat 14:1d12 + 3 + 1d4 + 4d6 ⇒ (7) + 3 + (4) + (4, 4, 1, 2) = 25 - Defeated
Defeated a monster, download Moose from deck.
Discard Moose to explore - Maze #5: Potion of Ghostly Form
Check to Acquire - Craft 4:1d12 + 5 ⇒ (7) + 5 = 12 - Acquired
Discard Shadowcat to examine - Maze #6: Avalanche
Place Avalanche on the bottom of the location and explore - Maze #7: Invoke
Banish Liquid Persuasion for +1d12+5
Check to Acquire - Wisdom 12:1d12 + 3 + 1d12 + 5 ⇒ (6) + 3 + (9) + 5 = 23 - Acquired
End of turn.
Check to Recover: Restoration (Core) - Divine 14:1d4 ⇒ 2 - Discarded
Check to Recover: Anesthetizing Slime - Knowledge 5:1d12 + 5 ⇒ (1) + 5 = 6 - Reshuffled
Check to Recover: Eruption - Arcane 13:1d12 + 3 + 1d4 ⇒ (5) + 3 + (2) = 10 - Discarded
Check to Recover: Liquid Persuasion - Knowledge 8:1d12 + 5 ⇒ (8) + 5 = 13 - Reshuffled
Discard Invoke to reset my hand.
Displayed: Deck: 10 Discard: 8 Buried: 1
Hero Points: 0
NOTES: Available Support: Local Wis or Chr - Liquid Persuasion +1d12+5
Other: Default Download order: Restoration, Potion of Heroism, Potion of Focus, Shadowcat
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Liquid Persuasion, Blessing of Nethys, Blessing of the Elements 2, Potion of Heroism, Death's Touch, Anesthetizing Slime, Potion of Focus, Stained Glass Elemental, Parade Armor, Cloud Puff
Recharged: Discard Pile: Blessing of the Gods, Blessing of the Elements, Tears of Death, Moose, Shadowcat, Invoke, Restoration (Core), Eruption, Buried Pile: Charm Person,
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☑ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☑ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Turn 14, under the Blessing of Lamashtu
Move to Glassworks
Banish Restoration to draw 2: (Tears of Death, Stained Glass Elemental)
Free Exploration - Glassworks #6: Potion of Energy Resistance
Check to Acquire - Craft 4+1=5:1d12 + 5 ⇒ (6) + 5 = 11 - Acquired, bury Lab Accident per scenario rules
Discard Reed Moccasin to explore - Glassworks #7: Cannibal Haunt
Banish Potion of Energy Resistance, and display Haunt.
Check to Close - Wisdom 6+2=8:1d12 + 3 ⇒ (12) + 3 = 15 - Success, location closed.
After leaning over to pick up the potion that Aric found, thinking it might come in handy, Myrtle proceeds around the next corner and spots the last ghost. Offering it the newly acquired potion as a gift, she turns to her friends and nods. "We're done..."
Myrtle continues to explore the apothecary, quickly coming upon an angelic figure that Grazzle had warned her about. After taking a quick sip of something to help loosen her tongue a little, she's able to convince the angel to join them in their quest.
Discard Ayruzi to explore - Apothecary #6: Charm Person
Check to Acquire - Arcane 4+1=5:1d12 + 2 + 1d4 ⇒ (8) + 2 + (2) = 12 - Acquired
Bury Bottled Lightning from hand (Scenario rule)
Bury Charm Person - Draw Mountaineer
Nearby, she finds a scroll. Just as she's reading it, another explorer enters the room and is accidentally caught in the effect of the scroll, making them instant best friends... she apologizes to the mountaineer for accidentally hitting him with her spell, but he tells her to think nothing of it, and directs her to another spell scroll that he'd spotted not far away.
Discard Mountaineer to explore - Apothecary #7: Augury
Check to Acquire - Arcane 6+1=7:1d12 + 2 + 1d4 ⇒ (10) + 2 + (3) = 15 - Acquired
Bury Augury from hand (Scenario rule)
This scroll seems to be a divination one, which is useful but the magic of the place is suppressing it right now, so Myrtle just slips it into her pocket to try to use later instead.
End of turn
Check to Recover: Liquid Persuasion - Knowledge 10+1=11:1d8 + 4 ⇒ (4) + 4 = 8 - Discarded
Draw 4 to reset my hand.
Displayed:Cannibal Haunt (x1),
Deck: 8 Discard: 3 Buried: 4
Hero Points: 0
NOTES: Available Support: Puff, Puff, Pass
Movement: If you want a Restoration before you leave, help yourself.
Other: Default Download order: Restoration, Eruption, Potion of Heroism, Potion of Focus
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of the Elements, Tears of Death, Stained Glass Elemental, Moose, Potion of Focus, Potion of Heroism, Anesthetizing Slime, Blessing of Nethys
Recharged: Discard Pile: Ayruzi, Mountaineer, Liquid Persuasion, Buried Pile: Eruption, Bottled Lightning (Core), Charm Person, Augury,
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☐ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Done with the crypt, Myrtle continues to explore around, and eventually finds a well stocked apothecary. Feeling back in her element, she starts to explore the area. She finds a scimitar that seems to be gesturing her towards something, flying around under it's on accord. Unfortunately, she doesn't speak scimitar, so she ignores the thing.
Banish Anesthetizing Slime to explore - Apothecary #2: Werewolf
Banish Death's Touch to touch it to death. - Defeated.
Defeated a monster, download Reed Moccasin.
It turns out, that it was gesturing her towards a werewolf that was hiding in the corner. Although it's fully transformed under tonight's full moon, Myrtle simply casts a quick spell, and as it jumps at her she boops it in the nose with a single finger, causing it to fall over dead.
Discard Reed Moccasin to explore - Apothecary #3: Headband of Epic Intelligence
Banish Potion of Heroism for +1d6.
Check to Acquire - Intelligence 7:1d8 + 2 + 1d6 ⇒ (2) + 2 + (3) = 7 - Acquired. Bury Headband of Epic Intelligence (Scenario Rule)
Continuing to look around, she spots a fancy headband that she drops into a pouch to see if she can sell it later.
Discard Snapping Flytrap to explore - Apothecary #4: Blessing of the Gods.
Auto-acquire. Bury Blessing of the Gods (Scenario Rule)
End of turn.
Check to Recover: Restoration (Core) - Divine 14:1d4 ⇒ 3 - Discarded
Check to Recover: Anesthetizing Slime - Knowledge 7:1d8 + 4 ⇒ (2) + 4 = 6 - Discarded
Check to Recover: Death's Touch - Arcane 11:1d12 + 3 + 1d4 ⇒ (10) + 3 + (3) = 16 - Recharged
Check to Recover: Potion of Heroism - Knowledge 11:1d8 + 4 ⇒ (7) + 4 = 11 - Reshuffled
Draw 1 to reset my hand.
Displayed: Deck: 7 Discard: 5 Buried: 0
Hero Points: 0
NOTES: Available Support: Puff, Puff, Pass
Movement: If you want a Restoration before you leave, help yourself.
Other: Default Download order: Restoration, Eruption, Potion of Heroism, Potion of Focus
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Potion of Focus, Potion of Heroism, Moose, Staff of Hungry Shadows, Stained Glass Elemental, Tears of Death, Blessing of the Elements
Recharged: Discard Pile: Blessing of Nethys, Reed Moccasin, Snapping Flytrap, Restoration (Core), Anesthetizing Slime, Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☐ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Displayed: Deck: 9 Discard: 1 Buried: 0
Hero Points: 0
NOTES: Available Support: Puff, Puff, Pass
Movement: If you want a Restoration before you leave, help yourself.
Other: Default Download order: Restoration, Eruption, Potion of Heroism, Potion of Focus
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Tears of Death, Reed Moccasin, Moose, Stained Glass Elemental, Staff of Hungry Shadows, Death's Touch, Potion of Focus, Blessing of the Elements, Snapping Flytrap
Recharged: Discard Pile: Blessing of Nethys, Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☐ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Myrtle moves forward to examine the text that Aric had pointed out. She examines it thoroughly... but unfortunately is unable to translate anything. It must be encoded... ah well, let's just move on.
Discard Blessing of Nethys to examine last two and explore - Crypt #9: Ogrekin, Crypt #10: Cannibal Haunt
Place Haunt on top and encounter.
Banish Blessing of the Elements from hand. Display Cannibal Haunt. Grazzle plays a Blessing of Abrazas.
Check to Close - Survival 12+1=13:2d12 + 5 ⇒ (5, 4) + 5 = 14 - Closed
Moving on towards the next corner, Nethys gives her warning of what the encoded message couldn't... there is a ghost nearby. She moves towards it, offering to help free it from it's bonds. But unfortunately the brief contact with the ghost takes a little something out of her... feeling more drained, she quickly locks the doors of the crypt and suggests that the party should move on.
Displayed: Deck: 11 Discard: 1 Buried: 0
Hero Points: 0
NOTES: Available Support: Puff, Puff, Pass
Other: Default Download order: Restoration, Eruption, Potion of Heroism, Potion of Focus
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Potion of Focus, Death's Touch, Moose, Stained Glass Elemental, Reed Moccasin, Tears of Death, Liquid Persuasion, Snapping Flytrap, Potion of Heroism, Staff of Hungry Shadows, Blessing of the Elements
Recharged: Discard Pile: Blessing of Nethys, Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☐ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
If you want a Restoration before you leave, help yourself!
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☐ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Myrtle will take an Item 6 (Tears of Death).
Second upgrade will be either a Spell 5 (Dragon's Breath) or Spell 6 (Lab Accident). I'm actually mostly indifferent to which one, so if Grazzle can use two Spell 6 upgrades then by all means do and I'll be quite happy with the Spell 5 instead.
Hero Point will be a new Spell card feat, for the new spell above.
Preparing for Villain fight. If anybody wants the Restoration to draw more cards into hand that can help in the fight, go for it. We just need to figure out who's most useful to have it
Whenever somebody encounters the villain ...
BYA - Wisdom 9:1d12 + 3 + 1d4 ⇒ (10) + 3 + (1) = 14
I'll throw the Cloud Puff to let the person encountering the villain ignore the BYA damage. And then I'll reveal the staff twice and discard two spells to decrease the combat check difficulties by 1d12 each.
Grazzle's turn - Healed for 4: (Restoration (Core), Eruption, Anesthetizing Slime, Bewilder). Deck shuffled.
Aric's turn - Reveal Staff of Hungering Shadows and discard Death's Touch for combat against a rusted lock. Very heroic.
Download Death's Touch back into hand when Red Raven defeats Horror Tree
Turn 13, under the Blessing of Erastil
After using her new staff to channel powerful magical energies into a mere lock, Myrtle feels like she's got a good feel for this new toy. She swings it around a bit, enjoying the feeling of power in her hand, and then stops when Aric points out the vampire skulking ahead.
Free Exploration - Locus #4: Skulking Vampire
Banish Liquid Persuasion to add Craft to my Wisdom check
Before Encounter - Wisdom 16:1d12 + 3 + 1d12 + 5 ⇒ (11) + 3 + (6) + 5 = 25 - No difficulty increase.
Banish Bottled Lightning for combat
Check to Defeat - Combat 22+5=27:1d12 + 5 + 3d8 ⇒ (7) + 5 + (5, 3, 7) = 27 - Defeated
Defeated a monster, download Eruption from deck.
Quickly quaffing a potion to help her resist the vampire's enthralling eyes, she hefts a bottle of lightning in her other hand and advances towards the creature. She has her pet Elemental on standby, ready to rush forward and finish this thing off after the explosion of lightning weakens it first. But to her surprise and delight, she strikes it straight in the chest with the full blast of energy, and it immediately crumbles to dust. The elemental looks at her forlornly, disappointed that it didn't get to fight this time, but she reassures it that there will be more monsters in their future.
End of turn
Check to Recover: Liquid Persuasion - Knowledge 10:1d8 + 4 ⇒ (2) + 4 = 6 - Discarded
Check to Recover: Bottled Lightning (Core) - Knowledge 12:1d8 + 4 ⇒ (1) + 4 = 5 - Discarded
Draw 1 to reset my hand.
Displayed: Deck: 11 Discard: 4 Buried: 0
Hero Points: 0
NOTES: Available Support: Local Combat - Reveal Staff and discard Death's Touch to decrease difficulty by d12. Then when you win, download Death's Touch back into hand from my discard pile. Lather, rinse, repeat.
Other: Default Download order: Restoration, Eruption, Potion of Heroism, Potion of Focus
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Potion of Focus, Robe of Runes, Anesthetizing Slime, Blessing of the Elements, Moose, Blessing of Nethys (2), Snapping Flytrap, Reed Moccasin, Bewilder, Potion of Heroism, Blessing of the Elements 2
Recharged: Discard Pile: Blessing of Nethys, Parade Armor, Liquid Persuasion, Bottled Lightning (Core), Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☐ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Off-turn stuff
Grazzle's Turn - Heal 3: (Blessing of the Elements, Blessing of Nethys (2), Reed Moccasin). Deck shuffled.
Nok-Nok's Turn - 1 monster defeated, download Eruption from deck.
Turn 9, under the Blessing of Gozreh
After watching Nok-nok run away from the lightning giant, Grazzle steps forward into the catacombs and finds... that undead demon that had been spotted here earlier. Reaching for her powerful attack spell... she suddenly remembers her demon lore and realizes that this particular brand is immune to that type of spell. Well, too late to turn back now... she hefts her axe and charges forward!
Free Exploration - Catacombs #1: Treachery Demon
BYA - Wisdom 12:1d12 + 3 + 1d4 ⇒ (10) + 3 + (1) = 14 - Unexpected victory! (I was planning to just absorb the damage, but okay then)
Reveal Stone Axe +1 for combat. Create Mindscape +1d4
Check to Defeat - Combat 21:1d12 + 5 + 1d6 + 1 + 1d4 ⇒ (9) + 5 + (3) + 1 + (4) = 22 - Defeated, dice are on fire today!
Defeated a monster, download Bottled Lightning from discard.
Somebody is clearly watching over her today, because the axe somehow manages to strike home on the first swing, felling the demon. Rushing over to the body, she manages to salvage enough demonic ... bits ... to use as ingredients in a new brew.
Banish Restoration to draw 2: (Anesthetizing Slime, Blessing of the Elements)
Banish Anesthetizing Slime to explore - Catacombs #2: Baykok
Banish Eruption for combat. Recharge Blessing of the elements to bless.
Check to Defeat - Combat 24:2d12 + 3 + 1d4 + 4d6 + 1d4 ⇒ (2, 10) + 3 + (3) + (1, 1, 6, 4) + (4) = 34 - Defeated
Defeated a monster, download Moose from deck, shuffling deck.
She casts a quick restorative spell on herself and then continues forward, finding another howler. She throws that strong spell that she'd had prepared for the demon, and sure enough this undead creature falls.
Summon Wrathful Sinspawn to close
Reveal Stone Axe +1 for combat. Create Mindscape +1d4.
Check to Defeat - Combat 9:1d12 + 5 + 1d6 + 1 + 1d4 ⇒ (6) + 5 + (6) + 1 + (4) = 22 - Auto-defeated
Defeated a monster, download Death's Touch from deck, shuffling deck.
Location is closed, no items in discard.
Display Parade Armor.
... another one is hot on it's tail, but much weaker than the first Myrtle manages to dispatch it with a flick of the axe.
End of turn, recharge Moose to move to Heptaric Locus.
Check to Recover: Restoration (Core) - Divine 14:1d4 ⇒ 2 - Discarded
Check to Recover: Anesthetizing Slime - Knowledge 7:1d8 + 4 ⇒ (1) + 4 = 5 - Discarded
Check to Recover: Eruption - Arcane 13:1d12 + 3 + 1d4 ⇒ (1) + 3 + (4) = 8 - Discarded
Check to Recover: Parade Armor - Knowledge 9:1d8 + 4 ⇒ (3) + 4 = 7 - Discarded
I figured the dice would fail me eventually...
Draw 0 to reset my hand.
Climbing back atop the friendly moose that carried her to the tomb, Myrtle rides off to meet up with Aric and see if he's come across any interesting monster bits that she might make use of.
Displayed: Deck: 9 Discard: 6 Buried: 0
Hero Points: 0
NOTES: Available Support: Local Chr or Wis - +1d12+5 from Liquid Persuasion
Local Combat - Reveal Staff and discard Death's Touch to decrease difficulty by d12. Then when you win, download Death's Touch back into hand from my discard pile. Lather, rinse, repeat.
Other: Default Download order: Restoration, Eruption, Potion of Heroism, Potion of Focus
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Potion of Heroism, Blessing of the Elements 2, Blessing of the Elements, Robe of Runes, Snapping Flytrap, Potion of Focus, Reed Moccasin, Blessing of Nethys (2)
Recharged: Moose,
Discard Pile: Blessing of Nethys, Bewilder, Restoration (Core), Anesthetizing Slime, Eruption, Parade Armor, Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☐ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Turn 5, under the Blessing of Pharasma
Move to Treacherous Cave
Case Restoration to draw 2 (Death's Touch, Liquid Persuasion)
Hearing that there might be monsters with precious parts waiting in the cave for her to harvest them, Myrtle heads over that way.
Free Exploration - Cave #1: Hill Giant
Reveal Stone Axe for combat.
Check to Defeat - Combat 15:1d12 + 5 + 1d6 + 1 ⇒ (10) + 5 + (5) + 1 = 21 - Defeated
Defeated a monster, download Stained Glass Elemental from deck (deck is shuffled)
Sure enough, she quickly comes upon an undead hill giant. She charges it with her axe, and strikes hard at the back of its leg, severing a tendon and felling the creature.
Banish Anesthetizing Slime to explore - Cave #2: Gamigin
Banish Bottled Lightning for combat.
Check to Defeat - Combat 22:1d12 + 5 + 3d8 ⇒ (11) + 5 + (7, 3, 4) = 30 - Defeated
Defeated a monster, download Reed Moccasin from discard
Continuing onwards, she spots an undead demon ahead. She hurls a bottle at it, which explodes next to it and quickly fries it. Demons are otherworldly, so they tend to have lots of useful bits and pieces... she rushes over to loot. A little disappointed that the best bits have rotted away, she still manages to find some useful things.
Discard Reed Moccasin to explore - Cave #3: Baykok
Banish Death's Touch for combat.
Grazzle, help me! - Wisdom 9:1d10 + 1 ⇒ (3) + 1 = 4 - Umm, nevermind, I guess I got this?
Check to Defeat - Combat 24:1d12 + 3 + 1d4 + 3d6 ⇒ (5) + 3 + (4) + (4, 5, 3) = 24 - Defeated!
After Acting - Ranged Combat Damage:1d4 ⇒ 1 - Reveal Sihedron Ring to reduce it by 2
Defeated a monster, download Staff of Hungry Shadows.
Check to Close - Survival 7:1d12 + 5 ⇒ (2) + 5 = 7 - Closed
Finally she encounters another howling corpse. She looks to Grazzle for help powering her spell, but unfortunately he seems to be distracted by its howl, and is unable to help. She hurls her spell at it, and just barely manages to conjure enough arcane power to strike the creature down.
End of turn, recharge Moose to move to Catacombs of Wrath, where all the action is.
Check to Recover: Restoration (Core) - Divine 14:1d4 ⇒ 4 - Discarded
Check to Recover: Anesthetizing Slime - Knowledge 7:1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13 - Reshuffled into deck
Check to Recover: Bottled Lightning (Core) - Knowledge 12:1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11 - Discarded
Check to Recover: Death's Touch - Arcane 11:1d12 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12 - Recharged
Start of Grazzle's turn, recharge Robe of Runes to draw Restoration into hand
With the cave secured, Myrtle heads into the Catacombs. These things are SURE to be full of undead creatures, brought back by these nasty howlers. Lots and lots of bits and pieces...
Displayed: Deck: 9 Discard: 6 Buried: 0
Hero Points: 0
NOTES: Available Support: Local Chr or Wis - +1d12+5 from Liquid Persuasion
Local Combat - Reveal Staff and discard Resotration to decrease difficulty by d12. Then when you win, download Restoration back into hand from my discard pile. Lather, rinse, repeat.
Other: Default Download order: Restoration, Eruption, Potion of Heroism, Potion of Focus
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Moose, Potion of Focus, Snapping Flytrap, Potion of Heroism, Blessing of the Elements 2, Anesthetizing Slime, Eruption
Recharged: Death's Touch, Robe of Runes,
Discard Pile: Blessing of Nethys, Blessing of Nethys (2), Blessing of the Elements, Bewilder, Reed Moccasin, Bottled Lightning (Core), Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☐ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Her eyes immediately set upon a glint of metal on the floor. She rushes over to it and brushes it off... it appears to be a magical ring. And not just any ring either, a powerful artifact of the Sihedron, the founders of ancient Thassilon. Perhaps this could be useful in their quest to end these runelords.
Discard Blessing of Nethys to examine top two and explore - Crypt #2: Blessing of Nethys; Crypt #3: Baykok
Leave them in the same order and encounter Blessing of Nethys
Check to Acquire - Wisdom 8:1d12 + 3 ⇒ (7) + 3 = 10 - Acquired
Continuing to explore, she prays at a small shrine of Nethys. She's offered choices in how to proceed, and decides to take the safer path for now, avoiding the undead while searching for more helpful options to present themselves.
Discard Blessing of Nethys (2) to examine top two and explore - Crypt #3: Baykok; Crypt #4: Invasion Plans
Place Invasion Plans on top and encounter it
Check to Defeat - Survival 13:1d12 + 5 ⇒ (1) + 5 = 6 - Recharge Stained Glass Elemental for +7. Defeated.
Examine the top three cards and rearrange: Crypt #3: Baykok, Crypt #5: Succubus, Crypt #6: Bewilder
Place Bewilder on top, then Baykok, then Succubus.
Nethys guides her towards a set of plans that show where all of the undead are have been stored. Myrtle quickly studies those plans, looking for anything that might be attainable while avoiding them. She spots a magical scroll that should be within reach, and makes for it.
Discard Reed Moccasin to examine the top card and explore - Crypt #6: Bewilder
Request Blessing of the Quartermaster from Nok-Nok
Check to Acquire - Arcane 14:2d12 + 3 + 1d4 ⇒ (2, 9) + 3 + (2) = 16 - Acquired
She finds the scroll, and pulls it down triumphantly. Then, opening it up, she realizes that this is a scroll of mind-control... not exactly something that will be helpful in a crypt full of mindless undead. She throws it to the ground in disgust, and deciding there's clearly not much more of value nearby she unleashes hell upon the zombies.
Discard Blessing of the Elements to explore - Crypt #3: Baykok
Banish Eruption for combat. Recharge Blessing of the Elements (2) to bless.
Check to Defeat - Combat 24:2d12 + 3 + 1d4 + 4d6 ⇒ (7, 7) + 3 + (2) + (4, 5, 6, 6) = 40 - Defeated
Eruption allows me to ignore the After Acting power.
Check to Close - Survival 12:1d12 + 5 ⇒ (12) + 5 = 17 - Location closed.
Well, not hell exactly. But the eruption of a small volcano in the middle of the crypt certainly puts a quick end to their restless moans. As the last of them is sealed in cooling magma, she looks to her party and gestures towards the door, wondering what else is down here...
End of turn,
Check to Recover: Eruption - Arcane 13:1d12 + 3 + 1d4 ⇒ (10) + 3 + (1) = 14 - Recharged
Discard Bewilder, and draw 5 to reset my hand.
Displayed: Deck: 9 Discard: 5 Buried: 0
Hero Points: 0
NOTES: Available Support: First person to claim the restoration before moving away can use it
Other: Default Download order: Restoration, Potion of Heroism, Potion of Focus
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Snapping Flytrap, Death's Touch, Liquid Persuasion, Staff of Hungry Shadows, Potion of Heroism, Potion of Focus
Recharged: Stained Glass Elemental, Blessing of the Elements 2, Eruption,
Discard Pile: Blessing of Nethys, Blessing of Nethys (2), Reed Moccasin, Blessing of the Elements, Bewilder, Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☐ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Nok-Nok recharged Blessing of the Quartermaster.
Crypt is closed.
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☐ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Turn 5, under the Blessing of Shelyn
Start of turn, recharge Moose to move to Thassilonian Library. (A Møøse once bit my sister)
Skip Move phase (no mental damage).
Free Exploration - Library #3: Invasion Plans
Check to Defeat - Survival 13:1d12 + 5 ⇒ (11) + 5 = 16 - Defeated.
Examine Library #4, #5, #6: Blessing of Abadar, Blessing of Shelyn, Mass Cure
Put Shelyn on top, then Cure, then Abadar.
Banish Anesthetizing Slime to explore - Library #5: Blessing of Shelyn
Check to Acquire - Wisdom 4:1d12 + 3 ⇒ (10) + 3 = 13 - Acquired
Discard Blessing of the Elements 2 to explore - Library #6: Mass Cure
Recharge Blessing of Shelyn to bless twice.
Check to Acquire - Wisdom 12:3d12 + 3 ⇒ (12, 12, 4) + 3 = 31 - Overkill, acquired. Acquired a spell, ends my turn.
Reveal Robe of Runes for +2 Int.
Check to Recover: Anesthetizing Slime - Knowledge 7:1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9 - Reshuffled
Draw 2 to reset my hand.
Reloaded: Middle of Deck (Unknown Order): Potion of Focus, Anesthetizing Slime, Blessing of Nethys, Reed Moccasin, Moose, Blessing of Shelyn
Recharged: Discard Pile: Restoration (Core), Potion of Heroism, Eruption, Stone Axe +1, Twitch Tonic, Snapping Flytrap, Blessing of the Elements, Blessing of the Elements 2, Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☐ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Turn 1, under the Blessing of Pharasma
Move to Festering Maze, because the Shrine is Icky.
Mental Damage:1d4 ⇒ 4(Stone Axe +1, Twitch Tonic, Snapping Flytrap, Blessing of the Elements)
Banish Restoration, draw 2 (Robe of Runes, Bottled Lightning)
Display Potion of Heroism on myself.
After following the goblin to his shrine, Myrtle is disappointed to look around and find nothing interesting there. Since the goblin is in no rush to explore, Myrtle decides to head off to explore a nearby Maze.
First Check - Banish Eruption for combat. Ask Grazzle to discard Blessing of Pharasma to add 2 dice. Villain gives -1 per die for Divine trait. Potion of Heroism +1d6.
Combat 23:3d12 + 3 + 1d4 + 4d6 + 1d6 - 9 ⇒ (7, 12, 1) + 3 + (1) + (1, 5, 5, 4) + (6) - 9 = 36
Second Check - Banish Bottled Lightning for combat. Potion of Heroism +1d6
Combat 23:1d12 + 5 + 3d8 + 1d6 ⇒ (4) + 5 + (3, 4, 3) + (6) = 25 - Defeated. Flees.
Defeated a monster, download Cloud Puff from draw deck.
She's barely gotten her to the first corner of the maze when she comes upon High Priestess and Trusted Advisor Ruyla. "I thank you for finding us so early" indeed! We just got here! Myrtle reacts quickly, throwing her most powerful spell at the priestess. She feels that the divine power is lacking somewhat, because the priestess is able to resist it partially with her own divine strength. "Oh yeah, resist this!" she cries, as she hurls a stoppered bottle at the priestess. It explodes at her feet, electrocuting her with a powerful blast of lightning. The priestess pushes past her and rushes out of the maze to find somewhere else to cower.
End of turn, banish Potion of Heroism.
Check to Recover: Restoration (Core) - Divine 14:1d4 ⇒ 3 - Discarded
Reveal Robe of Runes for +2 Intelligence.
Check to Recover: Potion of Heroism - Knowledge 11:1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9 - Discarded
Check to Recover: Eruption - Arcane 13:1d12 + 3 + 1d4 ⇒ (3) + 3 + (1) = 7 - Discarded
Reveal Robe of Runes for +2 Intelligence.
Check to Recover: Bottled Lightning (Core) - Knowledge 12:1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13 - Reshuffled
Draw 6 to reset my hand.
Displayed: Deck: 5 Discard: 7 Buried: 0
Hero Points: 0
NOTES: Other: Default Download order: Restoration (if used on a previous turn), Potion of Heroism (if used on a previous turn), Cloudpuff
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Potion of Focus, Parade Armor, Reed Moccasin, Blessing of Nethys, Liquid Persuasion
Recharged: Discard Pile: Restoration (Core), Potion of Heroism, Eruption, Stone Axe +1, Twitch Tonic, Snapping Flytrap, Blessing of the Elements, Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☐ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
If somebody else is starting in the Maze or the Shrine, I'll follow them there in hopes of leeching monster-kills. Otherwise, I'll start in the Library.
Displayed: Deck: 13 Discard: 0 Buried: 0
Hero Points: 0
NOTES: Available Support: Use a Restoration or Potion of Heroism if you want it. Especially if you're exploring a lot at my location.
Other: Default Download order: Restoration (if used on a previous turn), Potion of Heroism (if used on a previous turn), Cloudpuff
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Reed Moccasin, Bottled Lightning (Core), Anesthetizing Slime, Stained Glass Elemental, Potion of Focus, Moose, Blessing of the Elements 2, Parade Armor, Cloud Puff, Blessing of Nethys, Liquid Persuasion, Robe of Runes, Death's Touch
Recharged: Discard Pile: Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☐ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
After some fairly non-productive answers to a question I asked on the forums yesterday, I'm still left unsure of whether I want to take an Armor 5 or not. Since I'm both the BR and the player in question, I feel it unfair to rule on this myself, so do you guys want to take a look at that thread and rule whether or not Myrtle's power works with Parade Armor? If it does, I'll sign up to take the second Armor 5. If not, I'll pass.
Either way, I might be interested in the Spell 5, depending on how badly Grazzle wants it and what he can use it for.
Off-turn
Grazzle's Turn - Cast Restoration on Aric to allow him to draw two.
Check to Recharge: Restoration - Divine 14:1d4 ⇒ 1 - Failed, discarded
Nok-Nok's Turn - Ogre defeated, download Restoration from discard.
Alu-Demon defeated, download Potion of Focus from deck.
Myrtle finds her time spent in jail with the two convicts to be quite profitable. She's collected a few useful trinkets for later, she slips them into her pockets as she moves out towards the academy in search of more academic pursuits.
Turn 4, under the Blessing of Abadar
Move to Academy
Cast Restoration on myself to draw 2: (Potion of Heroism, Liquid Persuasion)
Drink Potion of Heroism.
Free Exploration - Academy #1: Augury
Check to Acquire - Arcane 6:1d12 + 3 + 1d4 + 1d4 ⇒ (4) + 3 + (1) + (1) = 9 - Acquired
Cast Augury, calling Spell
Examine Acadamy #2: Merchant; Academy #3: Raise Dead; Academy #4: Alu-Demon Sister
Place Raise Dead on top, shuffle the rest.
Entering the academy, she quickly finds the library and helps herself to a useful divination spell. She casts it to see if it can detect any more powerful spells nearby, and it does!
Banish Anesthetizing Slime to explore - Academy 3: Raise Dead
Check to Acquire - Wisdom 12:1d12 + 3 + 1d4 ⇒ (10) + 3 + (2) = 15 - Acquired
She rushes over to the next shelf and snatches up a powerful healing spell, one so strong it can even raise the dead. She slips it into her scroll case, thinking that the lizard might find this more useful than her.
Discard Blessing of Nethys to examine the top two
Random Card (3=2):1d8 + 2 ⇒ (2) + 2 = 4 Random Card (3=2):1d8 + 2 ⇒ (1) + 2 = 3
And I just noticed that the Demon-wench is immune to both the attack options I've got in hand right now, so I think I'll put her second and encounter the Merchant instead.
Check to Acquire - Charisma 7:1d6 + 1d4 ⇒ (5) + (2) = 7 - Acquired
Discard Merchant to have him carry Raise Dead over to Grazzle.
Praying to Nethys for guidance to find the right classroom as she continues to explore the area, she is guided to choose between two doors. One contains great evil, and the other is much more friendly. She opts for the friendlier option, and opens the door to find a merchant packing up his gear from a small student sale he'd be running. Speaking with him briefly, he tells her that he's heading off to the Thassalonian Library next. Remembering that Grazzle started out heading in that direction and feeling like she can trust this man, Myrtle hands him the scroll she'd found earlier and asks him to give it to the lizard man there. She trusts that there's likely to be only one.
Sending out a magical message to her friends indicating that she'll need help fighting the demon, as it's immune to most of her magic, she sits down to wait a few minutes and see if anybody shows up.
Displayed: Deck: 12 Discard: 3 Buried: 0
Hero Points: 0
NOTES: Available Support: Augury my location, if you'd rather dig for treasure before fighting the demon.
Liquid Persuasion - Local +1d12+5 to a Charisma or Wisdom check
Potion of Focus - Local add your Into to a non-combat check
Other: Default Download order: Restoration, Potion of Heroism, Cloudpuff
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Twitch Tonic, Stone Axe +1, Alchemist's Suit, Reed Moccasin, Potion of Heroism, Snapping Flytrap, Heat Metal, Anesthetizing Slime, Blessing of the Elements 2, Robe of Runes, Cloud Puff, Blessing of the Elements
Recharged: Discard Pile: Blessing of Nethys, Merchant, Restoration (Core), Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☐ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Grazzle was given Raise Dead.
If somebody comes to fight the Alu-Demon and then plans to keep exploring, I can download Restoration on the Alu-fight and then play it on you before you leave/explore.
Myrtle will start at either the Maze or the Prison, whichever one is occupied by the person with the highest number of explores available.
If that person isn't going first, she'll additionally cast Restoration on them during a prior turn, so that they can download/replay it on their own turn if they so desire (and if they hit a monster).
Reloaded: Middle of Deck (Unknown Order): Cloud Puff, Blessing of the Elements, Blessing of the Elements 2, Liquid Persuasion, Twitch Tonic, Reed Moccasin, Potion of Focus, Robe of Runes, Potion of Heroism, Snapping Flytrap, Heat Metal, Alchemist's Suit, Stone Axe +1
Recharged: Discard Pile: Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☐ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Turn 8, under the Blessing of the Gods
Move to Library
Myrtle follows Aric back out to the library, to see if there are any good spells there. She arrives just in time to see him crumpling up a scroll paper with a very rare and powerful spell on it. Mumbling curses at him under her breath, she proceeds to look around.
Quickly finding another spell scroll she takes a quick peak at it, and then decides it's not worth anything, crumples it up and throws it aside in a totally non-hypocritical manner.
Discard Blessing of the Gods to explore - Library #:1d7 + 3 ⇒ (4) + 3 = 7: Warrior of Wrath
Drink Potion of Heroism.
BYA - Acrobatics 12:1d4 + 1d6 ⇒ (2) + (1) = 3 - Failed, discard Alchemists Suit for damage.
Reveal Stone Axe +1 for combat. Request Nok-Nok bury Lamashtu for victory.
Check to Defeat - Combat 20:3d12 + 4 + 1d6 + 1 + 1d6 ⇒ (9, 11, 10) + 4 + (1) + 1 + (3) = 39 - Defeated
Banish Heat Metal to close the final location.
As she balls up the scroll she hears movement behind her, and turns to see a Warrior entering the room. Praying to Nok-Nok's god for guidance, she charges him with her axe and strikes him down.
End of Nok-Nok's turn, Restoration is discarded.
During Aric's turn:
Aric defeats Shadow, download Potion of Heroism for him to drink
(I didn't have this in my starting hand, so technically you didn't get the +1d6 until after this check, luckily it didn't make any difference here)
Aric defeats Sneak, download Restoration from discard pile.
Aric defeats Shining Child, download Cloudpuff.
Aric defeats Stone Giant, download Anesthetizing Slime.
Warrior of Wrath BYA - Banish Cloudpuff to ignore it.
Aric defeats Warrior of Wrath, download Stained Glass Elemental.
Aric defeats Zombie Giant, download Liquid Persuasion.
End of Aric's turn, recovery:
Attempt to Recharge: Potion of Heroism - Craft 9:1d12 + 4 ⇒ (11) + 4 = 15 - Recharged
Attempt to Recharge: Cloudpuff - Craft 5:1d12 + 4 ⇒ (4) + 4 = 8 - Recharged
Restoration discarded.
After a very profitable time looting the bodies of all the kills that the Red Raven was racking up, Myrtle follows after him towards the Maze.
Turn 4, under the Blessing of the Gods
Move to Festering Maze of Sloth
As she arrives, Aric is waiting in the nearby shows and points her towards a wand. She quickly snatches it up, sensing how powerful it is. It appears capable of pointing out any nearby treasure... unfortunately, it also appears that this was the ONLY treasure in the maze, so it's not very useful here. But hopefully it will find a purpose in the near future, if she hangs onto it for a few minutes more...
Banish Anesthetizing Slime to explore - Maze #3: Myriana
Reveal Stone Axe +1 for combat.
Check to Defeat - Combat 14:1d12 + 4 + 1d6 + 1 ⇒ (2) + 4 + (3) + 1 = 10
Recharge Stained Glass Elemental for +6 to result - Defeated.
Defeated a monster, download Cloud Puff from deck (shuffling deck).
Soon a ghostly nymph rises up to fight her. She charges it with her magical axe, and with some help from her friendly glass elemental, strikes it down!
Discard Snapping Flytrap to explore - Maze #4: Blessing of the Gods
Auto-acquire.
Discard Moose to explore - Maze #5: Warrior of Wrath
Banish Cloud Puff to ignore BYA power.
Banish Eruption for combat.
Check to Defeat - Combat 20:1d12 + 2 + 1d4 + 4d6 ⇒ (1) + 2 + (4) + (1, 5, 1, 6) = 20 - Defeated
Defeated a monster, download Potion of Heroism from deck (shuffling deck).
Banish Potion of Focus to add Craft to closing check
Check to Close - Fortitude 12:1d8 + 1 + 1d12 + 4 ⇒ (7) + 1 + (10) + 4 = 22 - Closed
Finally, she comes across a Warrior of Wrath, one of the guardians of this maze. She summons a powerful magical spell to send against it... and manages to strike it down. Leading her friend back out of the maze, they prepare to move along once more.
Displayed: Deck: 11 Discard: 4 Buried: 0
Hero Points: 0
NOTES: Available Support: Use Blessing if you need it.
Aric can drink the Potion of Heroism before he leaves, if he'd like it.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Stained Glass Elemental, Reed Moccasin, Blessing of the Elements, Robe of Runes, Blessing of the Elements 2, Restoration (Core), Sunrod, Blessing of Nethys
Recharged: Anesthetizing Slime, Cloud Puff, Eruption,
Discard Pile: Snapping Flytrap, Moose, Liquid Persuasion, Potion of Focus, Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☐ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Aric needs to make an Acrobatics 12 check or take 1 Fire damage
On Nok-Nok's turn, Myrtle will cast Restoration on Aric, allowing him to draw two cards. (this way, it'll be done recovery and I can possibly download/play it again on Aric's turn, if he'd like)
Myrtle will start with whomever has the most explores, in a location with a lot of monsters. Try to download a bunch of stuff before her first turn. And feel free to ask her to case Restoration on yourself to try to give yourself a few extra explores if you'd like, that's win-win.
Reloaded: Middle of Deck (Unknown Order): Stained Glass Elemental, Blessing of the Elements, Potion of Heroism, Blessing of the Elements 2, Liquid Persuasion, Sunrod, Reed Moccasin, Anesthetizing Slime, Blessing of Nethys, Heat Metal, Alchemist's Suit, Robe of Runes, Cloud Puff
Recharged: Discard Pile: Buried Pile:
Favored Card: Spell Hand Size: 6 ☑ 7☐ 8 Proficiencies: Alchemical, Arcane, Divine, and Liquid POWERS:
You may use your Wisdom skill (☑ +1d4) for your Arcane (▢ or Divine) check.
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 (☐ 5) plus the card's level. If you succeed, recharge it (☑ or shuffle it into your deck); if you fail, discard it.
☐ You may recharge a card to add 1d4 to a Wisdom check by a character at your location (☐ or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) (☐ or the Outsider or Undead trait). ☑ When a character at your location defeats a monster, you may draw an ally (☑ or a spell or an item) from your discard pile (☑ or deck, then shuffle your deck).
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
I'm interested in either an Ally 5 (if one is drawn) or a Spell 5. And if I get one of those, I'll take a matching Card Feat for whichever I get. Otherwise, I'll probably just take a Wisdom +1 Skill Feat.
As she enters the Glens, Myrtle summons a cloud of toxic gases across the entire area, hoping that it will aid her with her combat but also help Aric with his. Then she mentally prepares a powerful spell and heads forward.
Cast Eruption for combat. Banish Liquid Persuasion to add my Craft to my Wisdom. +1d6 Toxic Cloud
Check to Defeat - Combat 19:1d12 + 2 + 1d4 + 4d6 + 1d12 + 4 + 1d6 - 2 ⇒ (11) + 2 + (2) + (6, 1, 6, 5) + (9) + 4 + (4) - 2 = 48 - Defeated.