Ezren

Myrddin's Ezren's page

31 posts. Alias of Myrddin1209.


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Time to do all the rolls!

Boon A: 1d20 ⇒ 20 BOON!
Boon A2: 1d20 ⇒ 7
Boon B: 1d20 ⇒ 11
Boon B2: 1d20 ⇒ 9
Boon C: 1d20 ⇒ 14

And I think I'll pass on upgrades. I could maybe take a spell to swap False Life for Scrying, but I really can't decide how I feel about that swap so meh. I'll just stay as is for now.


Ok, back to combat.

Let's go with a Feiya recharge for 9, steal soul, a blessing, wand of enervation, and meteor swarm. :)

Combat 29: 2d12 + 2d10 + 2d6 + 3d4 + 15 ⇒ (9, 10) + (10, 2) + (3, 2) + (3, 3, 2) + 15 = 59

WE WIN!!!


I displayed my ring a bunch to ignore some fire damage and discarded the dance for Kyra. :)

Hour: The Sickness
When this is the hour: When you suffer damage, suffer the scourge Plagued.

HARROW OF SHIELDS
When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.

At the start of my turn, handing the Wand of Restorative Touch to Kyra.

On to exploring! An Evoker. Joy.

Dmg type: 1d6 ⇒ 4 Fire! Yay for being with Radovan. Someone still gets plagued, though. 1=me, turn order from there.

Random char: 1d4 ⇒ 3 => Feiya

Now for the combat. I think I'll actually go with Arcane instead of combat and use my scholar to help.

Arcane 15: 1d12 + 1d4 + 7 ⇒ (10) + (4) + 7 = 21 Dead.

And now I take damage and get plagued! Yay!
Fire Damage: 1d4 ⇒ 1 Radovan, ring, or armor. Take your pick. :)

Scholar to go again. Zassrion the Tyrant. Hello Mr. Villain.

For the BYA, I've got Shapechange and steal soul. Also, discarding Volcanic Storm to add my Int.

Dex 13: 2d12 + 1d4 + 6 ⇒ (4, 7) + (1) + 6 = 18 Passed.

Stopping for everyone else to see who has what in hand before attempting the combat.


I'll follow Radovan to Waxworks #6 since I don't need to worry about the fire damage.

Hour: The Crows
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.

HARROW OF KEYS
When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.

At the start of my turn, I'll examine my deck. Sage's Journal.

I wasn't planning to move, but Keys. Sigh. I don't want to burn everyone with fire and force 3 of us to fight things for that barrier, though, so I guess I'll stay here and eat it. I'll just discard the journal.

Time to explore. Instrument of Agony. I'll give it a shot.

Wisdom 10: 1d8 + 1d4 + 3 ⇒ (4) + (2) + 3 = 9 Meh, oh well.

Darb to go again. A Locked Door. I have Shapechange and Disintegrate. Bring it door! I'll go with strength.

Str 18: 1d12 + 3d10 + 1d4 + 2 ⇒ (9) + (1, 3, 9) + (3) + 2 = 27 Bye bye, door!

I have to stop here sadly. Radovan + ring block the fire damage.

Attempting to recharge disintegrate. I'll recharge Banudor and ask my scholar to help.
Arcane Recharge 16: 1d12 + 2d4 + 7 ⇒ (7) + (2, 1) + 7 = 17 Success!

Ezren wrote:


Hand: Meteor Swarm, Chain Lightning, Volcanic Storm, Wand of Ennervation, Ring of Protection, Wand of Restorative Touch, Acadamae Scholar, The Dance
Deck: 8 Discarded: 4, Buried: 3
Displayed:
Current Location: Waxworks #6
NOTES: deckbox reroll: available, 5 hero points
Available Support:
- Recharge to add a d4 against a local magic check
- The Dance - Another character's check
- Trifaccia's Mantle - A local check against a human bane.
- Wand of Enervation - Combat check
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.



Fire damage from the end of Radovan's turn:
Fire: 1d4 - 2 ⇒ (1) - 2 = -1 Not a thing. :)

Hour: The Big Sky
When this is the hour: At the start of your turn, you may remove 1 of your scourges.

HARROW OF HAMMERS
On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

Examine my deck. It's my Wand of Restorative Touch.

I'll explore. Icy Prison. That's fun, but hardly critical. Scholar, a little help please?

Arcane 12: 1d12 + 1d4 + 7 ⇒ (8) + (4) + 7 = 19

Recharging Icy Prison to see what's next. Pegg and Louie. I suppose I should go after that. Recharging my Trident to encounter it. I'll go with Wiscom and will discard Boneshatter to add my Int.

Wisdom 13: 1d12 + 1d8 + 1d4 + 7 ⇒ (10) + (1) + (2) + 7 = 20 Mine. Even if I'm not sure I want them...

I have to stop here.

EOT Fire Dmg: 1d4 - 2 ⇒ (4) - 2 = 2 Radovan for one and recharge Pegg and Louie for the other since that's a convenient way to get rid of them. :p Radovan, a monster is yours!

Ezren wrote:

Displayed:

Hand: Meteor Swarm, Disintegrate, Banudor, Ring of Protection, Wand of Restorative Touch, Acadamae Scholar, Darb Tuttle, The Dance
Deck: 9 Discarded: 1, Buried: 3
Displayed: Steal Soul, Shapechange, Trifaccia's Mantle, False Life, Angelic Armor
Current Location: Waxworks 4
NOTES: deckbox reroll: available, 6 hero points
Available Support:
- Recharge to add a d4 against a local magic check
- Disintegrate - local Lock or obstacle
- Banudor - local craft or disable
- The Dance - Another character's check
- Trifaccia's Mantle - local check against a human bane
- Darb Tuttle - local checks to close or guard
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.



Hour: The Uprising
When this is the hour: Your non-combat check against a bane is blessed.

HARROW OF HAMMERS
On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

I went to Waxworks 4 with Radovan. I also displayed my Angelic Armor at some point. :)

At the start of my turn, I'll examine my deck. It's my trident.

Now to explore. The Dance. Shapechange is up and in stat mode so this should totally be doable.

Dex 11: 1d12 + 1d8 + 1d4 + 2 ⇒ (7) + (4) + (3) + 2 = 16 Got it. It's a pretty good blessing for someone else so I'll hold onto it for a bit.

Recharging Sadomasochism to examine the next card. Ember Ghoul. Reloading Banudor to encounter it. I'll use Death's Touch.

Combat 20: 1d12 + 3d6 + 1d4 + 10 ⇒ (8) + (6, 6, 4) + (4) + 10 = 38 Very dead, Hammers not an issue.

Radovan, we each need to do this Con check. Mine's blessed due to the hour, and I have Shapechange up.

Con 8: 2d12 + 1d4 + 2 ⇒ (12, 10) + (4) + 2 = 28

And sadly, I now need to stop.

Arcane Recharge 13: 1d12 + 1d4 + 7 ⇒ (2) + (3) + 7 = 12 ouch. Discarding Death's touch.

Fire Dmg: 1d4 - 2 ⇒ (3) - 2 = 1 Radovan blocks it.

Ezren wrote:

Displayed:

Hand: Boneshatter, Meteor Swarm, Disintegrate, Fury's Trident, Banudor, Ring of Protection, Acadamae Scholar, The Dance
Deck: 9 Discarded: 1, Buried: 3
Displayed: Steal Soul, Shapechange, Trifaccia's Mantle, False Life, Angelic Armor
Current Location: Waxworks 4
NOTES: deckbox reroll: available, 6 hero points
Available Support:
- Recharge to add a d4 against a local magic check
- Disintegrate - local Lock or obstacle
- Banudor - local craft or disable
- The Dance - Another character's check
- Trifaccia's Mantle - local check against a human bane
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.



Wow, we really ripped apart the soul of that Construct since I stole it too. Also, displaying Shapechange and my shiny new armor.

Hour: The Avalanche
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

HARROW OF KEYS
When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.

Examining the top of my deck. False Life. I'll draw that and immediately display it.

I wanted to explore here, but probably a bad idea with Keys. I'll join Kyra at Waxworks #3. The Owl. I'll recharge my Truthspeaker to help.

Wisdom 11: 1d8 + 1d6 + 1d4 + 3 ⇒ (3) + (3) + (2) + 3 = 11 Mine.

Well, there's no Wild locations here so this blessing isn't that useful. I'll use it to explore instead. Sadomasochism. Fun times. Revealing scholar and recharging Icy Prison.

Arcane 16: 1d12 + 2d4 + 7 ⇒ (10) + (3, 1) + 7 = 21 Also mine!

I guess I'm stopping here due to the Wearisome.

Ezren wrote:

Displayed:

Hand: Boneshatter, Meteor Swarm, Death's Touch, Sadomasochism, Disintegrate, Ring of Protection, Acadamae Scholar, Angelic Armor
Deck: 9 Discarded: 1, Buried: 3
Displayed:
Current Location: Ruin
NOTES: deckbox reroll: available, 5 hero points
Available Support:
- Recharge to add a d4 against a local magic check
- Disintegrate (3d10 on local lock or obstacle)
- Sadomasochism
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.



Burying Staff of Greater Necromancy, Priest of Pharasma, and Toff Ornelos

Ezren wrote:

Displayed:

Hand: Shapechange, Death's Touch, Icy Prison, Steal Soul, Disintegrate, Ring of Protection, Lyrun-Quah Truthspeaker, Acadamae Scholar
Deck: 11 Discarded: 0, Buried: 3
Displayed:
Current Location: Ruin
NOTES: deckbox reroll: available, 5 hero points
Available Support:
- Recharge to add a d4 against a local magic check
- Disintegrate (3d10 on local lock or obstacle)
- Truthspeaker (1d6 on a local wisdom or divine check)
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.



I'll pass on upgrades too. :)


Hour: The Teamster
Hour Power: After your first exploration of your turn, you may discard a card to explore.

HARROW OF SHIELDS
When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.

Yay, it's not terrible!

Examining the top of my deck: Acadamae Scholar. No draw.

Oh, and I'm Entangled cause that check isn't happening.

Ok, continuing at the Thicket, we have a Staff of Greater Healing. That's cool. I suppose I should try for it. I'll recharge my Truthspeaker and will use my power to recharge the wand.

Wisdom 14: 1d8 + 1d6 + 2d4 + 3 ⇒ (8) + (1) + (4, 4) + 3 = 20 Mine!

Toff to go again. The Demon's Lantern. I'll go with Dex. Radovan, can Ruan help out too?

Dex 11: 1d6 + 1d8 + 2d4 ⇒ (3) + (8) + (3, 3) = 17 Also mine!

Discarding it to go again. Oh, now we have a nasty thing. A Ghast.

For the BYA, discarding Chain Lightning to auto it. Then Boneshattering it. although I think I still need some help. Radovan, can I get your Gorum's Iron?

Combat 29: 4d12 + 1d4 + 6 ⇒ (6, 1, 12, 10) + (3) + 6 = 38 Phew. Dead.

I should stop here...

Withering: 1d3 ⇒ 2 => Demon's Lantern

Recharge Arcane 16: 1d12 + 1d4 + 6 ⇒ (11) + (1) + 6 = 18 Boneshatter Recharged.

Ezren wrote:


Hand: Wand of Ennervation, Sage's Journal, Staff of Greater Necromancy, Ring of Protection, Staff of Greater Healing, Priest of Pharasma, Toff Ornelos, Darb tuttle
Deck: 9 Discarded: 2, Buried: 0
Displayed: Steal Soul, Angelic Armor, Shapechange
Current Location: The Forest
NOTES: deckbox reroll: available, 5 hero points
Available Support:
- Recharge to add a d4 against a local magic check
- Darb (2d12 on local check to close or guard)
- Toff (1d8 on a local magic check)
- Wand of ennervation (2d4 on combat)
- Sage's Journal (1d12 + 6 against a local bane, use only if critical)
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.



Discarding a card (my trident) to the stupid rabbit, and then stealing another part of its soul as recompense.

Hour: The Eclipse
Hour Power: On your Intelligence or Wisdom check, the difficulty is increased by 3.

HARROW OF STARS
After your check that was not blessed, recharge a random card.

I see we're continuing with the crappy hour and suit combination for me.

Examining my deck at the start of my turn. It's my armor.

I guess there isn't a ton of reason to stay at the Forest since we know there isn't a rabbit here. I'll head to the thicket instead.

Oh look! A Rabbit! I genuinely wasn't expecting that. Rabbit check everyone! I found this one so I guess I'll actually try for a change. Discarding Volcanic Storm to help. I could also use a blessing on this check and the first combat. Not so much since I need help, but to make sure I don't lose my only 2 combat spells. :(

Perception 11: 2d12 + 2d4 + 6 ⇒ (11, 12) + (2, 1) + 6 = 32 I spotted the hell out of that rabbit!

BYA damage: 1d4 - 1 ⇒ (4) - 1 = 3 => Recharging my ring

First we'll go with Disintegrate.

Combat 29: 2d12 + 4d6 + 1d4 + 6 ⇒ (4, 11) + (4, 2, 3, 3) + (3) + 6 = 36

And just in case anything is left of it, I'll drop a meteor on it.

Combat 31: 1d12 + 2d10 + 2d6 + 1d4 + 6 ⇒ (7) + (4, 6) + (5, 3) + (3) + 6 = 34

Random recharged card: 1d2 ⇒ 1 => Darb

Eww. Icky rabbit bits attacked!

BYA damage: 1d4 - 1 ⇒ (3) - 1 = 2 Using False Life for this one.

Feel free to shuffle what's left of the rabbit and some blessings around everywhere. :)

And that ends my turn since I'm down to 1 ally in hand...

Recharge Arcane 16: 1d12 + 1d4 + 6 ⇒ (1) + (2) + 6 = 9
Recharge Arcane 17: 1d12 + 1d4 + 6 ⇒ (6) + (4) + 6 = 16
Auto-recharge False Life

Ouch. Double-fail on the combat spells. :(

Withering: 1d4 ⇒ 3 => Of course it's meteor swarm. :(

Ezren wrote:

Displayed:

Hand: Boneshatter, Shapechange, Chain Lightning, Angelic Armor, Wand of Restorative Touch, Toff Ornelos, Lyrune-Quah Truthspeaker, Priest of Pharasma
Deck: 9 Discarded: 3, Buried: 1
Displayed: Steal Soul, Angelic Armor, Shapechange
Current Location: The Forest
NOTES: deckbox reroll: available, 5 hero points
Available Support:
- Recharge to add a d4 against a local magic check
- Toff (1d8 on a local magic check)
- Truthspeaker (1d6 on a local wisdom or divine check)
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.


Displaying my armor and Shapechange at the start of Kyra's turn.


I'll pass on upgrades. The Forest is a fine place for me to start. Here's my starting hand:

Ezren wrote:

Displayed:

Hand: Meteor Swarm, Disintegrate, Volcanic Storm, Steal Soul, False Life, Ring of Protection, Priest of Pharasma, Darb Tuttle
Deck: 14 Discarded: 0, Buried: 0
Displayed:
Current Location: The Forest
NOTES: deckbox reroll: available, 5 hero points
Available Support:
- Recharge to add a d4 against a local magic check
- Darb (2d12 on local check to close or guard)
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.


And assume I'm displaying False Life as soon as I can. :)


Ok, now I need to deal with the rabbit. Discarding Icy Prison.

Acrobatics 12: 1d12 + 2d4 + 6 ⇒ (2) + (1, 2) + 6 = 11 Screw this rabbit. Rerolling the 12.

Acrobatics 12: 1d12 + 9 ⇒ (8) + 9 = 17 Much better.

Turns out I had another d4 from the Sage's Journal that I forgot to add so I passed the original check. I didn't want to delete the reroll, though, since I didn't realize this until after all the other rolls. Sigh.

My hand was also a little messed up since I didn't actually cast Aid on Kyra. With a banished Aid and recharged Truthspeaker (which we'll assume I still had), I now have:

Staff of Greater Necromancy, Ring of Protection, Sage's Journal, Venster Arabasti

Hour: The Midwife
When this is the hour: At the start of your turn, summon and encounter a monster.

HARROW OF STARS
After your check that was not blessed, recharge a random card.

Sigh. Why do all the hours hate me?

Starting my turn by examining my deck. My Truthspeaker so this is going to suck since I don't have any combat spells or weapons. And I get an Evoker. At least I can kill it with Arcane...

Let's see what flavor it is.
Element: 1d6 ⇒ 3 => Electricity

Local Chars: Me, Kyra, Feiya

Random Local Char: 1d3 ⇒ 1 => Me. That's actually good. My ring blocks the damage.

I'm clearly going with Arcane. Feiya, can I get a hex? The cat should suffice, but feel free to use something else if you want to cycle a different card.

Arcane 15: 1d12 + 1d4 + 11 ⇒ (2) + (3) + 11 = 16 Defeated!

recharged card since it wasn't blessed: 1d4 ⇒ 2 => My ring. Sigh.

Now for the AYA damage.

Damage: 1d4 ⇒ 4 => I'll use False Life, which will auto-recharge.

I can't fight at this point so exploring seems like a bad plan. I guess I'll just stop and reset my hand.

Ezren wrote:

Displayed:

Hand: Meteor Swarm, Fury's Trident, Sage's Journal, Staff of Greater Necromancy, Venster Arabasti, Lyrune-Quah Truthspeaker, Toff Ornelos, Darb Tuttle
Deck: 9 Discarded: 6, Buried: 0
Displayed: Angelic Armor, False Life, Steal Soul
Current Location: The Ravine
NOTES: deckbox reroll: available, ?? hero points
Available Support:
- Recharge to add a d4 against a local magic check
- Sage's Journal (1d12 + 6 against a bane)
- Truthspeaker (1d6 on local wisdom or divine)
- Toff (1d8 on local magic check)
- Darb (2d12 on local check to close or guard)
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.


Random card shuffled in: 1d8 ⇒ 1 => Meteor Swarm. :(


I'll discard the top of my deck to Kyra's rabbit since we already spotted it, and then will display Steal Soul after she ate it.

Hour: The Sickness
When this is the hour: When you suffer damage, suffer the scourge Plagued.

HARROW OF SHIELDS
When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.

At the start of my turn, examining the top card of my deck. Venster, can't draw it.

Kyra, I'm going to give you my Wand of Restorative Touch. Please use it to heal me right before I end my turn, especially if I happen to pick up Plagued.

Now to explore. Aid. That could be useful.

Wisdom 6: 1d8 + 1d4 + 3 ⇒ (5) + (3) + 3 = 11 Mine.

I'll recharge Volcanic Storm to examine the next card. A Ghast. And Shields is up. Sigh. I guess I need to pass this one. I'll discard Quickend Ray to fuel my Int power.

Con 6: 2d4 + 1d12 + 6 ⇒ (2, 4) + (1) + 6 = 13

Kyra, I assume you'll need some help so take Aid and pass the check.

Now let's drop a Meteor on its head.

Combat 29: 1d12 + 2d10 + 2d6 + 1d4 + 6 ⇒ (7) + (6, 1) + (6, 3) + (4) + 6 = 33 Dead.

Stopping here since I'm pretty much tapped. I'll take that heal now, though.

Heal: 1d4 + 1 ⇒ (2) + 1 = 3

Now to attempt to recharge Meteor Swarm. I'll recharge my trident to help.

Recharge Arcane 17: 1d12 + 2d4 + 6 ⇒ (3) + (3, 3) + 6 = 15 Sigh.

Resetting my hand...

Ezren wrote:

Displayed:

Hand: Icy Prison, Staff of Greater Necromancy, Ring of Protection, Sage's Journal, Venster Arabasti, Lyrune-Quah Truthspeaker, Toff Ornelos, The Queen Mother
Deck: 9 Discarded: 6, Buried: 0
Displayed: Angelic Armor, False Life, Steal Soul
Current Location: The Forest
NOTES: deckbox reroll: available, ?? hero points
Available Support:
- Recharge to add a d4 against a local magic check
- Sage's Journal (1d12 + 6 on a local check against a bane, only use if critical)
- Truthspeaker (1d6 to a local wisdom or divine check)
- The Queen Mother (bless any check, after the roll, add 1 for each boon played with level < #)
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.


... and then shuffling in...

Random card: 1d8 ⇒ 7 => Toff Ornelos :(


Since we already spotted the rabbit, I'll auto-fail the BYA and discard the top card of my deck.

And happy to help with the Rabbit, Kyra. Attempting my recharge from that, while also recharging Venster for a d4.

Recharge Arcane 16: 1d12 + 1d4 + 6 ⇒ (2) + (4) + 6 = 12 Sigh. Oh well.

I also displayed False Life at some point between my last turn and this one.

Hour: The Lost
When this is the hour: When you would recharge a Magic boon, discard it instead.

HARROW OF STARS
After your check that was not blessed, recharge a random card.

Wow, that's a terrible set of hour and harrow for me. Yay fun. I guess I'll stay here at the Forest and will explore. A Ghost. Well, let's disintegrate it. Radovan, can I get your Joke to help here?

Combat 27: 2d12 + 5d6 + 6 ⇒ (4, 8) + (3, 3, 6, 3, 1) + 6 = 34 Defeated.

And I'm pretty much tapped out after that so I'm going to stop here. No point in attempting to recharge Disintegrate thanks to the harrow.

Resetting...

Ezren wrote:

Displayed:

Hand: Meteor Swarm, Volcanic Storm, Steal Soul, Fury's Trident, Staff of Greater Necromancy, Ring of Protection, Wand of Restorative Touch, Lyrune-Quah Truthspeaker
Deck: 9 Discarded: 6, Buried: 0
Displayed: Angelic Armor, False Life
Current Location: The Glade
NOTES: deckbox reroll: available, ?? hero points
Available Support:
- Recharge to add a d4 against a local magic check
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.


... And then shuffling in...

Random Card: 1d8 ⇒ 8 => Truthspeaker


Hour: The Brass Dwarf
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.

HARROW OF SHIELDS
When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.

At the start of my turn, I'll display my Angelic Armor. Then I'll explore. A Cursed Statue. I'll go with Wisdom and will take a hex from Feiya. Maybe the cat? I'll also recharge my Truthspeaker since this is nasty. Better to be safe than sorry with 3 scourges in play.

Wisdom 10: 1d8 + 1d6 + 5 ⇒ (7) + (4) + 5 = 16 Got it!

For defeating a card using a non-combat check, I'll draw... my Acadamae Scholar, who will promptly let me explore again. The Queen Mother. A knowledge blessing. I like that. And the bonus is active. :)

Knowledge 11: 1d12 + 1d8 + 6 ⇒ (5) + (3) + 6 = 14 Mine! I'd use it to explore, but wow that's nasty. So let's recharge Volcanic Storm to examine instead. A Dybbuk. Annoying, but not too bad. I'll reload Boneshatter to encounter it and will play Death's Touch. Feiya, perhaps another hex is in order? Maybe Daji this time?

Combat 26: 1d12 + 3d6 + 11 ⇒ (9) + (1, 3, 4) + 11 = 28 Dead!

Stopping here before I get into trouble. :)

Arcane Recharge 13: 1d12 + 6 ⇒ (4) + 6 = 10 Meh.

Resetting...

Ezren wrote:

Displayed:

Hand: Disintegrate, Boneshatter, Meteor Swarm, False Life, Fury's Trident, Staff of Greater Necromancy, Wand of Ennervation, The Queen Mother
Deck: 13 Discarded: 2, Buried: 0
Current Location: The Glade
NOTES: deckbox reroll: available, ?? hero points
Available Support:
- Recharge to add a d4 against a local magic check
- Disintegrate (3d10 on local lock or obstacle barrier)
- The Queen Mother (bless + for each boon played with level < #, add 1 after the roll)
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.


...and then shuffling in:

Random card: 1d8 ⇒ 7 => Wand of Enervation :(


I was thinking starting at the glade if anyone else wants to try that. :)

Ezren wrote:

Displayed:

Hand: Disintegrate, Boneshatter, Volcanic Storm, Death's Touch, Fury's Trident, Wand of Ennervation, Lyrune-Quah Truthspeaker, Angelic Armor
Deck: 14 Discarded: 0, Buried: 0
Current Location: The Glade
NOTES: deckbox reroll: available, ?? hero points
Available Support:
- Recharge to add a d4 against a local magic check
- Disintegrate (3d10 on local lock or obstacle barrier)
- Truthspeaker (1d6 on a local divine or wisdom check)
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.



I'd like the ally 6 please. :)


Hour: The Crows
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.

HARROW OF KEYS
When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.

At the start of my turn, I examine my deck and find a mostly useless weapon.

Well, I was going to close the Tavern, but Keys says otherwise. I guess I'll head to the Office. A Harrower. What's that doing here? Oh well, I guess it comes along with me. I auto the knowledge.

Sure, let's go again Harrower. A Mad Prophet? Sure, I'll give it a go. Kiya, can I get a Joke from you to be safe?

Int 13: 2d12 + 1d4 + 4 ⇒ (7, 10) + (1) + 4 = 22 Defeated. I'll draw The Crows for defeating it.

Hour: The Sickness -> When you suffer damage, suffer the scourge Plagued.
HARROW OF SHIELDS
When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.

Truthspeaker to go again. Oh look, a Wax Construct. Craft it is, with my Sage's Journal helping out.

Craft 14: 1d12 + 2d4 + 5 ⇒ (2) + (4, 1) + 5 = 12

Sigh. And I just remembered that I already used my reroll. Hero point it is.

Craft 14: 1d12 + 2d4 + 5 ⇒ (8) + (4, 1) + 5 = 18 Much better. Discarding Corrosive Storm for the AYA.

I'll go with Charisma for the close and will recharge Darb Tuttle to help.

Cha 13: 1d6 + 1d4 + 2d12 ⇒ (5) + (2) + (3, 6) = 16 Closed!

I'll move back to the Tavern on closing.

Ezren wrote:

Displayed:

Hand: Disintegrate, Sage's Journal, Icy Prison, Chain lighting, Staff of Greater Necromancy, The Crows, Acadamae Scholar, Fury's Trident
Displayed: The Third Eye, Steal Soul, Angelic Armor
Deck: 13 Discarded: 2, Buried: 0
Current Location: The Tavern
NOTES: deckbox reroll: used, ?? hero points
Available Support:
- Sage's Journal bury for 1d12 + 6 on local bane(use only if really needed)
- Recharge to add a d4 against a local magic check
- Disintegrate (3d10 on local lock or obstacle barrier)
- Corrosive Storm (Freely 2d6 on combat for the turn it's played, but everyone but me takes 1 acid damage at EOT. Note it's not local.)
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.



On Kiya's turn, I displayed Steal Soul when she killed the Evoker.

Hour: The Tangled Briar
Hour Power: When you close your location, instead of banishing its cards, shuffle them into a random other location.

HARROW OF SHIELDS
When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.

I'll display the Third Eye and my armor and then explore.

Looks like the location didn't get fully shuffled since the Evoker was killed and the Warlord Devil should have shuffled in so random exploring.

Random explore: 1d6 + 1 ⇒ (1) + 1 = 2 Oh look, the Warlord Devil is back. I guess I get to kill it. :)

I'll fail the BYA since I have 0 blessings in my deck and nothing in my discards to bury. :)

I'll use Boneshatter for the combat and will use my wand as well.

Combat 26: 3d12 + 3d4 + 6 ⇒ (7, 9, 11) + (4, 4, 3) + 6 = 44 Dead.

I'll use the Priest to go again.

Random explore: 1d5 + 2 ⇒ (2) + 2 = 4 => Toff Ornelos

Ooh, an ally 6. And it's arcane. Happy day.

Arcane 13: 1d12 + 1d4 + 6 ⇒ (2) + (3) + 6 = 11 Umm, that was unexpected. Using my reroll on the 12...

Arcane 13: 1d12 + 9 ⇒ (5) + 9 = 14 Much better...

Toff to go again.

Random explore: 1d4 ⇒ 3 => Corrosive Storm

Ooh, more arcane fun! I'll recharge Death's Touch to help on this one.

Arcane 13: 1d12 + 2d4 + 6 ⇒ (6) + (3, 2) + 6 = 17 Mine!

And I'm done. :)

Recharges:
Wand Arcane 12: 1d12 + 1d4 + 6 ⇒ (5) + (1) + 6 = 12
Boneshatter Arcane 16: 1d12 + 1d4 + 6 ⇒ (11) + (2) + 6 = 19

Ezren wrote:

Displayed:

Hand: Disintegrate, Corrosive Storm, Sage's Journal, Icy Prison, Chain lighting, Staff of Greater Necromancy, Darb Tuttle, Lyrun-Quah Truthspeaker
Displayed: The Third Eye, Steal Soul, Angelic Armor
Deck: 14 Discarded: 0, Buried: 0
Current Location: The Tavern
NOTES: deckbox reroll: used, ?? hero points
Available Support:
- Sage's Journal bury for 1d12 + 6 on local bane(use only if really needed)
- Recharge to add a d4 against a local magic check
- Disintegrate (3d10 on local lock or obstacle barrier)
- Darb Tuttle (2d12 on local checks to Close or Guard)
- Truthspeaker (1d6 on local wisdom or divine)
- Corrosive Storm (Freely 2d6 on combat for the turn it's played, but everyone but me takes 1 acid damage at EOT. Note it's not local.)
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.



Sorry for the delay. I'll skip an upgrade. Here's my starting hand:

Ezren wrote:

Displayed:

Hand: Steal Soul, Disintegrate, Boneshatter, Death's Touch, Sage's Journal, Wand of Ennervation, Priest of Pharasma, Angelic Armor
Deck: 14 Discarded: 0, Buried: 0
Current Location: The Tavern
NOTES: deckbox reroll not used, ?? hero points
Available Support:
- Sage's Journal bury for 1d12 + 6 on local bane(use only if really needed)
- Recharge to add a d4 against a local magic check
- Wand of Ennervation (2d4 on combat)
- Disintegrate (3d10 on local lock or obstacle barrier)
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.


I'll join Kiya at the Tavern. My bonus item is Third Eye. Nice, item 6. :)


I'd consider an ally 6, but it's not critical if someone else wants it.


We win!


Actually, I realized it doesn't matter. The most damage anyone can take is 3 with Radovan here. I'll assume Feiya keeps her other recharge 7 and the Pharasma in even the worst case. With that in mind, can I get that blessing and recharge? :)

Combat 34: 3d12 + 4d6 + 2d4 + 13 ⇒ (9, 3, 12) + (2, 5, 5, 3) + (4, 3) + 13 = 59 Well, that one passes...

Radovan, to you on the acrobatics check. Feel free to use my Sage's Journal for 1d12 + 6 as well.


Back to fighting mine. I'll also do craft with some Hex help from Feiya.

Craft 14: 1d12 + 1d4 + 5 + 7 ⇒ (9) + (3) + 5 + 7 = 24 Well, that's defeated. I'll bury my Truthspeaker from my discards for the AYA.

I'll go with charisma to close and will recharge Darb Tuttle to help.

Char 12: 2d12 + 1d6 + 1d4 ⇒ (9, 8) + (3) + (4) = 24 Closed. Well not really, since we have a villain.

I'll use my Priest to explore the Villain. I'm not going to bother with someone else fighting it this time. I'll just eat the difficulty increase and will use Icy Prison.

I'm totally going to fail the BYA so just taking the damage.
Fire Dmg: 1d4 ⇒ 2 => Radovan + a ring reveal negate it.

Everyone else?


During one of the fights at the Pits, I stole a soul so that's now displayed. :)

Hour: The Fiend
Hour Power: When you suffer a scourge on your turn, each local character suffers it.

HARROW OF HAMMERS
On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

At the start of my turn, examining the top card of my deck. It's my armor so I can't draw it. Now exploring at the Theater.

Wow, that's a Wax Construct right off the bat. Anyone else want to fight one first so I don't have to increase the difficulty?


Burying the Dance for Radovan. I also realized I screwed up my hand slightly last turn. I somehow managed to forget that the The Real Rabbit Prince was in it so I drew an extra card, which was Shapechange. With the heal (Meteor Swarm, yay!), Shapechange is shuffled back into my deck and I'm holding the RRP. Sorry about that.

Hour: The Unicorn
When this is the hour: Your check to acquire is blessed.

HARROW OF CROWNS
The difficulty of checks against summoned banes in increased by 4.

At the start of my turn, I'm going to hand Kyra my Wand of Restorative Touch since she can actually recharge it, and it gets it out of my hand...

I'll move to the Reading Room and will explore there. Looks like I get to play with the Wax Construct. I'll reveal my Sage's Journal and then I think I'll actually use Craft.

Craft 13: 1d12 + 2d4 + 7 ⇒ (9) + (1, 2) + 7 = 19 Very dead. :)

I'll discard the RRP for the AYA since I'll heal it back on closing.

For the close, I'll auto-acquire The Idiot and will then move to the Pits.

Ezren wrote:

Displayed:

Hand: Icy Prison, Steal Soul, Ring of Protection, Sage's Journel, Staff of Greater Necromancy, Darb tuttle #2, Priest of Pharasma, The Idiot
Deck: 14 Discarded: 2, Buried: 1
Current Location: The Pits
NOTES: deckbox reroll not used, ?? hero points
Available Support:
- Sage's Journal bury for 1d12 + 6 on local bane(use only if really needed)
- Recharge to add a d4 against a local magic check
- Darb Tuttle (2d12 on a local check to guard or close)
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.


Hour: The Rakshasa
On your Charisma check, you may use your Intelligence die instead of the normal die.

HARROW OF BOOKS
When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.

Examining the top card of my deck. It's an ally I can't draw.

I'll head to the Pits to leave that blessing for Radovan.

Forbiddance. I like Arcane barriers. I wouldn't mind a little help on this one, but I'm honestly not sure it's worth burying a blessing on so I'll try it and see what happens. Worst case, I come back a bit later with some more arcane help in my hand.

Arcane 15: 1d12 + 6 ⇒ (4) + 6 = 10 Yeah, I figured that was a stretch. Oh well. It's displayed, and I need to move elsewhere. Oh, and my ring blocks the damage from the location.

random location: 1d3 ⇒ 3 => Looks like I get to join everyone at the tavern.

Recharging Boneshatter to examine the next card. The Dance. I guess I can do this. Reload my staff to explore and then discard Disintegrate to add my Int to the check.

Dex 11: 1d12 + 1d6 + 4 ⇒ (4) + (5) + 4 = 13 Acquired.

I'll draw my Truthspeaker for having acquired a card and will use it to explore. Darb Tuttle. I really should have moved elsewhere. At least I can use my Int die instead of my Charisma one. I guess I'll also discard Meteor Swarm to try to pick him up.

Cha 15: 2d12 + 4 ⇒ (10, 6) + 4 = 20 Got him!

And I'm done. That was way too many discarded spells for one turn. :p

Ezren wrote:

Displayed:

Hand: Ring of Protection, Sage's Journel, Staff of Greater Necromancy, Wand of Restorative Touch, Darb Tuttle #2, The Dance, Shapechange, Icy Prision
Deck: Discarded: 3, Buried: 0
Current Location: Tavern
NOTES: deckbox reroll not used, ?? hero points
Available Support:
- Sage's Journal bury for 1d12 + 6 on local bane(use only if really needed)
- The Dance (bless twice on any check) and The Real Rabbit Prince (bless on combat check) blessings
- Darb Tuttle (On a local check to close or to guard, recharge to add 2d12)
- Recharge to add a d4 against a local magic check
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.


I'm always happy to help my friendly, local Vamcleric. (Recharging my trident).

It is the hour of The Hidden Truth.
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.

And that is Books so we have:
HARROW OF BOOKS
When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.

Examining the top of my deck. It's Boneshatter. I'll take that.

Ok, on to the exploring at the Reading Room. The Real Rabbit Prince. I'm sensing a theme. Dex 13, eh. Ok, I guess I should try for this. I'll discard Icy Prision to add my Int.

Dex 13: 1d6 + 1d12 + 5 ⇒ (6) + (12) + 5 = 23 I'll take that. Although, what are these blessing things anyway?

Oh, I know! They're free explores!

Random person's discard: 1d4 ⇒ 4 => Mine it appears.

Ooh, a Labyrinth! That sounds fun.

Knowledge 13: 2d12 + 1d4 + 8 ⇒ (8, 12) + (2) + 8 = 30 Well, that's defeated.

I'll recharge Boneshatter to examine the next card. Yeah, Con/Fort isn't my thing. I'll stop here.

But first, my blessing let's me heal!

heal: 1d4 - 1 ⇒ (4) - 1 = 3

Ezren wrote:

Displayed:

Hand: Meteor Swarm, Disintegrate, Ring of Protection, Sage's Journel, Staff of Greater Necromancy, Wand of Restorative Touch, The Real Rabbit Prince, Boneshatter
Deck: Discarded: 0, Buried: 0
Current Location: Tavern
NOTES: deckbox reroll not used, ?? hero points
Available Support:
- Sage's Journal bury for 1d12 + 6 on local bane(use only if really needed)
- Disintegrate (3d10 on local lock or obstacle)
- Recharge to add a d4 against a local magic check
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.


I'll start at the Reading Room with Kyra. :)

Radovan wrote:

Displayed:

Hand: Fury's Trident, Meteor Swarm, Disintegrate, Icy Prision, Ring of Protection, Sage's Journel, Staff of Greater Necromancy, Wand of Restorative Touch
Deck: Discarded: 0, Buried: 0
Current Location: Tavern
NOTES: deckbox reroll not used, ?? hero points
Available Support:
- Sage's Journal bury for 1d12 + 6 on local bane(use only if really needed)
- Disintegrate (3d10 on local lock or obstacle)
- Recharge to add a d4 against a local magic check
Skills & Powers:

Strength: d6 []+1 []+2
Dexterity: d6 []+1 []+2
Constitution: d4 []+1 []+2
Intelligence: d12 [X]+1 [X]+2 [X]+3 [X]+4
--Arcane: Int +2
--Craft: Int +1
--Knowledge: Int +2
Wisdom: d8 [X]+1 [X]+2 [X]+3
Charisma: d6 []+1 []+2
Favored Card: Spell
Hand Size 6 [X]7 [X]8
Proficiencies Arcane [] Alchemical

At the start of your turn, you may examine the top card of your deck; if it is a spell ([] or an ally), you may draw it. ([] Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([X] or recharge) ([X] or reload) a card to explore.
On a local check against a magic card ([] or against a non-Divine boon), you may recharge a card to add 1d4 ([] 1d6).
[X] On your non-intelligence check, you may discard a spell to add your Intelligence.
[X] When you defeat ([X] or acquire) a card using a non-combat check, you may draw a card.


.