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96 posts. Alias of ajpopp.


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STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

1. I'll use my Hero Point to take a Card Feat--another weapon card. I'll use that to get the Deathbane Light Crossbow +1.

2. Deck upgrades:
First choice: Item 3: 1d1000 ⇒ 561
Second choice: Ally 2: 1d1000 ⇒ 983
Third choice: Item 2: 1d1000 ⇒ 90

3. I'll use the Loot, Tablet of Languages Lost.

4. Should I give you the link to Nyctessa's Deck Handler? I'd like to play her for the next adventure.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Turn Order: Olenjack, Athnul, Raz, Salim, Mavaro, Adowyn
Out of turn updates:nil
Turn: Turn 19 – Blessing 2/Blessing of Wadjet
SOT: At the start of your turn, shuffle a random card from your discard pile into your deck. Only one card in discards: Masque.
Display Gambeson
Lightning Storm.
1d4 ⇒ 3
Bury Gambeson to reduce damage to 0.
Roll to see where Lightning Storm goes now.
Random Location: 1d9 ⇒ 2
Raz’s location. Of course. Actually, that’s perfect because Raz won’t be there for long.
Give card: nil
Move: stay at #3 Surgery.

Explore 1: Encounter Fire Hydra!

Fire Hydra:

Monster B
Traits: Aberration Fire Basic
To Defeat: Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

Olenjack evades and Raz charges to the rescue!
We both have to dodge its fire breath. Olenjack’s check:
Dexterity 8: 1d8 + 1 ⇒ (5) + 1 = 6
Nope. Good thing I have this handy Amulet.
Fire damage: 1d4 - 1 ⇒ (1) - 1 = 0
Even better! No Amulet required!

Botting Raz, with permission.
Bury Warhorse to move to Surgery and encounter the Fire Hydra.
Discard the top card of her deck for 1d6+1 on the Dodge The Fire check.
Dexterity 8: 1d8 + 1d6 + 1 ⇒ (8) + (1) + 1 = 10
Success! Now for the fight. Using the Ooze Falchion.
Combat 7: 1d8 + 3 + 2d4 + 1 ⇒ (2) + 3 + (1, 1) + 1 = 8
The Fire Hydra is destroyed (Raz couldn’t fail, which is why I didn’t burn another card from her deck).

Back to Olenjack…
Discard Sharper to explore.

Explore 2: Encounter Gaunt Cadaver!

Gaunt Cadaver:

MM
Henchman 2
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits.
Before you act, Gaunt Cadaver deals 1 Poison damage to you.
After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.

BYA, it deals 1 Poison damage, but Olenjack reduces all Poison damage to 0.
This looks like a Dragon Pistol kind of enemy. I will bury Dragon Pistol. I’ll use Salim’s Blessing of the Gods as well.
Combat 13: 2d8 + 1 + 3d6 ⇒ (7, 2) + 1 + (2, 1, 3) = 16
Olenjack prevails, but suffers the Curse of Withering.
I’ll stop here…reduced dice and no more ability to fight. I’m tempted to use Sebti to examine, but if it’s a trigger, I’m in trouble. Athnul can handle the last monster.

EOT Reset hand.

Olenjack wrote:

Hand: Slip, Blessing of Bastet, Sebti the Crocodile, Amulet of Life, Dagger, Blessing of Abadar,

Displayed:
Deck: 7 Discard: 1 Buried: 3
Current Location: Surgery
Hero Points: 1
Dice Re-Roll Used for ?: N
NOTES:

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
• Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card, you may recharge that card instead.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (17)
Notes for Urgraz: Reroll used
Notes for Olenjack: Curse of Withering
Notes for Raz: Reroll Used, Warhorse buried, Salim used Strength spell
Notes for Salim: OJ used BotG
Additional Info 1: Monsters are undead (immune to mental/poison); Bane undefeated banish 1 random card from location; if you don't overshoot against Nytessa then draw ally; Nyctessa is hard to kill; unresolved damage banishes cards

None Allowed - Siege Deck 8 remain
Salim - Embalming Parlor 1-4 remain
LIGHTNING STORM - Golden Lake 1-5 remain
Olenjack, Raz - Surgery 1-6 remain
Athnul - The Shiny Bauble 1-5 remain
Urgraz - Towering Obelisk 1-4 remain
Mavaro - Caravanserai 1-5 remain // 1=Ring of Godless, 2= Key of the 2nd Vault
Great Library of Tephu 1-5 remain
Alchemical Laboratory 1-5 remain
Catacombs 1-2 remain


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Turn Order: Olenjack, Athnul, Raz, Salim, Mavaro, Adowyn
Out of turn updates: Recharge random buried card. 1=Dragon Pistol, 2=Hypnotist’s Locket.
Random card: 1d2 ⇒ 1
Dragon Pistol.
Turn: Turn 13 – Blessing 1/Blessing of Abadar
SOT: At the start of your turn, shuffle a random card from your discard pile into your deck. Only one card in discards: Slip.
Give card: nil
Move: stay at #3 Surgery.

Explore 1: Encounter Camouflaged Pit Trap.

Camouflaged Pit Trap:

Barrier B
Traits: Trap Basic
To Defeat: Wisdom Perception 6
OR Dexterity Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

Display Sebti for +2.
Perception 6: 1d6 + 4 ⇒ (4) + 4 = 8
Olenjack notices Adowyn pause to examine some inscriptions—uncharacteristic behavior. He walks forward, when Sebti holds a hand out, frowning at the floor. He crouches down and finds a cleverly concealed pit. Adowyn had almost fallen in! Thank the gods that she was distracted by the scribblings on the wall.

Pit trap defeated. Free explore!
Explore 2: Encounter Lightning Storm. Dang. I presume it’s displayed next to the Surgery. Well, my Amulet of Life should fend it off for one turn, then hopefully we’ll be done.
Dust falls from the shelves as a crack of thunder shakes the building! Raz must be close by.

Discard Masque to explore again.
Explore 3: Encounter Emperor Cobra. Hah, Olenjack is now immune to Poison! But I intend to kill it anyway. Stealth 6 or Combat 8 to defeat. How am I a rogue without stealth? Guess I have to dagger it. Reveal dagger and recharge Dandy Brute.
Combat 8: 1d8 + 1 + 1d4 + 1d6 ⇒ (1) + 1 + (1) + (5) = 8
Uh, yeah. Well, that was a near thing, but OJ is victorious! And because it invoked the Poison trait, I get a free explore.
Olenjack’s agent Masque comes bolting out of a storage closet, followed closely by an enormous hissing snake! The dwarf readies a dagger as his half-orc bodyguard shoulders past and impales the serpent. “Right, then. Well done,” Olenjack says as he sheathes his blade.

Explore 4: For real? It must be the other Emperor Cobra’s mate. I’ll have to recharge my dagger.
Combat 8: 1d8 + 1 + 2d4 ⇒ (4) + 1 + (2, 2) = 9
”What’s with all these snakes in the thrice-cursed lab?!” Olenjack roars. He throws his dagger hard, pinning the second cobra to the shelves.

Though I could explore again, I shall not. A magic Amulet and Abadar’s smile are not enough if I find a fire hydra or crawling hands.

EOT Reset hand.

Olenjack wrote:

Hand: Dragon Pistol, Sharper, Dredge, Amulet of Life, Gambeson, Blessing of Abadar,

Displayed: Sebti the Crocodile,
Deck: 8 Discard: 1 Buried: 1
Current Location: Surgery
Hero Points: 1
Dice Re-Roll Used for ?: N
NOTES: Use my Blessing of Abadar.

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
• Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card, you may recharge that card instead.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (12)
Notes for Raz: Reroll Used
Notes for Salim: BotG is recharged from Urgraz
Additional Info 1: Monsters are undead (immune to mental/poison); Bane undefeated banish 1 random card from location; if you don't overshoot against Nytessa then draw ally; Nyctessa is hard to kill; unresolved damage banishes cards

None Allowed - Siege Deck 6-18 remain // ?=blade trap, ?=Crawling Hands
Salim - Embalming Parlor 1-5 remain
Raz - Golden Lake 1-5 remain
Olenjack - Surgery 1-6 remain
Athnul - The Shiny Bauble 1-5 remain
Urgraz - Towering Obelisk 1-5 remain // 1=Stained Glass Elemental
Mavaro - Caravanserai 1-5 remain // 1=Ring of Godless, 2= Key of the 2nd Vault
Great Library of Tephu 1-6 remain
Alchemical Laboratory 1-6 remain


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Turn Order: Olenjack, Athnul, Raz, Salim, Mavaro, Adowyn
Out of turn updates: nil
Turn: Turn 7 – Blessing 1/Blessing of Horus
SOT: At the start of your turn, shuffle a random card from your discard pile into your deck. No cards in discard. Only one card in discards: Psychic Detective.
Give card: nil
Move: stay at #3 Surgery.

Explore 1: Encounter Crawling Hands.

Crawling Hands:

Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card..

Banish Acid Flask. Recharge Athnul’s Blessing of the Elements for another die.
Combat 13/17: 1d8 + 1d8 + 1 + 2d6 ⇒ (1) + (3) + 1 + (2, 4) = 11
Unbelievable. That’s a mess. Gonna have to spend a Hero Point to re-roll the whole thing.
Combat 13/17: 1d8 + 1d8 + 1 + 2d6 ⇒ (2) + (4) + 1 + (6, 3) = 16

1d4 ⇒ 1
1d6 ⇒ 6
1d8 ⇒ 5
1d10 ⇒ 5
1d12 ⇒ 8
Fine. Will bury Hypnotist’s Locket.

Discard Slip to examine the top card of the Siege Deck. More Crawling Hands! They’re everywhere! I can make an Int or Know 7 to keep it on top of the deck; otherwise it gets moved to the bottom. I choose to fail the check and explore the next card.

Explore 2: Encounter Ambush. Dex, Acro, Wis, Perc 12 to defeat. I will recharge Quick-Change Mask to use Diplomacy and display Sebti for +2.
Perception 12: 1d10 + 5 ⇒ (8) + 5 = 13
I’ve pushed my luck far enough. I’ll forgo the extra free explore as I have no way to fight (or beat most barriers) and Raz can’t come to my rescue.

EOT Reset hand.

Olenjack wrote:

Hand: Sebti the Crocodile, Dandy Brute, Masque, Amulet of Life, Dagger, Blessing of Abadar,

Displayed:
Deck: 8 Discard: 1 Buried: 2
Current Location: Surgery
Hero Points: 1
Dice Re-Roll Used for ?: N
NOTES:

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
• Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card, you may recharge that card instead.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (4)
Notes for Athnul: Mavaro: recharge Blessing of Ra, recharge Blessing of the Elements
Notes for Raz: Reroll Used
Additional Info 1: Monsters are undead (immune to mental/poison); Bane undefeated banish 1 random card from location; if you don't overshoot against Nytessa then draw ally; Nyctessa is hard to kill; unresolved damage banishes cards

None Allowed - Siege Deck 12-35,10 remain // 10=Crawling Hands, on bottom of deck
Salim - Embalming Parlor 1-5 remain
Raz - Golden Lake 1-5 remain
Olenjack - Surgery 1-6 remain
Athnul - The Shiny Bauble 1-5 remain
Urgraz - Towering Obelisk 1-5 remain
Caravanserai 1-7 remain // 1=Seer's Tea
Great Library of Tephu 1-6 remain
Alchemical Laboratory 1-6 remain
Mavaro - Catacombs 1-4 remain


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Turn Order: Olenjack, Athnul, Raz, Salim, Mavaro, Adowyn
Out of turn updates: nil
Turn: Turn 1 – Blessing 1/Blessing of Ra
SOT: nil
Give card: nil
Move: stay at #3 Surgery. At the start of your turn, shuffle a random card from your discard pile into your deck. No cards in discard.

First, Olenjack will read his scroll of Charm Person, banishing it and recruiting…Sebti the Crocodile.

Sebti the Crocodile:

Ally 1
Traits: Trigger, Human, Cleric
To Acquire: Charisma, Diplomacy, Divine 9
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

Explore 1: Encounter Alchemical Gas.

Alchemical Gas:

Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

I will display Sebti for +2.
Disable 7: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Alchemical Gas is banished.

I will discard Psychic Detective to examine the next card (and explore if I want to).
The next card is Old Eye-Taker!

Old Eye-Taker:

Henchman 2
Type: Monster
Traits: Undead Skeleton Aristocrat
To Defeat: Wisdom Charisma Diplomacy 9
THEN Combat 13
Old Eye-Taker is immune to the Cold, Mental, and Poison traits. During the encounter, recharge a card before you play a card.
If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 1d6.
If defeated, you may immediately attempt to close the location this henchman came from.

Oof, recharge a card before I play a card. Let’s start with Diplomacy. I’ll try it straight, use my Blessing of Bastet to re-roll if needed. (And shirt re-roll after that, if needed.)
Diplomacy 9: 1d10 + 3 ⇒ (4) + 3 = 7
Recharge Blessing of Bastet to re-roll one die. Recharge Dandy Brute b/c of Old Eye-Taker.
Diplomacy 9: 1d10 + 3 ⇒ (10) + 3 = 13
Okay, now for the combat check. I’ll have to bury Dragon Pistol. ☹ And recharge Blessing of Abadar. Since the pistol is piercing, I have to increase difficulty by 1d6.
Difficulty increase: 1d6 ⇒ 1
For once it's nice to roll a 1.
Combat 14: 1d8 + 3d6 ⇒ (8) + (1, 6, 6) = 21
Costly turn, but Old Eye-Taker is vanquished. Time for the old dwarven rogue to take a breather.

EOT Reset hand.

Olenjack wrote:

Hand: Sebti the Crocodile, Hypnotist's Locket, Slip, Amulet of Life, Quick-Change Mask, Acid Flask,

Displayed:
Deck: 10 Discard: 1 Buried: 1
Current Location: Surgery
Hero Points: 2
Dice Re-Roll Used for ?: N
NOTES:

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
• Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card, you may recharge that card instead.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (0)
Additional Info 1: Monsters are undead (immune to mental/poison); Bane undefeated banish 1 random card from location; if you don't overshoot against Nytessa then draw ally; Nyctessa is hard to kill; unresolved damage banishes cards

None Allowed - Siege Deck 3-41 remain
Embalming Parlor 1-5 remain
Raz - Golden Lake 1-5 remain
Olenjack, Athnul - Surgery 1-6 remain
The Shiny Bauble 1-5 remain
Towering Obelisk 1-5 remain
Urgraz - Caravanserai 1-7 remain
Great Library of Tephu 1-6 remain
Alchemical Laboratory 1-6 remain
Mavaro - Catacombs 1-4 remain


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Woot, a siege! I know, I know, I'm the one that asked to play this scenario. No problem--there are only 41 siege deck cards. (Wow, that's a lot.)

Olenjack will go to the Sunburst Market and trade in his Centipede Venom (not his dagger, which he'll need) for an Acid Flask.

He will start at location #3, Surgery.

Olenjack wrote:

Hand: Dandy Brute, Psychic Detective, Dragon Pistol, Blessing of Bastet, Charm Person, Blessing of Abadar,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Surgery
Hero Points: 2
Dice Re-Roll Used for ?: N
NOTES:
Available Support: Blessing of Abadar! Blessing of Bastet!

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Ally 1 instead of Armor 1 for Olenjack. Otherwise correct for OJ.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

I will add a Spell Card feat for Olenjack and take Charm Person from the Ultimate Intrigue deck.

Olenjack will visit the Sunburst Market and trade in his dagger for an Acid Flask.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Zalarian, you are correct. I have a d4 in Reading Comprehension.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Can I take an Ally 1 instead of Armor 1?
I'll send Troubadour packing and get the Dandy Brute.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

1. Spend the Hero Point to get a Power Feat, activating my role card.

2. Upgrade preferences:
1st choice, Item 2: 1d1000 ⇒ 388
2nd choice, Blessing 2: 1d1000 ⇒ 412
3rd choice, Armor 1: 1d1000 ⇒ 703

3. Olenjack will tier up, take a Power Feat, and take the role "Spider." With my Society Initiate boon, I will add an additional Power Feat.

4. Darn it. This time I was going to roll a 20.
Meaningless roll so now I'll get a 20: 1d20 ⇒ 6
Or not.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Turn Order: Olenjack, Athnul, Raz, Salim, Mavaro, Adowyn
Out of turn updates: nil
Turn: Turn 13 – Blessing 1/Blessing of Abadar
SOT: nil
Give card: nil
Move: stay at #7 Peasant Tombs. Cards 3-10 are present, but shuffled, with card 6 on top.

Explore 1: Encounter Card 6: Aspis Agent. Charisma, Diplomacy 6 to defeat. With Mavaro’s Binder’s Tomb, I’m feeling confident.
Charisma 6: 1d10 + 3 + 1d4 ⇒ (10) + 3 + (1) = 14
Since I beat him with non-combat, I can examine and explore the next card. Which will be 1d8+2, re-roll a 6.
Random Location Card: 1d8 + 2 ⇒ (1) + 2 = 3
So, I examine it and it’s card 3, the Collapsing Hallways. I choose not to explore. So it will be on top and Athnul can be awesome and close the location.

EOT Move bottom 1d4 cards from Peasant Tombs to Precious Mine.
How many cards to move?: 1d4 ⇒ 2
Reset hand.

Olenjack wrote:

Hand: Burglar's Buckler, Sharper, Dredge, Dagger, Hypnotist's Locket, Tablet of Languages Lost,

Displayed: Gambeson,
Deck: 10 Discard: 3 Buried: 0
Current Location: Peasant Tombs
Hero Points: 2
Dice Re-Roll Used for 3-2E?: N
NOTES:

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (13)
Notes for Adowyn: reroll used
Notes for Salim: Buried Sage's Journal
Additional Info 1: Fire causes scourge; can't move normally; EOT, bottom 1d4 cards get put to top of next location in list
Additional Info 2: explored Peasant Tomb cards need to be removed from both Tomb and Mine list

Everyone - Peasant Tombs 3 is on top, others are shuffled, 6 of which are moved to Precious Mine remain // 3=Collapsing Hallway, 4=Flames of the Faithful (Sp1)
Precious Mine (6 Peasant Tomb cards randomly chosen from 4-5,7-13),1-14 remain


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Turn Order: Olenjack, Athnul, Raz, Salim, Mavaro, Adowyn
Out of turn updates: nil
Turn: Turn 7
Roll 1d27 for blessing, re-roll 19 and 23.
Random Blessing: 1d27 ⇒ 16
Card 16: Blessing of the Ancients

SOT: nil
Give card: nil
Move: stay at #4, Crypt.

Explore 1: Encounter Blessing of Pharasma. Int, Arcane, Divine 5 to acquire.
Int 5: 1d8 ⇒ 3
I will recharge Mahga Threefingers to add 3 after the roll and succeed.
Then I will reveal Sharper to get a random other blessing.
Blessing of the Elements. Where are the level 2 cards?

I will discard Blessing of the Elements to explore.
Explore 2: Encounter Aspis Agent. Charisma, Diplomacy 6 to defeat. With Mavaro’s Binder’s Tomb, I’m feeling confident.
Charisma 6: 1d10 + 3 + 1d4 ⇒ (5) + 3 + (2) = 10
Since I beat him with non-combat, I can examine and explore the next card.
Burglar’s Buckler – I think I can get this!

Explore 3: Encounter Burglar’s Buckler. Con, Fort, Disable 6 to acquire. I’ll display Sharper, since I don’t expect to swap this out.
Disable 6: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Burglar’s Buckler acquired.

EOT Move bottom 1d4 cards from Crypt to Sepulcher of the Servant.
How many cards to move?: 1d4 ⇒ 1
Reset hand.

Olenjack wrote:

Hand: Burglar's Buckler, Sharper, Dredge, Dagger, Hypnotist's Locket, Tablet of Languages Lost,

Displayed: Gambeson,
Deck: 10 Discard: 3 Buried: 0
Current Location: Crypt
Hero Points: 2
Dice Re-Roll Used for 3-2E?: N
NOTES:

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (4)
Notes for Adowyn: reroll used
Notes for Raz: On Mavaro's turn: Recharge Remove Curse
Notes for Mavaro: Received BotElements from Adowyn
Additional Info 1: Fire causes scourge; can't move normally; EOT, bottom 1d4 cards get put to top of next location in list
Additional Info 2: Sun Falcon shuffled into Blessing Deck. Used #16, 19,#23
Everyone - Crypt 5-10 remain
Sepulcher of the Servant Crypt: 11-16; 1-11 remain //
Catacombs 1-11 remain
Peasant Tombs 1-11 remain //
Precious Mine 1-11 remain


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

BYA Wisdom check from Raz's turn. Display Dredge for +2.
Wisdom 6: 1d6 + 2 ⇒ (4) + 2 = 6
Cool, didn't have to use Mahga Threefingers.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Turn Order: Olenjack, Athnul, Raz, Salim, Mavaro, Adowyn
Out of turn updates: nil
Turn: Turn 14 – Blessing 1/Blessing of Bastet
SOT: I will recharge Basif Iosep to draw 2 cards. I draw Blessing of Abadar and Dredge.
Give card: nil
Move: stay at #1, Stonework Passages. At This Location: Damage dealt to you is reduced by 1.

I will display Gambeson.

Explore 1: Encounter Fiery Glare (Spell 0). Int, Arcane, Wis, Divine 8 to acquire.
Int 8: 1d8 ⇒ 7
So close, but Fiery Glare is banished.

Discard Blessing of the Spy to explore again.
Explore 2: Encounter Henchman 2 – Collapsing Hallways! Dex, Acro 9 or Wis, Perception 11 to defeat.
I will recharge Masterwork Tools to defeat this barrier.
Now I can attempt to close the location. So, Wisdom or Survival 8 to close. I still get the extra die from Blessing of the Spy. I will display Dredge for +2 and hold Mahga in reserve if I need +3.
Wisdom 8: 2d6 + 2 ⇒ (5, 1) + 2 = 8
Cutting it close, but Stonework Passages are closed. How’s that for a first turn?

On closing, I may examine the top card of any location. I will examine the top card of the Mumia Lab. It’s a Collapsing Hallway! There are so many boons hidden underneath…ah, well, we’ll get some good stuff later. And then we all move there.

EOT Move bottom 1d4 cards from Mumia Lab to Ghoul Square.
How many cards to move?: 1d4 ⇒ 4
Reset hand.

Olenjack wrote:

Hand: Dredge, Sharper, Dragon Pistol, Blessing of Abadar, Hypnotist's Locket, Mahga Threefingers,

Displayed: Gambeson,
Deck: 10 Discard: 1 Buried: 0
Current Location: Mumia Lab
Hero Points: 2
Dice Re-Roll Used for 3-2E?: N
NOTES:
Available Support: Recharge my Dragon Pistol for +1d6 Combat at my location.
Movement: Blessing of Abadar for a barrier.

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Additional Info 1: Fire causes scourge; can't move normally; EOT, bottom 1d4 cards get put to top of next location in list

Stonework Passages CLOSED //
Olenjack, Athnul, Raz, Salim, Mavaro, Adowyn - Mumia Lab 1-7 remain // 1=Henchman: Collapsing Hallways
Ghoul Square a-d, 1-11 remain // a-d are cards 8-11 of Mumia Lab.
Crypt 1-11 remain
Sepulcher of the Servant 1-11 remain //
Catacombs 1-11 remain
Peasant Tombs 1-11 remain //
Precious Mine 1-11 remain


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Olenjack will go to the Sunburst Market and trade in Centipede Venom to get Mahga Threefingers.

I will also put my Amulet of Life in my box to take the loot Tablet of Languages Lost.

Olenjack wrote:

Hand: Basif Iosep, Blessing of the Spy, Masterwork Tools, Gambeson, Hypnotist's Locket, Mahga Threefingers,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Stonework Passages
Hero Points: 2
Dice Re-Roll Used for 3-2E?: N
NOTES:

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

1.) Hero Point goes in the bank, I guess. I'm maxed on feats, so can't spend it.

2.) Let's see if I can roll well for once:
1st choice: Item 2: 1d1000 ⇒ 49 Hypnotist's Locket
2nd choice: Weapon 1: 1d1000 ⇒ 922 Deathbane Light Crossbow +1
3rd choice: Ally 2: 1d1000 ⇒ 955 Mindblade

3.)
Convention Boon Roll: 1d20 ⇒ 12

4.) I'll go to the Sunburst Market and replace Centipede Venom with Mahga Threefingers.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Turn Order: Olenjack, Athnul, Raz, Salim, Mavaro, Adowyn
Out of turn updates:
Turn: Turn 14 – Blessing 1/Blessing of Nethys
SOT: nil
Give card: nil
Move: stay at #4 Alchemical Laboratory.

Explore 1: Encounter Smoke Stick. Int, Craft 8 to acquire.
Int 8: 1d8 ⇒ 4
Ah, well, we don’t *need* another Item 1.
Discard Masque to explore.

Explore 2: Encounter Soul Stimulant. Item 2! Display Sharper and Apprentice to get +4.
Int 9: 1d8 + 4 ⇒ (6) + 4 = 10
That’s good. Got something out of this turn.

EOT Reset hand.

Olenjack wrote:

Hand: Remove Curse, Apprentice, Djinn Favor Amulet, Amulet of Life, Sharper, Tablet of Languages Lost,

Displayed:
Deck: 11 Discard: 5 Buried: 0
Current Location: Alchemical Lab
Hero Points: 1
Dice Re-Roll Used for 3-2D?: N
NOTES:
Available Support: Use my Remove Curse if needed.

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (13)
Notes for Adowyn: Reroll used
Notes for Olenjack: Remove Curse available
Notes for Mavaro: Reroll used. Bladeguard is banished for Adowyn
Additional Info 1: Careful overshooting banes; Cohort +/-2 for defeat checks at location plus examine bottom and may shuffle

Ridaiya Merai - Embalming Parlor 1-9 remain //
Athnul - Hall of Blessed Rebirth CLOSED //
Vizier's Hill CLOSED //
Olenjack - Alchemical Laboratory CLOSED
Raz - Scorched Ruins CLOSED //
Mavaro, Adowyn - Mumia Lab 3,5-7 remain // 3=Tussah silk coat, 5=Cure 6=? Monster 7=Villain
Salim - Stonework Passages CLOSED //
Sepulcher of the Servant 1-11 remain


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Turn Order: Olenjack, Athnul, Raz, Salim, Mavaro, Adowyn
Out of turn updates:
Turn: Turn 8 – Blessing 1/Blessing of the Elements
SOT: I will recharge Basif Iosep to draw two cards: Amulet of Life and Blessing of Bastet.
Then I will use Ridaiya Merai’s power to examine the bottom card of the deck—which I know is Cure—and then shuffle the deck.

Give card: nil
Move: stay at #4 Alchemical Laboratory. At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.

Explore 1:
Random encounter: 1d7 ⇒ 2
Encounter Smoked Glass Goggles. Int, Craft, Wis, Surv 6 to acquire.
Int 6: 1d8 ⇒ 4
So sad. But Olenjack already has fashionable spectacles.

Discard Apprentice to explore. Re-roll 2.
Random encounter: 1d7 ⇒ 7
Explore 2: Encounter Cure. I’ll try and get it.
Wis 6: 1d6 ⇒ 6
That’s cool. Finally, I get to reveal Sharper to swap Cure for…Remove Curse. Not an upgrade in spell level, but a handy card for this scenario.

I’ll discard Masque to explore again. Re-roll 2.
Random encounter: 1d6 ⇒ 4
Explore 3: Encounter Twitch Tonic. Ooh, this is the good stuff. I’ll display Sharper for +2.
Int 6: 1d8 + 2 ⇒ (5) + 2 = 7
Acquired. Since it’s an Item B, I’m going to banish it to draw allies from my discards.
Draw allies: 1d4 + 1 ⇒ (2) + 1 = 3
Woot! All 3 allies are back in my hand!
Man, I wish I had a weapon…

Discard Slip to examine the next card. Roll 1d6, re-roll 2 and 4.
Random encounter: 1d6 ⇒ 4
Random encounter: 1d6 ⇒ 2
Random encounter: 1d6 ⇒ 6

Explore 4: Toxic Geyser! Dex, Acro, Wis, Surv 9 to defeat.
Using Slip’s power, I’ll fail my Knowledge check and put the Toxic Geyser on the bottom of the deck and encounter the next card. Which is card 1, 3, or 5 (I’ll roll a d3)
Random encounter: 1d3 ⇒ 1
All right, Warrior Dolls. With some help I can do this. Display Apprentice and Masque. Recharge Blessing of the Ancients from Adowyn. And Adowyn discards her Shocking Longbow for another d4. I have Merai to add or subtract 2 if needed, Blessing of Bastet to re-roll dice if needed, and my shirt re-roll if needed.
Combat 14: 3d4 + 4 ⇒ (3, 3, 2) + 4 = 12
I’ll add the +2 from Merai to succed, exactly. The Warrior Dolls are banished.

Now for the 1st Law.
Wisdom 15: 1d6 + 14 ⇒ (4) + 14 = 18
Can’t fail.

And now, to close the location. I’ll recharge my Quick-Change Mask to use my Diplomacy instead of Intelligence.
Diplomacy 7: 1d10 + 3 ⇒ (6) + 3 = 9
Awesome, Alchemical Lab is closed. 3 alchemical items are shuffled into the location.

Since I still have too many cards in hand, I’ll discard Blessing of Bastet to explore.
Encounter 6: Alchemist’s Kit. Int, Craft 6 to acquire.
Int 6: 1d8 ⇒ 3
Failed to acquire. There are 2 more alchemical items at this location.

Ridaiya Merai moves to location: 1d8 ⇒ 4
Ridaiya Merai moves to location: 1d8 ⇒ 2
Hall of Blessed Rebirth.

EOT Reset hand.

Olenjack wrote:

Hand: Remove Curse, Apprentice, Djinn Favor Amulet, Amulet of Life, Sharper, Masque,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Current Location: Alchemical Lab
Hero Points: 1
Dice Re-Roll Used for 3-2D?: N
NOTES:
Available Support: Use my Remove Curse if needed. Or to get rid of 1st Law.

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (7)
Notes for Adowyn: Reroll used
Notes for Olenjack: Remove Curse available
Notes for Mavaro: Reroll used. Curse of Poisoning. Will recharge Remove Curse on Adowyn’s SoT to remove.
Additional Info 1: Careful overshooting banes; Cohort +/-2 for defeat checks at location plus examine bottom and may shuffle
Additional Info 2: FIRST LAW ACTIVE(Combat)
Embalming Parlor 1-10 remain //
Ridaiya Merai - Hall of Blessed Rebirth 1-10 remain //
Athnul - Vizier's Hill CLOSED //
Olenjack - Alchemical Laboratory CLOSED x, y remain // x and y are Alchemical Items
Raz, Adowyn - Scorched Ruins 2-8 remain // 2=Warrior Dolls (Henchman), 8=Caravan Raider
Mumia Lab 1-10 remain // 1=Blade Guard
Mavaro, Salim - Stonework Passages CLOSED //
Sepulcher of the Servant 1-10 remain


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Turn Order: Olenjack, Athnul, Raz, Salim, Mavaro, Adowyn
Out of turn updates:
Turn: Turn 2 – Blessing 1/Blessing of Wadjet
SOT: nil
Give card: nil
Move: stay at #4 Alchemical Laboratory. At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.

Explore 1: Encounter Apprentice (Ally 2!). Arcane, Divine, Charisma, Diplomacy 8 to acquire. Display Basif Iosep for +2.
Diplomacy 8: 1d10 + 5 ⇒ (8) + 5 = 13
Acquired.

Discard Blessing of the Spy to explore.
Explore 2: Encounter Djinn Favor Amulet. Con, Fort 4 or Wis 7 to acquire. I’ve got an extra die from Blessing of the Spy.
Constitution 4: 2d6 ⇒ (4, 3) = 7
Nice!

Discard Slip to examine the top card of the location. It is Cure.
I will voluntarily fail the Int check so Cure is put on the bottom of the location deck. Then I explore the next card.

Explore 3: Plague Zombie. Yeesh. So I really don’t want to over-kill it at this location. But I also don’t want to lose (2d4 Acid damage would suck). I will reveal my Dragon Pistol and recharge my dagger. Mahga can bail me out if needed.
Combat 11: 1d8 + 1 + 1d6 + 1d4 ⇒ (2) + 1 + (5) + (1) = 9
Blah, recharging Mahga Threefingers for a needed +3.
Plague Zombie is defeated.

Now to make sure the Dragon Pistol doesn’t jam.
Dragon Pistol don't jam: 1d6 ⇒ 1
It jammed. Shuffling it into my deck. Yeah. Well, maybe I won’t need it again at this location. Maybe.

EOT Reset hand.

Olenjack wrote:

Hand: Apprentice, Quick-Change Mask, Djinn Favor Amulet, Basif Iosep, Sharper, Masque,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Current Location: Alchemical Lab
Hero Points: 1
Dice Re-Roll Used for 3-2D?: N
NOTES:

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Adowyn: Reroll used
Notes for Mavaro: Remove Curse is recharged
Additional Info 1: All monsters (excpet those with Elemental or Electricity trait) are undead; When defeat a non-villain monster that has Undead trait, roll 1d8. If result is greater than number of cards in location deck, may attempt to close location.

Embalming Parlor 1-10 remain
Hall of Blessed Rebirth 1-10 remain
Athnul - Vizier's Hill 1-10 remain //
Olenjack - Alchemical Laboratory 5-10, 3 remain // 3=Cure, on bottom of deck
Raz - Scorched Ruins 1-10 remain
Mumia Lab 1-10 remain
Ridaiya Merai, Adowyn, Mavaro, Salim - Stonework Passages 6-10 remain // 6=Corridor Dart Trap 10=Splint Mail
Sepulcher of the Servant 1-10 remain


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Olenjack will start at the Alchemical Laboratory.

I will go to Sunburst Market and trade in Centipede Venom for Mahga Threefingers.

Olenjack wrote:

Hand: Slip, Quick-Change Mask, Blessing of the Spy, Mahga Threefingers, Dagger, Dragon Pistol,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Alchemical Lab
Hero Points: 1
Dice Re-Roll Used for 3-2D?: N
NOTES:

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Is good.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

1. I'll save my Hero Point so I have one in the bank. (I can't spend it anyway.)

2. Preferences for deck upgrades:
1st choice, Item 2: 1d1000 ⇒ 43 Hypnotist's Locket
2nd choice, Ally 2: 1d1000 ⇒ 385 Mindblade
3rd choice, Item 1: 1d1000 ⇒ 922 TBD

3. Convention Boon: 1d20 ⇒ 1

4. I'll go to Sunburst Market and swap the Emerald of Dexterity for Mahga Threefingers.

5. I will take the Loot, Tablet of Languages Lost and set aside the Flawless Monocle.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Recharge Quick-change Mask to use Diplomacy instead of Wisdom. Display Dredge and Sharper for +4. That's 1d10+7 to make a 7. Auto-success. Crypt is guarded.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Turn Order: Athnul, Raz, Salim, Mavaro, Adowyn, Olenjack
Out of turn updates:
Turn: Turn 24 – Blessing 1/Blessing of the Ancients
SOT: nil
Give card: nil
Move: stay at #4 Crypt

Explore 1: Encounter Card 1, Echoes of Confusion. Stealth, Perception, Charisma, Diplomacy 8+3 to defeat. I’m going to need allies to succeed at the check to guard, so I can’t afford to discard to explore, but I can display Dredge for +2 and if needed, recharge Mahga for +3 more.
Diplomacy 11: 1d10 + 5 ⇒ (6) + 5 = 11
Banished!

I’m going to discard Catching Cape and Flawless Monocle to try to get more allies in my hand for the guarding check.

EOT Reset hand.

Olenjack wrote:

Hand: Dredge, Mahga Threefingers, Sharper, Amulet of Life, Quick-Change Mask, Dragon Pistol,

Displayed: Gambeson,
Deck: 6 Discard: 6 Buried: 0
Current Location: Crypt
Hero Points: 0
Dice Re-Roll Used for 3-2C?: N
NOTES:

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (19)
Notes for Mavaro: Reroll used.
Random Card(s) Used: Item 1
Additional Info 1: All monsters (excpet those with Elemental or Electricity trait) are undead; When defeat a non-villain monster that has Undead trait, roll 1d8. If result is greater than number of cards in location deck, may attempt to close location.

Mavaro - Mumia Lab CLOSED
Raz - Sepulcher of the Servant 1-4 remain // Displayed: Lightning Storm
The Shiny Bauble CLOSED //
Olenjack - Crypt 2-3 remain
Salim - Peasant Tombs 1-8 remain
Adowyn - Catacombs 8 remain // 8=Villain
Mausoleum CLOSED //
Athnul - Ruined Temple 1-5 remain // 1=Find Traps


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Turn Order: Athnul, Raz, Salim, Mavaro, Adowyn, Olenjack
Out of turn updates:
Turn: Turn 18 – Blessing 9/Blessing of Ra
SOT: nil
Give card: nil
Move: move to #4 Crypt

Explore 1: Encounter Card 5, Toxic Geyser. Dex, Acro, Wis, Surv 11 to defeat. This check I must not fail. I will recharge Masterwork Tools to automatically defeat.

Explore 2: I will discard Blessing of Bastet to examine and possibly explore.
Examine and encounter Shield Cloak. Int, Know 8 to acquire.
Int 8: 1d8 ⇒ 3

Discard Blessing of Abadar to explore again.
Explore 3: Encounter Catching Cape. Con, Fort 3 or Craft, Know 5 to acquire.
Con 6: 1d6 ⇒ 4
Hey, acquired it!

That’s all I can do.

EOT Reset hand.

Olenjack wrote:

Hand: Dredge, Mahga Threefingers, Catching Cape, Amulet of Life, Flawless Monocle, Dragon Pistol,

Displayed: Gambeson,
Deck: 8 Discard: 4 Buried: 0
Current Location: Crypt
Hero Points: 0
Dice Re-Roll Used for 3-2C?: N
NOTES:

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (9)
Additional Info 1: All monsters (excpet those with Elemental or Electricity trait) are undead; When defeat a non-villain monster that has Undead trait, roll 1d8. If result is greater than number of cards in location deck, may attempt to close location.

Mavaro - Mumia Lab 6-7 remain // Shuffled: 6 = Shasalqu, 7 = Tekenu
Raz - Sepulcher of the Servant 2-8 remain
Athnul - The Shiny Bauble CLOSED //
Salim, Olenjack - Crypt 8-10 remain
Peasant Tombs 1-10 remain
Catacombs 1-9 remain // ?=Villain, 1=Crocodile Skin Lamellar , 2=Spelldagger
Mausoleum CLOSED //
Adowyn - Ruined Temple 5-10 remain // 5=Mystic Silk Coat, 6=Find Traps


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Turn Order: Athnul, Raz, Salim, Mavaro, Adowyn, Olenjack
Out of turn updates:
Turn: Turn 12 – Blessing 3/Blessing of Nethys
SOT: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it. I choose not to encounter it.
Give card: nil
Move: stay at #3, The Shiny Bauble

Explore 1: Encounter Whip. Str, Melee 7 to acquire.
I take a 0 and fail to get it.

I will discard Minnothet to explore again.

Explore 2: Encounter Mumia (Item 2!). Int, Craft 8 to acquire. I will use Athnul’s Blessing of Cayden Cailean for an extra die.
Int 8: 2d8 ⇒ (4, 1) = 5
I will recharge Blessing of Bastet to re-roll the 1.
Int 8: 4 + 1d8 ⇒ 4 + (2) = 6
Argh. What a waste of blessings.
That’s enough for this turn.

EOT Reset hand.

Olenjack wrote:

Hand: Blessing of Abadar, Masterwork Tools, Blessing of the Spy, Amulet of Life, Flawless Monocle, Dragon Pistol,

Displayed: Gambeson,
Deck: 9 Discard: 2 Buried: 0
Current Location: Shiny Bauble
Hero Points: 0
Dice Re-Roll Used for 3-2C?: N
NOTES:
Available Support: Blessing of Abadar.

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (9)
Notes for Athnul: Used Blessing of Cayden Cailean
Additional Info 1: All monsters (excpet those with Elemental or Electricity trait) are undead; When defeat a non-villain monster that has Undead trait, roll 1d8. If result is greater than number of cards in location deck, may attempt to close location.

Mavaro - Mumia Lab 3-8 remain
Raz - Sepulcher of the Servant 3-10 remain
Athnul, Olenjack - The Shiny Bauble 3-5 remain
Salim - Crypt 4-10 remain
Peasant Tombs 1-10 remain
Catacombs 1-9 remain // ?=Villain, 1=Crocodile Skin Lamellar , 2=Spelldagger
Mausoleum CLOSED //
Adowyn - Ruined Temple 2-10 remain // 2=shock toad, 3 = Crawling Hands


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Turn Order: Koren, Zadim, Radovan, Varian, Zarlova
Out of turn updates:
Turn: Turn 3 – Blessing 2/The Mute Hag (When this is the hour: At the start of your turn, summon and encounter a spell.)
SOT: Encounter Infernal Healing. Int, Wis, Arcane, Divine 6 to acquire.

Infernal Healing:

CotCT
Spell 0
Traits: Arcane, Divine, Healing, Magic
To Acquire: Intelligence Wisdom Arcane Divine 6
Display next to a local character.
While displayed:
* At the end of this character's turns, they may bury a card from their discards to heal a card.
* At the end of the scenario, banish; if proficient, bury instead.

Int 6: 1d8 ⇒ 6
Well, I’ve acquired it.

Give card: nil
Move: Moving to #7, Abandoned Shacks.

Explore 1: Encounter Archer’s Kite Shield. Con, Fort 5 to acquire. I’ll recharge Blessing of the Quartermaster to try to acquire this.
Constitution 5: 2d8 ⇒ (3, 4) = 7
Acquired a nifty shield.

I will discard the Cricket to move to the Office and explore. Since it’s my Harrow card, I’ll draw a card and give Infernal Healing to Zarlova.

Explore 2: Spiked Volley. Dex, Acro, Disable 9 to defeat. I’ll discard my Blessing of Horus for 2 extra dice.
Disable 9: 3d8 + 2 + 1d4 ⇒ (3, 6, 7) + 2 + (3) = 21
Defeated.

I’ll discard Night Watch to explore.
Explore 3: Encounter Acadamae Student. Int, Arcane 3 or Cha, Diplomacy 6 to acquire.
Int 3: 1d8 ⇒ 8
Acquired.
And I’ll discard the student to explore again.

Explore 4: Encounter Pig. Wis, Survival 3 to acquire.
Wisdom 3: 1d6 ⇒ 2
No pig for Zadim.
Th-th-that’s all, folks. (Bonus if you get the reference.)

I'll recharge my Rochin to examine the next card in the location.
It is the Henchman: Thug!

EOT Reset hand.

Zadim wrote:

Hand: Rapier, Blood Periapt, Archer's Kite Shield, Blowgun, Stalking Armor,

Displayed:
Deck: 9 Discard: 4 Buried: 0
Current Location: Office
Hero Points: 0
Dice Re-Roll Used for CotCT-1B?: N
NOTES:

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors and Weapons
POWERS:
• You may recharge a card to examine the top card of your location deck.
• You may recharge a card to add your Intelligence skill (☐+2) to your check that invokes the Poison (☐ or Acid or Undead) trait.
• You may recharge a weapon that does not have the 2-Handed trait to add your Stealth skill to a combat check by a character at your location.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (0)
Notes for Zarlova: You've been given the spell Infernal Healing.

Varian - Shop 1-11 RANDOM remain // ?= Verik Vancaskerkin
Slaughterhouse 1-10 remain
Koren,Radovan - Storehouse 4-10 remain
Plaza 1-10 remain
Tavern 1-10 remain
Zarlova, Zadim - Office 7-10 remain // 7=Henchman: Thug
Abandoned Shacks 2-10 remain


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Turn Order: Athnul, Raz, Salim, Mavaro, Adowyn, Olenjack
Out of turn updates:
Turn: Turn 6 – Blessing 0/Blessing of Thoth
SOT: nil
Give card: nil
Move: Move to #3, The Shiny Bauble

Display Gambeson

Explore 1: Barrier: Dance of the Dead. Dex or Cha 10 to defeat.
If I defeat this, I could add a lot of items to the game...or I could banish it.
I will recharge Troubadour for +1d6.
Cha 10: 1d10 + 1 + 1d6 ⇒ (9) + 1 + (5) = 15
All right, I’ve defeated the Dance of the Dead. I’ll banish it.

I will discard Psychic Detective to examine and possibly explore.
Examine: Staff of Minor Healing. I don’t have much chance of getting this, but Athnul does, so I will not explore.

Olenjack wrote:

Hand: Minnothet, Masterwork Tools, Blessing of Bastet, Amulet of Life, Flawless Monocle, Dragon Pistol,

Displayed: Gambeson,
Deck: 10 Discard: 1 Buried: 0
Current Location: Shiny Bauble
Hero Points: 0
Dice Re-Roll Used for 3-2C?: N
NOTES:
Available Support: Blessing of Bastet for a local character.

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (4)
Random Card(s) Used: Items 1-4
Additional Info 1: All monsters (except those with Elemental or Electricity trait) are undead; When defeat a non-villain monster that has Undead trait, roll 1d8. If result is greater than number of cards in location deck, may attempt to close location.

Raz - Mumia Lab 1-8 remain
Sepulcher of the Servant 1-10 remain
Athnul, Olenjack - The Shiny Bauble 2-8 remain // 2=Staff of Minor Healing
Crypt 1-10 remain
Peasant Tombs 1-10 remain
Adowyn, Salim - Catacombs 2-10 remain // ?=Villain, 2=Crocodile Skin Lamellar , 3=Spelldagger
Mavaro - Mausoleum CLOSED
Ruined Temple 1-10 remain


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Olenjack will also start at the Mausoleum.

At Sunburst Market, I replaced my Emerald of Dexterity with Mahga Threefingers.

Olenjack wrote:

Hand: Gambeson, Psychic Detective, Blessing of Bastet, Troubadour, Flawless Monocle, Dragon Pistol,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Mausoleum
Hero Points: 0
Dice Re-Roll Used for 3-2C?: N
NOTES:

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Boon Town: 1d20 ⇒ 6


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Thanks. I'll take a Blessing 1. Blessing of Bastet.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

1. I'll spend my Hero Point on +1 Charisma.

2. My boon choices:
1st Choice = Blessing 0: 1d1000 ⇒ 5
2nd Choice = Ally 0: 1d1000 ⇒ 189
3rd Choice = Item 0: 1d1000 ⇒ 779

3. I'll visit Sunburst Market and trade in the Emerald of Dexterity for Mahga Threefingers.

How do we determine who gets which of the Bonus Blessings?


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
Out of turn updates:
Turn: Turn 24 – Blessing 1/Blessing of Thoth
SOT: nil
Give card: nil
Move: Move to #5, Volcanic Vents

Display Gambeson.

Explore 1: There are just cards 4 and 5 left, so 1d2+3.
Random Explore: 1d2 + 3 ⇒ (1) + 3 = 4
Encounter Pairaka.

Pairaka:

Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Let’s rock his world with my DRAGON PISTOL! I’ll bury it. I’ll display Mahga and Sharper for +4 and recharge my dagger for +1d4. And use Adowyn’s Blessing of Milani for good measure. But I have the Curse of Withering, changing my d8’s into d6’s.
Combat 13: 2d6 + 5 + 3d6 + 1d4 ⇒ (2, 1) + 5 + (6, 1, 5) + (1) = 21
Defeated the Pairaka!
So I get a scourge.
Random Scourge: 1d6 ⇒ 2
Curse of Poisoning.

And close location. Salim, Mavaro, Adowyn, and I each take 1 Fire damage and the scenario is complete.

EOT Reset hand.

Olenjack wrote:

Hand: Blessing of the Spy 2, Masque, Masterwork Tools, Tablet of Languages Lost, Sharper, Mahga Threefingers,

Displayed: Gambeson,
Deck: 5 Discard: 6 Buried: 1
Current Location: Oasis
Hero Points: 0
Dice Re-Roll Used for 3-2B?: N
NOTES:

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (22)
Notes for Adowyn: Reroll used. Used your Blessing of Milani.
Notes for Olenjack: Curse of Withering
Notes for Athnul: Curse of Poisoning
Notes for Raz: Vulnerable; Reroll used
Notes for Salim: Athnul used Blessing of the Gods
Notes for Mavaro: Reroll used.

Athnul - Towering Obelisk BANISHED
Raz - Windswept Chasm BANISHED
Salim, Mavaro, Adowyn, Olenjack - Volcanic Vents BANISHED
Olenjack, Adowyn - Oasis BANISHED


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
Out of turn updates:
Turn: Turn 18 – Blessing 1/Blessing of the Elements
SOT: nil
Give card: nil
Move: Move to #7, Oasis

Display Gambeson.

Explore 1: Encounter Henchman Pairaka! I’m in trouble. Let’s try a Divine check. I’ll recharge my Quick-change Mask to use my Diplomacy instead of Divine. And I’ll display Sharper for +2. (And I’ve got Mahga for +3 after the roll if needed.)
Divine 9: 1d10 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Wow, didn’t need Mahga!
But now I suffer the scourge of…
Random Scourge: 1d6 ⇒ 6
Oof, Curse of Withering.
Since it wasn't a combat check, I don't have to worry about the First Law.

Pairaka is defeated, so I can close the location by recharging Speak With Dead…and miss out on all those boons. But so be it. Sadly, I have no liquids to recharge from my discards.
Oasis is closed

EOT Reset hand.

Olenjack wrote:

Hand: Dragon Pistol, Flawless Monocle, Masterwork Tools, Dagger, Sharper, Mahga Threefingers,

Displayed: Gambeson,
Deck: 7 Discard: 5 Buried: 0
Current Location: Oasis
Hero Points: 0
Dice Re-Roll Used for 3-2B?: N
NOTES:

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (17)
Notes for Adowyn: Reroll used
Notes for Olenjack: Curse of Withering
Notes for Athnul: Poisoned
Notes for Raz: Vulnerable; Reroll used; Heal 2 on Adowyn's turn from Mavaro
Notes for Mavaro: Reroll used.
Additional Info 1: FIRST LAW!

Towering Obelisk 1-4 remain // ?=Enchanter
Raz.Salim, Mavaro - Windswept Chasm 1 remain
Adowyn - Volcanic Vents 3-10 remain // 3=Khopesh, 4=Frost Staff
Athnul - Shifting Dunes BANISHED
Olenjack - Oasis BANISHED


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
Out of turn updates:
Turn: Turn 12 – Blessing 0/Blessing of the Ancients
SOT: Recharge any cards with the Cold trait. n/a
Give card: nil
Move: Move to #2, Towering Obelisk

Explore 1: Encounter Spell: Speak With Dead. Wisdom, Divine 4 to acquire.
Wisdom 4: 1d6 ⇒ 6
What do you know—acquired!

Discard Blessing of the Spy to explore again.

Explore 2: Encounter Enchanter. Oh no. That’s going to be 2 points of damage and a scourge. No thanks. I recharge Troubadour to evade.

I feel like I should explore again. There are boons here and Dredge can help me get them! I shall discard Dredge to explore (and get +1d4 to acquire). Cards 2-6 are left at the location, which has been shuffled.
Random card from location: 1d5 + 1 ⇒ (2) + 1 = 3

Encounter 3: Telekinesis Trap. (Not a boon.) Disable 9 to defeat. That’s a scary card--I’ll discard my Blessing of Abadar for this.
Disable 9: 3d8 + 2 ⇒ (6, 7, 7) + 2 = 22
Convincing success. Telekinesis Trap is banished. Time to rest up for what’s next.

EOT Reset hand.

Olenjack wrote:

Hand: Quick-Change Mask, Flawless Monocle, Gambeson, Speak With Dead, Sharper, Mahga Threefingers,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Hero Points: 0
Dice Re-Roll Used for 3-2B?: N
NOTES:

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Adowyn: Reroll used
Notes for Raz: cured by Adowyn for 3
Notes for Mavaro: (Broadcast: If examine boon at Howling Sands, bot Mavaro using Planchette to acquire.)

Olenjack - Towering Obelisk 2, 4-6 shuffled remain // 2=Enchanter
Adowyn, Mavarao, Salim, Raz - Howling Sands BANISHED
Windswept Chasm 1-9 remain
Volcanic Vents 1-10 remain
Athnul - Shifting Dunes 1-7 remain // ?=Shasalqu, ?=Pairaka
Oasis 1-10 remain


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
Out of turn updates:
Turn: Turn 6 – Blessing 2/Blessing of Nethys
SOT: Recharge any cards with the Cold trait. n/a
Give card: nil
Move: Stuck at Howling Sands

Explore 1: Vanth. Must evade and shuffle deck.

Explore 2: Discard Psychic Detective to examine and explore.
Random card, ignore 3,7,9,12: 1d13 ⇒ 7
Random card, ignore 3,7,9,12: 1d13 ⇒ 1
Corridor Dart Trap. Must evade and shuffle deck.

Explore 3: Discard Black Kiss to explore.
Random card, ignore 3,7,9,12: 1d13 ⇒ 7
Random card, ignore 3,7,9,12: 1d13 ⇒ 3
Random card, ignore 3,7,9,12: 1d13 ⇒ 4
Coffer Corpse. Evade and shuffle. I'm not wasting any more allies on this. Mavaro, dig us out!

EOT Reset hand.

Olenjack wrote:

Hand: Troubadour, Blessing of the Spy 1, Blessing of Abadar, Dredge, Sharper, Mahga Threefingers,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Hero Points: 0
Dice Re-Roll Used for 3-2B?: N
NOTES:

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☑ 2) to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (4)

Salim, Raz - Thornscrub BANISHED
Towering Obelisk 1-10 remain
Adowyn, Mavarao, Olenjack - Howling Sands 11, Shuffled | 1-2,4-6,8,10-11,13 remain // ?=Adowyn token, ?=Olenjack Token, 1 = Corridor Dart Trap, 5=Ghost Scorpion, 11=Vanth
Windswept Chasm 1-9 remain
Volcanic Vents 1-10 remain
Athnul - Shifting Dunes 1-10 remain // ?=Shasalqu, ?=Pairaka,?=Athnul Token
Oasis 1-10 remain


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Olenjack will go to 3, Howling Sands.

Olenjack wrote:

Hand: Troubadour, Psychic Detective, Blessing of Abadar, Dredge, Sharper, Mahga Threefingers,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
Dice Re-Roll Used for 3-2B?: N
NOTES:

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +1
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 2 to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Adowyn offered his Ally 2 upgrade, which I will gratefully accept.
Olenjack will use it to get the Ally Slip.
I will keep my Gambeson armor.

I believe Adowyn was going to take the Blessing 1.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

I will join Radovan at the Spider's Nest.

Zadim wrote:

Hand: Night Watch, Blessing of the Quartermaster 1, Compass, Blessing of the Gods, Rochin, The Rabbit Prince,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
Dice Re-Roll Used for 0-00?: N
NOTES:

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors and Weapons
POWERS:
• You may recharge a card to examine the top card of your location deck.
• You may recharge a card to add your Intelligence skill (☐+2) to your check that invokes the Poison (☐ or Acid or Undead) trait.
• You may discard (☐ or recharge) a weapon that does not have the 2-Handed trait to add your Stealth skill to a combat check by a character at your location.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

I'll take the Armor 1, which will be an Elven Chain Shirt to replace my Gambeson.

I was planning to use my Hero Point to add an Item card (not an ally). I'll take the Flawless Monocle.

At the Sunburst Market, I'll replace the Emerald of Dexterity with Mahga Threefingers.

Before the next scenario, I'll replace the Amulet of Life with the Tablet of Languages Lost.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

1.) Olenjack will spend the Hero Point to get a card feat: +1 Item Cards.
2.) Preference for upgrades:
a. Item 2: 1d1000 ⇒ 614
b. Weapon 2: 1d1000 ⇒ 620
c. Ally 2: 1d1000 ⇒ 904
3.) I'll go to Sunburst Market and trade in the Emerald of Dexterity for Mahga Threefingers.

I will fill my empty Ally slot (from banishing the Clockwork Spy) with the Guard.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
Out of turn updates:
Turn: Turn 22 – Blessing 3/Blessing of Pharasma
SOT:
Give card: nil
Move: Stay at #1, Precinct of Left Eyes

Explore 1: Toxic Geyser. Dex, Acro, Wis, Surv 9 to defeat.

Toxic Geyser:

Barrier B
Traits: Trap, Acid, Fire, Poison, Veteran
To Defeat: Dexterity, Acrobatics, Wisdom, Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Recharge Quick-Change Mask to use Diplomacy instead of normal skill.
Display Dredge to get a +2.
Diplomacy 9: 1d10 + 2 + 3 ⇒ (4) + 2 + 3 = 9
Success.

Explore 2: Magma Spirit

Magma Spirit:

Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9 The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each character at your location is dealt 1 Fire Damage.

Can’t block the BYA fire damage, so I discard the Emerald of Dexterity. I also suffer the Curse of Withering. And I banish the top card of the Precinct of Left Eyes and Warehouses 7 and 8.

Curse of Withering:
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.

Dragon Pistol time! I’ll bury it. I’ll need help because of the Curse of Withering. Recharging Adowyn’s Blessing of the Green Faith.
Combat 9: 2d6 + 1 + 3d6 ⇒ (3, 4) + 1 + (1, 3, 1) = 13

Discard Masque to explore again.
Explore 3: Encounter Fire Hydra.

Fire Hydra:

Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

Using Adowyn’s Blessing of the Gods for the Dex check.
Dex 8: 2d6 + 1 ⇒ (6, 2) + 1 = 9
Made it!
Now to face-punch the Hydra. Str for 1d4, Adowyn’s Crossbow for 1d4, Adowyn’s Dimorphodon for 1d4 and poison, Athnul’s Blessing of Gorum for 2d4.
Combat 7: 5d4 ⇒ (1, 1, 4, 1, 4) = 11
Fire Hydra defeated!
Scenario completed (I hope)!

EOT In case I made a mistake: Reset hand. I have 3 cards left in my deck.

Olenjack wrote:

Hand: Tablet of Languages Lost, Dredge, Masterwork Tools, Psychic Detective, Basif Iosep, Sharper,

On Top:
Displayed:
Deck: 3 Discard: 3 Buried: 5
Notes:
Shareable cards:

Skills and Powers:

SKILLS
Strength d4 ☐+1 ☐+2
Dexterity d8 ☑+1 ☐+2 ☐+3 ☐+4
Disable: Dexterity +1
Constitution d6 ☐+1 ☐+2 ☐+3
Intelligence d8 ☐+1
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +2
Charisma d10 ☐+1 ☐+2 ☐+3
Diplomacy: Charisma +2

POWERS
Favored Card: Ally
Hand Size: 5
Proficient with Light Armors
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 2 to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


Cards in hand:
Tablet of Languages Lost
Object/Magic
After the roll, reveal this card to add or subtract 2 from your Charisma or Diplomacy check.
Recharge this card to add 3 to your check to defeat a barrier or your Intelligence or Wisdom check to acquire an item.

Masterwork Tools
Tool/Elite
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Sharper
Halfling/Rogue/Gambling
When you acquire a boon, reveal this card to banish that boon and draw a boon of that type from the box.

Psychic Detective
Elf/Investigator/Basic
Recharge this card to add 1d6 to your Knowledge or Perception check.
Discard this card to examine the top card of your location deck, then you may explore your location.

Dredge
Halfling/Rogue/Aspis
When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.

Basif Iosep
At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
Discard this card to explore your location.


So I suffered the Curse of Withering. And my highest die on a check is a d4. (Yes, that's correct). What happens? The card says:
"While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice."
There are no lower-sized dice. So, my options:
1. Roll d4s. Those are the lowest-sized dice and the Curse cannot reduce them further.
2. I can't make the check. Effectively, my dice are d0s.
3. Some other interpretation...


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
Out of turn updates: discard Blessing of Abadar
Turn: Turn 16 – Blessing 2/Blessing of Bastet
SOT:
Give card: nil
Move: Stay at #1, Precinct of Left Eyes

I cannot fight and would very possibly die if I tried.

EOT Reset hand.

Olenjack wrote:

Hand: Tablet of Languages Lost, Quick-Change Mask, Masque, Dredge, Emerald of Dexterity, Dragon Pistol,

On Top:
Displayed:
Deck: 6 Discard: 1 Buried: 4
Notes:
Shareable cards:

Skills and Powers:

SKILLS
Strength d4 ☐+1 ☐+2
Dexterity d8 ☑+1 ☐+2 ☐+3 ☐+4
Disable: Dexterity +1
Constitution d6 ☐+1 ☐+2 ☐+3
Intelligence d8 ☐+1
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +2
Charisma d10 ☐+1 ☐+2 ☐+3
Diplomacy: Charisma +2

POWERS
Favored Card: Ally
Hand Size: 5
Proficient with Light Armors
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 2 to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


Cards in hand:
Dragon Pistol
Firearm/Ranged/Piercing/Elite
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to a combat check by another character at your location.

Tablet of Languages Lost
Object/Magic
After the roll, reveal this card to add or subtract 2 from your Charisma or Diplomacy check.
Recharge this card to add 3 to your check to defeat a barrier or your Intelligence or Wisdom check to acquire an item.

Emerald of Dexterity
Object/Magic
Recharge this card to roll your Dexterity die instead of the normal die on your non-combat check.

Quick-Change Mask
Accessory/Magic
Recharge this card to recharge a random ally from your discard pile.
For your non-combat check, recharge this card to use your Diplomacy or Stealth check instead of the normal skill.

Masque
Human/Bard/Basic
On your check, instead of rolling the normal die for a skill, recharge this card to roll a die that another character at your location has for that skill.
Discard this card to explore your location. During this exploration, you may recharge a card to evade your encounter.

Dredge
Halfling/Rogue/Aspis
When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (14)
Notes for Adowyn: Reroll used
Notes for Olenjack: Reroll used, Hero Point used to re-roll
Notes for Athnul: Need to discard blessing for Adowyn's Check
Notes for Raz: Used reroll.
Notes for Salim: Reroll used
Notes for Mavaro: Used reroll.
Additional Info 1: 3rd Law (Locations) is active
Additional Info 2: Party needs to use a blessing for Adowyn's 2nd Check
Olenjack - Precinct of Left Eyes 1-5 remain
Mavaro - Smoking Den 2-6 remain // ?=shock longbow +1
Salim - Warehouse (Loc 3) 1-4 remain // 1=Meehr Zet
Athnul - Warehouse (Loc 4) 1-3 remain
Raz - Warehouse (Loc 5) 1-4 remain
Warehouse (Loc 6) 1-4 remain // 1=Crocodile Skin Lamellar (ArB)
Warehouse (Loc 7) 2-3 remain // 2=Acid Flask (IB)
Adowyn - Warehouse (Loc 8) 1-3 remain // 1=Fireward Gel (IB)
Middle of Nowhere (Siege Deck) 3,6,(random 4,5,7-17) remain // ?=Fire Hydra 3=Carrion Golem, 6=Silver Chain Smuggler


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
Out of turn updates: nil
Turn: Turn 10 – Blessing 0/Blessing of Wadjet
SOT:
Give card: nil
Move: Stay at #1, Precinct of Left Eyes

Explore 1: Encounter Henchman: Sand Scorpion.

Sand Scorpion:

Henchman 1
Type: Monster
Traits:
Half-Elf
Alchemist
To Defeat:
Combat 12 Before you act, each character at this location is dealt 1 Poison damage.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.

Bury Gambeson to negate Poison damage. I’ll use the Acid Flask and display Dredge for a +2.
Combat 12: 1d8 + 2 + 2d6 + 2 ⇒ (3) + 2 + (2, 1) + 2 = 10
Right.
I’ll spend a Hero Point to re-roll.
Combat 12: 1d8 + 2 + 2d6 + 2 ⇒ (5) + 2 + (4, 6) + 2 = 19
Now I overshot the check by more than 5. So the Sand Scorpion is defeated but I can't close my location.

I will display Clockwork Spy to examine the next card in the siege deck. It is a Vanth. No trigger, but BYA suffer a scourge. Someone’s got to face him, so let’s go.

Explore 2: Vanth

Vanth:

Monster 2
Traits: Outsider, Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.

I enjoy the scourge of…
Scourge: 1d6 ⇒ 5

Curse of the Ravenous:

While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. blessings
2. allies
3. spells and weapons
4. items

Now for the fight. I’ll recharge my dagger, banish the Clockwork Spy, and display Masque for +2.
Combat 13: 1d8 + 1 + 2d4 + 1d6 + 2 ⇒ (6) + 1 + (2, 3) + (5) + 2 = 19
Cancel one Vanth.

EOT Reset hand.
Roll for Curse of the Ravenous
1d4 ⇒ 1
My blessings. Of course, the only cards in my discard. I wasn’t likely to get healed anyway…but I hate to bury cards.

Olenjack wrote:

Hand: Tablet of Languages Lost, Quick-Change Mask, Masque, Dredge, Emerald of Dexterity, Blessing of Abadar,

On Top:
Displayed:
Deck: 6 Discard: 0 Buried: 4
Notes:
Shareable cards:

Skills and Powers:

SKILLS
Strength d4 ☐+1 ☐+2
Dexterity d8 ☑+1 ☐+2 ☐+3 ☐+4
Disable: Dexterity +1
Constitution d6 ☐+1 ☐+2 ☐+3
Intelligence d8 ☐+1
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +2
Charisma d10 ☐+1 ☐+2 ☐+3
Diplomacy: Charisma +2

POWERS
Favored Card: Ally
Hand Size: 5
Proficient with Light Armors
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 2 to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


Cards in hand:
Tablet of Languages Lost
Object/Magic
After the roll, reveal this card to add or subtract 2 from your Charisma or Diplomacy check.
Recharge this card to add 3 to your check to defeat a barrier or your Intelligence or Wisdom check to acquire an item.

Emerald of Dexterity
Object/Magic
Recharge this card to roll your Dexterity die instead of the normal die on your non-combat check.

Quick-Change Mask
Accessory/Magic
Recharge this card to recharge a random ally from your discard pile.
For your non-combat check, recharge this card to use your Diplomacy or Stealth check instead of the normal skill.

Masque
Human/Bard/Basic
On your check, instead of rolling the normal die for a skill, recharge this card to roll a die that another character at your location has for that skill.
Discard this card to explore your location. During this exploration, you may recharge a card to evade your encounter.

Dredge
Halfling/Rogue/Aspis
When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.

Blessing of Abadar
Divine/Abadar
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (10)
Notes for Adowyn: Reroll used
Notes for Olenjack: Curse of the Ravenous, Reroll used, Hero Point used to re-roll
Notes for Salim: Reroll used
Notes for Mavaro: Used reroll.
Additional Info 1: 3rd Law (Locations) is active

Olenjack - Precinct of Left Eyes 1-5 remain
Mavaro - Smoking Den 1-6 remain // ?=shock longbow +1
Salim - Warehouse (Loc 3) 1-4 remain // 1=Meehr Zet
Athnul - Warehouse (Loc 4) 1-4 remain
Raz - Warehouse (Loc 5) 1-4 remain // Lightning Storm displayed
Adowyn - Warehouse (Loc 6) 1-4 remain
Warehouse (Loc 7) 1-3 remain
Warehouse (Loc 8) 1-3 remain
Middle of Nowhere (Siege Deck) 3-26 remain


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
Out of turn updates: nil
Turn: 4 - Blessing of the Elements
SOT: Recharge Basif Iosep to draw 2 cards. I get Dredge and Dagger. Dredge is an Aspis card, so I get to draw another card. Let's do this! I get Blessing of the Spy 2.
Give card: nil
Move: stay at Precinct of Left Eyes

Display Gambeson

Explore 1: Baited Jewel Box!

Spoiler:

Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

I'll recharge Troubadour for 1d6 and display Dredge and Clockwork Spy for +4. I want to beat the check by 4, but no more than 10. Hmph.
Disable 8: 1d8 + 2 + 1d6 + 4 ⇒ (6) + 2 + (1) + 4 = 13
Close one. I draw the Canteen from the box.

Spoiler:
Canteen
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6 Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.

Blessing of the Spy lets me explore, so I shall.

Explore 2: Baited Jewel Box again! But BotS gives me an extra die. I'll also display Masque for +2.
Disable 8: 2d8 + 2 + 2 ⇒ (3, 2) + 2 + 2 = 9
Right. Using my re-roll.
Disable 8: 3 + 1d8 + 3 + 2 ⇒ 3 + (7) + 3 + 2 = 15
There we go.
Now I draw an item. An Acid Flask. Good combo with the Canteen.

Maybe crazy, but gotta use these blessings. Discard Blessing of the Spy 2 to explore again.
A Fire Hydra!
Okay, BYA Dex 8 or get burned.
Dex 8: 2d8 + 1 ⇒ (4, 7) + 1 = 12
Such a nimble dwarf! Now for the fightin'. I will display the Canteen and place the Acid Flask "face up" on it to use my disable or ranged +2d6. If I use disable, I'll probably roll too high. So I'll go with ranged.
Combat 7: 2d4 + 2d6 ⇒ (3, 1) + (4, 4) = 12
That's got him. And it has the Acid trait, so he is banished.

That's all for this old dwarf. Putting allies back in my hand and smoking my pipe while you all clean up.

EOT Reset hand.

Olenjack wrote:

Hand: Clockwork Spy, Quick-Change Mask, Masque, Dredge, Dagger, Blessing of Abadar,

On Top:
Displayed: Gambeson, Canteen, Acid Flask,
Deck: 7 Discard: 2 Buried: 0
Notes:
Shareable cards:

Skills and Powers:

SKILLS
Strength d4 ☐+1 ☐+2
Dexterity d8 ☑+1 ☐+2 ☐+3 ☐+4
Disable: Dexterity +1
Constitution d6 ☐+1 ☐+2 ☐+3
Intelligence d8 ☐+1
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +2
Charisma d10 ☐+1 ☐+2 ☐+3
Diplomacy: Charisma +2

POWERS
Favored Card: Ally
Hand Size: 5
Proficient with Light Armors
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 2 to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


Cards in hand:
Dagger
Knife/Ranged/Piercing/Basic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

Quick-Change Mask
Accessory/Magic
Recharge this card to recharge a random ally from your discard pile.
For your non-combat check, recharge this card to use your Diplomacy or Stealth check instead of the normal skill.

Masque
Human/Bard/Basic
On your check, instead of rolling the normal die for a skill, recharge this card to roll a die that another character at your location has for that skill.
Discard this card to explore your location. During this exploration, you may recharge a card to evade your encounter.

Dredge
Halfling/Rogue/Aspis
When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.

Clockwork Spy
Automaton/Basic
Display this card to examine the top card of your location deck, then you may explore your location.
While displayed, you may banish this card to add 1d6 to your combat check.

Blessing of Abadar
Divine/Abadar
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Displayed cards:
Gambeson
Light Armor/Basic
Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.

Canteen
Object/Alchemic Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.[/

Acid Flask
Liquid/Attack/Acid/Alchemical For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12. 


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Olenjack will start at location #1. Precinct of Left Eyes.

I have taken the Tablet of Languages Lost and traded in my Amulet of Life.

Olenjack wrote:

Hand: Clockwork Spy, Quick-Change Mask, Masque, Blessing of the Spy 1, Troubadour, Gambeson,

On Top:
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Shareable cards:

Skills and Powers:

SKILLS
Strength d4 ☐+1 ☐+2
Dexterity d8 ☑+1 ☐+2 ☐+3 ☐+4
Disable: Dexterity +1
Constitution d6 ☐+1 ☐+2 ☐+3
Intelligence d8 ☐+1
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +2
Charisma d10 ☐+1 ☐+2 ☐+3
Diplomacy: Charisma +2

POWERS
Favored Card: Ally
Hand Size: 5
Proficient with Light Armors
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 2 to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


Cards in hand:
Gambeson
Light Armor/Basic
Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.

Quick-Change Mask
Accessory/Magic
Recharge this card to recharge a random ally from your discard pile.
For your non-combat check, recharge this card to use your Diplomacy or Stealth check instead of the normal skill.

Masque
Human/Bard/Basic
On your check, instead of rolling the normal die for a skill, recharge this card to roll a die that another character at your location has for that skill.
Discard this card to explore your location. During this exploration, you may recharge a card to evade your encounter.

Troubadour
Halfling/Basic
Recharge this card to add 1d6 to your non-combat Dexterity or Charisma check.
Discard this card to explore your location.

Clockwork Spy
Automaton/Basic
Display this card to examine the top card of your location deck, then you may explore your location.
While displayed, you may banish this card to add 1d6 to your combat check.

Blessing of the Spy 1
Basic
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. During this exploration, add 1 die to your checks.


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

Sorry, not "Amulet of Dexterity." It's "Emerald of Dexterity."


STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

1. Olenjack will spend a Hero Point to take the Power Feat to increase his hand size to 6.

2. My preferred upgrades:
1st choice, Item B: 1d1000 ⇒ 459 Will replace Flawless Monocle with Amulet of Dexterity.
2nd choice, Blessing B: 1d1000 ⇒ 697 Will replace a Blessing of the Spy with a Blessing of Milani.
3rd choice, Armor B: 1d1000 ⇒ 190 Will replace Gambeson with Patrician's Armor.

3. I'll skip visiting the Traders. Though I will swap out my Amulet of Life for the Tablet of Languages Lost.

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