Director Robot

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46 posts. Alias of redeux.


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construct of the GM/BR

botting olochs guard

Wrathful Sinspawn:
Wrathful Sinspawn
Henchman,
Monster 1

Traits:
Abberation

Check:
Combat
9

Before the encounter, succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

If defeated, you may immediately attempt to close this location.

BYA DC 6 wis: 1d8 + 1 ⇒ (1) + 1 = 2 dc increase

for the win and blessing still available, so BoGorum
Wrathful Sinspawn DC 10 combat: 3d10 + 3 + 2d6 + 1 ⇒ (5, 7, 9) + 3 + (1, 1) + 1 = 27 defeated


construct of the GM/BR

gears shifting
Flip hourglass: BoCCayden

Yoon moves to Jungle and explores
Random explore: 1d10 ⇒ 7 BoGozreh

Blessing of Gozreh :

Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
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.

Can't get. banished

Discard Vampire Bat to examine/explore
Random examine/explore: 1d10 ⇒ 4 Archer's Bracers

Archer's Bracers :

Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7 Reveal this card to add 2 to your Ranged combat check.

Archer Bracers DC 10 dex: 1d10 ⇒ 5 banished

Discard Giffer Tibbs to explore
Random explore: 1d10 ⇒ 9 BoHshurha

Blessing of Hshurha:

Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
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.

DC 8 divine or 10 wis..don't think thats feasible. And we already have one blessing2. (unless Celeste wants to use good omen but we'd still need a blessing). [/spoiler]

Recharge Haneillius Fitch to explore
random explore: 1d10 ⇒ 2 Reefclaw

Reefclaw:

Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.

reveal BoCC for atk feat, reveal gom gom for 1d4
Reefclaw DC 11 combat: 1d10 + 4 + 1d8 + 1d4 ⇒ (5) + 4 + (1) + (1) = 11
Reefclaw DC 11 combat: 1d10 + 4 + 1d8 + 1d4 ⇒ (5) + 4 + (1) + (4) = 14

TLDR
Jungle cards 7 BoGozreh,4 Archer Bracers,9 BoHshurha, 2 Reefclaw are banished.

Yoon wrote:

Hand: Gom-Gom, Fan of Flames, Farsight (loot), Blessing of Cayden Cailean, Haki Stick, Detect Thoughts,

Displayed:
Deck: 10 Discard: 3 Buried: 4
Folio Reroll Available: N
Die Dump: 2
Notes: Use blessings freely. If necessary, Yoon can discard her top card to add 1d4 your local combat check (2d4 if it's a blessing).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +2
Constitution d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Fortitude: Constitution +2
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1
Charisma d8 [X]+1 [ ]+2 [ ]+3
Arcane: Charisma +0

Favored Card: Spell
Hand Size: 5 [X]6
Proficient with: Light Armors
Powers:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([ ] or a spell), add another 1d4.
When you reset your hand, after your draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


"
Card Descriptions:

Hand descriptions:
Haki Stick
Spoiler:
Haki Stick
Traits: Club, Melee, Slashing, Basic
Powers: For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d4; you may additionally discard this card to add another 1d6.
Recharge this card to shuffle your location deck.
Fan of Flames
Spoiler:
Fan of Flames
Traits: Magic, Arcane, Attack, Fire, Basic
Powers: On your combat check against a bane, discard this card to add 1d6 and the Fire trait; if the bane invokes the Cold trait, add an additional 1d6. You may play this spell even if you played a spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 7 or Fortitude 5 check to recharge this card instead of discarding it.
Detect Thoughts
Spoiler:
Detect Thoughts
Traits: Magic, Arcane, Divine
Powers: Discard this card to examine the top 3 cards of your location deck. Set aside any monsters, and if you have a role card, you may also set aside any allies. Shuffle the location deck, then put the cards you set aside in any order on top of it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Gom-Gom
Spoiler:
Gom-Gom
Traits: Accessory
Powers: Reveal this card to add 1d4 to your Diplomacy or Fortitude check. If it is a combat check, reduce all damage dealt to you on this check by 1.
Farsight (loot)
Spoiler:
Farsight (loot)
Traits: Object, Magic
Powers: Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of any location deck and put them back in any order. Reveal a card that has the Pirate trait to recharge this card instead of discarding it.
(Replaced: Compass)
Blessing of Cayden Cailean
Spoiler:
Blessing of Cayden Cailean
Traits: Divine, Cayden Cailean
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
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 descriptions:
"


construct of the GM/BR

gears shifting
botting yoon

Discard Farsight to examine top 2 cards of Jungle: Pirate Hunting and Reefclaw.

Then move to Rocky Cliff and explore. Swamp Ghoul

Swamp Ghoul:

Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

reveal BoCC for attack feat, gom gom for 1d4
Swamp Ghoul DC 11 combat: 1d10 + 4 + 1d8 + 1d4 ⇒ (5) + 4 + (6) + (3) = 18 defeated

recharge vampire bat to examine location. It's a monster, so shuffle random card from discard into deck (farsight).
Discard BotGods to explore.

Ethereal Abductor:

Henchman 3
Type: Monster
Traits:
Outsider
To Defeat:
Combat 12
THEN Combat 12 After you act, if either check to defeat had the Melee trait, succeed at a Constitution or Fortitude 4 check or put a marker on your character.
If undefeated, bury an ally from your hand or discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Coral Capuchin displayed
Reveal botCC for attack feat, gom gom for 1d4
Ethereal Abductor DC 12 combat: 1d10 + 4 + 1d8 + 1d4 ⇒ (1) + 4 + (5) + (2) = 12
Reveal botCC for attack feat, gom gom for 1d4
Ethereal Abductor DC 12 combat: 1d10 + 4 + 1d8 + 1d4 ⇒ (7) + 4 + (8) + (2) = 21
AYA -- no effect
Draw Coral Capuchin (scenario text), but banish it to close the location
On closing: examine top card of Ghol Ghan ruins - and the monster is banished

Reset hand and end turn

Yoon wrote:

Hand: Gom-Gom, Fan of Flames, Haneilius Fitch (Acquired), Blessing of Cayden Cailean, Vampire Bat, Giffer Tibbs (acq),

Displayed:
Deck: 12 Discard: 1 Buried: 4
Folio Reroll Available: N
Die Dump: 2
Notes: Use blessings freely. If necessary, Yoon can discard her top card to add 1d4 your local combat check (2d4 if it's a blessing).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +2
Constitution d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Fortitude: Constitution +2
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1
Charisma d8 [X]+1 [ ]+2 [ ]+3
Arcane: Charisma +0

Favored Card: Spell
Hand Size: 5 [X]6
Proficient with: Light Armors
Powers:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([ ] or a spell), add another 1d4.
When you reset your hand, after your draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


"
Card Descriptions:

Hand descriptions:
Fan of Flames
Spoiler:
Fan of Flames
Traits: Magic, Arcane, Attack, Fire, Basic
Powers: On your combat check against a bane, discard this card to add 1d6 and the Fire trait; if the bane invokes the Cold trait, add an additional 1d6. You may play this spell even if you played a spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 7 or Fortitude 5 check to recharge this card instead of discarding it.
Gom-Gom
Spoiler:
Gom-Gom
Traits: Accessory
Powers: Reveal this card to add 1d4 to your Diplomacy or Fortitude check. If it is a combat check, reduce all damage dealt to you on this check by 1.
Vampire Bat
Spoiler:
Vampire Bat
Traits: Animal
Powers: Recharge this card to examine the top card of your location deck; if it is a monster or an ally, shuffle a random card from your discard pile into your deck.
Discard this card to examine the top card of your location deck, then you may explore your location.
Blessing of Cayden Cailean
Spoiler:
Blessing of Cayden Cailean
Traits: Divine, Cayden Cailean
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
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.
Giffer Tibbs (acq)
Spoiler:
Giffer Tibbs (acq)
Traits: Gnome, Pirate
Powers: Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Haneilius Fitch (Acquired)
Spoiler:
Haneilius Fitch (Acquired)
Human
Surgeon To Acquire:
Charisma
Diplomacy 9 Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.

Displayed descriptions:
"

TLDR- examined top 2 cards of Jungle,
defeated top 2 cards of rocky cliff,
closed rocky cliff.
Cannoneer is banished from Ghol Ghan ruins

gears screech to a stop

Edit- forgot to do SoT fort check for mancatcher cave
Mancatcher DC 6 fort: 1d10 + 4 ⇒ (10) + 4 = 14


construct of the GM/BR

gears shifting
botting yoon

Flip Botgods from hourglass
Yoon moves to Mancatcher cave and explores.

Canopy Creeper:

Monster 2
Traits:
Plant
To Defeat:
Combat 12 The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.

Fail BYA
Reveal sign of the pack to use attack feat, reveal gom gom for 1d4
Canopy Creeper DC 15 combat: 1d10 + 4 + 1d8 + 1d4 ⇒ (7) + 4 + (5) + (3) = 19 defeated

Discard Cleric of Nethys to examine next two cards. Keep in same order, then explore

Astrolabe:

Item 1
Traits:
Tool To Acquire:
Wisdom
Survival 7 Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.

fail to acquire - banished

Discard Bosivannah to explore.

Tidewater Cutlass +1 :

Weapon 1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.

fail to acquire - banished

Discard Sign of the Pack to explore. It's a blessing so Sign of the pack recharges.
BotGods Auto-acquired

Discard BotGods to explore

Swabbing the Decks:

Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Swabbing the Decks DC 7 fort: 1d10 + 4 ⇒ (10) + 4 = 14 defeated

Discard BoCC to explore

Ethereal Abductor:

Henchman 3
Type: Monster
Traits:
Outsider
To Defeat:
Combat 12
THEN Combat 12 After you act, if either check to defeat had the Melee trait, succeed at a Constitution or Fortitude 4 check or put a marker on your character.
If undefeated, bury an ally from your hand or discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Display Haneilius Fitch from abducted pile
Reveal BotSpellbound for attack feat. reveal gom gom for 1d4
Ethereal Abductor DC 12 combat: 1d10 + 4 + 1d8 + 1d4 ⇒ (10) + 4 + (1) + (4) = 19
Reveal BotSpellbound for attack feat. reveal gom gom for 1d4
Ethereal Abductor DC 12 combat: 1d10 + 4 + 1d8 + 1d4 ⇒ (5) + 4 + (4) + (4) = 17 defeated
AYA does not apply
Acquire Haneilius Fitch from abudcted pile
Attempt to close location. Summon Sea Devil
Sea Devil:
Monster Henchman 2
Traits:
Merfolk
Aquatic

To Defeat:
Combat 13

Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.


Reveal BotSpellbound for attack feat. reveal gom gom for 1d4
Sea Devil DC 13 combat: 1d10 + 4 + 1d8 + 1d4 ⇒ (7) + 4 + (5) + (2) = 18 defeated. Location closed
On Closing DC 6 fort: 1d10 + 4 ⇒ (1) + 4 = 5 of course, bury BotSpellbound.

recharge haneillus fitch to shuffle BoCC into deck. Then draw 5 cards, use power feat to set aside all 5 cards in discard pile, burygiffer tibbs , then shuffle other 4 into deck.

Yoon wrote:

Hand: Gom-Gom, Fan of Flames, Farsight (loot), Blessing of Cayden Cailean, Vampire Bat, Blessing of the Gods,

Displayed:
Deck: 13 Discard: 0 Buried: 4
Folio Reroll Available: N
Die Dump: 2
Notes: Use blessings freely. If necessary, Yoon can discard her top card to add 1d4 your local combat check (2d4 if it's a blessing).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +2
Constitution d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Fortitude: Constitution +2
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1
Charisma d8 [X]+1 [ ]+2 [ ]+3
Arcane: Charisma +0

Favored Card: Spell
Hand Size: 5 [X]6
Proficient with: Light Armors
Powers:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([ ] or a spell), add another 1d4.
When you reset your hand, after your draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


"
Card Descriptions:

Hand descriptions:
Fan of Flames
Spoiler:
Fan of Flames
Traits: Magic, Arcane, Attack, Fire, Basic
Powers: On your combat check against a bane, discard this card to add 1d6 and the Fire trait; if the bane invokes the Cold trait, add an additional 1d6. You may play this spell even if you played a spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 7 or Fortitude 5 check to recharge this card instead of discarding it.
Gom-Gom
Spoiler:
Gom-Gom
Traits: Accessory
Powers: Reveal this card to add 1d4 to your Diplomacy or Fortitude check. If it is a combat check, reduce all damage dealt to you on this check by 1.
Farsight (loot)
Spoiler:
Farsight (loot)
Traits: Object, Magic
Powers: Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of any location deck and put them back in any order. Reveal a card that has the Pirate trait to recharge this card instead of discarding it.
(Replaced: Compass)
Vampire Bat
Spoiler:
Vampire Bat
Traits: Animal
Powers: Recharge this card to examine the top card of your location deck; if it is a monster or an ally, shuffle a random card from your discard pile into your deck.
Discard this card to examine the top card of your location deck, then you may explore your location.
Blessing of the Gods
Spoiler:
Blessing of the Gods
Traits: Divine, Basic
Powers: When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Cayden Cailean
Spoiler:
Blessing of Cayden Cailean
Traits: Divine, Cayden Cailean
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
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 descriptions:
"

gears screech to a stop

TLDR-
Acquired BotGods from Mancatcher cave, and top card from Abducted pile. Closed Mancatcher cave and everything else in there banished.


construct of the GM/BR

gears shifting

Poog moves to Stonework Passages and casts restorative touch on valeros.
Heal valeros: 1d4 + 1 ⇒ (2) + 1 = 3 cards
Recharge check DC 11: 1d10 + 5 ⇒ (9) + 5 = 14 recharged

reset hand and end turn

Poog wrote:

Hand: Buckler Gun, Blessing of the Gobs 3, Burning Snot 1, Blessing of the Spellbound, Blessing of Hadregash,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes: blessing available, reroll not used
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +1
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 +3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2 [ ]

Favored Card: Blessing
Hand Size 5 [ ]6
Proficient with: Light Armors, Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([x] or 2 random cards) from her discard pile into her deck
Add 1d6 ([X]+1) to your check that involves the animal or fire trait.
After you bury, discard, recharge, or reveal a boon that has the animal trait for its power, banish it, then you may ([x ]recharge a random card from your discard pile and) draw a card.

On Ukuja's turn BotAncients is flipped from blessing deck. Poog temp guards Stonework passages
dicard BoHadregash to bless check with 1 die, use Valeros Runewell's echo for 1d12.
Stonework passages DC9 survival: 2d10 + 4 + 1d12 ⇒ (1, 2) + 4 + (6) = 13 Temp closed
Valeros is healed 2 cards from poogs power feat

gears screech to a stop


construct of the GM/BR

gears shifting
botting yoon, deck handler

Zova's Turn
discard BotGods1 for Zova's check

Yoon's turn
Yoon moves to Sea Caves

She explores and finds Spell 1 that Celeste examined.

Sphere of Fire:

Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 7 Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

Use Celeste's BotElements which recharges and request d4 from Lem (telempathic projection)
Sphere of Fire DC 7 arcane: 2d8 + 1d4 ⇒ (6, 6) + (3) = 15 acquired

Discard Sign of the Lantern Bearer to explore. Found BotGods

Blessing of Gods:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

BotGods acquired

Discard BotGods3 (Acquired) to explore again. Blessing of Gorum

Blessing of Gorum:

Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
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.

request d4 from Lem (BoBesmara)
BoGorum DC 4 str: 2d4 ⇒ (3, 4) = 7 acquired

Discard BoGorum to explore. Find Master-AtArms

MasterAtArms:
Master-at-Arms
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8 Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Mater at arms Dc 8 cha: 1d8 ⇒ 6 banished

Yoon then recharges Compass to move to Location 5 (Riptide Cove). Lem moves with her.

Reset hand. After resetting set aside 3 cards from Discard (SignOfLantern,BoGorum, and BotGods3). Bury botgods3 and shuffle the other two blessings into deck. End Turn

Yoon wrote:

Hand: Psychic Reading, Gom-Gom, Blessing of Besmara, Possession, Sphere of Fire (Acquired),

Displayed:
Deck: 11 Discard: 1 Buried: 1
Folio Reroll Available: N
Notes: Feel free to use any of Yoon's blessings. If necessary, Yoon can discard her top card to add your combat check.

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +2
Constitution d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Fortitude: Constitution +2
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Arcane: Charisma +0

Favored Card: Spell
Hand Size: 5 [ ]6
Proficient with: Light Armors
Powers:
For your combat check, reveal a spell ([ ] or a blessing) to use your Fortitude skill + 1d8 and add Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([ ] or a spell), add another 1d4.
When you reset your hand, after your draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


"
Card Descriptions:

Hand descriptions:
Possession
Spoiler:
Possession
Traits: Magic, Arcane, Divine, Mental, Basic
Powers: On your turn, discard this card to examine the top card of your location deck; if it is an ally or a monster, encounter it. Then, if you have a role card, you may shuffle the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 or Perception 6 check to recharge this card instead of discarding it.
Psychic Reading
Spoiler:
Psychic Reading
Traits: Magic, Arcane, Divine, Mental
Powers: At the end of a character at your location's move step, discard this card to examine the top card of her character deck; she may exchange a card in her hand for the examined card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 or Perception 6 check to recharge this card instead of discarding it.
Gom-Gom
Spoiler:
Gom-Gom
Traits: Accessory
Powers: Reveal this card to add 1d4 to your Diplomacy or Fortitude check. If it is a combat check, reduce all damage dealt to you on this check by 1.
Blessing of Besmara
Spoiler:
Blessing of Besmara
Traits: Divine, Besmara
Powers: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check that has the Swashbuckling trait. 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.
Sphere of Fire (Acquired)
Spoiler:
Sphere of Fire (Acquired)
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

Displayed descriptions:
"

gears screech to a stop

TLDR
Sea Cave
Acquired cards 1-3 (Spell 1 and two blessings). Banished card 4 (ally master at arms).
Lem and Yoon moved to location 5 (cove #3)


construct of the GM/BR

Gears shifting

Mavaro moves to Cavern and encounters Lightning Elemental

Lightning Elemental (Known):

Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage. If undefeated, each character at your location takes 1d4 Electricity damage. If defeated, you may immediately attempt to close the location this henchman came from.

Recharge Venemous Fighting Fan to bring Sign of the Rider to top of deck.
Use Missing Eye (recharge for extra 1d6+2). Asks Zadim to sneak attack (recharge weapon to add his stealth skill)
Lightning Elemental DC 17 combat: 1d8 + 3 + 1d8 + 1 + 1d6 + 2 + 1d8 + 4 ⇒ (5) + 3 + (2) + 1 + (3) + 2 + (4) + 4 = 24 defeated

Attempt to close
Cavern DC 7 str: 1d8 + 3 ⇒ (6) + 3 = 9 location closed. . Location moves him to only remaining open location.

Recharge Longbow to bring Missing Eye to top of deck
Reset hand and end turn

Mavaro wrote:

Hand: Object Reading, Cleric of Nethys, Spirit Surge, Shrunken Head, The Missing Eye, Stalking Armor,

On Top: Sign of the Stranger
Displayed:
Deck: 19 Discard: 1 Buried: 0
Folio Reroll Available: Y
Notes: Use his blessings except for Sign of the Rider as he needs that in circulation for his combat checks. Holler if you need healing. He has one Cure that he can bring up on need.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [X]+2 [ ]+3
Knowledge: Intelligence +1
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2

Favored Card: Your Choice (Weapon)
Hand Size: 6 [ ]7
Proficient with: Light Armors, [ ]Heavy Armors, Weapons
Powers:
Play with the top card of your deck face up. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([X] You may also add any of that card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.

gears screech to a stop


construct of the GM/BR

gears shifting

Mavaro takes a puzzle piece

gears screech to a stop


construct of the GM/BR

gears shifting

Mavaro passes his exploration step to draw a piece puzzle.

reset hand and end turn

gears screech to a stop

Mavaro wrote:

Hand: The Missing Eye, Cleric of Nethys, Spirit Surge, Venomous Fighting Fan +1, Longbow, Stalking Armor,

On Top: Ameiko Kaijitsu
Displayed:
Deck: 19 Discard: 1 Buried: 0
Folio Reroll Available: Y
Notes: Use his blessings except for Sign of the Rider as he needs that in circulation for his combat checks. Holler if you need healing. He has one Cure that he can bring up on need.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [X]+2 [ ]+3
Knowledge: Intelligence +1
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2

Favored Card: Your Choice (Weapon)
Hand Size: 6 [ ]7
Proficient with: Light Armors, [ ]Heavy Armors, Weapons
Powers:
Play with the top card of your deck face up. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([X] You may also add any of that card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


construct of the GM/BR

Gears shifting

Believe Mavaro is now on vacation, so I will bot him. I requested permission for his deck handler.

Mavaro recharges sign of the rider to bring Venemous Fighting Fan to top of deck. Then Mavaro reveals missing eye for combat
Zombie Minion DC 9 combat: 1d8 + 3 + 1d8 + 1 ⇒ (3) + 3 + (8) + 1 = 15 defeated

gears screech to a stop


construct of the GM/BR

gears shifting
Reepazo starts at descrated vault. and draws opening hand.

On Poog's turn she discards BoGobs to bless Poogs check.

On her turn she explores the Vault

Use bogobs and display fireblade for bugform
Trapped Passageway DC 9 dex: 2d12 + 1d6 ⇒ (9, 12) + (4) = 25

Free explore from defeating. She finds a blessing of Erastil
Bo Erastil DC 4 dex: 1d12 + 1d6 ⇒ (5) + (5) = 10 acquired
recharge fireblade to end bug form

Use BoErastil to explore and find cultist
Cultist DC 13 combat: 1d8 + 1d10 + 2 ⇒ (3) + (6) + 2 = 11 discard weapon for reroll
Cultist DC 13 combat: 1d8 + 1d10 + 2 ⇒ (6) + (5) + 2 = 13 defeated

discard BoZarongel to explore and find Longshank adventurers

Assuming Poog wants survival and Scribbleface perception
Reepazo attempts any check that Poog and scribbleface didn't try (lets say acrobatics for now). She auto-fails. She'll take the Combat 13 check
Longshanks DC 13: 1d8 + 2d4 + 3 ⇒ (5) + (2, 3) + 3 = 13 defeated
Immolate DC 7: 1d8 + 3 ⇒ (2) + 3 = 5

after poog/scribbleface checks:

Reepazo resets hand and ends turn

Reepazo wrote:

Hand: Alchemist's Fire, Blessing of Hadregash, Frilled Lizard, Giant Slug, Crocodile Skin Armor,

Displayed:
Deck: 6 Discard: 5 Buried: 0
Notes: bug form not active.
Mythic Charges: 0 Sideboard cards:

SKILLS AND POWERS

Spoiler:
SKILLS

STRENGTH d8 []+1 []+2 []+3
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3

Hand Size 4 []5
Proficient with: Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait ([] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([] and before the roll, you may draw a card).
<Power 2>
<Power 3>
<Power 4>
<Power 5>

gears screech to a stop


construct of the GM/BR

Gears shifting
Been 24 hours and wanting to get this scenario wrapped up because the boons for this event are arguably better than the next event so going to bot Reepazo's turn

Reepazo gives Thieve's tools to Poog.

Reepazo explores and finds a Potion of Vision

Potion of Vision DC 4 int: 1d6 ⇒ 3 banished

Discard BoHagredash(poogs) to explore

Conch Shell DC 8 wid: 1d8 + 1 ⇒ (2) + 1 = 3 banished

Discard next BoHagredash(self's) to explore and find villain

BYA DC 7 dex: 1d8 ⇒ 1
Damage: 1d4 ⇒ 1 recharge crocodile skin armor

Use Dogslicer (discard) and bless self (BotGobs, buried to acquire BoSarenrae(which is then recharged))
Vorka DC 15 combat: 2d8 + 2d6 + 1 ⇒ (6, 1) + (2, 5) + 1 = 15 passed

Use Horsechopper and blessing from scribbleface
Vorka DC 12 combat: 2d8 + 1d10 + 1 ⇒ (7, 1) + (1) + 1 = 10 discard Horsechopper for reroll
Vorka DC 12 combat: 2d8 + 1d10 + 1 ⇒ (8, 2) + (10) + 1 = 21 defeated

We win!

Gears screech to a stop


construct of the GM/BR

gears shigting

Adowyn explores Earthworks and finds Void Glyph

discard BotAncients
Void Glyph DC 14 Wis: 2d8 + 1 ⇒ (4, 7) + 1 = 12 Discard Seelah's Blessing of Maat to add 3. Defeated

No additional explores left.

Adowyn discard BotAncients. I also think you need to remove Arboreal Armor from "recharged" column since it is also in your hand.
I'm assuming you'd want to keep it in your hand since it's how you'd close the location.

gears screech to a stop


construct of the GM/BR

gears shifting

Reepazo explores

recharge fire blade for bug form
Goblin Pyro DC 8 combat: 1d12 + 2d6 + 1 ⇒ (11) + (4, 1) + 1 = 17 defeated
discard Alchemist Fire to AYA
recharge Spyglass from scenario rule (Defeated goblin)
recharge fireblade to end bug form

reset hand and end turn

Reepazo wrote:

Hand: Blessing of Hadregash, Blessing of the Gobs 3, Horsechopper +1, Dogslicer, Crocodile Skin Armor,

Displayed:
Deck: 4 Discard: 7 Buried: 0
Notes: bug form not active.
Mythic Charges: 0 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3

Hand Size 4 []5
Proficient with: Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait ([] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([] and before the roll, you may draw a card).
<Power 2>
<Power 3>
<Power 4>
<Power 5>

gears screech to a stop


construct of the GM/BR

gears shifting

Athnul is at a Con today/tomorrow so I am botting

use perception, knights, and reveal kohl of discernment
Perception 11: 1d10 + 1d6 + 1d4 + 2 ⇒ (3) + (2) + (4) + 2 = 11 passed

Location is closed. Athnul draws random ally...ally 2. This would be really good to hand off to Nyctessa or Uliah

Scribe:
Scribe
Ally 2
Traits
Human
Hireling

Check
Intelligence
Knowledge
Charisma
Diplomacy
9

Powers
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.

Discard this card to explore your location.

Athnul resets her hand and ends turn.

Athnul wrote:

Hand: Scribe (acquired), Blessing of the Gods 2, Blood Periapt, Kohl of Uncanny Discernment, Quarterstaff, Blessing of the Gods 4,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes:
Mythic Charges: 2 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 []+3
STR Mythic Bonus: +2
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
CON Mythic Bonus: +2
Fortitude: Constitution +2
INTELLIGENCE d4 []+1 []+2
WISDOM d10 []+1 []+2 []+3 []+4
Perception: Wisdom +2
CHARISMA d6 []+1 []+2

Hand Size 5 [X]6 []7
Proficient with: (none)
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ( [] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter ( [X] Then you may recharge that blessing to explore your location.)
<Power 2>
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Guardian
Add your number of mythic charges to your Strength of Constitution c heck. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and you may reroll any dice that rolled a value of 1; take the new result.
When a location is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.

gears screech to a stop


construct of the GM/BR

gears shifting

retconning a mistake from reepazo's turn. She was in bug form and couldn't use immolate

Forgot d6 on BYE
BYE DC 6 wisdom: 4 + 1d6 ⇒ 4 + (1) = 5 no change of result

Can't use immolate due to divine trait,so instead punching the goblin cutpurse in the face
Goblin Cutpurse DC 8 combat: 1d12 + 1d6 + 1 ⇒ (6) + (3) + 1 = 10 defeated still, no change of above post

hand update with immolate still in hand

Reepazo wrote:

Hand: Blessing of the Gobs 2, Crocodile Skin Armor, BoSpellbound (From Poog), Immolate,

Displayed:
Deck: 9 Discard: 0 Buried: 2
Notes: bug form not active.
Mythic Charges: 0 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3

Hand Size 4 []5
Proficient with: Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait ([] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([] and before the roll, you may draw a card).
<Power 2>
<Power 3>
<Power 4>
<Power 5>

gears screech to a stop


construct of the GM/BR

gears shifting

reepazo explores woods and finds goblin cutpurse.
BYE DC 6 wisdom: 1d8 + 1 ⇒ (3) + 1 = 4 bury slug
Use Immolate
Goblin Cutpurse DC 8 combat: 1d8 + 1d6 + 2d4 + 3 ⇒ (4) + (3) + (2, 2) + 3 = 14 defeated, recharge dogslicer (adventure power)
immolate dc 7 divine: 1d8 + 1d6 + 3 ⇒ (3) + (5) + 3 = 11 recharged
recharge cure to deactivate bug form

Use frilled lizard to explore Find bugbear. Use Alchemist fire
Bugbear DC 10: 1d8 + 2d6 ⇒ (5) + (6, 6) = 17 defeated, frilled lizard recharged (adventure pwoer)

End turn

Reepazo wrote:

Hand: Blessing of the Gobs 2, Crocodile Skin Armor, BoSpellbound (From Poog), Turtle,

Displayed:
Deck: 9 Discard: 0 Buried: 2
Notes: bug form not active.
Mythic Charges: 0 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
STR Mythic Bonus: +0
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
CON Mythic Bonus: +0
INTELLIGENCE d6 []+1 []+2
WISDOM d8 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3

Hand Size 4 []5
Proficient with: Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait ([] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([] and before the roll, you may draw a card).
<Power 2>
<Power 3>
<Power 4>
<Power 5>

Mythic Path: No Path Card

gears screech to a stop


construct of the GM/BR

gears begin shifting

Athnul searches the Cell. She finds an apprentice which she cannot acquire. banished

Also looks like ramexes cure was never updated on athnuls handler. so I am doing that now.

Athnul wrote:

Hand: Blessing of the Gods 2, Blessing of Gozreh, Turtle, Quarterstaff, Kohl of Uncanny Discernment, Blessing of the Gods 1,

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes:
Mythic Charges: 1 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 []+3
STR Mythic Bonus: +1
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
CON Mythic Bonus: +1
Fortitude: Constitution +2
INTELLIGENCE d4 []+1 []+2
WISDOM d10 []+1 []+2 []+3 []+4
Perception: Wisdom +2
CHARISMA d6 []+1 []+2

Hand Size 5 [X]6 []7
Proficient with: (none)
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ( [] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter ( [X] Then you may recharge that blessing to explore your location.)
<Power 2>
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Guardian
Add your number of mythic charges to your Strength of Constitution c heck. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and you may reroll any dice that rolled a value of 1; take the new result.
When a location is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.

gears screech to a stop


construct of the GM/BR

gears start grinding

Reepazo explores woods and finds a Mercenary

display cure for bug form

Mercenary DC 13: 1d12 + 2d6 + 1 ⇒ (6) + (1, 1) + 1 = 9 1's turned into 3's (+4) from dogslicer, which is then discarded. defeated

End turn there.

Reepazo wrote:

Hand: Frilled Lizard, Immolate, Alchemist's Fire, Giant Slug,

Displayed: Cure,
Deck: 8 Discard: 1 Buried: 0
Notes: bug form active.
Mythic Charges: 0 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
STR Mythic Bonus: +0
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
CON Mythic Bonus: +0
INTELLIGENCE d6 []+1 []+2
WISDOM d8 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3

Hand Size 4 []5
Proficient with: Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait ([] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([] and before the roll, you may draw a card).
<Power 2>
<Power 3>
<Power 4>
<Power 5>

Mythic Path: No Path Card

gears screech to a stop


construct of the GM/BR

gears shifting
Reepazo flips BoShelyn and looks around the camp. She finds a pair of caltrops.

Caltrops DC 4 dex: 1d12 + 1d6 ⇒ (11) + (6) = 17 acquired
recharge Cure to disable bug form
She finds some spikey things, maybe useful to kill longshanks.

Reepazo uses Blessing of the Gobs to explore she finds a treasure chest
is it really?: 1d6 ⇒ 1 nope
But when she gets to the treasure chest Poog dares her to eat some fermented apples

Eat the Fermented Apples:

Barrier 1
Traits: Task Dare
To Defeat: Constitution~Fortitude 8
If undefeated, recharge 2 random cards.

display Burning Snot to activate Bug form
Eat Fermented Apples: 1d12 + 1d6 ⇒ (5) + (2) = 7 failed
The fermented apples don't sit well with her. recharge Turtle and Caltrops.

Reepazo wrote:

Hand: Cure, Alchemist's Fire, Reformarium Servant, Dogslicer,

Displayed: Treasure Map (for rewards), Burning Snot,
Deck: 7 Discard: 2 Buried: 1
Notes:
Mythic Charges: 0 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
STR Mythic Bonus: +0
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
CON Mythic Bonus: +0
INTELLIGENCE d6 []+1 []+2
WISDOM d8 []+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3

Hand Size 4 []5
Proficient with: Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait ([] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([] and before the roll, you may draw a card).
<Power 2>
<Power 3>
<Power 4>
<Power 5>

Mythic Path: No Path Card


bug form still active

gears screech to a stop


construct of the GM/BR

gears shifting

Reepazo's turn. I have shuffled deck before this update.

Reepazo explores and finds a Locked Passage.
is it really?: 1d6 ⇒ 1 nope

Eat the Fermented Apples:

Barrier 1
Traits: Task Dare
To Defeat: Constitution~Fortitude 8
If undefeated, recharge 2 random cards.

she displays cure for bug form
Eat The Fermented Apple DC 8 cons: 2d6 ⇒ (3, 5) = 8 defeated/displayed

Reepazo eats the fermented apple real good. She then rests

Bug form is still active

Reepazo wrote:

Hand: Cure, Turtle, Blessing of the Gobs 2, Burning Snot,

Displayed: Treasure Map (for rewards), Cure 2 (from Scribbleface),
Deck: 9 Discard: 1 Buried: 1
Notes:
Mythic Charges: 0 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
STR Mythic Bonus: +0
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
CON Mythic Bonus: +0
INTELLIGENCE d6 []+1 []+2
WISDOM d8 []+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3

Hand Size 4 []5
Proficient with: Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait ([] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([] and before the roll, you may draw a card).
<Power 2>
<Power 3>
<Power 4>
<Power 5>

Mythic Path: No Path Card

gears stop


construct of the GM/BR

gears screeching

Reepazo's turn

"Poog, why you hide so good? Don't you like getting clubbed real good?" Says the bug lady.

She looks around the Licktoad camp and finds a piece of paper with scribbles on it Treasure map/barrier

Is it really a treasure map?: 1d6 ⇒ 6 it is!

Treasure Map:
Treasure Map
Barrier B
Traits:
Basic
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.~If undefeated, you may banish this barrier.

display BotGobs to active bug form
DC 6 survival: 2d6 + 3 ⇒ (4, 4) + 3 = 11 defeated and displayed

"Guys, Guys! Look, look! big picture of shinies here! Where is it?" says Reepazo. She can't read, but she understands the markings of treasure. She immediately runs around until she finds herself outside of a passageway
recharge BotGobs to disable bugform
examine top card of location deck. Another barrier.

"Look, look, I think maybe we go through this passage way we'll find the shinies!!" She really has no idea, but the idea of shinies is overwhelming

Ending turn here, we're good on time so would rather save the blessings for checks

Reepazo wrote:

Hand: Cure, Turtle, Blessing of the Gobs 2, Burning Snot,

Displayed: Treasure Map (for rewards),
Deck: 9 Discard: 1 Buried: 1
Notes:
Mythic Charges: 0 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
STR Mythic Bonus: +0
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
CON Mythic Bonus: +0
INTELLIGENCE d6 []+1 []+2
WISDOM d8 []+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3

Hand Size 4 []5
Proficient with: Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait ([] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([] and before the roll, you may draw a card).
<Power 2>
<Power 3>
<Power 4>
<Power 5>

Mythic Path: No Path Card

gears screech to a stop


construct of the GM/BR

gears grinding

Athnul recharges teamster to activate powerfeat(and thus, medal). Also uses BotGods

Army DC 18 combat: 2d6 + 1d10 + 1d6 + 6 ⇒ (6, 1) + (2) + (3) + 6 = 18 passed

gears screech to a stop


construct of the GM/BR

gears grinding

Uliah should have had one more explore since he encountered an already defeated gargoyle. His BotGods used to explore has already been healed and we're already encountering another card he would've explored...so I'll just heal him another card since his botgods never would've been used at this point. blessing of deskari healed

He attempts to acquire Blackwing Librarian
Blackwing Librarian DC 8 diplomacy: 1d8 + 4 ⇒ (6) + 4 = 10 acquired

gears screech to a stop


construct of the GM/BR

Gears shifting

discard blessing on Mavaro's turn

On Poogs turn poog flips over BotElements.

Poog goes to Shifting Dunes and explores. He finds a nasty Fire Hydra
BYA Fire damage: 1d4 - 1 ⇒ (2) - 1 = 1 discard Holy Holy Light

Poog attacks with Fireblade. Unfortunately he gets too excited with Fire
Fire Hydra DC 7 Combat but not 14: 1d10 + 2d4 + 2 + 1d6 ⇒ (2) + (2, 2) + 2 + (4) = 12
By some miracle, he controls his urges to yell "FIRE!!!" and overcook the beast. Phew!

Poog decides to rest. he drew Cure...who needs it most?

Poog wrote:

Hand: Cure, Dogslicer, Blessing of the Gobs 2, Fireblade, Horsechopper,

Displayed:
Deck: 7 Discard: 4 Buried: 0
Notes: blessing available
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x ] +1 [ ] +2 [ ] +3
Divine: Wisdom +1
Perception: Wisdom +1
Charisma d6 [ ] +1 [ ] +2 [ ]

Favored Card: Blessing
Hand Size 5 [ ]6
Proficient with: Light Armors, Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([ ] or 2 random cards) from her discard pile into her deck
Add 1d6 ([ ]+1) to your check that involves the animal or fire trait.
After you bury, discard, recharge, or reveal a boon that has the animal trait for its power, banish it, then you may ([x ]recharge a random card from your discard pile and) draw a card.

Gears screech to a stop


construct of the GM/BR

gears shifting

athnul starts at defender's heart.

Athnul wrote:

Hand: Blessing of the Gods 2, Ring of Wave Walking, Blood Periapt, Kohl of Uncanny Discernment, Blessing of Gozreh,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Mythic Charges: 2 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 []+2 []+3
STR Mythic Bonus: +2
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
CON Mythic Bonus: +2
Fortitude: Constitution +2
INTELLIGENCE d4 []+1 []+2
WISDOM d10 []+1 []+2 []+3 []+4
Perception: Wisdom +2
CHARISMA d6 []+1 []+2

Hand Size 5 []6 []7
Proficient with: (none)
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ( [] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter ( [X] Then you may recharge that blessing to explore your location.)
<Power 2>
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Guardian
Add your number of mythic charges to your Strength of Constitution c heck. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20 and you may reroll any dice that rolled a value of 1; take the new result.
When a location is attempting to close your location, you may expend 5 mythic charges; that character does not need to fulfill the When Closing requirement and automatically closes the location.


construct of the GM/BR

gears shifting
Athnul moves to Sanctum and explores. She finds a scroll of some sort.

Sagacity DC 6 wisdom: 1d10 ⇒ 6 acquired
The spell seems useful, so she puts it in her pocket.

She then decides to rest.

Athnul wrote:

Hand: Amulet of Mighty Fists, Snake, Turtle, Kohl of Uncanny Discernment, Ring of Wave Walking,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Type notes here, such as players can use your blessings.

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 []+2 []+3
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
Fortitude: Constitution +2
INTELLIGENCE d4 []+1 []+2
WISDOM d10 []+1 []+2 []+3 []+4
Perception: Wisdom +2
CHARISMA d6 []+1 []+2

Hand Size 5 []6 []7
Proficient with: (none)
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ( [] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter ( [X] Then you may recharge that blessing to explore your location.)

gears screech to a stop


construct of the GM/BR

gears shifting

Raheli's hand from redrawing at end of her turn is:

Raheeli wrote:

Hand: Fox, Blessing of Elements 1, Frog, Conch Shell, Frostbite,

Displayed: Centipede, Curse of the Ravenous,
Deck: 3 Discard: 7 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ X] +1 [ ] +2 [ ] +3 [ ] +4
Disable: Dexterity +2
Constitution d6 [ ] +1
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2 [ ]

Favored Card: Item
Hand Size 5
Proficient with: None
Powers:
For your combat check, you may recharge a card to use your Dex +1d8 and add the Magic Trait and Bludgeoning, Piercing, or slashing trait.
On check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([] plus the items' highest adventure deck number) to your check.
<Power 3>
<Power 4>
<Power 5>

She summons the Natron Zombie and uses Frostbite, recharge conch shell for power feat, and recharge BoElements for +1 die.
Natron Zombie DC 13 combat: 2d8 + 1d6 + 1d4 + 2 ⇒ (7, 4) + (5) + (4) + 2 = 22 defeated and temp closed.AYA effect causes Frigid blast to be buried from discard.
Frost bite recharge dc 7: 1d8 + 2 ⇒ (3) + 2 = 5 discarded

Raheeli wrote:

Hand: Fox, Frog,

Displayed: Centipede,
Deck: 5 Discard: 8 Buried: 2
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ X] +1 [ ] +2 [ ] +3 [ ] +4
Disable: Dexterity +2
Constitution d6 [ ] +1
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2 [ ]

Favored Card: Item
Hand Size 5
Proficient with: None
Powers:
For your combat check, you may recharge a card to use your Dex +1d8 and add the Magic Trait and Bludgeoning, Piercing, or slashing trait.
On check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([] plus the items' highest adventure deck number) to your check.
<Power 3>
<Power 4>
<Power 5>

gears screech to a stop


construct of the GM/BR

gears shifting
Harsk moves to the Cavern and explores.

He encounters the villain Carrock. Harsk sees the Demon and chooses not to evade. gain 1d4 on checks from powerfeat
recharge Leather Armor for BYA damage

Harsk loads his crossbow and attacks. discard BotGods--top card is BoShax for +2 die to combat dex
Harsks Teammates all chip in. Nyctessa gives +1 die from BoArchdevil, Amaryllis and Ramexes give +2 die each from BotGods/BoShax

Carrock DC 15 combat: 8d8 + 1d4 + 4 ⇒ (7, 5, 2, 5, 4, 8, 4, 2) + (4) + 4 = 45 obliterated

Harsks arrow rips through the demons heart and leaves it motionless. So much for a challenge, he thought. He turned around and nodded in thanks to his teammates. "Time to celelbrate?!"

we win!

gears screech to a stop


construct of the GM/BR

gears shifting

Harsk stumbles out of the Dark Forest and finds himself on the edge of the Wounded Lands. He looks ahead and finds yet another Giant Bat.
"Too easy" he thinks.
BYA DC 9 perception: 1d8 + 1d4 + 1 ⇒ (4) + (2) + 1 = 7 difficulty increased by 3
Harsk struggles to find his mark, but has readied his Crossbow.
Giant Bat DC 13 combat: 2d8 + 1d4 + 4 ⇒ (8, 7) + (4) + 4 = 23 defeated
His arrow goes clean through the Bat with little resistance.

He looks around to see if anything else is worth hunting here.
use BoGods
Wounded Lands DC 8 survival: 2d8 + 2 ⇒ (2, 5) + 2 = 9 location closed, bury dagger
Harsk sees nothing in sight. except an arboreal blight that gets banished, phew!

With not much else to do, Harsk focuses his attention towards the Cavern.

Harsk wrote:

Hand: BoGods 2, Light Crossbow, Leather Armor, Fox, Amulet of Life,

Displayed:
Deck: 7 Discard: 3 Buried: 1
Notes: blessings if needed
Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [ ]+1 [ ]+2
DEXTERITY d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity+3
Stealth: Dexterity+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1 [ ]+2
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom+1
Survival: Wisdom +2
CHARISMA d4

Favored Card: Weapon
Hand Size 5 [ ]6 [ ]7
Proficient with: Light Armors, Weapons
You may evade a bane you encounter that has the Animal or Vermin ( [X] or Demon) trait; otherwise, add 1d4 ( [ ] 2d4) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.
<Power 3>
<Power 4>
<Power 5>

gears screech to a stop


construct of the GM/BR

gears Shifting

Harsk looks around the Dark forest. He sees an Almanac laying on the ground, and a Giant Cockroach. He decides to look at the alamanac...paying little attention to the giant cock roach that he can auto-defeat.

Harsk asks his Crow to help him. add 1d6
Alamanac DC 7 int: 2d6 ⇒ (6, 5) = 11 acquired

Harsk gets lost in the alamanac, and realizes he's lost sight of the giant cockroach. He pockets the book for later. location shuffles

Dark Forest
Traits: None
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:1 ?:1
Located here: Harsk

Dark Forest Card 1:
Giant Bat
Henchman Monster 1

Traits
Animal

Check
Combat
10

Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it is increased by 3.
If undefeated, you may bury the top card of your deck to retrn the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Dark Forest Card 2:
Flames of the Faithful
Spell 1

Traits
Magic
Divine
Fire
Veteran

Check
Wisdom
Divine
5

Powers
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Dark Forest Card 3:
Cave Viper
Monster B

Traits
Animal
Basic

Check
Combat
8

Powers
All damage dealth by a Cave Viper is Poison damage.
Defore you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.

Dark Forest Card 4:
Glaive +1
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Magic
Elite

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.

Dark Forest Card 5:
Temptation of Lucre
Barrier C

Traits
Temptation

Check
None
0

Powers
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Dark Forest Card 6:
Athlete
Ally B

Traits
Human
Hireling
Basic

Check
Dexterity
Acrobatics
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location.

Dark Forest Card 7:
Helm of the Valkyrie
Armor 1

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
6

Powers
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Dark Forest Card 8:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Dark Forest Card 9:
Giant Cockroach
Monster B

Traits
Vermin
Basic

Check
Combat
8

Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.

Harsk decides to explore again discard botgods
He sees a bat, and beyond it is a scroll. Unfortunately, the bat looks far too pesky to ignore.

The Bat has the animal trait, which he is familiar with hunting 1d4 added to checks from power feat
BYA DC 9 perception: 1d8 + 1d4 + 1 ⇒ (7) + (4) + 1 = 12 difficulty not increased
Harsk reads the Bat's movements and prepares to launch his throwing axe.
Bat DC 10 combat: 2d8 + 1d4 + 5 ⇒ (6, 4) + (3) + 5 = 18 defeated
The Throwing Axe hit the bat and took it out with ease.

He decides to close the location.
use almanac for extra 1d6
Dark Forest DC 8 survival: 1d8 + 1d6 + 2 ⇒ (5) + (1) + 2 = 8 closed

Harsk sees a glimpse of clarity through the Dark woods, but in a moment it is gone. He suddenly realizes that his weapon and cohort Anevia Tirablade have disappeared. Odd. Maybe he will find them later... recharge hand from closing

He decides to rest.

Harsk wrote:

Hand: BoGods 2, Light Crossbow, Dagger, Fox, BoGods 1,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: blessings if needed
Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [ ]+1 [ ]+2
DEXTERITY d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity+3
Stealth: Dexterity+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1 [ ]+2
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom+1
Survival: Wisdom +2
CHARISMA d4

Favored Card: Weapon
Hand Size 5 [ ]6 [ ]7
Proficient with: Light Armors, Weapons
You may evade a bane you encounter that has the Animal or Vermin ( [X] or Demon) trait; otherwise, add 1d4 ( [ ] 2d4) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.
<Power 3>
<Power 4>
<Power 5>

gears screech to a stop


construct of the GM/BR

gears turning

@Harsk
item b: 1d1000 ⇒ 947
ally B: 1d1000 ⇒ 473

power feat: You may evade a bane you encounter that has the Animal or Vermin ( [X] or Demon) trait; otherwise, add 1d4 ( [] 2d4) to your checks against it.

gears stop


construct of the GM/BR

I realized I goofed last night. Harsk should've summoned a random monster which would've been Mongrel Ranger. Mongrel Ranger does BYA 1d4-1 damage. Harsk could've buried his armor, or discard his amulet of life. Then difficulty would've been DC 9 combat. So still worked out the same


construct of the GM/BR

gears shifting

Harsk sees a familiar sight--a Demonling
BYA DC 7 perception: 1d8 + 1 ⇒ (6) + 1 = 7 difficulty not increased
He remembers the weak spot, and aims for it.
use force shortbow+1
Demonling DC 8 combat: 1d8 + 1d6 + 5 ⇒ (6) + (6) + 5 = 17 defeated
His arrow pierces through the Demonlings heart and stops it cold.

Looking around, Harsk attempts to close the location before more Demonlings appear.

use Ramexes BotGods
(used Ramexes Blessing so we could both play one on Villain combat)
Vulture DC 5 survival: 2d8 + 2 ⇒ (3, 2) + 2 = 7 acquired
The Defender's Heart is protected. He is able to spot Nyctessa at the Cathedral and stands by ready to launch his crossbow

Harsk wrote:

Hand: Force Shortbow+1 (acquired), BotGods 3, Light Crossbow, Ghoul Hide (acquired), Leather Armor,

Displayed:
Deck: 7 Discard: 8 Buried: 0
Notes: Blessing available for villain. Light Crossbow can be recharged to add 1d4 to combat check at another location. Please use.
Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [ ]+1 [ ]+2
DEXTERITY d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity+3
Stealth: Dexterity+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1 [ ]+2
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom+1
Survival: Wisdom +2
CHARISMA d4

Favored Card: Weapon
Hand Size 5 [ ]6 [ ]7
Proficient with: Light Armors, Weapons
You may evade a bane you encounter that has the Animal or Vermin ( [ ] or Demon) trait; otherwise, add 1d4 ( [ ] 2d4) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.
<Power 3>
<Power 4>
<Power 5>

Harsk can recharge his Crossbow to add 1d4 to the villain combat check. Also has a blessing to contribute.


construct of the GM/BR

Harsk won't be able to reliably temp close Defender's Heart. We'll need someone with a good charisma/diplomacy to assist with that. If it is a wisdom/survival ally check then he might have a chance.

He did get another weapon to recharge to add 1d4 to a combat check at another location. And still has a blessing available


construct of the GM/BR

gears shifting

Harsk explores the Defender's Heart. On the ground he finds some kind of hide.

Ghoul Hide DC 7 cons: 1d10 ⇒ 10 acquired
It appears to be some kind of armor with an evil sense about it. Harsk decides to take it anyway.

Harsk wrote:

Hand: Force Shortbow+1 (acquired), BoGods 3, Light Crossbow, Ghoul Hide (acquired), Leather Armor,

Displayed:
Deck: 7 Discard: 8 Buried: 0
Notes: Blessing available if needed. Light Crossbow can be recharged to add 1d4 to combat check at another location. Please use.
Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [ ]+1 [ ]+2
DEXTERITY d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity+3
Stealth: Dexterity+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1 [ ]+2
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom+1
Survival: Wisdom +2
CHARISMA d4

Favored Card: Weapon
Hand Size 5 [ ]6 [ ]7
Proficient with: Light Armors, Weapons
You may evade a bane you encounter that has the Animal or Vermin ( [ ] or Demon) trait; otherwise, add 1d4 ( [ ] 2d4) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.
<Power 3>
<Power 4>
<Power 5>

gears screech to a stop


construct of the GM/BR

Harsk hand update

Harsk wrote:

Hand: Force Shortbow+1 (acquired), BoGods 3, Amulet of Life, Full Plate (Acquired),

Displayed:
Deck: 9 Discard: 6 Buried: 0
Notes: Blessing available if needed.
Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [ ]+1 [ ]+2
DEXTERITY d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity+3
Stealth: Dexterity+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1 [ ]+2
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom+1
Survival: Wisdom +2
CHARISMA d4

Favored Card: Weapon
Hand Size 5 [ ]6 [ ]7
Proficient with: Light Armors, Weapons
You may evade a bane you encounter that has the Animal or Vermin ( [ ] or Demon) trait; otherwise, add 1d4 ( [ ] 2d4) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.
<Power 3>
<Power 4>
<Power 5>


construct of the GM/BR

gears shifting
Harsk Moves to Defenders Heart and explores. He finds a crossbow.
discard BoGods
Demonbane Crossbow DC 10 ranged: 2d8 + 4 ⇒ (1, 1) + 4 = 6
The wood is rotten though, and it does not appear to be very fit for combat.

Harsk wrote:

Hand: Force Shortbow+1 (acquired), BoGods 3, Amulet of Life, Longbow, Full Plate (Acquired),

Displayed:
Deck: 8 Discard: 6 Buried: 0
Notes: Longbow can add 1d4 to combat check for player at another location. someone please use this so i can recharge the longbow with my power feat. Blessing available if needed.
Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [ ]+1 [ ]+2
DEXTERITY d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity+3
Stealth: Dexterity+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1 [ ]+2
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom+1
Survival: Wisdom +2
CHARISMA d4

Favored Card: Weapon
Hand Size 5 [ ]6 [ ]7
Proficient with: Light Armors, Weapons
You may evade a bane you encounter that has the Animal or Vermin ( [ ] or Demon) trait; otherwise, add 1d4 ( [ ] 2d4) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.
<Power 3>
<Power 4>
<Power 5>

gears screech to a stop


construct of the GM/BR

gears shifting

Harsk starts looking around the Armory again. He stumbles across some leather

Leather Armor DC 2 cons: 1d10 ⇒ 4 acquired
The armor looks quite useful, he will keep it for later.

He looks around some more discard BoMilani
Longspear DC 5 Str: 1d6 ⇒ 5 acquired
Another weapon that looks like it could be useful for later. He'll take it.

Carrying all these weapons and armors is tiring. Harsk decides to rest.

Harsk wrote:

Hand: Force Shortbow+1 (acquired), BoGods 2, Amulet of Life, Longbow, Full Plate (Acquired),

Displayed:
Deck: 9 Discard: 5 Buried: 0
Notes: Longbow can add 1d4 to combat check for player at another location. someone please use this so i can recharge the longbow with my power feat. Blessing available if needed.
Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [ ]+1 [ ]+2
DEXTERITY d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity+3
Stealth: Dexterity+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1 [ ]+2
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom+1
Survival: Wisdom +2
CHARISMA d4

Favored Card: Weapon
Hand Size 5 [ ]6 [ ]7
Proficient with: Light Armors, Weapons
You may evade a bane you encounter that has the Animal or Vermin ( [ ] or Demon) trait; otherwise, add 1d4 ( [ ] 2d4) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.
<Power 3>
<Power 4>
<Power 5>

see the "notes section above. would really like to get the second weapon out of hand if someone can make use of it

gears screech to a stop


construct of the GM/BR

gears shifting

Harsk asked to cover for a day

Harsk steps into the armory. He spots some armor that might be nice.

Full Plate DC 5: 1d10 ⇒ 9 acquired

His Fox looks ahead. discard fox
1d6 ⇒ 6 not a demonling

His fox picks out a nice bow. He asks his crow to fetch it for him discard crow for extra 1d6
1d6 ⇒ 6 crow not a demonling either
Ranged DC 10: 1d8 + 1d6 + 3 ⇒ (8) + (5) + 3 = 16 weapon 1 acquired

Harsk, happy with his new armor and weapon, decides to rest.

Harsk wrote:

Hand: Force Shortbow+1 (acquired), Blessing of Milani, Amulet of Life, Longbow, Full Plate (Acquired),

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [ ]+1 [ ]+2
DEXTERITY d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity+3
Stealth: Dexterity+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1 [ ]+2
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom+1
Survival: Wisdom +2
CHARISMA d4

Favored Card: Weapon
Hand Size 5 [ ]6 [ ]7
Proficient with: Light Armors, Weapons
You may evade a bane you encounter that has the Animal or Vermin ( [ ] or Demon) trait; otherwise, add 1d4 ( [ ] 2d4) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.
<Power 3>
<Power 4>
<Power 5>

gears screech to a stop


construct of the GM/BR

Good catch. busy day

gears shifting.
Jinx eater secret Demonling: 1d6 ⇒ 5 still a jinx eater

bat secret Demonling: 1d6 ⇒ 1 it's a demonling

We'll use the Cultist of Baphomet combat check for Demonling since that is what we would have done. Except BoGods used in combat since that is first blessing that was used and BoArchdevil would have been kept in reserve. DC 11 vs 12. defeated.

Would not further explore, and Uliah would not get the armor then. I'll rebuild (and shuffle) marketplace momentarily since it was not closed. It will be posted with next game update

Nyctessa wrote:

Hand: Life Drain, Thieves' Tools, Brand of Hobbling, Demonling (monster), Blessing of The Archdevils 1, Magic Half-Plate (acquired),

Displayed:
Deck: 11 Discard: 2 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ] +1
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d8 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
When you defeat a monster and would banish it, you may draw it instead.
You may banish an ally, a monster, or a card that has the Corrupted trait to add 1d4 ([ ] or a number of d4s equal to the banished card's adventure deck number) to your check to defeat a monster ([ ] or to acquire an ally).
Once per turn, if you are required to remove cards from your deck and you don't have enought, you do not die.

gears shift


construct of the GM/BR

gears shifting

Nyctessa wrote:

Hand: Blessing of the Archdevils 1, Thieves' Tools, Brand of Hobbling, Kopis, Jinx Eater, Blessing of the Gods

Nyctessa looks around the Marketplace for some wares. She finds some armor that might be useful

Magic Half-Plate DC 4 cons: 1d4 + 2 ⇒ (4) + 2 = 6 acquired
She decides the group can put it to use. She convinces her Jinx Eater to scout ahead discard Jinx Eater

Bat DC 6 Wis: 1d8 + 2 ⇒ (7) + 2 = 9 acquired
The Jinx eater picks out a nice bat, the two of them decide to keep the bat as well.

Now with the bat, she continues to look around discard bat
They find a crossbow, but it doesn't look quite good enough. banished Heavy Crossbow

She continues to look around disicard BoGods
To her surprise a Cultist of Baphomet appears!

recharge Kopis, discard BoArchdevils
Cultist of Baphomet DC 10 combat: 2d6 + 1d4 + 3 ⇒ (4, 2) + (3) + 3 = 12 defeated, and Nyctessa draws the monster
Nyctessa attacks the Cultist with her Monster. The attack is enough to kill the cultist!

Looking around, Nyctessa wonders if anything else is worthwhile here.
picks spells for attempt to close
Brilliance DC 6 arcane: 1d10 + 5 ⇒ (4) + 5 = 9 auto-suceed check to acquire
She decides the marketplace has nothing left to offer. marketplace closed

"Uliah, I have found some armor I think you will like"
gives Magic Half Plate to Uliah

Magic Half Plate:
Magic Half-Plate
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Nyctessa rests before setting out to her next destination. resets hand and ends turn.

Nyctessa wrote:

Hand: Life Drain, Thieves' Tools, Brand of Hobbling, Brilliance (acquired), Cultist of Baphomet (monster), Cult Acolyte,

Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ] +1
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d8 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
When you defeat a monster and would banish it, you may draw it instead.
You may banish an ally, a monster, or a card that has the Corrupted trait to add 1d4 ([ ] or a number of d4s equal to the banished card's adventure deck number) to your check to defeat a monster ([ ] or to acquire an ally).
Once per turn, if you are required to remove cards from your deck and you don't have enought, you do not die.

gears screech to a stop


construct of the GM/BR

gears shifting
The demonic horde has been vanquished. Harsk finds a spot to rest and resets his hand/ends turn.

Harsk wrote:

Hand: Amulet of Life, Elven Chain Shirt (acquired), BoGods 4, Conch Shell, Light Crossbow,

Displayed:
Deck: 4 Discard: 6 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [ ]+1 [ ]+2
DEXTERITY d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity+3
Stealth: Dexterity+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1 [ ]+2
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom+1
Survival: Wisdom +2
CHARISMA d4

Favored Card: Weapon
Hand Size 5 [ ]6 [ ]7
Proficient with: Light Armors, Weapons
You may evade a bane you encounter that has the Animal or Vermin ( [ ] or Demon) trait; otherwise, add 1d4 ( [ ] 2d4) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.
<Power 3>
<Power 4>
<Power 5>

gears screech to a stop


construct of the GM/BR

gears shifting...

Harsk emailed me to take his turn since he missed his usual check-in time and it won't be until later tonight he can check again.

Harsk has been left to overlook the Forsaken Cloister. He explores and finds a BoAscension which he is unable to acquire. banished.
He continues searching (discard BoGods2) and in the process he spots a Demonic Horde

rolling random summons, "1" starting with rolling player" (i did the rolls to speed things up)
Harsk rolls: 1d6 ⇒ 5 Amaryllis
Anthul rolls: 1d6 ⇒ 5 Uliah
Ramexes rolls: 1d6 ⇒ 1 Ramexes
Nyctessa rolls: 1d6 ⇒ 5 Anthul
Amarllyis rolls: 1d6 ⇒ 1 Amaryllis
Uliah rolls: 1d6 ⇒ 2 Harsk

Demonling BYA 7 perception: 1d8 + 1 ⇒ (6) + 1 = 7 difficulty not increased
One of the Demonling approaches Harsk. Having seen the Demonlings before, Harsk knows where their weak spot is.

Demonling DC 8 combat: 2d8 + 3 ⇒ (3, 5) + 3 = 11 banished
He attacks with his crossbow, though his aim still isn't quite on the mark. With the second bolt he is able to defeat the Demonling. It seems more Demonlings will be attacking his teammates

Amaryllis must summon and defeat 2 demonlings. Uliah, Ramexes, Anthul must summon 1 demonling each.

demonic horde:

Demonic Horde
Barrier B
Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Demonling:
Demonling
Henchman Monster B
Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

Mid hand update. Amaryllis, I'm guessing you'll need a BoGods from Harsk

Harsk wrote:

Hand: Amulet of Life, Elven Chain Shirt (acquired), BoGods 3, Light Crossbow,

Displayed:
Deck: 6 Discard: 5 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [ ]+1 [ ]+2
DEXTERITY d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity+3
Stealth: Dexterity+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1 [ ]+2
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom+1
Survival: Wisdom +2
CHARISMA d4

Favored Card: Weapon
Hand Size 5 [ ]6 [ ]7
Proficient with: Light Armors, Weapons
You may evade a bane you encounter that has the Animal or Vermin ( [ ] or Demon) trait; otherwise, add 1d4 ( [ ] 2d4) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.
<Power 3>
<Power 4>
<Power 5>

still Harsk's turn once everyone is done. though likely will just be resetting hand and ending turn

gears go silent...


construct of the GM/BR

gears shifting

Harsk is in the Forsaken Cloister when a Demonling enters his sight.
Demonling BYA 7 perception: 1d8 + 1 ⇒ (8) + 1 = 9 difficulty not increased
Harsk watches the Demonling closely from a distance and notices a weak spot. He loads his Light Crossbow and launches a quarrel at the weakspot.
Demonling DC 8 combat: 2d8 + 3 ⇒ (2, 3) + 3 = 8 defeated and banished
Harsk's aim was slightly off-center, but still within the kill zone. With one shot the Demonling staggers to the ground and he immediately follows up with another quarrel. His aim again is not very true but it was good enough--The demonling lay motionless.

forsaken cloister temporarily closed

gears go silent

I played Harsk's temp close check because he's studying for a professional exam and has been fairly busy until next week. Based on talking to him I don't think he'd mind in this instance despite not having a full 24 hours to post.


construct of the GM/BR

gears shifting

Glynixx/RangerTBD will start at Wounded Lands

gears stop

Note-I don't intend to bot player characters (PCs) too much but if we're consistently waiting on someone for more than 24 hours then in interest of the group I'll bot a turn. I don't mind if it takes more than a day to take your turn every once in a while, just let me know in advance and it'll be no problem. if it becomes a constant issue though then it may have to lead to a boot from the game.