construct of the GM/BR
gears shifting
Yoon moves to Jungle and explores
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
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
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
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
Yoon wrote:
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
" Card Descriptions: " Hand descriptions: Haki Stick Spoiler: Fan of FlamesHaki 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. Spoiler: Detect ThoughtsFan 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. Spoiler: Gom-GomDetect 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. Spoiler: Farsight (loot)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. Spoiler: Blessing of Cayden CaileanFarsight (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) 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
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).
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:
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
" Card Descriptions: "
Hand descriptions: Fan of Flames Spoiler: Gom-GomFan 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. Spoiler: Vampire BatGom-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. Spoiler: Blessing of Cayden CaileanVampire 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. Spoiler: Giffer Tibbs (acq)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. Spoiler: Haneilius Fitch (Acquired)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. 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,
gears screech to a stop Edit- forgot to do SoT fort check for mancatcher cave
construct of the GM/BR
gears shifting
Flip Botgods from hourglass
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.
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:
Damage dealt by the Sea Devil is increased by 2.
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:
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
" Card Descriptions: "
Hand descriptions: Fan of Flames Spoiler: Gom-GomFan 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. Spoiler: Farsight (loot)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. Spoiler: Vampire BatFarsight (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) Spoiler: Blessing of the GodsVampire 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. Spoiler: Blessing of Cayden CaileanBlessing 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. 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-
construct of the GM/BR
gears shifting Poog moves to Stonework Passages and casts restorative touch on valeros.
reset hand and end turn Poog wrote:
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
On Ukuja's turn BotAncients is flipped from blessing deck. Poog temp guards Stonework passages
gears screech to a stop
construct of the GM/BR
gears shifting
Zova's Turn
Yoon's turn
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:
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
" Card Descriptions: "
Hand descriptions: Possession Spoiler: Psychic ReadingPossession
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. Spoiler: Gom-GomPsychic 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. Spoiler: Blessing of BesmaraGom-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. Spoiler: Sphere of Fire (Acquired)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. 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
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.
Attempt to close
Recharge Longbow to bring Missing Eye to top of deck
Mavaro wrote:
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)
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:
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)
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
gears screech to a stop
construct of the GM/BR
gears shifting
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
Free explore from defeating. She finds a blessing of Erastil
Use BoErastil to explore and find cultist
discard BoZarongel to explore and find Longshank adventurers Assuming Poog wants survival and Scribbleface perception
after poog/scribbleface checks:
Reepazo resets hand and ends turn Reepazo wrote:
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
gears screech to a stop
construct of the GM/BR
Gears shifting
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
Use Dogslicer (discard) and bless self (BotGobs, buried to acquire BoSarenrae(which is then recharged))
Use Horsechopper and blessing from scribbleface
We win! Gears screech to a stop
construct of the GM/BR
gears shigting Adowyn explores Earthworks and finds Void Glyph discard BotAncients
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.
gears screech to a stop
construct of the GM/BR
gears shifting Reepazo explores recharge fire blade for bug form
reset hand and end turn Reepazo wrote:
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
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
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
Powers
Discard this card to explore your location. Athnul resets her hand and ends turn. Athnul wrote:
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
Mythic Path: Mythic Guardian
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
Can't use immolate due to divine trait,so instead punching the goblin cutpurse in the face
hand update with immolate still in hand Reepazo wrote:
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
gears screech to a stop
construct of the GM/BR
gears shifting reepazo explores woods and finds goblin cutpurse.
Use frilled lizard to explore Find bugbear. Use Alchemist fire
End turn
Reepazo wrote:
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
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:
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
Mythic Path: Mythic Guardian
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:
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
Mythic Path: No Path Card gears screech to a stop
construct of the GM/BR
gears shifting
Caltrops DC 4 dex: 1d12 + 1d6 ⇒ (11) + (6) = 17 acquired
Reepazo uses Blessing of the Gobs to explore she finds a treasure chest
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:
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
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.
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
Reepazo eats the fermented apple real good. She then rests Bug form is still active
Reepazo wrote:
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
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
"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
"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:
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
Mythic Path: No Path Card 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
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
Poog attacks with Fireblade. Unfortunately he gets too excited with Fire
Poog decides to rest. he drew Cure...who needs it most? Poog wrote:
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
Gears screech to a stop
construct of the GM/BR
gears shifting athnul starts at defender's heart. Athnul wrote:
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
Mythic Path: Mythic Guardian
construct of the GM/BR
gears shifting
Sagacity DC 6 wisdom: 1d10 ⇒ 6 acquired
She then decides to rest. Athnul wrote:
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
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:
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
She summons the Natron Zombie and uses Frostbite, recharge conch shell for power feat, and recharge BoElements for +1 die.
Raheeli wrote:
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
gears screech to a stop
construct of the GM/BR
gears shifting
He encounters the villain Carrock. Harsk sees the Demon and chooses not to evade. gain 1d4 on checks from powerfeat
Harsk loads his crossbow and attacks. discard BotGods--top card is BoShax for +2 die to combat dex
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.
He looks around to see if anything else is worth hunting here.
With not much else to do, Harsk focuses his attention towards the Cavern. Harsk wrote:
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
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
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
Dark Forest Card 1: Giant Bat
Henchman Monster 1 Traits
Check
Powers
Dark Forest Card 2: Flames of the Faithful
Spell 1 Traits
Check
Powers
Dark Forest Card 3: Cave Viper
Monster B Traits
Check
Powers
Dark Forest Card 4: Glaive +1
Weapon B Traits
Check
Powers
Dark Forest Card 5: Temptation of Lucre
Barrier C Traits
Check
Powers
Dark Forest Card 6: Athlete
Ally B Traits
Check
Powers
Dark Forest Card 7: Helm of the Valkyrie
Armor 1 Traits
Check
Powers
Dark Forest Card 8: Blessing of Abraxas
Blessing B Traits
Check
Powers
Dark Forest Card 9:
Giant Cockroach
Monster B Traits
Check
Powers
Harsk decides to explore again discard botgods
The Bat has the animal trait, which he is familiar with hunting 1d4 added to checks from power feat
He decides to close the location.
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:
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
gears screech to a 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
Looking around, Harsk attempts to close the location before more Demonlings appear. use Ramexes BotGods
Harsk wrote:
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
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
Harsk wrote:
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
gears screech to a stop
construct of the GM/BR
Harsk hand update Harsk wrote:
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
construct of the GM/BR
gears shifting
Harsk wrote:
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
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
He looks around some more discard BoMilani
Carrying all these weapons and armors is tiring. Harsk decides to rest. Harsk wrote:
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
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
His fox picks out a nice bow. He asks his crow to fetch it for him discard crow for extra 1d6
Harsk, happy with his new armor and weapon, decides to rest. Harsk wrote:
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
gears screech to a stop
construct of the GM/BR
Good catch. busy day gears shifting.
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:
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
gears shift
construct of the GM/BR
gears shifting
Nyctessa wrote:
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 acquiredShe 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
Now with the bat, she continues to look around discard bat
She continues to look around disicard BoGods
recharge Kopis, discard BoArchdevils
Looking around, Nyctessa wonders if anything else is worthwhile here.
"Uliah, I have found some armor I think you will like"
Magic Half Plate:
Magic Half-Plate
Armor B Traits
Check
Powers
Nyctessa rests before setting out to her next destination. resets hand and ends turn. Nyctessa wrote:
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
gears screech to a stop
construct of the GM/BR
gears shifting
Harsk wrote:
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
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.
rolling random summons, "1" starting with rolling player" (i did the rolls to speed things up)
Demonling BYA 7 perception: 1d8 + 1 ⇒ (6) + 1 = 7 difficulty not increased
Demonling DC 8 combat: 2d8 + 3 ⇒ (3, 5) + 3 = 11 banished
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
Powers
Demonling:
Demonling
Henchman Monster B Traits Outsider Demon Servitor Check
Powers
Mid hand update. Amaryllis, I'm guessing you'll need a BoGods from Harsk
Harsk wrote:
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
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.
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. |