Goblin

Pizazz - Rhynn's page

117 posts. Alias of Rhynn Davrie.


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Pizazz Deckhandler

Turn 22, The Eternal Rose
Hour Power: When you encounter a monster, you may evade it.

Start of turn, pass Sable Company Marine to Ezren.

Concealed Hatch-BYA: Intelligence 5: 1d8 ⇒ 7 No harder.

Concealed Hatch-CtD: Disable 3: 1d4 ⇒ 4 Banished.

Recharge Djinn to draw a card - Frost Ray and shuffle deck.

Pizazz looks carefully at the Concealed Hatch and is about to give up when he lucks into the exact place to push on the Concealed Hatch to unlatch it. It springs open and Pizazz sticks his head down into the tunnel. Dark down there, he decides to arm up a bit before heading down.

Pizazz wrote:

Hand: Frost Ray, Enhance, Mist Horn, Leech, Djinn, The Juggler, The Peacock,

Displayed:
Deck: 13 Discard: 5 Buried: 0
Hero Points: 2
Box ReRoll Used: Y
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+5 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Drum of Haste, The Big Sky, The Paladin, Lady of Valor, Horn of Blasting, War Drum, The Eclipse, Cat, Pharasma's Knowing, Deathbane Light Crossbow, Ring of Protection (Loot), Troubadour, Fool's Gold
Recharged:
Discard Pile: Divine Fortune, Gorum's Iron, Norgorber's Shadow, Fool's Gold 2, Restorative Touch,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

*Whistles for some Armor acquisition* (Recharge Drum)

*Whistles about freedom and cats* (Recharge Cat)

Pizazz wrote:

Hand: Mist Horn, Sable Company Marine, Djinn,

Displayed:
Deck: 18 Discard: 5 Buried: 0
Hero Points: 2
Box ReRoll Used: Y // Pizazz has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

When you would heal any number of cards, you may remove this scourge instead.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+5 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Horn of Blasting, The Peacock, Lady of Valor, The Eclipse, Troubadour, Frost Ray, Ring of Protection (Loot), The Juggler, Enhance, Pharasma's Knowing, The Paladin, War Drum, Deathbane Light Crossbow, Fool's Gold, The Big Sky, Leech
Recharged: Drum of Haste, Cat,
Discard Pile: Divine Fortune, Gorum's Iron, Norgorber's Shadow, Fool's Gold 2, Restorative Touch,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

Pizazz feels a bit better under Uliah's administration. Recharge Pharasma's Knowing from discard.

On closing, move to Ossuary.

-----------

Turn 17, The Owl
Hour Power: Your Survival check is blessed.

Pizazz ponders exploring some more on arrival, but really is super tired, so he opts to take 5 before anything else goes down.

He curls up in a corner and feels a bit better.

End of move step, end turn to remove Exhausted.

Reset hand to end turn, recharge The Eclipse due to Poisoned.

-------

Pizazz wrote:

Hand: Drum of Haste, Mist Horn, Cat, Leech, Sable Company Marine, Djinn,

During Amiri's turn use Leech to heal.

Leech Heal: 1d4 - 1 ⇒ (4) - 1 = 3 Pizazz is healed for 3: (Deathbane Light Crossbow, Lady of Valor, The Paladin). Deck shuffled.

Pizazz wrote:

Hand: Drum of Haste, Mist Horn, Cat, Sable Company Marine, Djinn,

Displayed:
Deck: 16 Discard: 5 Buried: 0
Hero Points: 2
Box ReRoll Used: Y // Pizazz has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

When you would heal any number of cards, you may remove this scourge instead.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+5 - Instruments/Allies) to any local check - up to 5
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): War Drum, Frost Ray, Deathbane Light Crossbow, Troubadour, The Paladin, The Big Sky, The Eclipse, Lady of Valor, Leech, Enhance, The Juggler, Pharasma's Knowing, Ring of Protection (Loot), The Peacock, Horn of Blasting, Fool's Gold
Recharged:
Discard Pile: Divine Fortune, Gorum's Iron, Norgorber's Shadow, Fool's Gold 2, Restorative Touch,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

*Whistles up a storm for Amiri* (Recharge War Drum and The Juggler)

Display Enhance for Divine on Amiri.

Reveal Deathbane Crossbow for combat, exhausted so can't bless.

Scorpion-CtD: Combat 13: 1d8 + 1d8 + 1 ⇒ (4) + (4) + 1 = 9 Failure, 4 poison, then 1 more for AYA, all remaining hand in discard, and Pizazz is Poisoned.

Pizazz attempts to recover all cards in his Recovery pile.
Enhance: Arcane/Divine 7: 1d10 + 4 + 2 ⇒ (9) + 4 + 2 = 15 -> Enhance recharged.

Pizazz wrote:

Hand:

Displayed:
Deck: 17 Discard: 9 Buried: 0
Hero Points: 2
Box ReRoll Used: Y // Pizazz has the following scourges marked:
Exhausted:
While Marked:
On each check or step, you may play no more than 1 boon.

At the start of your move step, you may end your turn to remove this scourge.

Poisoned:
While Marked:
After you reset, recharge a random card.

When you would heal any number of cards, you may remove this scourge instead.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+5 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Cat, Drum of Haste, Leech, Mist Horn, Sable Company Marine, Djinn, The Eclipse, The Peacock, Troubadour, The Big Sky, Ring of Protection (Loot), Frost Ray, Horn of Blasting, Fool's Gold, War Drum, The Juggler, Enhance,
Discard Pile: Pharasma's Knowing, Divine Fortune, Lady of Valor, Gorum's Iron, Norgorber's Shadow, Deathbane Light Crossbow, Fool's Gold 2, Restorative Touch, The Paladin,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

*Whistling some inspiration for Amiri and Uliah* (Recharge The Big Sky for Amiri and Ring of Prot for Uliah)

Recharge Troubadour thanks to Uliah's healing.

----------------

Pizazz heads off to the Shrine.

Fool's Good to aid Diplomacy check.

Mad Prophet-CtD: Diplomacy 12 (6+3+3): 2d10 + 5 ⇒ (1, 6) + 5 = 12 Success, drawing Lady of Valor for success.

Discard Lady of Valor to explore, recharge Frost Ray for scenario effect.

Gorum's Iron-CtA: Divine 7: 1d10 + 6 ⇒ (2) + 6 = 8 Success, acquired.

Discard Gorum's Iron to explore, recharge Horn of Blasting for scenario.

Fool's Gold-CtA: Divine 7: 1d10 + 6 ⇒ (1) + 6 = 7 Success, acquired.

Pizazz ends his turn.
Pizazz attempts to recover all cards in his Recovery pile.
Fool's Gold: Arcane/Divine 9: 1d10 + 6 ⇒ (10) + 6 = 16 -> Fool's Gold recharged.
Pizazz resets his hand.

Pizazz opts to head to the Shrine to pick up some blessings to aid everyone for the future. Unfortunately the SHrine is being blocked by some Mad Prophet. But Pizazz knows how to handle these sorts. Command performance! As the crowd disperses from the Prophet to listen to Pizazz's crooning and the occassional whistling, Pizazz slowly backs into the Shrine.

No altercation and the Shrine guardians offer him a blessing from both Iomedae and Gorum. They also offer up a scroll to enhance his sweet voice.

Pizazz is happy to take the gifts and offers to stick around for a bit to clean up the Shrine since he's pretty sure something evil has snuck in.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Fool's Gold 2, Enhance, Restorative Touch, Norgorber's Shadow, The Paladin, The Juggler,

Displayed:
Deck: 14 Discard: 4 Buried: 0
Hero Points: 2
Box ReRoll Used: Y // Pizazz has the following scourges marked:
Exhausted:
While Marked:
On each check or step, you may play no more than 1 boon.

At the start of your move step, you may end your turn to remove this scourge.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+5 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Cat, Drum of Haste, Leech, Mist Horn, Sable Company Marine, Djinn, The Eclipse, The Peacock, Troubadour, The Big Sky, Ring of Protection (Loot), Frost Ray, Horn of Blasting, Fool's Gold,
Discard Pile: Pharasma's Knowing, Divine Fortune, Lady of Valor, Gorum's Iron,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

*Whistles some encouragement on book reading to Amiri* (Recharge Djinn)

-----------

Turn 9, Blackfingers
Hour Power: On your check that invokes the Alchemical or Poison trait, add 1d4.

Free explore - Magic Hide Armor

Autofail Magic Hide Armor, banished.

Discard Troubadour to explore. Recharge The Eclipse to recharge the Peacock to bless.

The Big Sky-CtA: Stealth 7: 2d10 + 1 ⇒ (1, 4) + 1 = 6 Fine, take my reroll.

The Big Sky-CtA: Stealth 7: 1d10 + 5 ⇒ (9) + 5 = 14 Success.

Pizazz looks around and notices a thing, but looses his train of thought. He shrugs and moves on. He spies some armor, but that will just slow him down, so he passes it by.

He then spies a Shrine, and decides it's never a bad time to seek divine aid for a challenge ahead. He offers his prayers, but there is some sort of hesitancy that is unusually. He goes through them a second time and feels the sky open up to him.

Convinced he has gained favor, he decides to move on.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Frost Ray, Fool's Gold, Horn of Blasting, Ring of Protection (Loot), The Paladin, The Big Sky,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Hero Points: 2
Box ReRoll Used: Y // Pizazz has the following scourges marked:
Exhausted:
While Marked:
On each check or step, you may play no more than 1 boon.

At the start of your move step, you may end your turn to remove this scourge.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+5 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Enhance, Restorative Touch, Norgorber's Shadow, The Juggler, Cat, Drum of Haste, Leech, Mist Horn, Sable Company Marine, Djinn, The Eclipse, The Peacock,
Discard Pile: Pharasma's Knowing, Divine Fortune, Troubadour,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

Corrupted Priestess-BYA: Wisdom 6: 1d4 + 1d6 ⇒ (3) + (6) = 9 Success, no burying.

Move to Mountain on closing.

---------

Turn 5, Erastil's Eye
Hour Power: If you are at a Wild location, you may discard a card to explore.

Start of turn, put Divine Fortune into recovery.

Fail Mountain SoT check, Pizazz is Exhausted.

Recharge Leech to heal Ezren.

Leech Heal for Ezren: 1d4 - 1 ⇒ (1) - 1 = 0 Or not, leech is exhausted too.

Mountain examine with Uliah's assistance and hopefully free explore if not bad - Blessing/Villain is 14: 1d14 ⇒ 3 Pharasma's Knowing, will free explore.

Pharasma's Knowing-CtA: Divine 7: 1d10 + 4 ⇒ (9) + 4 = 13 Acquired.

Discard Pharasma's Knowing to draw two cards - Mist Horn, Horn of Blasting. Recharge Mist Horn and Sable Company Marine.

Pizazz ends his turn.
Pizazz attempts to recover all cards in his Recovery pile.
Divine Fortune: Arcane/Divine 13: 1d10 + 4 ⇒ (4) + 4 = 8 -> Divine Fortune discarded.
Pizazz resets his hand.

Pizazz is a bit tired from lots of whistling and finds the air on the mountain bracing, but thin. He quickly exhausts but does his best to press on. He notices Ezren has a few cuts so he applies a leach, but apparently the leach also finds this whole thing exhausting and just falls off.

Pizazz scoops it up and puts it away. He's about to take a quick rest, when Uliah points out a shrine. Pizazz figures it's a good place to relax and get out of the sun, and while he's at it, he offers up a prayer that is returned with a blessing.

Feeling a bit better, he finally rummages around in his pack and finds his crossbow. Armed again, he feels ready to get on with this.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Frost Ray, Horn of Blasting, Djinn, Troubadour, The Paladin, The Eclipse,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Hero Points: 2
Box ReRoll Used: N // Pizazz has the following scourges marked:
Exhausted:
While Marked:
On each check or step, you may play no more than 1 boon.

At the start of your move step, you may end your turn to remove this scourge.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+5 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fool's Gold, Ring of Protection (Loot)
Recharged: Enhance, Restorative Touch, Norgorber's Shadow, The Juggler, Cat, Drum of Haste, Leech, Mist Horn, Sable Company Marine,
Discard Pile: Pharasma's Knowing, Divine Fortune,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

Don't forget Divine Fortune is up, so extra d6 for free.

*Whistling to give everyone courage in creepy Crypt while scary woman shows up* (Uliah - recharging Norgorber's Shadow and The Juggler, Amiri - recharging Restorative Touch and Cat)

Will happily add whistle for Ezren if he wants to avoid the potential for burying - will recharge Drum of Haste for 1d6+5 if so.

Corrupted Priestess-BYA: Wisdom 6: 1d4 + 1d6 ⇒ (1) + (6) = 7 Thank you Divine Fortune, success.

Pizazz wrote:

Hand: Drum of Haste, Sable Company Marine, Leech,

Displayed: Divine Fortune,
Deck: 15 Discard: 0 Buried: 0
Hero Points: 2
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+5 - Instruments/Allies) to any local check - up to 7
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Paladin, The Eclipse, Horn of Blasting, Mist Horn, Deathbane Light Crossbow, Djinn, Frost Ray, Fool's Gold, Troubadour, Ring of Protection (Loot)
Recharged: Enhance, Restorative Touch, Norgorber's Shadow, The Juggler, Cat,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

Turn 1, The Locksmith
Hour Power: On your check, you may recharge a card to replace all d4s with d8s.

Free explore - Divine Fortune. Display Enhance to increase Divine.

Divine Fortune-CtA: Divine 11: 1d10 + 4 + 4 ⇒ (8) + 4 + 4 = 16 Success. Acquired.

Display Divine Fortune.

Pizazz ends his turn.

Pizazz attempts to recover all cards in his Recovery pile.
Enhance: Arcane/Divine 7: 1d10 + 4 + 1d6 ⇒ (5) + 4 + (2) = 11 -> Enhance recharged.

Pizazz resets his hand.

Pizazz looks at his current options and decides to cautiously explore. Fortunately the gamble pays off and he finds a scroll that he can use to assist other people...which is just his sort of thing. He activates it and stands by with a song on his lips.

Pizazz wrote:

Hand: Restorative Touch, Drum of Haste, Cat, Sable Company Marine, Leech, Norgorber's Shadow, The Juggler,

Displayed: Divine Fortune,
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+4 - Instruments/Allies) to any local check - up to 7
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Troubadour, Deathbane Light Crossbow, Djinn, Horn of Blasting, Frost Ray, Ring of Protection (Loot), The Paladin, Fool's Gold, The Eclipse, Mist Horn
Recharged: Enhance,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

Pizazz will stay with Uliah for maximum undead slaying power!! Also because he is unlikely to make any of those checks to move on his own. =)

Pizazz wrote:

Hand: Enhance, Drum of Haste, Cat, Sable Company Marine, Leech, Norgorber's Shadow, The Juggler,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+4 - Instruments/Allies) to any local check - up to 7
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Paladin, Frost Ray, Restorative Touch, The Eclipse, Mist Horn, Deathbane Light Crossbow, Djinn, Troubadour, Fool's Gold, Ring of Protection (Loot), Horn of Blasting
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

7-3C: Unearthing the Truth Reward

HP: Spend for skill feat - Cha [x]3

Deck Upgrades:
Blessing 2 - Orison > Norgorber's Shadow

Pass on the Wand of Restorative Touch.


Pizazz Deckhandler

*Pizazz whistles a welcome to the danger* (Recharge Drum of Haste for Amiri Close)

Pizazz wrote:

Hand: Invisibility, Fool's Gold, Horn of Blasting, Djinn, Cat, The Juggler,

Displayed: Glamered Leather Armor,
Deck: 12 Discard: 5 Buried: 0
Hero Points: 2
Box ReRoll Used: Y
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+4 - Instruments/Allies) to any local check - up to 7
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Orison, Bound Homunculus, Ring of Protection (Loot), Frost Ray, Mist Horn, Restorative Touch
Recharged: Troubadour, Leech, Deathbane Light Crossbow, Horn of Battle Clarity, Snakebite Dagger, Drum of Haste,
Discard Pile: Sable Company Marine, The Eclipse, Zon-kuthon's Pain, The Paladin, Hellknight of the Nail,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

Pizazz feels the Soothing Word from Uliah, close up his Wound and clear up a couple of the minor scrapes his taken.

Pizazz is healed for 1: (Djinn). Deck shuffled. Pizazz removes his scourge Wounded.

Pizazz has no Divine cards in hand.

------------

Turn 14, The Tangled Briar
Hour Power: When you close your location, instead of banishing its cards, shuffle them into a random other location.

Free explore - Hellknight of the Nail. Discard The Paladin to bless. Recharge Troubadour to add die.

Hellknight of the Nail-CtA: Diplomacy 11: 2d10 + 4 + 1d6 ⇒ (3, 6) + 4 + (1) = 14 Acquired.

Recharge Leech to Heal Ezren.

Leech Heal: 1d4 - 1 ⇒ (1) - 1 = 0 Or not.

Discard Hellknight to explore - Brawl!

Pizazz is likely to fail this, so helping everyone else out first. Whistle for everyone, Amiri and Uliah can have 1d6, Ezren can have 1d6+4

*Whistling a warning just before the big fight breaks out* (Recharge Crossbow for Amiri, Dagger for Uliah, and Horn for Ezren)

Brawl-CtD: Dexterity 7: 1d10 ⇒ 4 Fail, no cards in hand, no damage suffered.

Pizazz Scouts the interior of the Tower and finds a helpful knight who offers up his services after Pizazz entertains him with a quick song. Unfortunately the rest of the crowd was not nearly as entertained and the room quickly breaks out into a Brawl. Pizazz gives what warning he can to the party before taking a blow to the head which removes him from the fight.

Pizazz wrote:

Hand: Invisibility, Fool's Gold, Drum of Haste, Horn of Blasting, Djinn, Cat, The Juggler,

Displayed: Glamered Leather Armor,
Deck: 11 Discard: 5 Buried: 0
Hero Points: 2
Box ReRoll Used: Y
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+4 - Instruments/Allies) to any local check - up to 7
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Restorative Touch, Orison, Mist Horn, Frost Ray, Bound Homunculus, Ring of Protection (Loot)
Recharged: Troubadour, Leech, Deathbane Light Crossbow, Horn of Battle Clarity, Snakebite Dagger,
Discard Pile: Sable Company Marine, The Eclipse, Zon-kuthon's Pain, The Paladin, Hellknight of the Nail,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

Pizazz happily takes Amiri's Drum and scans for danger.

*Whistling a warning about that Skeleton Champion* (Recharge Drum of Haste)

Recharge Orison (divine card).

With all these undead running around Pizazz is getting a bit confused on the various types, but he continues to whistle warnings as he spots things.

*Whistling a warning about more undead* (Recharge The Juggler)

----------

Pizazz follows Ezren out of the Cathedral and then happily takes Ezren's Dagger, never hurts to have more stabby things.

----------

Pizazz wrote:

Hand: Deathbane Light Crossbow, Snakebite Dagger, Horn of Battle Clarity, Leech, Troubadour, The Paladin,

Displayed: Glamered Leather Armor,
Deck: 12 Discard: 4 Buried: 0
Hero Points: 2
Box ReRoll Used: Y // Pizazz has the following scourges marked:
Wounded:
While Marked:
At the start of your turn, discard the top card of your deck.

When you would heal any number of cards, you may remove this scourge instead.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+4 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ring of Protection (Loot)
Recharged: Restorative Touch, Fool's Gold, Cat, Horn of Blasting, Invisibility, Frost Ray, Mist Horn, Bound Homunculus, Drum of Haste, Orison, The Juggler,
Discard Pile: Sable Company Marine, The Eclipse, Djinn, Zon-kuthon's Pain,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

*Whistling to inspire Amiri to Smash* (Recharge Horn)

---------------

Turn 10, The Keep
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.

Free Explore at Cathedral - Zon-Kuthon's Pain

Zon-kuthon's Pain-CtA: Divine 8: 1d10 + 3 ⇒ (7) + 3 = 10 Acquired.

Discard Zon-Kuthon's Pain to explore - The Rabbit Prince.

Banish Bound Homunculus to add 1d8

The Rabbit Prince-CtA: Dexterity 7: 1d10 + 1d8 ⇒ (3) + (2) = 5 Banished.

During recover, suffer Wound to recharge Bound Homunculus.

Pizazz joins the party at the Cathedral and attempts to pick up some blessings to help them in the future. He connects easily with Zon-Kuthon, but this Rabbit Prince guy is a little far fetched for him and he doesn't feel like he got through.

Pizazz shrugs and keeps whistling and wondering where that run away will stay.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Drum of Haste, Leech, Troubadour, Orison, The Juggler, The Paladin,

Displayed: Glamered Leather Armor,
Deck: 9 Discard: 4 Buried: 0
Hero Points: 2
Box ReRoll Used: Y // Pizazz has the following scourges marked:
Wounded:
While Marked:
At the start of your turn, discard the top card of your deck.

When you would heal any number of cards, you may remove this scourge instead.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+4 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ring of Protection (Loot)
Recharged: Restorative Touch, Fool's Gold, Cat, Horn of Blasting, Invisibility, Frost Ray, Mist Horn, Bound Homunculus,
Discard Pile: Sable Company Marine, The Eclipse, Djinn, Zon-kuthon's Pain,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

Glamered Armor-CtA: Diplomacy 7: 1d10 + 4 ⇒ (10) + 4 = 14

*Whistling and miming a wall* (Recharge Invisibility)

*Whistling about another Skeleton* (Recharge Frost Ray)

Pizazz wrote:

Hand: Deathbane Light Crossbow, Mist Horn, Bound Homunculus, Troubadour, The Paladin,

Displayed: Glamered Leather Armor,
Deck: 11 Discard: 3 Buried: 0
Hero Points: 2
Box ReRoll Used: Y
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+4 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ring of Protection (Loot), The Juggler, Drum of Haste, Leech, Orison
Recharged: Restorative Touch, Fool's Gold, Cat, Horn of Blasting, Invisibility, Frost Ray,
Discard Pile: Sable Company Marine, The Eclipse, Djinn,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

*An eerie whistle for Uliah* (Recharge Cat)

---------

Turn 6, The Eternal Rose
Hour Power: When you encounter a monster, you may evade it.

Free Explore - Bound Homunculus, discard The Eclipse to bless.

Bound Homunculus-CtA: Diplomacy 10: 2d10 + 4 ⇒ (2, 6) + 4 = 12 Acquired.

Discard Djinn examine and encounter Star Knife. (pt1)

Lucky Star Knife-CtA: Acrobatics 11: 1d10 ⇒ 9 Banished.

Further Djinn action, then explore. (pt2) - Skeletal Champion.

Uliah adds 1d8.

Skeletal Champion-BYA: Acrobatics 8: 1d10 + 1d8 ⇒ (2) + (5) = 7 Box reroll.
Skeletal Champion-BYA: Acrobatics 8: 1d10 + 5 ⇒ (6) + 5 = 11 Success, no damage.

Reveal Deathbane Light Crossbow, recharge Horn of Blasting and reveal Uliah (both undead and mount power), location adds 1.

Skeletal Champion-CtD: Combat 19: 1d10 + 2d8 + 1 + 2d4 + 1d8 + 1d4 + 1 + 1 ⇒ (6) + (1, 8) + 1 + (3, 4) + (7) + (1) + 1 + 1 = 33 Success, banished, but nonclosing, other henchmen added.

Pizazz heads for the Arsenal with an eerie song on his lips. It seems to help Uliah with some armor, so that works out. And then Pizazz stumbles across Homunculus from earlier. He takes a moment to convince it to follow him again. It has some weird hobble to it, that Pizazz finds out is a knife lodged in it's foot. He pulls it out and throws it away, the thing was clearly damaged after being stepped on so many times.

He's about to let someone else take the lead when a Skeletal Champion swings for his head. With a quick roll, Pizazz is able to deflect most damage the mace would have wrought. He quickly scrambles for cover, unslings his crossbow and fires. After the quarrel leaves, he pulls his Horn of Blasting and gives a firm blow. He sees the quarrel strike it as the sound of the Horn causes the rock above to crumble and crash down on the Champion.

Pizazz takes a few breaths and waves his group forward while he resupplies.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Frost Ray, Invisibility, Mist Horn, Bound Homunculus, Troubadour, The Paladin,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Hero Points: 2
Box ReRoll Used: Y
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+4 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Leech, The Juggler, Drum of Haste, Ring of Protection (Loot), Orison
Recharged: Restorative Touch, Fool's Gold, Cat, Horn of Blasting,
Discard Pile: Sable Company Marine, The Eclipse, Djinn,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

Turn 2, The Empty Throne
Hour Power: On your check, you may banish a boon to reroll a die.

SoT examine Arsenal - Brain Ooze.

Move to Graveyard and free explore - Reefclaw

Reveal Deathbane Crossbow for combat, adding die Divine Fortune and another for Uliah.

Reefclaw-CtD: Combat 11: 1d10 + 2d8 + 1 + 1d6 + 1d8 ⇒ (7) + (2, 1) + 1 + (1) + (5) = 17 Success
Reefclaw-CtD: Combat 11: 1d10 + 2d8 + 1 + 1d6 + 1d8 ⇒ (2) + (7, 2) + 1 + (1) + (6) = 19 Success, banished.

Discard Sable Company Marine to explore - Proxy A (Ancient Skeleton)

BYA - Recharge Fool's gold, Same undead combat check as before, adding die for Sable Company.

Ancient Skeleton-CtD: Combat 17: 1d10 + 2d8 + 1 + 1d6 + 1d8 + 1d8 ⇒ (8) + (1, 4) + 1 + (4) + (6) + (3) = 27 Success, banished.

Zombie Minion to close.

Zombie Minions:

Story Bane
Type: Monster
Traits: Undead Zombie Veteran
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

Reveal crossbow, divine fortune, and Uliah for both checks.

Zombie Minion-CtD: Combat 9: 1d10 + 2d8 + 1 + 1d6 + 1d8 ⇒ (6) + (1, 3) + 1 + (5) + (6) = 22 Success
Zombie Minion-CtD: Combat 14: 1d10 + 2d8 + 1 + 1d6 + 1d8 ⇒ (7) + (3, 7) + 1 + (1) + (8) = 27 Success, banished.

Random other location gains undead: 1d5 ⇒ 5 Undead goes to Arsenal.

Pizazz will follow Uliah on closing.

Pizazz does a bit of scouting from the top of the Tower, noting a Brain Ooze hanging out on the steps of the Arsenal. He opts to warn people about it and then heads off to the Graveyard to do some Undead slaying.

Pizazz posts up near Uliah to make the most of the Divine aura he gives off and then starts sniping anything that moves. The combined effect of Uliah, Divine Fortune and trusty crossbow quickly mows down the threats of the Graveyard. In short order, Pizazz is reasonably certain all major threats are dealt with.

He packs up his things and heads out with Uliah.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Frost Ray, Invisibility, Horn of Blasting, Djinn, Cat, The Eclipse,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Hero Points: 2
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+4 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Leech, Drum of Haste, The Juggler, Ring of Protection (Loot), Orison, Mist Horn, The Paladin, Troubadour
Recharged: Restorative Touch, Fool's Gold,
Discard Pile: Sable Company Marine,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

Pizazz joins friends at Tower.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Frost Ray, Fool's Gold, Invisibility, Horn of Blasting, Cat, Sable Company Marine,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+4 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mist Horn, Ring of Protection (Loot), Orison, Djinn, Drum of Haste, The Eclipse, Leech, Troubadour, The Juggler, The Paladin
Recharged: Restorative Touch,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

3B-Puzzle Pieces

HP:
Card Feat - Ally [x]5

Card Upgrade:
Think I'll take an Ally 3 for the new slot.


Pizazz Deckhandler

SoT - move to Cell.

Free explore - Gray Maiden Plate

Auto fail on Gray Maiden Plate - banished.

Discard The Eclipse to examine/explore. Fire Bolt for combat.

Dire Badger-CtD: Combat 11: 1d10 + 3 + 2d6 ⇒ (9) + 3 + (2, 4) = 18 Banished.

Dire Badger-AYA Damage: 1d4 ⇒ 3 Recharge Ring of Protection to reduce by 3.

Banish Bound Homunculus to explore.

Cayden Cailean's Revelry-CtA: Divine 7: 1d10 + 3 + 1d6 ⇒ (10) + 3 + (6) = 19 Acquired.

End of turn examine, Elven Curve Blade, recharge into Library.

Pizazz ends his turn.
Pizazz attempts to recover all cards in his Recovery pile.
Fire Bolt: Arcane/Divine 10: 1d10 + 3 ⇒ (6) + 3 = 9 -> Fire Bolt discarded.
Bound Homunculus: Suffer scourge wounded to recharge.
Pizazz resets his hand.

Pizazz heads off to the Cells to see if he can sort it to rights. On arrival he finds a suit of armor that is entirely too big for him. He chucks it out a window and startles a Dire Badger.

The Badger charges Pizazz who takes a moment to line up a shot of fire at it. It does a good job of ending the threat, but unfortunately it was able to take a good chomp out of Pizazz first. His ring saved him with a protective field, but it will need to recharge before it's ready to go again.

Just as he's about to wait for his friends he spots a shrine that he remembers the appropriate prayer for and picks up a blessing. You never know when the favor of the gods will get you through a pickle after all.

And then he spots a sword laying around that clearly would look a lot nicer with their collection of stuff in the Library, so he takes a moment to run that back over before returning to assist.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Fool's Gold, Magical Mansion, Invisibility, Troubadour, Cayden Cailean's Revelry (acq), The Paladin,

Displayed:
Deck: 13 Discard: 5 Buried: 0
Hero Points: 2
Box ReRoll Used: Y // Pizazz has the following scourges marked:
Wounded:
While Marked:
At the start of your turn, discard the top card of your deck.

When you would heal any number of cards, you may remove this scourge instead.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+4 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Frost Ray, Cayden Cailean's Revelry, The Juggler (acq), Drum of Haste, Leech, The Juggler, Mist Horn, Horn of Battle Clarity, Sable Company Marine
Recharged: Horn of Blasting, Orison, Ring of Protection (Loot), Bound Homunculus,
Discard Pile: Zon-kuthon's Pain, Djinn, Cat, The Eclipse, Fire Bolt,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

*Whistling a warning, Pizazz points out a wall for Amiri* (Recharge Horn)

------------

Turn 18, Erastil's Eye
Hour Power: If you are at a Wild location, you may discard a card to explore.

Start of turn, pass Restorative Touch to Uliah.

Free explore at Chambers. Divine Fortune is rolling from Uliah.

Magical Mansion-CtA: Arcane 8: 1d10 + 3 + 1d6 ⇒ (6) + 3 + (5) = 14 Success, acquired.

End of turn, examine Chambers and recharge Twitch Tonic back into Chambers.

Pizazz takes a scroll of healing from his pack and passes it over to Uliah.
Pizazz is certain that Uliah will make better use of it then he will. He then takes a couple more looks around the Chamber, finding a scroll of Arcane healing, which he figures is a nice replacement for what he just passed over. Then he spots a tonic laying on the ground, but he passes that over. Never good to drink something you don't know where it came from. With that spotted, he figures he might as well head off to explore somewhere else.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Fire Bolt, Magical Mansion, Ring of Protection (Loot), Bound Homunculus, The Paladin, The Eclipse,

Displayed:
Deck: 14 Discard: 3 Buried: 0
Hero Points: 2
Box ReRoll Used: Y
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+4 - Instruments/Allies) to any local check - up to 6
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Frost Ray, Leech, Mist Horn, Horn of Battle Clarity, Fool's Gold, Sable Company Marine, The Juggler (acq), Troubadour, Drum of Haste, Invisibility, Cayden Cailean's Revelry, The Juggler
Recharged: Horn of Blasting, Orison,
Discard Pile: Zon-kuthon's Pain, Djinn, Cat,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

Turn 14, Desna's Freedom
Hour Power: On each check, the first blessing played to bless may be played freely.

Start of turn, move to Chambers

Leach Heal: 1d4 - 1 ⇒ (3) - 1 = 2 Pizazz is healed for 2: (Sable Company Marine, Cayden Cailean's Revelry). Deck shuffled.

Discard Djinn to examine - Iron Shackles. Opt not to encounter, per scenario text recharge Iron Shackles into Ruins. Then explore - Bound Homunculus.

Recharge Uliah's Abadar's Law to Bless.

Bound Homunculus-CtA: Diplomacy 10: 2d10 + 4 ⇒ (2, 4) + 4 = 10 Acquired.

Discard Cat to explore - Mirror Image.

Mirror Image-CtA: Arcane 9: 1d10 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6 Fail, shuffle back in due to location text.

End of turn examine: 1d5 + 2 ⇒ (2) + 2 = 4 Werewolf on top of Chambers.

Pizazz takes a look around the Library and notes the most everything is put in place and that Amiri is planning on taking care of the last items. With that noted, he heads off to the Chambers to see if he can put it to rights. On arrival he takes a moment to patch himself up with some Leaches and then sends his new Djinn friend in to see what's up.

The Djinn comes back with some Iron Shackles and some intelligence on some sort of construct that appears friendly. Pizazz ponders the information and then sends the Djinn to drop off the Shackles at the Ruins while he works out what's going on with this Homunculus. Pizazz studies it and finds out that he should be able to make it work, but it will cost him, he suspects that Ezren might have some insight and just orders it to follow him around for the moment.

He doesn't get too much further before he finds a cat that got into the area and is busy scratching at some scrolls. Unfortunately it's been at it a little too long and the scroll is no longer functional.

Just as he's about to take a break he spots what is clearly a Werewolf just around a corner. Fortunately it hasn't spotted him yet so Pizazz ruffles through his pack to make sure he has the tools needed to dispose of it properly.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Restorative Touch, Ring of Protection (Loot), Horn of Blasting, Bound Homunculus, The Paladin, The Eclipse,

Displayed:
Deck: 13 Discard: 4 Buried: 0
Hero Points: 2
Box ReRoll Used: Y
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+4 - Instruments/Allies) to any local check - up to 4 whistles (5-6 if dire)
Use any cards that will be helpful to you! )

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Frost Ray, Invisibility, Sable Company Marine, Fire Bolt, Mist Horn, Troubadour, The Juggler (acq), Leech, Cayden Cailean's Revelry, Horn of Battle Clarity, Drum of Haste, The Juggler, Fool's Gold
Recharged:
Discard Pile: Orison, Zon-kuthon's Pain, Djinn, Cat,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

*Whistles a happy tune for Amiri* (Recharge Fire Bolt)

Pizazz calls up some birds and animals to help out with the tiding.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Ring of Protection (Loot), Horn of Blasting, Cat, Djinn, Leech,

Displayed:
Deck: 13 Discard: 4 Buried: 0
Hero Points: 2
Box ReRoll Used: Y
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 (1d6+4 - Instruments/Allies) to any local check provided I have a card in hand - up to 4 whistles (5-6 if dire)
Use any cards that will be helpful to you!


Pizazz Deckhandler

Pizazz feels a bit better thanks to Uliah's ministrations. Recharge Djinn.

Discard The Eclipse to bless.
Sable Company Marine-CtA: Dexterity 11: 2d10 ⇒ (7, 6) = 13 Success! Nice.

Discard Fool's Gold to add die.
Sable Company Marine-CtA: Diplomacy 10: 2d10 + 4 ⇒ (4, 9) + 4 = 17 Success, acquired.

Pizazz isn't too sure about what he might have in common with this Marine, but they bond a little over Pizazz's crossbow and a little gold. Pizazz buys a round of drinks with some gold for his new friend and escorts him to the Library when the Shrine closes.

Pizazz attempts to recover all cards in his Recovery pile.
Fool's Gold: Divine 9: 1d10 + 3 ⇒ (3) + 3 = 6 -> Fool's Gold discarded.

-----------

Turn 10, Torag's Power
Hour Power: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

Leech Heal for Pizazz: 1d4 - 1 ⇒ (4) - 1 = 3 Pizazz is healed for 3: (Fool's Gold, The Juggler, The Eclipse). Deck shuffled.

Fire Bolt-CtA: Arcane 8: 1d10 + 3 + 1d6 ⇒ (6) + 3 + (1) = 10 Success, acquired.

Discard Sable Company Marine to explore.

Zon-kuthon's Pain-CtA: Divine 8: 1d10 + 3 ⇒ (10) + 3 = 13 Success, acquired.

Discard Zon-kuthon's Pain to explore.

Reveal Ring of Protection to reduce BYA combat damage of 1.

Reveal Deathbane Light Crossbow for combat, recharge Horn of Battle Clarity for extra dice.

Mammoth-CtD: Combat 18: 1d10 + 1d8 + 1 + 1d8 ⇒ (1) + (7) + 1 + (7) = 16 Hrm, box reroll the d10.
Mammoth-CtD: Combat 18: 1d10 + 15 ⇒ (7) + 15 = 22 Success, banished.

With his new friend in tow, Pizazz heads into the Library and finds himself a scroll that someone left behind. He picks it up figuring someone should have been more careful with their stuff. But he'll make sure to put it to good use. He then stops by the religious section at the behest of his Marine friend. Pizazz leaves him there just in time to come face to trunk with a Mammoth.

Pizazz is flabbergasted as to how a Mammoth got into the Library, but he figures he had better put it down before the place gets wrecked. He finds a sniping position, cheers himself on with a horn call and lets his bolt fly. True to his mark the Mammoth takes the bolt in the eye and falls. Pizazz takes a moment to regroup before moving on.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Fire Bolt, Ring of Protection (Loot), Horn of Blasting, Cat, Djinn, Leech,

Displayed:
Deck: 12 Discard: 4 Buried: 0
Hero Points: 2
Box ReRoll Used: Y
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 7 whistles (Instruments/Allies - 1d6+4)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Restorative Touch, Troubadour, The Juggler (acq), Drum of Haste, The Juggler, Fool's Gold, The Paladin, The Eclipse, Mist Horn, Frost Ray, Invisibility
Recharged: Horn of Battle Clarity,
Discard Pile: Orison, Cayden Cailean's Revelry, Sable Company Marine, Zon-kuthon's Pain,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

*Pizazz keeps a watchful eye and whistles for Uliah* (Recharge Ray of Frost)

-------------

Haunt-CtD: Divine 9: 1d10 + 3 + 1d8 + 2 ⇒ (2) + 3 + (4) + 2 = 11 Banished.

Discard Cayden Cailean's Revelry to explore. Hour adds 1d6, recharge Troubadour to add 1d6.

Cerulean Mastermind-CtA: Diplomacy 12: 1d10 + 4 + 1d6 + 1d6 ⇒ (10) + 4 + (4) + (3) = 21 Success, buried.

End of Turn - recharge Sable Company Marine into Shrine. Only Boons Adv 3 here. Think we are good to move on if we want.

Pizazz continues to explore the Shrine and finds a Haunt that is slowly corrupting it. He pulls out a few instruments, consults Uliah, and begins a banishment. It's his first, but it seems to do the trick. And one of the people visiting the Shrine is so thankful that he offers to tell others of Pizazz's glorious deeds and offers him assistance in the future... Pizazz isn't so sure he will follow through with it, but he's always up for some assistance.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Fool's Gold, Invisibility, Ring of Protection (Loot), Horn of Blasting, Leech, The Eclipse,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Hero Points: 2
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 7 whistles (Instruments/Allies - 1d6+4)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Paladin, Cat, Drum of Haste, Mist Horn
Recharged: Restorative Touch, The Juggler (acq), Frost Ray, Troubadour,
Discard Pile: The Juggler, Orison, Djinn, Cayden Cailean's Revelry,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

*Whistling for some Monkey business.* (Recharge The Juggler)

Pizazz wrote:

Hand: Deathbane Light Crossbow, Frost Ray, Ring of Protection (Loot), Horn of Blasting, Troubadour, Cayden Cailean's Revelry,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Hero Points: 2
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 5 whistles (Instruments/Allies - 1d6+4)


Pizazz Deckhandler

*Whistling an alert* (Recharge Restorative Touch)

Pizazz spots the incoming danger and does his best to remind Uliah that he has this.

------------

Turn 2, The Beating
Hour Power: When you encounter a monster from a location, before acting, another local character summons and encounters it.

Pizazz heads into the Shrine, ready to be pumped full of Divine power. He stops at a Shrine to Cayden Cailean and does his best to remember the tenants of that faith to prove that he is worthy of a blessing.

Cayden Cailean's Revelry-CtA: Divine 7: 1d10 + 5 ⇒ (5) + 5 = 10 Success. Acquired.

Clearly this place helps with recollection of Divine things, as Pizazz whistles up a hymn he recalls for Cayden.

Discard The Juggler to explore, discard Orison to bless since it's a Key's Harrow.

The Juggler-CtA: Dexterity 7: 2d10 ⇒ (1, 7) = 8 Success.

Pizazz doesn't get very far as his fans crowd around him and he is forced to give a little impromptu performance. He throws in a little juggling with the whistling and it goes over well. Pretty sure that will earn him some assistance later.

Discard Djinn to examine and see what's next.

Pizazz is about to head deeper in the Shrine when he catches a glimpse of a Will-o'-wisp just ahead. He ponders what he remembers of them to see if he has the tools he needs to drive them out of the Shrine and realizes that they have some spell immunity. Best to let Amiri handle them on her own.

Pizazz takes a moment to stock up on some supplies before moving on.

End of turn, reexamine Will-o'-wisp with no effect.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Frost Ray, Ring of Protection (Loot), Horn of Blasting, Troubadour, The Juggler (acq), Cayden Cailean's Revelry,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Hero Points: 2
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 7 whistles (Horn/Drum/Allies - 1d6+4)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mist Horn, Cat, Leech, Invisibility, The Paladin, Fool's Gold, Drum of Haste, The Eclipse
Recharged: Restorative Touch,
Discard Pile: The Juggler, Orison, Djinn,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

Pizazz heads off to the Shrine to get as much divine aid as he can find.

Pizazz wrote:

Hand: Frost Ray, Restorative Touch, Horn of Blasting, Djinn, Troubadour, The Juggler, Orison,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 2
Box ReRoll Used: N // Pizazz has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 7 whistles (Horn/Drum/Allies - 1d6+4)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ring of Protection (Loot), Leech, Cat, Drum of Haste, The Paladin, Mist Horn, The Eclipse, Deathbane Light Crossbow, Invisibility, Fool's Gold
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

3A The Eyes Below

HP - Power Feat: ...if the card you recharge is an Instrument item (■ or a non-Goblin ally), additionally add your Diplomacy modifier.

Card Upgrades:
Spell 3 - Soothing Word > Restorative Touch
Ally 3 - Archer > Djinn

Rebuilding Deck (reward):
Banish Prayer (blessing 0) rebuild The Eclipse (Blessing 1)


Pizazz Deckhandler

Reveal Maiden's Helm for diplomacy help.

Tinker-CtA: Diplomacy 6: 1d10 + 4 + 1d6 - 2 ⇒ (1) + 4 + (4) - 2 = 7 Success.

Pizazz strikes up a conversation with the Tinker and because he has a very shiny hat, the Tinker thinks Pizazz might have a few things in his possession that are worth sticking around to barter for.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Invisibility, Maiden's Helm, Horn of Blasting, Horn of Battle Clarity, Mist Horn, The Juggler, Tinker,

Displayed:
Deck: 9 Discard: 5 Buried: 0
Hero Points: 2
Box ReRoll Used: N // Pizazz has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 7 whistles (Horn/Drum is 1d6+4)


Pizazz Deckhandler

Pizazz realizes he's running a little late, but does his best to catch back up.

*Whistling for Uliah and Amiri as they prove who's stronger against the Stone Guardians* (Recharge Archer for Uliah, Recharge Ring of Protection for Amiri)

Pizazz focus's his energy into keeping Uliah and Amiri up and fighting through all these enemies. Pizazz is very impressed with their fortitude.

*Whistling for Uliah as he mends sick child* (Recharge Drums of Panic for accompaniment)

---------

Turn 21, The Sickness
Hour Power: When you suffer damage, suffer the scourge Plagued.

Pizazz passes his Dragon's Breath scroll over to Ezren who likely will find a better, more permanent use for it.

He then sticks a few Leeches on Ezren to patch him up a bit.

Recharge Leech to heal.

Ezren Leech Heal: 1d4 - 1 ⇒ (3) - 1 = 2 Ezren can heal 2 cards.

With most of the fighting out the way, Pizazz cautiously explores and feels the day turn ominous!

Ill Tidings - Sarenrae's Light

In hindsight maybe it was better to stay in support, but he does what he can, hoping Ezren has his back as he tries to ward off the curse with some divine energy.

Using Ezren's Good Omen so I don't get plague on everyone.

Sarenrae's Light-CtA: Divine 7: 1d10 + 3 + 1d6 + 3 ⇒ (3) + 3 + (5) + 3 = 14 Success

Not only is Pizazz able to ward off the curse, but he feels a little divine healing energy empower him, which he directs over to Ezren again.

Recharge Sarenrae's Light to Heal Ezren for 1.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Invisibility, Maiden's Helm, Horn of Blasting, Horn of Battle Clarity, Mist Horn, The Juggler,

Displayed:
Deck: 9 Discard: 5 Buried: 0
Hero Points: 2
Box ReRoll Used: N // Pizazz has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 7 whistles (Horn/Drum is 1d6+4)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Cerulean Mastermind, War Drum, Drum of Haste, Troubadour, Archer, Ring of Protection (Loot), Drums of Panic, Leech, Sarenrae's Light,
Discard Pile: Frost Ray, Prayer, Fool's Gold, The Paladin, Orison,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (☐ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

Pizazz feels the ring on his finger heat up a bit as the burning tar catches him.

Reveal Ring of Protection to reduce any damage by 1.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Dragon's Breath, Maiden's Helm, Horn of Blasting, Ring of Protection (Loot), Horn of Battle Clarity, Drums of Panic, Archer, Leech,

Displayed:
Deck: 7 Discard: 5 Buried: 0
Hero Points: 2
Box ReRoll Used: N // Pizazz has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 8 whistles (Horn/Drum is 1d6+4)


Pizazz Deckhandler

Pizazz receives a horn and acquires a helm.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Dragon's Breath, Maiden's Helm, Horn of Blasting, Ring of Protection (Loot), Horn of Battle Clarity, Archer, Leech,

Displayed:
Deck: 7 Discard: 5 Buried: 0
Hero Points: 2
Box ReRoll Used: N // Pizazz has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 7 whistles (Horn/Drum is 1d6+4)

Deck, Discard, Buried:

Reloaded: Mist Horn,
Middle of Deck (Unknown Order): 0
Recharged: Invisibility, The Juggler, Cerulean Mastermind, War Drum, Drum of Haste, Troubadour,
Discard Pile: Frost Ray, Prayer, Fool's Gold, The Paladin, Orison,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (☐ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

Pizazz does his best to catch back up to everyone...

Pizazz receives War Drum from Amiri.

Pizazz then helps out Amiri with working a nice belt. Pizazz bangs out a tune on the war drum. And then keeps the tune rolling to provide some accompaniment for the fight!

*Whistling for Amiri's two checks* (Recharge War Drum for Belt and Drum of Haste for Combat)

---------

As Ezren takes the lead, Pizazz offers up a couple pointers on some matters of arcane lore...who knew old man would take advice from Pizazz. Pizazz is a little shocked.

Discard The Paladin for Invisible Wall check.

---------

As Ezren slows down and Uliah takes the lead, he passes Pizazz his ring back. Although this one seems worn in slightly different places and he thought he gave his to Amiri...shrug, still nice to have some extra protection.

Receive Ring of Protection from Uliah (originally Ezren's...

Uliah does a bit of scouting and points out there is a helm up ahead that Pizazz might be able to grab.

---------

Turn 17, The Mute Hag
Hour Power: At the start of your turn, summon and encounter a spell.

Pizazz is about to check out that helm, but first he notices a scroll just wedged into a crack in the wall. He peers closer at it to see if it's anything of use.

Dragon's Breath:

CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.

Recharge Troubadour to try and nab that.

Dragon's Breath-CtA: Arcane 11: 1d10 + 3 + 1d6 - 2 ⇒ (7) + 3 + (3) - 2 = 11 Success, acquired.

Pizazz takes a moment to decide how to proceed and decides resources look a little light to be sure right now...but a blessing is coming up and he can take this Helm later.

Pass Cat to Amiri to give her another explore.

Pizazz takes a moment to restock on supplies.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Dragon's Breath, Horn of Blasting, Ring of Protection (Loot), Archer, Leech, Orison,

Displayed:
Deck: 7 Discard: 4 Buried: 0
Hero Points: 2
Box ReRoll Used: N // Pizazz has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 4 whistles (Horn/Drum is 1d6+4)

Deck, Discard, Buried:

Reloaded: Mist Horn,
Middle of Deck (Unknown Order): 0
Recharged: Invisibility, The Juggler, Cerulean Mastermind, War Drum, Drum of Haste, Troubadour,
Discard Pile: Frost Ray, Prayer, Fool's Gold, The Paladin,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (☐ or a non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.


If Amiri wants me to take that helm check:

Discard Orison to bless.

Maiden's Helm-CtA: Diplomacy 10: 2d10 + 4 - 2 ⇒ (7, 2) + 4 - 2 = 11 Success!


Pizazz Deckhandler

Pizazz continues with his whistling...First with a little zombie mood music.

*Amiri Zombie Whistle* (Recharge Mist Horn)

He switches up the theme of the whistle as again he hears the familiar tread of a Stone Guardian and knows the group will need encouragement.

*Amiri and Uliah encouragement - Con/Fort checks* (Recharge Invisibility for Amiri/The Juggler for Uliah)

Pizazz again misses the mark as the Stone Guardian blasts him with some draining ray...or maybe he's just really tired from the whistling.

But he's also never too tired to try to make a friend. He takes a quick break to introduce himself to the Mastermind.

Fool's Gold and Prayer to aid Diplomacy check.

Cerulean Mastermind-CtA: Diplomacy 12: 3d10 + 4 - 3 ⇒ (1, 8, 1) + 4 - 3 = 11 Box reroll..
Cerulean Mastermind-CtA: Diplomacy 12: 1d10 + 10 ⇒ (3) + 10 = 13 Success.

Maybe not the best introduction, but Pizazz has a lot on his mind at the moment. Speaking of which he sends the Mastermind over to help Uliah with yet another threat.

*Whistling to spur Uliah on in his combat* (Recharge Cerulean Mastermind)

Uliah ends his turn.
Pizazz attempts to recover all cards in his Recovery pile.
Fool's Gold: Arcane/Divine 9: 1d10 + 3 - 1 ⇒ (6) + 3 - 1 = 8 -> Fool's Gold discarded.

----------

On his turn, Pizazz takes yet another deep breath to calm himself.

He quickly passes his Ring of Protection over to Amiri, and then checks the intel on the Banes vs Boons.

Still not great odds with no combat options, best to just keep offering the help he has to those who do.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Drum of Haste, Horn of Blasting, Archer, Troubadour, Cat, The Paladin,

Displayed:
Deck: 6 Discard: 3 Buried: 0
Hero Points: 2
Box ReRoll Used: Y // Pizazz has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 6 whistles (Horn/Drum is 1d6+4)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Orison, Leech, Mist Horn, Invisibility, The Juggler, Cerulean Mastermind,
Discard Pile: Frost Ray, Prayer, Fool's Gold,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (☐ ora non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

Attic Whisperer-BYA: Wisdom 4: 1d4 + 1d8 - 2 ⇒ (3) + (6) - 2 = 7 Success.

Pizazz to drained to also be dazed, the Attic Whisperer barely registers as he continues to concentrate on keeping everyone's spirits high.

*Whistles at the shiny glasses Uliah turns up* (Recharge Orison)

-------------

Turn 9, Norgorber's Shadow
Hour Power: On your Stealth check or your check that invokes the Poison trait, add 1d4.

Pizazz takes a deep breath, looks around and sees that Uliah is a little dinged up, he applies a leech to fix that issue.

Leech Heal on Uliah: 1d4 - 1 ⇒ (2) - 1 = 1 Well that could have gone a bit better, was hoping to get both cards to be guaranteed Soothing Word...oh well, take what we can get.

Definitely not as effective as last time, but Pizazz does spot a few wounds close up. As he's wrapping that up, he debates forging ahead and then looks at his current set of resources and decides that's probably not the wisest of choices.

Pizazz restocks his supplies and stands by to assist in other, non-direct combat ways.

Pizazz wrote:

Hand: Fool's Gold, Invisibility, Mist Horn, Horn of Blasting, Ring of Protection (Loot), The Juggler, Prayer,

Displayed:
Deck: 8 Discard: 1 Buried: 0
Hero Points: 2
Box ReRoll Used: N // Pizazz has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 4 whistles (Horn/Drum is 1d6+4)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Troubadour
Recharged: The Paladin, Deathbane Light Crossbow, Drum of Haste, Archer, Cat, Orison, Leech,
Discard Pile: Frost Ray,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (☐ ora non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

*Whistling for Amiri/Uliah* (Recharge Drum for Amiri, Archer for Uliah)

Pizazz is too focused on helping and doesn't even register the extra level of drain that hits him. Autofail Con/Fort and is still drained.

*Whistling for Amiri's fight* (recharge Cat.)

Pizazz wrote:

Hand: Mist Horn, Horn of Blasting, Leech, Orison,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Hero Points: 2
Box ReRoll Used: N // Pizazz has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 4 whistles (Horn/Drum is 1d6+4)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ring of Protection (Loot), Fool's Gold, The Juggler, Troubadour, Prayer, Invisibility
Recharged: The Paladin, Deathbane Light Crossbow, Drum of Haste, Archer, Cat,
Discard Pile: Frost Ray,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (☐ ora non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

As Amiri faces off with the Stone Guardian, he whistles his goblin heart out to keep everyone's spirits up.

*Whistling one song, we'll just keep it rolling.

Here's the tally I've gathered:
Amiri Con/Fort check - recharge Prayer
Amiri Stone Guardian Fight - Recharge Horn of Blasting
Uliah Con/Fort Check - recharge Orison
Pizazz Con/Fort Check - Autofail and is drained
Pizazz Takes 1 fire damage - Discard Frost Ray
--------
Ezren Mithral Chain Shirt - Recharge Mist Horn
--------
Pizazz receives Soothing Word healing/scourge removal - Pizazz is healed for 1: (The Juggler). Deck shuffled.
Uliah Con/Fort Check - recharge The Paladin
Amiri Con/Fort Check - Recharge Deathbane Light Crossbow
Pizazz Con/Fort check - Autofail and is drained again.

Pizazz goes full bard and does his best to keep everyone at peak performance. He's tired, but Uliah helps him out a bit before stirring up another round of trouble.

Turn 5

Pizazz takes 5, drinks a glass of water and resupplies for another round!

Pizazz wrote:

Hand: Mist Horn, Horn of Blasting, Drum of Haste, Archer, Cat, Leech, Orison,

Displayed:
Deck: 8 Discard: 1 Buried: 0
Hero Points: 2
Box ReRoll Used: N // Pizazz has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.

At the end of your turn, you may bury a Divine boon to remove this scourge.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 7 whistles (Horn/Drum is 1d6+4)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fool's Gold, Invisibility, Ring of Protection (Loot), Troubadour, Prayer, The Juggler
Recharged: The Paladin, Deathbane Light Crossbow,
Discard Pile: Frost Ray,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (☐ ora non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

Turn 1, Mountain Man
Hour Power: On your Strength or Constitution check, you may recharge a card to reroll.

Pass Uliah Soothing Word.

Pizazz heads down into the Cave and doesn't get too far before he encounters a door. He's about to just rip it open when he notices something that just doesn't feel quite right. He takes a close look at the door.

Recharge Troubadour to assist on a Divine/Cha check.

Death's Breath Door-CtD: Divine 10: 1d10 + 3 + 1d6 ⇒ (9) + 3 + (2) = 14 Success, banished.

He queues up a cleaver song in his head that he heard a troubadour playing recently. It allows him to focus and spot the trigger for this particular trap. He uses a little divine energy to dispel the trigger and calmly opens the door.

Discard Juggler to explore.

Behind door #1, Pizazz looks ahead and spots...a mask of some kind...odd.

Pizazz ponders attempting to pick it up and wear it...but it's oddly shaped and unlikely to fit him, plus it looks really old.

Autofail on Plaguebringer's Mask as I don't think anyone is looking for an Item 2 at the moment, banished.

Pizazz takes a moment to resupply form his bag of tricks, and think up a few more songs before moving on.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Frost Ray, Horn of Blasting, Mist Horn, Prayer, Orison, The Paladin,

Displayed:
Deck: 8 Discard: 1 Buried: 0
Hero Points: 2
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 6 whistles (Horn is 1d6+4)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Leech, Invisibility, Cat, Drum of Haste, Ring of Protection (Loot), Fool's Gold, Archer
Recharged: Troubadour,
Discard Pile: The Juggler,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (☐ ora non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.



Pizazz Deckhandler

"

Pizazz wrote:

Hand: Deathbane Light Crossbow, Soothing Word, Frost Ray, Mist Horn, Troubadour, Orison, The Juggler,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 1
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 6 whistles (Horn is 1d6+4)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, Invisibility, Drum of Haste, Leech, Cat, Ring of Protection (Loot), Fool's Gold, Horn of Blasting, The Paladin, Archer
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat (☐ or that has the Healing or Instrument trait), you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card). (☐ After the encounter, you and each Goblin character that moved may draw a card.)
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item (☐ ora non-Goblin ally), additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item (☐ or a non-Goblin ally).
☐ At the start of your turn, you may introduce yourself to draw a card (☐ or 1d4 cards).
☐ When you would recharge a non-Animal, non-Goblin ally for its power (☐ or for your character power), you may shuffle it into your deck instead.


"


Pizazz Deckhandler

Scenario 2D: What Lies Beneath the City

Pizazz banks the hero point.

Deck Upgrade: nothing

For adventure reward, going to go with spell.


Pizazz Deckhandler

*Whistling a Vampire slaying tune (Recharge Drum of Haste)*

Pizazz trusts Amiri to keep the Vampire occupied as he wracks his brain for the divine power to end this unlife.

Discard Orison to bless, recharge Sage's Journal due to vamp power.

Vampire-CtD: Divine 9: 2d10 + 3 ⇒ (6, 9) + 3 = 18 Success, banished, location closes!

Pizazz head off to rejoin Uliah.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Ring of Protection (Loot), Iron Shackles, The Paladin, Horn of Blasting, The Juggler, Invisibility,

Displayed:
Deck: 10 Discard: 4 Buried: 0
Hero Points: 1
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 6 whistles (Horn is 1d6+3)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): War Drum, Prayer, Mist Horn, Soothing Word, Troubadour, Fool's Gold, Leech, Acid Burst
Recharged: Drum of Haste, Sage's Journal,
Discard Pile: Archer, Shortsword, Cat, Orison,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat, you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card).
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item, additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item.



Pizazz Deckhandler

Pizazz feels his exhaustion lift as well as some wounds close as Uliah casts some healing on him.

Pizazz is healed for 1: (The Paladin). Deck shuffled.

--------------

Turn 15, The Queen Mother
Hour Power: Your Knowledge check is blessed.

Pizazz delves a little deeper at the Caves, with Amiri backing him up.

Sage's Journal-CtA: Intelligence 6: 1d8 ⇒ 6 Success, acquired.

Pizazz finds a book, he ponders it a bit and figures maybe Ezren was through here and dropped it. Or maybe he would be interested. Who knows, he picks it up.

Discard Cat to explore.

He approaches a door and finds it locked. He pulls out a few random sticks and random bits that around that fit into the lock to try and pick the thing, also he wishes really hard for divine assistance.

Find Traps from Uliah. =)

Locked Door-CtD: Disable 8: 3d10 ⇒ (1, 3, 6) = 10 Success. Free explore!

Surprisingly the door lock clicks and Pizazz looks to see what's behind door #1! He immediately tries to close it as a couple Acid Manti charge through.

Amiri can take that first one, happy to provide accompaniment with an instrument if desired.

Banish Frost Ray for combat.

Acid Mantis-CtD: Combat 14: 1d10 + 3 + 2d6 ⇒ (6) + 3 + (3, 5) = 17 Success, banished.

Pizazz finds out that Mantis doesn't like cold blast to the face and he is totally ok with that fact. Unfortunately Amiri and Pizazz were both distracted and didn't get the door closed in time as a...

Spoiler:

Random Danger to close: 1d6 ⇒ 5 Vampire rushes to join in.

Vampire:

Monster Story Bane 2
Traits:
Undead
Vampire
Veteran

To Defeat:
Combat 10+##
THEN
Combat 10+##
OR
Divine 7+#

Immune to Mental and Poison.
While acting, before any character plays a card, that character recharges a card.
If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

Pausing there to see what resources are available.


Pizazz Deckhandler

*Whistles a fight song for Amiri (Recharge Iron Shackles)*

*Whistles a second fight song for Amiri (Recharge Fool's Gold)*

Maybe not on theme there...but they were some of my pep band songs so it fits for me.

----------

Turn 11, The Waxworks
Hour Power: At the start of your turn, discard a blessing or suffer the scourge Exhausted.

Pizazz is about to explore these Caves when suddenly he feels extremely tired. He tries to rally a bit and comes face to slime with an Ooze.

Banish Acid Burst for combat.

Swamp Ooze-CtD: Combat 9: 1d10 + 3 + 2d4 ⇒ (6) + 3 + (4, 1) = 14 Defeated. No armor, so takes 1 point of acid damage in return, discard shortsword.

Pizazz shrieks out the command for that spell Uliah just handed him and fortunately the Swamp Ooze is not a fan. The acid burns the ooze and the general area a bit...and in short time the ooze is just a puddle of yuk.

Don't think we care about weapon 1, so discard Archer to encounter Keen Rapier.

Inside the ooze there was also what appears to be a sword...Pizazz bends closer to examine.

Keen Rapier-CtA: Acrobatics 9: 1d10 ⇒ 1 Banished.

As expected, sword doesn't do well within oozes, it's corroded and any swing in combat is very liable to end with it shattering and you ending up with a hilt. Pizazz passes it by.

Pizazz ends his turn.
Pizazz attempts to recover all cards in his Recovery pile.
Acid Burst: Arcane 6: 1d10 + 3 ⇒ (9) + 3 = 12 -> Acid Burst recharged .
Pizazz resets his hand.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Frost Ray, Cat, Drum of Haste, Horn of Blasting, The Juggler, Orison,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Hero Points: 1
Box ReRoll Used: N // Pizazz has the following scourges marked:
Exhausted:
While Marked:
On each check or step, you may play no more than 1 boon.

At the start of your move step, you may end your turn to remove this scourge.


NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 6 whistles (Horn is 1d6+3)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer
Recharged: Soothing Word, Ring of Protection (Loot), Troubadour, Invisibility, War Drum, Mist Horn, Leech, Iron Shackles, Fool's Gold, Acid Burst,
Discard Pile: The Paladin, Archer, Shortsword,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat, you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card).
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item, additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item.


Amiri and Uliah need to recharge an armor or take 1 point of acid damage from Ooze AYA.


Pizazz Deckhandler

Receive War Drum from Amiri.

*Whistling a tune or two for Amiri and Uliah (Recharge War Drum for Armor and Mist Horn for Door Spike)*

Also receive Acid Burst from Uliah.

------------

Turn 7, Incitation
Hour Power: None

Pizazz has unfortunately spent some time around shackles, but he does recognize their uses.

Discard The Paladin to bless.

Iron Shackles-CtA: Dexterity 9: 1d10 + 1d10 ⇒ (4) + (6) = 10 Success.

Mostly his knowledge of them involves escaping from them and leaving, Pizazz looks forward to turn the tables on someone in the future.

Glancing around he notices Uliah looks a little banged up, so he sticks a few leeches on him. Pretty sure they make people feel better.

Recharge Leech to heal Uliah.

Ulaih healed by Leech!: 1d4 - 1 ⇒ (4) - 1 = 3 Uliah heals 3 cards.

Pizazz is more than a little impressed that the leeches do the trick and Uliah does start looking better.

Pizazz takes a moment to pack up his gear before moving on.

Pizazz wrote:

Hand: Shortsword, Frost Ray, Fool's Gold, Acid Burst, Horn of Blasting, Iron Shackles, Archer,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 1
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 6 whistles (Horn is 1d6+3)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Orison, The Juggler, Deathbane Light Crossbow, Drum of Haste, Cat, Prayer
Recharged: Soothing Word, Ring of Protection (Loot), Troubadour, Invisibility, War Drum, Mist Horn, Leech,
Discard Pile: The Paladin,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat, you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card).
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item, additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item.



Pizazz Deckhandler

For Uliah

*Whistling for some Love Potion #9 (Recharge Soothing Word)*

*Whistling up some spellcraft knowledge (Recharge Ring of Protection)*

-------------------

Turn 3, Proxy B!

Random Undead: 1d6 ⇒ 4 Mummy! Banish Invisibility to evade.

With the advanced notice provided by Uliah, Pizazz quickly casts Invisibility and the Mummy wanders past without bothering anyone. No need to fight if we can sneak past.

Hour resets to Gozreh's Growth.
Hour Power: On your check against an Animal or Elemental card, add 1d4.

Free explore, Shortsword.

Pizazz doesn't get too far past the Mummy before he finds a shortsword dropped by someone. He picks it up and examines it to see if there was a reason it was discarded.

Short Sword-CtA: Stealth 4: 1d10 + 1 ⇒ (4) + 1 = 5 Success.

Pizazz had his doubts, non-magic swords left in Pits and other cool damp places don't tend to fare well. This one seems to be in fairly good order.

Reload Shortsword to examine - Droogami is next.

Pizazz is about to head deeper in the pits when he hears the sound of some sort of large animal ahead. Maybe it's better to let Amiri deal with that he thinks.

Pizazz ends his turn.
Pizazz attempts to recover all cards in his Recovery pile. Recharge Troubadour to add 1d6 on Cha check.
Invisibility: Arcane 9: 1d10 + 3 + 1d6 ⇒ (6) + 3 + (4) = 13 -> Invisibility recharged.

Pizazz resets his hand.

Pizazz wrote:

Hand: Shortsword, Frost Ray, Fool's Gold, Mist Horn, Horn of Blasting, Leech, The Paladin,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 6 whistles (Horn is 1d6+3)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Archer, Prayer, Orison, The Juggler, Drum of Haste, Deathbane Light Crossbow, Cat
Recharged: Soothing Word, Ring of Protection (Loot), Troubadour, Invisibility,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat, you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card).
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item, additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item.



Pizazz Deckhandler

Will take the Leech that Ezren left behind.

Pizazz sticks with Uliah in case some Undead pop up.

Pizazz wrote:

Hand: Frost Ray, Soothing Word, Invisibility, Ring of Protection (Loot), Mist Horn, Horn of Blasting, Troubadour,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 1
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 6 whistles (Horn is 1d6+3)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Juggler, Archer, Prayer, Cat, Deathbane Light Crossbow, The Paladin, Orison, Fool's Gold, Leech, Drum of Haste
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat, you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card).
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item, additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item.



Pizazz Deckhandler

7-2C: Unconventional Allies

HP: Skill Feat - Cha+1

Upgrade: Item 2 / Spell 1 (looking at another instrument and Fool's Gold for Diplomacy checks.)


Pizazz Deckhandler

Make Your Case-Random BYA: 1d4 ⇒ 2
Make the Case-BYA: Fort 4: 1d4 ⇒ 1 Fail, discard Force Missile.
Make the Case-CtD: Diplomacy 10: 1d10 + 3 ⇒ (8) + 3 = 11 Success, banished.

Pizazz has been through this a few times so he attempts to do the proving thing, and when that doesn't work, he spends some time arguing to convince everyone that despite that, he does know what he's talking about and it would be a good time to close the Arsenal.

Using Amiri's Craftsman to try to close.

Bolas-CtA: Dexterity 5: 1d10 + 1d8 ⇒ (9) + (3) = 12 Success, Arsenal is closed. Move back to Tenement.

Pizazz sways the operators and even is able to talk them out of a weapon...not a special weapon, but you never know when another will come in handy.

------------------

Turn 21, Desna's Freedom
Hour Power: On each check, the first blessing played to bless may be played freely.

Pizazz finds himself again making the case, this time to shut down the Tenement.

Make Your Case-Random BYA: 1d4 ⇒ 2
Make the Case-BYA: Fort 4: 1d4 ⇒ 2 Fail, discard Bolas.

Again they force the goblin to do feats of strength and stamina, which again doesn't work out. So he's forced to convince them with words... Wish they would just start off with that.

Uliah recharges Desna's Freedom to bless against a barrier.

Make the Case-CtD: Diplomacy 10: 2d10 + 3 ⇒ (2, 6) + 3 = 11 Success!

Pizazz goes through the same points of the argument as before, methodically laying out the case. And again he convinces them, but unlike before they demand a bit of a bribe to keep quiet about all this. Reluctantly he passes over his scroll of Soothing Word.

Bury Soothing Word to close Tenement and then move to Academy.

Pizazz wrote:

Hand: Deathbane Light Crossbow, Viper Strike, Frost Ray, Ring of Protection (Loot), Horn of Blasting, Horn of Blasting (acq), Orison,

Displayed:
Deck: 11 Discard: 8 Buried: 4
Hero Points: 1
Box ReRoll Used: N
NOTES:
Available Support: I can take encounters that list diplomacy in checks to acquire/defeat!
1d6 to any local check provided I have a card in hand
Use any cards that will be helpful to you! - up to 6 whistles (Horn is 1d6+3)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, The Juggler, Lookout, Cat
Recharged: Invisibility, Harrowed Society Student, War Drum, Mist Horn, Burglar, Troubadour, Circlet of Mental Acuity,
Discard Pile: The Twin, Spellbook, Archer (Acq.), Archer, The Paladin, Riding Allosaurus, Force Missile, Bolas,
Buried Pile: Charm Person, Pit Gladiator, Priest of Pharasma, Soothing Word,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dexterity +0
Stealth: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Spell or Instrument Item
Hand Size: 6 ☑ 7
Proficiencies:
Arcane | Divine | Instrument
POWERS:
When a local character would encounter a card that lists Diplomacy in its check to acquire or defeat, you may encounter it instead; if you do each other local Goblin character moves (☐ or recharges a card).
On another local character's check, you may whistle a tune and recharge a card to add 1d4 (■1d6); if the card you recharge is an Instrument item, additionally add your Diplomacy modifier
At the end of your turn, a local character may discard a card from their deck (☐ or hand) to let you heal a spell or an Instrument item.


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