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.
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:
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.
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:
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.
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:
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.
Reveal Deathbane Crossbow for combat, exhausted so can't bless.
Scorpion-CtD: Combat 13:1d8 + 1d8 + 1 ⇒ (4) + (4) + 1 = 9Failure, 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:
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 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.
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:
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.
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 = 6Fine, take my reroll.
The Big Sky-CtA: Stealth 7:1d10 + 5 ⇒ (9) + 5 = 14Success.
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.
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:
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.
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.
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:
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.
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:
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 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.
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:
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.
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:
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.
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:
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.
Brawl-CtD: Dexterity 7:1d10 ⇒ 4Fail, 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.
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:
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.
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:
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.
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.
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:
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.
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:
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 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.
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:
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.
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.
Random other location gains undead:1d5 ⇒ 5Undead 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.
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:
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.
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:
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.
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.
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:
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.
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.
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:
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.
Mirror Image-CtA: Arcane 9:1d10 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6Fail, shuffle back in due to location text.
End of turn examine:1d5 + 2 ⇒ (2) + 2 = 4Werewolf 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.
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:
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.
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 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 = 3Pizazz is healed for 3: (Fool's Gold, The Juggler, The Eclipse). Deck shuffled.
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.
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:
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.
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.
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:
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.
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 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.
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) = 8Success.
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.
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:
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.
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:
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 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.
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)
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.
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:
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.
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)
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:
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 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!
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.
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.
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:
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.
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.
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)
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.
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 = 1Well 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.
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:
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.
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:
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.
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!
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:
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.
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.
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.
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:
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.
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:
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.
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:
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 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.
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.
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 ⇒ 5Vampire 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.
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) = 14Defeated. 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 ⇒ 1Banished.
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.
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:
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.
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:
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.
Random Undead:1d6 ⇒ 4Mummy! 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.
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.
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:
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.
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:
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.
Make Your Case-Random BYA:1d4 ⇒ 2 Make the Case-BYA: Fort 4:1d4 ⇒ 1Fail, discard Force Missile. Make the Case-CtD: Diplomacy 10:1d10 + 3 ⇒ (8) + 3 = 11Success, 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) = 12Success, 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 ⇒ 2Fail, 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 = 11Success!
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.
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,
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.
The once great city-state of Methyis is overburdened. The only thing more terrifying than the steady stream of refugees pouring into the city over the past month was when it abruptly cut off. The local warlord, Granth, who ran the city has tried to maintain order within the walls, but everyone's nerves are frayed down to the bone. While food can still be scavenged safely during the twilight hours surrounding noon, sightings of the Shuffling Horde (DC 15 knowledge local or religion) have been reported less than 50 miles from the city. When it arrives, leaving for food will no longer be an option. Granth has requested every able bodied individual, especially those with superior vision, report for shifts of guard duty on the wall, as well as making note of those who enter the city, deputizing those who volunteer to do so. An important unspoken role of these deputies is to keep hope up amongst the populace. The last communication received from the southern city of Crel'ya was, "They've breached our defenses. Gods know how, but one got inside. Death before undeath." That was a week ago. Things seem grim.
Knowledge: Shambling Horde:
The Shambling Horde is an uncontrolled mass of zombies, an insidious creation of some lazy necromancer. The infection that they carry causes them to move in a contiguous unit, some thousands large instead of scattering across the countryside. They are uncontrolled, and unfocused, but their sheer numbers allow them to overwhelm even the mightiest of creatures. Several dragons were caught slumbering by the horde and converted. Perhaps worst about them is that the infection they carry is transmitted through the air. Anyone who dies for any reason within a week of being exposed will rise as a zombie, with a strong urge to join the horde.
Welcome heroes and survivalists alike! I'll get a post in gameplay up soon, but here's a good place to finalize character choices, such as teamwork feats, gods, how you might know each other, and how you got to level 3 in your backstory!
@Lettu: It sounds like you might have been gone from the prime material plane for quite a while! In that case a lot of the human gods that were active when you left would be gone at this point. However, the elven pantheon has remained untouched, and nature + archery sounds very much in line for Eesoch, god of natural places, silence, and archery. You'd also have the dubious honor of being the only player to subscribe to a non-human deity to my knowledge!
Hello! I'm looking for 3-6 players for a game! I've tried to organize this massive text blast, feel free to contact me with any questions you might have! For reference, I try to run serious games, with moments of levity, where the rule of cool is in effect. I grew up reading a lot of Neil Gaiman, Diana Wynne Jones, Terry Pratchett, and Douglas Adams, and there's a pretty high chance you will see their influences in the tone of the game. Post expectation is about once a day, more if you can, let us know if there's gonna be a gap. Leniency on weekends.
All that being said, the theme is undead apocalypse. Maybe you're from a village that was devoured by the hoard. Maybe your family managed to flee to one of the safe cities in time to escape the onslaught. Maybe you lived in one of those cities before the sun went dark. Or maybe something completely different! Something needs to be done before the necromancers running this apocalypse manage to snuff life out on this world forever!
The Cube:
The world that this adventure takes place on is known as The Cube. This is because it is shaped like a cube, with 6 "planes" serving as continents. Like all planar boundaries, things get kind of strange near the edge of the continents. Some scientists argue that a cube shaped planet is incredibly improbable, and shouldn't be able to stand under the tremendous pressure. The answer of The Cube's continued existence is incredibly simple. Magic.
Some have speculated that the Cube is near the end of creation. This certainly would explain why so many strange things occur there. The sheer frequency that extraplanar beings try to gather even the smallest amount of influence in The Cube. The two thoughts are either that The Cube is on the edge of reality, making it a prime location for any faction that wants to carve something out of all the nothing that's next to it. The other is simply that outsiders have nothing better to do other than in the best of cases a general nuisance, and at the worst, an extreme hazard to life and limb.
Two of the faces are predominantly occupied by humans, both of them being rolling plains and light temperate forest. One houses a great city, built by mages for mages. The other face consists of several factions of kingdoms, plagued by constant skirmishing, as well as monsters. The elves once sprawled across the entirety of the Cube, but now they mostly exist within the dense forest and jungle that double as gates to the fey wild. One plane is a great desert, in the center of which lays the mighty Tavern of the Gods, from which mutagenic energies spill forth. All the strange races come from the desert. Ratfolk, catfolk, kobolds, goblins, all come from the peripheries of the desert, where the radiation is not too strong. One face has been lost the the mysterious event known as the future wars. Before the plane was leveled, the dwarves made their home there, now they are nomadic, looking for a way to reclaim their lost home from the strange metal contraptions that fight there. The last plane is surrounded by mountains. To cross the mountains was to never return. The sun never shines upon that face. Efforts to scry upon it inevitably end in either failure or insanity for reasons that will be become clear.
The game will begin in the human lands, in one of the warring kingdoms, the city of Mullern.
Current time: The Time of Endless Night:
For the past hundred years, the sorcerer/wizard war has ravaged the great city of mages, as well as the countryside, and the general peace of mind of anyone who doesn't want a stray fireball to burn their entire village to the ground. 100 years of war has culled the most powerful mages of the time. Except all the necromancers the wizards had banished. Dozens of necromancers, armed with the knowledge of lichdom had been sent to live in solitude. They made their way to the face where the sun does not shine, and there they formed a sinister coalition, raising their armies, searching for the remains of dead gods, summoning allies, and biding their time. When Grand Mage Merrick the Mighty perished, they knew their time was nigh.
Working together, they wove a great spell, creating a miasma between the sun and The Cube. Full noon is now as bright as twilight. Night is now a pitch black. The hordes of the dead now roam across the countryside, shepherded by their deceased masters. If something is not done soon, no life will survive the onslaught. The graves of the long dead are now empty, and all manner of foul creatures roam the earth, from the Shuffling Horde, to the Boneyard, to the Vampiric Legion. Some cities stand against the darkness, with their great walls, but everyone knows in their heart of hearts that the dead have nothing but time, and with each passing day their ranks swell. 2 years have passed since the necromancers attacked. 2 years have passed since the last sunrise. This is the time of Endless Night!
Character creation + House Rules:
Start at level 3, and tell me how you got there.
Wealth by level for level 3
I love rolling for stats! But not everyone enjoys the randomness that comes with it, especially when someone ends up gimped by nothing more than bad luck. In compromise, I'm going to roll 5 sets of 4d6(drop lowest) You can choose any of the arrays that you want, multiple people can chose the same array! Any low stat in this case will be more voluntary than usual.
All the core races are allowed. Featured too. Changelings exist. Races with the native outsider tag are pretty common, and for the most part are treated like their non-outsider racial heritage.
All classes are allowed, but see the house rules if there are changes. I personally don't like getting guns in my fantasy, but considering the setting, they exist. Keep in mind that most of the arcane spellcasters just spent 100 years murdering each other!
Cheese is allowed, but not at the expense of RP. You wanna optimize? That's fine with me, just make it all work story-wise, and expect RP to exist.
All characters should know at least one other character in the party. You don't have to be friends, but some connectedness would be great! Feel free to interact in the recruitment, just spoiler it as RP.
Selfish is allowed. Active evilness is not.
Gimmie as much backstory as you're able/willing to! I won't definitely prioritize more over less, but I will absolutely prioritize something over nothing.
Last of all, have fun with this! Pathfinder's so versatile that there's no need for your healer to be a cleric, or even a spellcaster at all! I love seeing new things I hadn't thought of before.
House Rules
Fractional BaB and saves
Variant aid another (10=+1, every additional 5 points adds another +1)
CMB checks only provoke on a failure
Sorcerers are not a level behind wizards for progression, and get bloodline spells two levels earlier (Maintaining that spell, not WoP)
Witches, Sorcerers and Oracles use words of power (Unless otherwise desired, and an explanation is provided)
Rogue is full BaB
Fighter gains combat stamina for free at 3rd
Occult classes on a case by case basis
Channel energy buffs
*Add primary spellcasting stat to heal/damage
*Variant channeling save only removes the additional effect, instead of halving damage
*Clerics can only spontaneous domain spells, but domain slot is added to normal slots. Ask me about architypes if that's going to be a problem!
Smite evil works on any creature with an appropriate aura class feature
Bloodragers use unchained rage
Synthesist is still ok
May at any time chose one story feat
Elephant in the room taxes
1 free teamwork feat at 1st, 4th, and every 4 levels after.
VMC
Background Skills
2 traits, 3 with drawback
You made it to the end! Thanks for reading all of this! I'll leave the recruitment open until the 17th, or until we've got a whole lot of applicants. I love getting messages on the boards, so if you've got any questions that I missed, please don't hesitate to send them over.
A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.
A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).
At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.
Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.
At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.
Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.
And spirit share is a 1st level druid spell that lasts for 1rd/lvl, and allows you to
Spirit Share wrote:
For the duration of the spell, as a standard action you can touch a willing target to deliver 1 dose of a potable liquid (including alcoholic drinks and potions and elixirs, but not poisons or other liquids that are primarily harmful when drunk) in your possession (though not necessarily held in hand) into her.
Now I know that there is some controversy around the functionality of the herbalism bond, but that's kind of moot, the real question is does this mean that a 3rd level druid who made an herbal concoction of bull's strength for free could give it to 3 party members with a first level spell slot? If so, doesn't this mean that a druid could hypothetically make all the buff based spells into potions, and 'roid people out if they knew a combat was coming incredibly efficiently?
How would you handle that, and is it actually as strong as I think it is?
So I was playing in a game, and we had to fight some vampires. So the party wizard goes into a corner of the room, and starts preparing his spells for the day. He comes back, saying that he is confident of taking down these vampires. First thing he does is cast shadow projection, allowing him to chase down the two vampires into a crevice they misted themselves into. The next thing he does is cast Aqueous Orb. Now we all know that vampires have an aversion to running water. And Aqueous Orb is described as, "A rolling sphere of churning water that can engulf those it strikes." He hits the vampires with it, and they end up inside this orb, that is obviously running water. What happens to the vampires?
Hey, I was doing some character creation, and thought it might be neat to try and combine a wizard with a ninja. I was wondering if it was possible to make one that actually could be useful in a fight, along with other uses.
Thanks! :)
This is a thread to share your favorite super-amazing character. I have friends that love to make some ridiculous stuff that is almost cheesy, but isn't. Example: in another rules system, there was a character called Dang. He wielded a glave, and could hit anything within 15 feet. He also had whirlwind attack and great cleave (this was before cleaving was its own action.) So Dang would spin around in a big circle and kill most everything whiten a 15 foot radius from him. (this could still be done with improved cleaving finish)
Is it just me, or are they OP? I see the merit in having them live in a campaign, but as a PC race?! I just see having resistance almost everything is a bit weird. However, I would like to hear from the other side of the story, and if you think that Aasimars are perfectly legal, please tell me why. (I'm sorry for sounding a bit stiff. Its my first thread.)