Blue Hesmene

Raheli - 1002's page

56 posts. Alias of Kamicosmos.


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Grand Lodge

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Item 1: 1d1000 ⇒ 453
Spell 1: 1d1000 ⇒ 632

Grand Lodge

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Entering another area of the parlor, a Poison Spike Pit Trap opens up beneath Raheli's feet!

use power to recharge Codex to add 1d4 to check
Dex DC 11: 1d10 + 1d4 ⇒ (5) + (4) = 9
regular damage: 1d4 ⇒ 4
poison damage: 1d4 ⇒ 4

Uh....8 damage? So, discard my hand, and then 4 off my deck?

Pending that I'm not dead, turn ends.

Grand Lodge

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Raheli enters another area of the Parlor.
She sees a Trapped Locker.
"Ah, this I can handle!"
uses power to recharge Flame Staff to add 1d4 to the check
Dex Disable DC 9: 1d10 + 2 + 1d4 ⇒ (4) + 2 + (1) = 7
"Well, this is trickier than I..." Boom! The trap goes off!
Trap Damage: 1d4 - 1 ⇒ (3) - 1 = 2
discards Amulet of Life and Crow for the damage
Preparing to leave the area, Raheli remembers the curse, and decides some rest would be prudent.
Ravenous Curse: 1d4 ⇒ 1
Buries Blessing of the Gods 1
End of Turn, resetting hand

Grand Lodge

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Oh, the Curse!
Curse of Ravenous: 1d4 ⇒ 4

Well, now that is just special....

do I redraw again to replace those? Or, do I do that before I refilled my hand, which was empty?

Grand Lodge

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Raheli steps into the Embalming Parlor, again.

She sees a bottle of Embalming Fluid. Mildly intrigued, she thinks about keeping it:
Knowledge DC 7: 1d8 + 2 ⇒ (4) + 2 = 6

"Eh, that's kind of gross, really." She puts the bottle down.

Discard Blessing of the Gods 1 to explore again.
Stepping into another room, a Fire Hydra surprises her!

Raheli tumbles away! [uses secondary power to recharge an item to add 1d4 to the check[/ooc]
Desterity DC7: 1d10 + 1d4 ⇒ (1) + (2) = 3
and promptly slams herself into a wall.
Fire Damage: 1d4 - 1 ⇒ (2) - 1 = 1
Discard Frigid Blast for the 1 damage
Picking herself up off the floor, she retaliates against the hydra...
Using Power to recharge card Frostbite to add 1d8 to check (along with Magic and Piercing.
Using Centipede to recharge Cure to add 1d12 + Poison to roll

"Oh, this is risky!"
Combat DC 7: 1d10 + 1d8 + 1d12 ⇒ (8) + (5) + (12) = 25

The hydra lies defeated, Raheli sits down with a thump to rest.
End Turn, refilling hand.

Raheli wrote:

Hand: Codex, Blessing of the Gods 2, Flame Staff, Vegeance Doll, Blessing of the Gods 3,

Displayed: Centipede, Curse of the Ravenous,
Deck: 13 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

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

Grand Lodge

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Swapped blessing of ancients with Blessing of Elements
Added Blessing of the Elements to my deck for card feat
No Trader, but will visit whichever one to add odds
Start at Embalming Palace for that sense of Dejavu
Hand Dealt
Scourge: Scourge: 1d4 + 1 ⇒ (4) + 1 = 5

Raheli wrote:

Hand: Frigid Blast, Cure, Frostbite, Conch Shell, Blessing of Gods 1,

Displayed: Centipede, Curse of the Ravenous,
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

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

Grand Lodge

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Blessings are about the only card I actually use As Intended, since everything else I recharge to throw at things with my hair. So, I'll take an extra Blessing slot for my Feat.

Blessing B: 1d1000 ⇒ 175
Item B: 1d1000 ⇒ 717

Grand Lodge

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summoning Natron Zombie to temp close
Using centipede power to recharge Conch Shell to add 1d12
Using power to recharge Amulet of Life to add 1d8
Discarding Blessing of Gods to add 1d10
Combat DC13: 1d10 + 1d8 + 1d12 + 1d10 ⇒ (7) + (6) + (9) + (5) = 27

Success! Embalming Palor is temp closed!

Grand Lodge

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Boon Roll: 1d20 ⇒ 2

Grand Lodge

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swapped out staff of cackling wrath for a Blessing of the Gods from my Closed location
"An embalming parlor? How delightfully creepy!"
"Huh, someone left a perfectly good healing kit here..."
Wisdom DC 6: 1d6 ⇒ 5
"And, I think I'll leave it right here. A funny feeling tells me a fight might be coming, I better prepare for that..."

End Turn, preparing to Temp Close location.

Grand Lodge

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Cool, thanks. I don't know I'm doing to mess that up so much! I'm just typing things in the fields. Although, I do use either Backspace or Delete to clear cells, maybe that's doing it?

Grand Lodge

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Raheli has to pick her way through the rubble.
dex dc 6: 1d10 ⇒ 9

Successfully navigating through the pile of rubble, Raheli takes a look around the room. She spots a Warrior Doll!

Using centipede power to Recharge Frostbite to add 1d12 to combat check. Using Power to recharge Codex to add 1d8
Combat DC 10: 1d10 + 1d12 + 1d8 ⇒ (3) + (8) + (3) = 14

Another Close fight!

Closing location. Discarding Blessing of the Gods to add a second die to check.
Int DC 8: 1d8 + 2 + 1d8 ⇒ (8) + 2 + (6) = 16

Success! The Hall is closed!
(And, if anyone has a curse on them, it is cleared!)

turn ends, refilling hand.

Raheli wrote:

Hand: Cure, Amulet of Life, Conch Shell, Vengeance Doll, Staff of Cackling Wrath,

Displayed: Centipede,
Deck: 6 Discard: 4 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

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

Grand Lodge

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Joined the hangout.
redid my hand, discarded an extra one for the poison dmg.

Also, I notice the spreadsheet likes to deal me freshly discarded and/or recharged cards. Is there a fix for that, or is that normal? I've been going onto the Don't Look tab and deleting off the discards, which prevents them from coming back, but doesn't help on the Not So Random draws from the deck....

Grand Lodge

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(Wait, I messed up the barrier. I think I need to try to clear it first.)
Use a blessing to add another die

Str DC 10: 1d6 + 1d6 ⇒ (5) + (1) = 6
Failed to clear the rubble.

I'll get my hand sorted out...

Grand Lodge

spreadsheet

sorry, FarCry 5 distracted me this evening...
Stepping into the Hall of Blessed Rebirth, a bunch of rubble falls from above!
Dexterity DC 6: 1d10 ⇒ 4

Ouch! what exactly does it mean to take poison dmg? Also, does it mean to take 1 poison instead of dmg dealt?
discard Flame Staff for the 1 poison dmg.
Discard Blessing of the Gods 2 to explore again
"An Ubashki Swarm! They are nasty!"
uses centipede to recharge Crow to add 1d12
Combat DC 8: 1d10 + 1d12 ⇒ (9) + (11) = 20
Nice solid hit!
use power to recharge a card Frigid Blast to add 1d8
2nd Combat DC 8: 1d10 + 1d8 ⇒ (9) + (4) = 13
Another solid hit, and the swarm is defeated!
Raheli sits down to take a short rest.
turn ends, refilling hand

Raheli wrote:

Hand: Blessing of the Gods 3, Cure, Blessing of the Gods 1, Blessing of the Gods 2,

Displayed: Centipede,
Deck: 10 Discard: 1 Buried: 0
Notes: may use my blessings
Sideboard cards:

Skills and Powers:
SKILLS

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

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

Grand Lodge

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swapped out Grounding Staff for Staff of Cackling Wrath

Raheli wrote:

Hand: Crow, Frigid Blast, Blessing of the Gods 1, Blessing of the Gods 2, Flame Staff,

Displayed: Centipede,
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

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

And, I'm ready to go!

Grand Lodge

spreadsheet

I can't use weapons or armor, so I'll pass on the Loot this time around.

I don't need to use the Trader, but will attend to improve odds for the others.

I'll start at Hall of Blessed Rebirth.

Grand Lodge

spreadsheet

Potentially a yes on the google group.

I was curious if we plan on continuing playing after Outpost ends here in a week or so. I'd be on-board to at least finish out this Deck, I think it has a couple more scenarios in it. I (potentially) have my local PFS Group looking at doing Mummy's Mask, and would probably look to continue this PC with them when they are ready for 3-2.

Grand Lodge

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All I can really use are the Items, so:
#1 Item 1: 1d1000 ⇒ 372
#2 Item 1: 1d1000 ⇒ 986

Grand Lodge

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Thanks! I was so excited to close a location I totally missed that line! Hand updated to keep the Blessing of Bastet.

Grand Lodge

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Turning a corner, Raheli is face to face with a Mining Construct!
Uses power to recharge item Flame Staff to add 1d8 to check.
She moves to attack, using a Flame Staff. With her hair.
She also uses her Centipede's Power to recharge a card FrostBite to add 1d12 and poison to the check. Centipede goes on top of Deck after check.
Combat DC 10: 1d10 + 1d8 + 1d12 ⇒ (6) + (3) + (1) = 10

"Whew, another close fight!" she sighs. "I better lock this place up!"
Buries Blessing of the Ancients to Close location.

end turn, draw up hand.

Raheli wrote:

Hand: Cure, Frostbite, Frigid Blast, Vengeance Doll, Grounding Staff,

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

Skills and Powers:
SKILLS

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

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

Grand Lodge

spreadsheet

Raheli stumbles across an Alchemist's kit.
Int DC 6: 1d8 ⇒ 1

"This kit is rather heavy, think I'll leave it here for now."
Discard Blessing of the Gods 3 to explore again
"Hmm, another spell."
Int DC 6: 1d8 ⇒ 5
"What is with these spells that I can't figure out?" Raheli asks no one in particular.
since I need to hold onto this last blessing if I need to close this location, this will end my turn.Refilling Hand.

Raheli wrote:

Hand: Blessing of the Ancients, Cure, Flame Staff, Frigid Blast, Frostbite,

Displayed: Centipede,
Deck: 7 Discard: 4 Buried: 0
Notes: My Blessing of the Ancients can be used to close the Ruined Temple
Sideboard cards:

Skills and Powers:
SKILLS

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

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

Grand Lodge

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Discard Bless of gods 1, helping Seelah
"Hmm, where should I go now?" Raheli wonders to herself. "That Ruined Temple looks interesting!"
She discovers a Cure spell! She attempts to acquire it.
Using secondary power to recharge an item Conch Shell to add 1d4 to the check
Wisdom DC 6: 1d6 + 1d4 ⇒ (1) + (2) = 3
Grumbling, she leaves the Cure spell behind. "Silly thing must be written in Azlanti or something!" she mutters.
Discard Blessing of Gods 2 to Explore
She feels the Blessing of the Ancients? But, does she really have their favor?
Wisdom DC3: 1d6 ⇒ 3
She does!

Turn Ends. Refilling hand.

Raheli wrote:

Hand: Blessing of the Ancients, Cure, Flame Staff, Blessing of the Gods 3, Frostbite,

Displayed: Centipede,
Deck: 7 Discard: 3 Buried: 0
Notes: Feel free to use my blessings.
Sideboard cards:

Skills and Powers:
SKILLS

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

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

Grand Lodge

spreadsheet

Wandering through the Hot Springs, thinking it would be nice to relax in a warm pool, Raheli trips over a Shock Toad. Ouch! she cries as the toad Shocks her! Discard Amulet of Life to reduce damage
Arcane 7 to recharge: 1d8 ⇒ 3
The shock was more powerful than it looked!

uses Power to recharge a card (Codex) to add 1d8 to her combat check.
DC 6: 1d10 + 1d8 ⇒ (2) + (4) = 6
Barely! The Toad was tougher than it looked!

Discards Crow to explore again
Raheli meets a Tarworks Master
She attempts to convince him to join her, although she isn't confident that he likes her.
Charisma DC 10: 1d6 ⇒ 6
Auto Fail, of course. But,nice roll, darn it

That will end my turn. Refilling hand
Pulled several blessings, feel free to use!

Raheli wrote:

Hand: Conch Shell, Cure, Blessing of the Gods 2, Blessing of the Gods 3, Blessing of the Gods 1,

Displayed: Centipede,
Deck: 9 Discard: 1 Buried: 0
Notes: Feel free to use my blessings.
Sideboard cards:

Skills and Powers:
SKILLS

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

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

Grand Lodge

1 person marked this as a favorite.
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You can use my Blessing as well if you need it.

Grand Lodge

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I don't need to use a trader, and I will start at the Hot Springs

Raheli wrote:

Hand: Codex, Cure, Crow, Amulet of Life, Blessing of the Gods 1,

Displayed: Centipede,
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

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

Grand Lodge

spreadsheet

sorry for the delay
Item 1 d1000: 1d1000 ⇒ 578
Item B d1000: 1d1000 ⇒ 392
Spell B d1000: 1d1000 ⇒ 43
Spell C d1000: 1d1000 ⇒ 428
Ally B d1000: 1d1000 ⇒ 408
Ally B d1000: 1d1000 ⇒ 208

For my Power Feat, I'll take:

On check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([] plus the items' highest adventure deck number) to your check.

Grand Lodge

spreadsheet

I just realized a Spell is not an Item. So, she would have recharged her Anubis Staff instead of FrostBite. I'll update my hand to reflect that.

Grand Lodge

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Raheli uncovers a Staff of Minor Healing

She's not interested in the Staff enough to give up one of her other items, so she put's the staff back where she found it.
wisdom dc 7: 1d6 ⇒ 2
Discards Blessing of the Gods 1 to explore again

Looking down a row of shelves full of alchemical regeants, she spots an Aspis Analysis!

Since this is a Barrier, she uses her power to recharge item (FrostBite) to add 1d4 to her check
Intelligence Knowledge DC 5: 1d8 + 2 + 1d4 ⇒ (1) + 2 + (1) = 4

Somehow in the struggle, a bunch of vials explode around Raheli, and she loses track of the Analysis. :(

Turn Ends. Refilling hand

Raheli wrote:

Hand: Crow, Amulet of Life, Frigid Blast, Blessings of the Gods 2, Anubis Staff,

Displayed: Snapping Turtle,
Deck: 11 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

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

Grand Lodge

spreadsheet

Since the Carvanserai closed up, Raheli wonders where to go next.
The earthworks will be tough to work and close for me, for I have no Armor or Weapons in my deck. But, it appears that's where I have to go.

Raheli wanders into the Earthworks, right into a cloud of Alchemical Gas! Unless moving here doesn't count as 'starting my turn here'

I don't have the right cards to bury for that barrier, so I'm guessing it stays up as a Barrier for the location. Attempting to banish it with an Int check of DC 7
Using her secondary power to recharge an Item to add 1d4 to the roll
Recharging Codex
Int DC7: 1d8 + 1d4 ⇒ (4) + (2) = 6
failed! Assuming that was my Explore, and I have nothing to do another Explore. Ending turn refilling hand. Let me know if I messed this up and I can redo it (skip my turn, or however that would work out)

Raheli wrote:

Hand: Frostbite, Amulet of Life, Frigid Blast, Blessing of the Gods 1, Anubis Staff,

Displayed: Snapping Turtle,
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

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

Grand Lodge

spreadsheet

Raheli Spots a couple of items! A staff of healing and a random item roll: 1d5 ⇒ 3 Anubis Staff!

She decides to attempt to retrieve the Anubis Staff.

Uses Power to recharge Cure to gain +1d4
Arcane DC6: 1d8 + 2 + 1d4 ⇒ (5) + 2 + (3) = 10

Success!

Raheli sits down to examine her new acquisition.

This ends my Turn. Anubis staff goes into my hand, correct?

Raheli wrote:

Hand: Frostbite, Amulet of Life, Frigid Blast, Codex, Anubis Staff,

Displayed: Snapping Turtle,
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

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

Grand Lodge

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Sitting at a table, Raheli attempts to pour herself a cup of Seer's Tea.

Int DC 4: 1d8 ⇒ 2

Splash! Crash! The sound of breaking glass is very loud.

"Oops", Raheli says sheepishly as she looks for a towel to clean up her mess.

This ends my turn.

Grand Lodge

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Raheli wanders into the Caravanserai, and bumps into an Aspis Agent! She flashes him a smile hoping to sway his opinion of her, but he draws a sword and advances towards her!
Uses her power to recharge Conch Shell to use Dex and gain an extra 1d8 as well

Combat DC 11: 1d10 + 2 + 1d8 ⇒ (10) + 2 + (8) = 20

"I better hide this guy, and quick!"

My turn ends, I refill my hand

Raheli wrote:

Hand: Frostbite, Amulet of Life, Frigid Blast, Codex, Cure,

Displayed: Snapping Turtle,
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

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

Grand Lodge

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Selected Elemental Treaty, putting Caltrops back in my box. Drawing Hand.

Raheli wrote:

Hand: Frostbite, Amulet of Life, Frigid Blast, Conch Shell, Cure,

Displayed: Snapping Turtle,
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

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

Grand Lodge

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Cool. Swapped it for Conch Shell, redrew my hand.

Grand Lodge

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I may have had an invalid card in my hand this whole time.

Haunted Doll does not have Basic on it. Means I shouldn't have it yet, right? If so, I'll swap it out for a Basic card. I never got to use it, so no effect on the first scenario.

Grand Lodge

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Raheli wrote:

Hand: CURE, Haunted Doll, Codex, Crow, Amulet of Life,

Displayed: Snapping Turtle,
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

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

I'll visit the Sunburst Market Trader, and I'll start at the Caravanserai location, since gathering trinkets is My Thing.

Grand Lodge

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Sorry, it's been a couple crazy days. I'm getting my stuff setup and will post it here in a few.

Grand Lodge

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I didn't realize we weren't done, sorry!

I'll take the B Item card since that's my preferred type and I have no proficiency in anything else.
Dice Off: 1d1000 ⇒ 904

And, my skill feat.....Dexterity. Unless anyone has a better suggestion.

Grand Lodge

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Nevermind Redeux has it covered!

Grand Lodge

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I was going to use her power, but then decided not to. Then apparently I got D10 stuck in my head. I can reroll that one if you want.

Grand Lodge

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I have a blessing of the gods in my hand for use if you need it. (Added to notes as well.)

Grand Lodge

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Raheli wrote:

Hand: Blessing of the Gods 3, Cure, Frostbite, Conch Shell,

Displayed: Snapping Turtle,
Deck: 8 Discard: 4 Buried: 0
Notes: May Use my Blessing
Sideboard cards:

Skills and Powers:
SKILLS

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

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

Displays Snapping Turtle
Exploring: Finds a Potion of Healing!
Dexterity DC6: 1d10 ⇒ 10
"Nice! I could use this!"
Banish Potion of Healing, 1d4 cards from Discard
1d4: 1d4 ⇒ 4
Excellent! Drew Haunted Doll, Frigid Blast, Blessing of Gods 1 and 2
discarding blessing of the gods to explore
"This area is full of Burning Tar! I better be careful."
uses power to recharge conch shell to add 1d4
Dexterity DC6: 1d10 + 1d4 ⇒ (8) + (4) = 12
Carefully picking her way through the boiling tar, quietly singing "TipToe through the Tarpits, with me!"

This ends my Turn. Refilling my hand, I draw Haunted Doll, Blessing of Gods 1, and Amulet of Life.

Raheli wrote:

Hand: Haunted Doll, Amulet of Life, Cure, Frostbite, Blessing of the Gods 1,

Displayed: Snapping Turtle,
Deck: 11 Discard: 1 Buried: 0
Notes: May use my Blessing
Sideboard cards:

Skills and Powers:
SKILLS

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

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

Grand Lodge

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On my last turn, I took 2 damage. Then used my Snapping Turtle cohort to reduce that damage to 0 by placing him on top of my deck. So, now when I refill my hand, I draw 1 card up to my hand limit, which is him, correct? Then, no more. Start of my next turn I display him, and continue on from there?

Grand Lodge

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Entering another area of the vents, Raheli nearly runs face first into a Caravan Raider!

using her Power to recharge Flame Staff to add 1d8 to her roll
Combat DC9: 1d10 + 1d8 ⇒ (5) + (2) = 7

SMACK! The Raider hits her hard!
"Seriously?!" Raheli limbs away nursing another wound...

Uses Snapping Turtle ability. Place card on top of deck to reduce all damage dealt to you by 4.

question about that, in Discussion

This ends my turn.

Grand Lodge

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Raheli wrote:

Hand: Blessing of the Gods 3, Flame Staff, Cure, Frostbite, Conch Shell,

Displayed: Snapping Turtle,
Deck: 6 Discard: 4 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

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

Grand Lodge

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Still at the volcanic vents, Reheli explores the area and uncovers a scroll of Acid Jet

using her Snapping Turtle familiar, she gains Arcane: Intelligence+2
Int:Arcane DC6: 1d8 + 2 ⇒ (2) + 2 = 4
"Huh, I feel like I should be able to read this, but it must be in Goblin or something..."

Discarding Blessing of the Gods 1 to explore again.

A blessing of Wadjet
Int: Knowledge DC7: 1d8 + 2 ⇒ (3) + 2 = 5
"That Death Hound earlier must have hit my head harder than I thought!
I better sit down for a moment."

This ends my turn, I refill my hand

Grand Lodge

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I also like to get everything locked down once the villain is spotted.
I dislike chasing them from location to location.

Grand Lodge

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Cool, thanks! I did the sharing wrong, so in the future, you now have full edit access.

And, I've got it squared away now, so should be good going forward.

Grand Lodge

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You are correct, I was cutting and pasting.

I've given you access to it. thanks!


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