Nuragla, Pit Hag

Ramexes - WilderRedbeard's page

189 posts. Alias of WilderRedbeard.


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Bury Celeste's BoStarsong to re-roll.
Charisma 11: 2d10 + 4 ⇒ (3, 8) + 4 = 15 defeated
Display Magatama of Sealing at Shrine 5.

End turn. Attempt to close by summoning and encountering:

Shen Tei:
Villain Monster 7
Traits
Dragon
Aquatic
Mythic

Check
Combat
20

Powers
The difficulty of checkes to defeat Shen Tei is increased by the number of markers on your location.
Before you act, each character at your location attempts a Dexterity or Acrobatics 5 check. Characters who succeed are dealt 2 Cold damage; characters who fail are dealt 1d4+1 Cold damage.
Before you act, each other character must succeed at a Wisdom or Perception 5 check or may not play cards or use powers while you act.
When you would discard a card you played on the check to defeat for its power, succeed at a Constitution or Fortitude 5 check or bury it instead.

Seelah, Lirianne & Celeste need to attempt a Dex/Acro 11 check and take Cold damage.
Seelah recharges an armor/spell to bless Ramexes BYA check (or someone blesses if Seelah needs armor).
Dexterity 5: 2d6 ⇒ (1, 4) = 5 success
Discard Harbinger Disciple & Fortune-Teller for Cold damage.
Reveal and discard Humanbane Gladius +2 & discard BoGorum to double bless.
Combat 20+6=26: 3d8 + 6 + 2d6 + 2 ⇒ (6, 5, 7) + 6 + (4, 6) + 2 = 36 defeated
Auto-fail Con/Fort 11 check and bury Humanbane Gladius & BoGorum.
Banish BoAbraxas to close location.
Shrine of Sealing 5 closed.

End turn and reset hand.

Ramexes wrote:

Hand: Cure, Icy Prison, Helm of Electric Radiance, Sand Elemental, Blessing of Nethys, Blessing of Pharasma 2,

Displayed:
Deck: 7 Discard: 4 Buried: 5
Current Location: Shrine of Sealing 5
Hero Points (Available): 0
NOTES:
Available Support: Blessings available.
Other: Dice Re-Roll Used for 6E?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Steal Soul (Shrine), Rejuvenation, Wayfarer
Recharged: Fire Snake, Rosie Cusswell (acq), Mase Darimar (acq), Blessing of Norgorber (acq),
Discard Pile: Shock Greatsword +2, Fortune-Teller, Harbinger Disciple, Blessing of Pharasma 3,
Buried Pile: Heartbreak Hinsin (acq), Mist Horn, Imp, Humanbane Gladius +2, Blessing of Gorum,

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ([X] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) ([X] or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


Mist Horn recovery - Divine 10+1=11: 1d10 + 5 ⇒ (4) + 5 = 9 buried

The hour of Erastil
Move to Shrine 5
Reveal Fortune-Teller and name boon to examine the top card of the location: Resist Energy (Spell 4)
Free explore:

Resist Energy:
Spell 4
Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

Divine 10+6=16: 1d10 + 5 ⇒ (1) + 5 = 6 banished

SoT explore:

Breastplate of the Deep:
Armor 5
Traits
Heavy Armor
Magic
Aquatic

Check
Constitution
Fortitude
11

Powers
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Auto-fail Con 17 check and banish.

Bury Imp to explore:

Magatama of Sealing:
Henchman Barrier 7
Traits
Object
Magic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
5

Powers
If a Magatama of Sealing is displayed at an open location, this card is evaded; you may succeed at its check to defeat to put it on top of its location deck.
If defeated, display this card next to the location it came from.
If undefeated, put a marker on the location this henchman came from.
While displayed at an open location, during the end of your turn, you may attempt to close the location this card is displayed at.

Discard BoPharasma to bless.
Charisma 5+6=11: 2d10 + 4 ⇒ (1, 1) + 4 = 6 ouch
Pausing turn to discuss on Hangouts.


The hour of the Gods
Display Imp to draw 2 cards: Mist Horn & Shock Greatsword +2.
Move to Shrine 3
Reveal Fortune-Teller and name bane:

Coral Golem:
Monster 4
Traits
Construct
Golem

Check
Combat
19

Powers
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.

Encounter. Reveal and discard Shock Greatsword. Recharge Rosie to add 1d4 & Swashbuckling. Increased by 1 for marker.
Combat 19+1=20: 2d8 + 6 + 2d6 + 2 + 1d4 ⇒ (1, 4) + 6 + (1, 5) + 2 + (1) = 20 defeated
Examine top 3 cards of location: Sea Hag (B), Shackles Sorcerer (C), Blessing of Norgorber (5). Put Blessing on top, then Sea Hag.

SoT Explore:

Blessing of Norgorber:
Blessing 5
Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Divine 5+1=6: 1d10 + 5 ⇒ (5) + 5 = 10 acquired

Discard Heartbreak Hinsin to explore:

Sea Hag:
Monster B
Traits
Hag
Aquatic

Check
Combat
11

Powers
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Reveal Humanbane Gladius.
Combat 11+1=12: 1d8 + 6 + 1d6 + 2 ⇒ (5) + 6 + (5) + 2 = 18 defeated
Examine top cards: Shackles Sorcerer & Magatama of Sealing (place on top).

Bury Heartbreak Hinsin to explore:

Magatama of Sealing:
Henchman Barrier 7
Traits
Object
Magic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
5

Powers
If a Magatama of Sealing is displayed at an open location, this card is evaded; you may succeed at its check to defeat to put it on top of its location deck.
If defeated, display this card next to the location it came from.
If undefeated, put a marker on the location this henchman came from.
While displayed at an open location, during the end of your turn, you may attempt to close the location this card is displayed at.

Charisma 5+1=6: 1d10 + 4 ⇒ (3) + 4 = 7 defeated
Display Magatama of Sealing next to Shrine 3.

End turn.
Before attempting to close the location, summon and encounter:

Shen Tei:
Villain Monster 7
Traits
Dragon
Aquatic
Mythic

Check
Combat
20

Powers
The difficulty of checkes to defeat Shen Tei is increased by the number of markers on your location.
Before you act, each character at your location attempts a Dexterity or Acrobatics 5 check. Characters who succeed are dealt 2 Cold damage; characters who fail are dealt 1d4+1 Cold damage.
Before you act, each other character must succeed at a Wisdom or Perception 5 check or may not play cards or use powers while you act.
When you would discard a card you played on the check to defeat for its power, succeed at a Constitution or Fortitude 5 check or bury it instead.

Each local character must succeed at a Dex/Acro 5 and take Cold damage.
Dexterity 5: 1d6 ⇒ 1 failed
Cold damage: 1d4 + 1 ⇒ (2) + 1 = 3 Display Mist Horn to reduce damage by 3 to 0.
Reveal Humanbane Gladius, recharge Mase Darimar to add 2d8, recharge BoNorgorber to add 1d4 per Umiko Sensei's power.
Combat 20+1+1=22: 1d8 + 6 + 1d6 + 2 + 2d8 + 1d4 ⇒ (4) + 6 + (3) + 2 + (5, 2) + (4) = 26 defeated
Banish BoPharasma to close. Shrine of Sealing 3 closed.
Discard Imp and reset hand.

Ramexes wrote:

Hand: Humanbane Gladius +2, Fortune-Teller, Harbinger Disciple, Blessing of Gorum, Blessing of Abraxas, Blessing of Pharasma 3,

Displayed: Mist Horn,
Deck: 13 Discard: 2 Buried: 1
Current Location: Shrine of Sealing 3
Hero Points (Available): 0
NOTES:
Available Support: Blessings available.
Other: Dice Re-Roll Used for 6E?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wayfarer, Steal Soul (Shrine), Rejuvenation, Cure, Icy Prison, Sand Elemental, Helm of Electric Radiance, Blessing of Nethys, Blessing of Pharasma 2
Recharged: Fire Snake, Rosie Cusswell (acq), Mase Darimar (acq), Blessing of Norgorber (acq),
Discard Pile: Shock Greatsword +2, Imp,
Buried Pile: Heartbreak Hinsin (acq),

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ([X] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) ([X] or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


Off turn actions:
Banish Immortal Dreamstone to draw 3 new allies: Mase Darimar, Rosie Cusswell, Heartbreak Hinsin.
For Villain BA check, send Fire Snake to recovery to use Divine.
Dexterity (Divine) 5: 1d10 + 5 ⇒ (2) + 5 = 7 success
Fire Snake recovery - Divine 8: 1d10 + 5 ⇒ (7) + 5 = 12 recharged

Ramexes wrote:

Hand: Humanbane Gladius +2, Imp, Fortune-Teller, Blessing of Pharasma 1, Mase Darimar (acq), Rosie Cusswell (acq), Heartbreak Hinsin (acq),

Displayed:
Deck: 16 Discard: 0 Buried: 0
Current Location: Shrine of Sealing 2
Hero Points (Available): 0
NOTES:
Available Support: Blessing available.
Other: Dice Re-Roll Used for 6E?: N


Taking Immortal Dreamstone for Binder's Tome.
Start at Shrine 2.

Ramexes wrote:

Hand: Humanbane Gladius +2, Fire Snake, Imp, Fortune-Teller, Blessing of Pharasma 1, Immortal Dreamstone (Loot),

Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Shrine of Sealing 2
Hero Points (Available): 0
NOTES:
Available Support: Blessing available.
Other: Dice Re-Roll Used for 6E?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma 3, Sand Elemental, Harbinger Disciple, Blessing of Nethys, Wayfarer, Shock Greatsword +2, Blessing of Abraxas, Steal Soul (Shrine), Helm of Electric Radiance, Mist Horn, Cure, Rejuvenation, Blessing of Pharasma 2, Icy Prison, Blessing of Gorum
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ([X] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) ([X] or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


Bank Hero Point.

Pass on upgrades

Skill Feat Charisma: 1d1000 ⇒ 970 Cha>>>>Con>>Dex, Int, Wis. Maxed out in Str.


Discard BoNethys for Seelah's check.
Discard Sefina and Pteranodon for structural damage.
Non-Basic, non-Elite Plunder: 1d6 ⇒ 3 Brine Dragonhide Breastplate.

The hour of the Gods
Move to Gate of Enlightenment

Explore:

Sayaka and Masao:

Villain Monster B
Traits
Human
Spiritualist
And
Undead
Phantom
Samurai
Veteran

Check
(Sakaya)
Combat
25
THEN
(Masao)
Combat
23

Powers
The difficulty of checks to defeat Masao is increased by ([X] twice) the scenario's adventure deck number.
[X] When you succeed at your check to defeat Sakaya, each character at your location recharges their hand and then draws as many cards as they recharged.
If the check to defeat Mazao does not have the Magic trait, Sakaya and Masao are undefeated.
If undefeated ([X] or if you succeeded at least once at a check to defeat by 5 or more), discard the top 1d4-1 cards from the blessings deck.

Reveal Shock Greatsword +2, recharge Old Salt to add #, Steal Soul adds 1d4, Seelah discards a blessing.
Combat 25 (Sayaka): 2d8 + 6 + 2d6 + 2 + 1d8 + 6 + 1d4 ⇒ (3, 2) + 6 + (3, 4) + 2 + (2) + 6 + (2) = 30 success.
Recharge hand and draw 5.

Ramexes wrote:

Hand: Icy Prison, Mist Horn, Imp, Harbinger Disciple, Fortune-Teller,

Displayed: Steal Soul (Shrine),
Deck: 14 Discard: 4 Buried: 0

Display Icy Prison,recharge Harbinger Disciple to add 1d6, Steal Soul adds 1d4. Celeste discards a blessing.

Combat 23+##=35: 2d10 + 4 + 5d6 + 1d4 ⇒ (10, 5) + 4 + (1, 6, 5, 2, 5) + (4) = 42 defeated!
Location closed. Discard Imp for Mental damage.
We win!


Ramexes has also stolen the same soul?

The hour of the Gods
Remain at Gannet Island

Explore:

Giant Rock Crab:
Monster 1
Traits
Animal
Aquatic

Check
Combat
13

Powers
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

Reveal Shock Greatsword +2, Steal Soul adds 1d4.
Combat 13: 1d8 + 6 + 2d6 + 2 + 1d4 ⇒ (4) + 6 + (6, 5) + 2 + (2) = 25 forced re-roll
Combat 13: 1d8 + 6 + 2d6 + 2 + 1d4 ⇒ (5) + 6 + (1, 2) + 2 + (3) = 19 defeated
Examine the top 3 cards: Will-O'-Wisp (M3), Kaze the Ruthless (Villain - TRIGGER) & Takeshi the Honorable (Villain)
Trigger Poison damage: 1d4 ⇒ 1
Safety Bubble protection: 2d4 ⇒ (2, 3) = 5 blocked
Kaze shuffled into location.

Discard Wayfarer to explore top card: 1d12 + 1 ⇒ (1) + 1 = 2

Will-O'-Wisp:
Monster 3
Traits
Aberration

Check
Combat
16
OR
Wisdom
14

Powers
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

Send Fire Snake to recovery for BYA check, recharge Helm to add a die per Ley Line's power.
Wisdom 10: 2d10 + 4 + 1d4 ⇒ (4, 9) + 4 + (3) = 20 success
Reveal Shock Greatsword +2.
Combat 16: 1d8 + 6 + 2d6 + 2 + 1d4 ⇒ (7) + 6 + (3, 5) + 2 + (3) = 26 defeated
Examine top 3 cards:
Card 1: 1d11 + 2 ⇒ (10) + 2 = 12 Helpful Haversack (I1)
Card 2: 1d11 + 2 ⇒ (11) + 2 = 13 Benevolent Buckler (A1)
Card 3: 1d11 + 2 ⇒ (6) + 2 = 8 Water Yai (Henchman B)
I'll let Meligaster re-order.

End turn. Recovery:
Fire Snake - Divine 10: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (4) = 17 recharged
Reset hand.

Ramexes wrote:

Hand: Shock Greatsword +2, Cure, Blessing of Abraxas, Sand Elemental, Immortal Dreamstone (Loot), Blessing of Nethys,

Displayed: Steal Soul (Shrine),
Deck: 13 Discard: 1 Buried: 0
Current Location: Gannet Island
Hero Points (Available): 0
NOTES:
Available Support: Blessing available.
Other: Dice Re-Roll Used for 6D?: N

Cards 1 & 2 banished. Top cards of location are 12, 13 & 8 and can be re-ordered by Mel if so desired. The rest are shuffled.

At the start of Mel's turn, banish Immortal Dreamstone to draw 3 random allies: Old Salt, Pteranodon, Sefina.
Ramexes wrote:

Hand: Shock Greatsword +2, Cure, Sand Elemental, Blessing of Abraxas, Blessing of Nethys, Old Salt (acq), Pteranodon (acq), Sefina (acq),

Displayed: Steal Soul (Shrine),
Deck: 13 Discard: 1 Buried: 0
Current Location: Gannet Island
Hero Points (Available): 0
NOTES:
Available Support: Blessing available.
Other: Dice Re-Roll Used for 6D?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma 1, Mist Horn, Imp, Humanbane Gladius +2, Fortune-Teller, Icy Prison, Blessing of Gorum, Rejuvenation, Blessing of Pharasma 2, Harbinger Disciple, Blessing of Pharasma 3
Recharged: Helm of Electric Radiance, Fire Snake,
Discard Pile: Wayfarer,
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ([X] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) ([X] or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


Sand Elemental in for Vampire Bat. Ramexes will take the loot Immortal Dreamstone in place of Binder's Tome.

Ramexes wrote:

Hand: Shock Greatsword +2, Fire Snake, Helm of Electric Radiance, Wayfarer, Blessing of Nethys, Steal Soul (Shrine),

Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Gannet Island
Hero Points (Available): 0
NOTES:
Available Support: Blessing available.
Other: Dice Re-Roll Used for 6D?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Rejuvenation, Immortal Dreamstone (Loot), Harbinger Disciple, Blessing of Gorum, Imp, Icy Prison, Cure, Blessing of Pharasma 1, Sand Elemental, Blessing of Pharasma 3, Mist Horn, Fortune-Teller, Blessing of Pharasma 2, Blessing of Abraxas, Humanbane Gladius +2
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ([X] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) ([X] or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


6C Rewards:
Spend HP on Skill Feat: Strength [X]+3

Deck Upgrade:
Ally 5: 1d1000 ⇒ 995 Sand Elemental
Blessing 4: 1d1000 ⇒ 180 Blessing of Osiris


Ghol-Gan Guard:
Send Fire Snake to recovery, Steal Soul adds 1d4, bury Imp to add Charisma die.
Strength (Divine) 5+#=11: 2d10 + 4 + 1d4 ⇒ (10, 8) + 4 + (3) = 25 Ghol-Gan guarded


Display Steal Soul during Zelhara's turn.
Mist Horn - Divine 10: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (3) = 10 recharged

The hour of Kelizandri
Move to Ghol-Gan Ruins
Reveal Fortune Teller and name boon to examine the top card: Pirate Entertainments

Too many banes, not enough boons. End turn and reset hand, discarding Fortune Teller.

Ramexes wrote:

Hand: Humanbane Gladius +2, Fire Snake, Helm of Electric Radiance, Blessing of Nethys, Blessing of Pharasma 2, Falchion +3 (acq),

Displayed: Besmara's Bones (acq), Steal Soul (Shrine),
Deck: 9 Discard: 5 Buried: 1
Current Location: Ghol-Gan Ruins
Hero Points (Available): 0
NOTES:
Available Support: Blessings available
Other: Dice Re-Roll Used for 6C?: Y

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wayfarer, Cure, Blessing of Pharasma 1, Shock Greatsword +2, Icy Prison, Harbinger Disciple, Vampire Bat, Blessing of Gorum
Recharged: Mist Horn,
Discard Pile: Imp, Blessing of Pharasma 3, Rejuvenation, Blessing of Abraxas, Fortune-Teller,
Buried Pile: Tsunami (acq),

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ([X] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) ([X] or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


The hour of Milani
Move to Scar Bay

Reveal Fortune Teller and name bane to examine: Potion of Healing.
Free explore @ SoT:

Potion of Healing:
Item C
Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Intelligence 5: 1d6 ⇒ 3 failed & banished

Discard Harbinger Disciple to explore:

Shackles Sorcerer:
Monster C
Traits
Human
Sorcerer
Veteran

Check
Combat
8

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackles Sorcerer deals 1 Fire damage to you.
After you act, the Shackles Sorcerer deals 1 Structural damage to your ship.

Display Mist Horn to reduce all damage by 3.
Reveal Falchion +3.
Combat 8+#=14: 1d8 + 5 + 2d4 + 3 ⇒ (1) + 5 + (1, 2) + 3 = 12 undeafeated
Mist Horn blocks damage. Shackles Sorcerer shuffled back into location.

Send Rejuvenation to recovery to heal Ramexes: 2d4 ⇒ (3, 1) = 4 BoPharasma2, Humanbane Gladius +2, Harbinger Disciple & BoGorum.
End turn. Attempt recovery:
Rejuvenation - Divine 16: 1d10 + 4 ⇒ (3) + 4 = 7 discarded
Reset hand.

Ramexes wrote:

Hand: Helm of Electric Radiance, Fortune-Teller, Blessing of Nethys, Blessing of Pharasma 2, Steal Soul (Shrine), Falchion +3 (acq),

Displayed: Besmara's Bones (acq), Mist Horn,
Deck: 10 Discard: 4 Buried: 1
Current Location: Scar Bay
Hero Points (Available): 0
NOTES:
Available Support: Mist Horn displayed at Scar Bay, Blessings available
Other: Dice Re-Roll Used for 6C?: Y

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Vampire Bat, Harbinger Disciple, Fire Snake, Wayfarer, Humanbane Gladius +2, Blessing of Gorum, Blessing of Pharasma 1, Cure, Icy Prison, Shock Greatsword +2
Recharged:
Discard Pile: Imp, Blessing of Pharasma 3, Rejuvenation, Blessing of Abraxas,
Buried Pile: Tsunami (acq),

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ([X] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) ([X] or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


Bury Tsunami for Beach closing.

Ramexes wrote:

Hand: Rejuvenation, Mist Horn, Harbinger Disciple, Fortune-Teller, Falchion +3 (acq),

Displayed: Besmara's Bones (acq),
Deck: 10 Discard: 6 Buried: 1
Current Location: Beach
Hero Points (Available): 0
NOTES:
Available Support: Mist Horn and Rejuvenation available
Other: Dice Re-Roll Used for 6C?: Y


The hour of the Gods
Remain at Beach

Explore:

Falchion +3:
Weapon 6
Traits
Sword
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Discard BoPharasma to bless.
Melee 12: 2d8 + 5 ⇒ (6, 4) + 5 = 15 acquired

Discard other BoPharasma to explore:

Tsunami:
Spell 6
Traits
Magic
Arcane
Divine
Attack
Bludgeoning

Check
Intelligence
Arcane
Wisdom
Divine
15

Powers
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.

Discard BoAbraxas to double bless.
Divine 15: 3d10 + 5 ⇒ (10, 1, 8) + 5 = 24 acquired

Discard BoGorum to explore:

Besmara's Bones:
Item 2
Traits
Tool
Swashbuckling
Besmara

Check
Wisdom
Survival
8

Powers
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.

Use Lirianne's BoAlkenstar.
Wisdom 8: 1d4 + 1d12 ⇒ (3) + (1) = 4 Paizo re-roll the d12
Wisdom 8: 3 + 1d12 ⇒ 3 + (3) = 6 Hero Point re-roll all dice
Wisdom 8: 1d4 + 1d12 ⇒ (2) + (9) = 11 acquired
BoAlkenstar recharges. Display Besmara's Bones next to ship.

End turn. Cannon Golem power triggers. Remove all markers and do Structural damage: 2d4 ⇒ (4, 1) = 5 Shirofune blocks 3 & Besmara's Bones block 1. Discard Humanbane Gladius +2 for last structural damage point.
Reset hand.

Ramexes wrote:

Hand: Rejuvenation, Mist Horn, Harbinger Disciple, Fortune-Teller, Tsunami (acq), Falchion +3 (acq),

Displayed: Besmara's Bones (acq),
Deck: 10 Discard: 6 Buried: 0
Current Location: Beach
Hero Points (Available): 0
NOTES:
Available Support: Mist Horn and Rejuvenation available
Other: Dice Re-Roll Used for 6C?: Y

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Helm of Electric Radiance, Shock Greatsword +2, Cure, Blessing of Nethys, Icy Prison, Steal Soul (Shrine), Fire Snake, Wayfarer, Vampire Bat, Blessing of Pharasma 1
Recharged:
Discard Pile: Imp, Blessing of Pharasma 3, Blessing of Pharasma 2, Blessing of Abraxas, Blessing of Gorum, Humanbane Gladius +2,
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ([X] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) ([X] or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


Shock Greatsword +2 swapped in for Shortspear +3. Add Imp back to deck after it was banished last scenario. Mist Horn addded to fill empty Item slot.
Start at Beach.

Ramexes wrote:

Hand: Humanbane Gladius +2, Imp, Blessing of Gorum, Blessing of Pharasma 3, Blessing of Pharasma 2, Blessing of Abraxas,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Beach
Hero Points (Available): 1
NOTES:
Available Support: Blessings available
Other: Dice Re-Roll Used for 6C?: N

At the start of Lirianne's turn, display Imp to draw 2 cards: , then discard Imp at EoT.

Ramexes wrote:

Hand: Humanbane Gladius +2, Rejuvenation, Mist Horn, Blessing of Gorum, Blessing of Pharasma 3, Blessing of Pharasma 2, Blessing of Abraxas,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: Beach
Hero Points (Available): 1
NOTES:
Available Support: Blessings available
Other: Dice Re-Roll Used for 6C?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Nethys, Fire Snake, Cure, Helm of Electric Radiance, Blessing of Pharasma 1, Fortune-Teller, Harbinger Disciple, Wayfarer, Vampire Bat, Steal Soul (Shrine), Shock Greatsword +2, Icy Prison
Recharged:
Discard Pile: Imp,
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ([X] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) ([X] or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


Ally 6: 1d1000 ⇒ 584
Weapon 6: 1d1000 ⇒ 507
Spell 6: 1d1000 ⇒ 712

Card Feat: Item
Add Mist Horn (I3) to fill empty Item slot.


The hour of Kelizandri
Move to Fringes of the Eye

Explore:

Shipwreck:
Henchman Barrier C
Traits
Cache
Aquatic
Veteran

Check
Constitution
Fortitude
5

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Zelhara discards BotMantisGod to double bless.
Constitution 5+#=11: 3d8 ⇒ (7, 4, 8) = 19 defeated
Plunder: 1d6 ⇒ 5 Add random ally to hand - Coral Capuchin. (NO. WAY.)

Attempt location close by summoning and encountering a random barrier:

Pirate Hunting:
Barrier B
Traits
Task
Pirate

Check
None

Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

Random ship: 1d21 ⇒ 19
Wanton Wastrel:
Ship 5
Class 5

Check to Defeat
Wisdom
Survival
10
OR
Charisma
Diplomacy
12

When Encountered
Before you act, roll 1d4; you may bury that number of cards to automatically defeat the Wanton Wastrel.
When Commanding
You may discard any number of cars from the blessings deck to reduce Structural damage dealt to your ship by that number.

Check to Repair
Craft
6

When Commanding (Wrecked)
When you bury any cards from your hand, bury 1 additional card.

Discard BoGozreh to bless.
Diplomacy 12: 2d10 + 5 ⇒ (1, 5) + 5 = 11 Paizo re-roll the first d10
Diplomacy 12: 1d10 + 5 + 5 ⇒ (10) + 5 + 5 = 20 defeated
Plunder stashed: 1d6 ⇒ 3
Close check succeeded. Search location deck (another Coral Capuchin of course) and find Hirgenzosk - Location not closed.

End turn and reset hand, discarding Coral Capuchin.

Ramexes wrote:

Hand: Shortspear +3, Humanbane Gladius +2, Cure, Blessing of Pharasma 2, Blessing of Nethys, Wand of Flame (acq),

Displayed: Steal Soul (Shrine),
Deck: 9 Discard: 7 Buried: 2
Current Location: Fringes of the Eye
Hero Points (Available): 1
NOTES:
Available Support: Blessings available
Other: Dice Re-Roll Used for 6B?: Y

At the start of Meligaster's turn, send Cure to recovery to heal Celeste: 1d4 + 1 ⇒ (4) + 1 = 5 cards.


The hour of the Gods
Move to Gozreh's Flow

Explore:

Wand of Flame:
Item 2
Traits
Wand
Attack
Fire
Magic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

Divine 6: 1d10 + 4 ⇒ (5) + 4 = 9 acquired

Discard Conchobar to explore:

Jagged Shoals:
Barrier 3
Traits
Obstacle
Task
Aquatic

Check
Intelligence
Knowledge
Wisdom
Survival
11

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

Bury Conchobar to evade bane.

Discard Vampire Bat to examine and optionally explore random top card: 1d10 + 1 ⇒ (5) + 1 = 6:

Blood Hag:
Monster 3
Traits
Hag

Check
Combat
15

Powers
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

BYA Divine 8: 1d10 + 4 ⇒ (5) + 4 = 9 success
Display Icy Prison.
Combat 15: 1d10 + 4 + 4d6 ⇒ (10) + 4 + (5, 5, 4, 5) = 33 defeated
Blood Hag deals 3 Fire damage, Icy Prison blocks 2. Discard Baby Triceratops for last point of damage. Icy Prison sent to recovery.
Examine top 3 cards:
Card 1 (ignore 6): 1d10 + 1 ⇒ (4) + 1 = 5 Shipwreck (Henchman)
Card 2 (ignore 5 & 6): 1d10 + 1 ⇒ (8) + 1 = 9 BotGods
Card 3 (ignore 5, 6 & 9): 1d10 + 1 ⇒ (4) + 1 = 5Card 3 (ignore 5, 6 & 9): 1d10 + 1 ⇒ (5) + 1 = 6
Card 3 (ignore 5, 6 & 9): 1d10 + 1 ⇒ (7) + 1 = 8 BoGozreh
Place BotGods on top, then BoGozreh, then Henchman.

Bury Baby Triceratops to explore and auto-acquire card 9:

Blessing of the Gods:
Blessing B
Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Discard BotGods to explore card 8:

Blessing of Gozreh:
Blessing B
Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Divine 5: 1d10 + 4 ⇒ (5) + 4 = 9 acquired

End turn. Attempt recovery:
Icy Prison - Divine 14: 1d10 + 4 ⇒ (10) + 4 = 14 recharged
Reset hand.

Ramexes wrote:

Hand: Shortspear +3, Humanbane Gladius +2, Blessing of Pharasma 2, Blessing of Nethys, Blessing of Gozreh (acq), Wand of Flame (acq),

Displayed: Steal Soul (Shrine),
Deck: 10 Discard: 5 Buried: 2
Current Location: Gozreh's Flow
Hero Points (Available): 1
NOTES:
Available Support: Blessings available
Other: Dice Re-Roll Used for 6B?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wayfarer, Blessing of Pharasma 1, Fortune-Teller, Cure, Blessing of Pharasma 3
Recharged: Helm of Electric Radiance, Rejuvenation, Harbinger Disciple, Fire Snake, Icy Prison,
Discard Pile: Blessing of Gorum, Flaming Longbow +2 (acq), Vampire Bat, Blessing of the Gods (acq), Blessing of Abraxas,
Buried Pile: Conchobhar Turlach Shortstone (acq), Baby Triceratops (acq),

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ([X] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) ([X] or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).

Cards 1, 6, 8 & 9 acquired or banished from Gozreh's Flow. Top card is Card 5: Shipwreck (Henchman). The rest of the location is shuffled.


The hour of Erastil
SoT Hammerhead Shark encounter:

Hammerhead Shark:
Henchman Monster B

Traits
Animal
Aquatic
⭐Veteran⭐

Check
Combat 9

Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.

Reveal Shortspear, recharge Icy Prison, Steal Soul.
Combat 9+#=15: 1d8 + 5 + 1d6 + 3 + 1d8 + 1d4 ⇒ (5) + 5 + (6) + 3 + (1) + (3) = 23 defeated
Examine top 3 cards of Fringes of the Eye: Firedrake Trap (Barrier 6), Blessing of the Gods & Teleportation Trap (Barrier 6) - Place BotGods on top, then Teleportation Trap, then Firedrake Trap.

Remain at Sharkskin Reef

Explore:

Shipwreck:
Henchman Barrier C
Traits
Cache
Aquatic
Veteran

Check
Constitution
Fortitude
5

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Send Fire Snake to recovery. Recharge Harbinger Disciple to add 1d6. Steal Soul adds 1d4.
Divine 5+#=11: 1d10 + 4 + 1d6 + 1d4 ⇒ (4) + 4 + (4) + (2) = 14 defeated
Plunder: 1d6 ⇒ 1 Add weapon to hand: Flaming Longbow +2.
Close location by banishing Imp.
Sharkskin Reef closed.

End turn.
Fire Snake recovery - Divine 8: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (4) = 17 recharged
Reset hand, discarding Flaming Longbow.

Ramexes wrote:

Hand: Shortspear +3, Icy Prison, Vampire Bat, Blessing of Abraxas, Conchobhar Turlach Shortstone (acq), Baby Triceratops (acq),

Displayed: Steal Soul (Shrine),
Deck: 12 Discard: 2 Buried: 0
Current Location: Sharkskin Reef
Hero Points (Available): 1
NOTES:
Available Support: Blessing available
Other: Dice Re-Roll Used for 6B?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma 3, Blessing of Pharasma 1, Humanbane Gladius +2, Blessing of Nethys, Fortune-Teller, Wayfarer, Cure, Blessing of Pharasma 2
Recharged: Helm of Electric Radiance, Rejuvenation, Harbinger Disciple, Fire Snake,
Discard Pile: Blessing of Gorum, Flaming Longbow +2 (acq),
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ([X] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) ([X] or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


Banish Barefoot Samms Toppin to guard Sharkskin Reef.


The hour of the Gods
Move to Sharkskin Reef

Explore:

Jolly Roger:
Item 2
Traits
Object
Swashbuckling

Check
Wisdom
Survival
8

Powers
Display this card next to your character. While displayed, add 1d6 to your checks to defeat ships.

Auto-fail and banish.

Discard BoGorum to explore:

Pirate Captain:
Monster B
Traits
Human
Captain
Pirate
Veteran

Check
Combat
12

Powers
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.

Recharge Helm for BA power. Reveal Shortspear, recharge Rejuvenation to add 1d8 and Fire.
Combat 12+#=18: 1d8 + 5 + 1d6 + 3 + 1d8 ⇒ (1) + 5 + (4) + 3 + (8) = 21 defeated
Display Steal Soul.
Examine top 3 cards and optionally re-order: Shipwreck (Henchman Barrier C), Seaweed Siren (Monster 6) & Treasure Hunt (Barrier B) - Shipwreck on top, then Treasure Hunt then terrible monster.

End turn and reset hand.

Ramexes wrote:

Hand: Shortspear +3, Icy Prison, Fire Snake, Harbinger Disciple, Imp, Immortal Dreamstone (Loot),

Displayed: Steal Soul (Shrine),
Deck: 12 Discard: 1 Buried: 0
Current Location: Sharkskin Reef
Hero Points (Available): 1
NOTES:
Other: Dice Re-Roll Used for 6B?: N

At the start of Mel's turn, banish Immortal Dreamstone to draw 3 random allies from the box: Conchobar Turlach Shortstone, Baby Triceratops (Ally 6), Barefoot Samms Toppin.

Ramexes wrote:

Hand: Shortspear +3, Icy Prison, Fire Snake, Harbinger Disciple, Imp, Conchobhar Turlach Shortstone (acq), Baby Triceratops (acq), Barefoot Samms Toppin (acq),

Displayed: Steal Soul (Shrine),
Deck: 12 Discard: 1 Buried: 0
Current Location: Sharkskin Reef
Hero Points (Available): 1
NOTES:
Other: Dice Re-Roll Used for 6B?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Nethys, Vampire Bat, Cure, Wayfarer, Blessing of Abraxas, Blessing of Pharasma 1, Fortune-Teller, Blessing of Pharasma 2, Blessing of Pharasma 3, Humanbane Gladius +2
Recharged: Helm of Electric Radiance, Rejuvenation,
Discard Pile: Blessing of Gorum,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 [ooc]☐ +3
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ([X] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) ([X] or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


Rejuvenation in for Death's Touch, Fortune Teller in for Cleric of Nethys.
Start at Dagon's Jaws 1 but will likely move to Sharkskin Reef if I have an ally in my starting hand.

Ramexes wrote:

Hand: Shortspear +3, Rejuvenation, Helm of Electric Radiance, Imp, Blessing of Gorum, Steal Soul (Shrine),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Dagon's Jaws 1
Hero Points (Available): 1
NOTES:
Available Support: Blessing & Rejuvenation available.
Other: Dice Re-Roll Used for 6B?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma 2, Blessing of Pharasma 3, Blessing of Nethys, Vampire Bat, Immortal Dreamstone (Loot), Wayfarer, Blessing of Abraxas, Fire Snake, Humanbane Gladius +2, Blessing of Pharasma 1, Fortune-Teller, Harbinger Disciple, Cure, Icy Prison
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ([X] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) ([X] or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


Scenario 6A reward:
Hero Point spent on Power Feat: "([X] or Acid or Poison)
Each character draws a random plunder card whose adventure deck number is at least 4.
While visiting the ship facilities after this scenario, facility levels are increased by 1.

Deck Upgrades:
Ally 6: 1d1000 ⇒ 521 Fortune Teller
Spell 6: 1d1000 ⇒ 959 Rejuvenation or Sign of Wrath
Weapon 6: 1d1000 ⇒ 406 Shock Greatsword +2
Item 5: 1d1000 ⇒ 232 Blindfold of the Night Sky


The hour of Abadar
Move to Floating Shipyard

Explore:

Charm Animal:
Spell C
Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

Powers
Bury this card to draw 1 random Animal ally from the box and add it to your hand.
If you do not have either the Arcane or Divine skill, banish this card after playing it.

Divine 7: 1d10 + 4 ⇒ (9) + 4 = 13 acquired
Bury Charm Animal to draw a random Animal Ally from the box: Rotgut (Pirate trait).

Discard Cleric of Nethys to examine 2 and explore 1: Chelish Marine (Monster 6) & Barnabas Harrigan (Villain Monster 5) - Put Villain on top.

Recharge Vampire Bat to examine top card of deck and heal a card: BoPharasma.
End turn and reset hand.

Ramexes wrote:

Hand: Humanbane Gladius +2, Fire Snake, Harbinger Disciple, Blessing of Nethys, Blessing of Abraxas, Rotgut (acq),

Displayed: Steal Soul (Shrine),
Deck: 9 Discard: 6 Buried: 1
Current Location: Widomaker Isle
Hero Points (Available): 1
NOTES:
Available Support: Blessing available.
Other: Dice Re-Roll Used for 6A?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Helm of Electric Radiance, Blessing of Pharasma 2, Blessing of Pharasma 1, Cure, Shortspear +3, Wayfarer, Imp, Vampire Bat, Immortal Dreamstone (Loot)
Recharged:
Discard Pile: Pierce Jerrell (acq), Death's Touch, Icy Prison, Blessing of Gorum, Blessing of Pharasma 3, Cleric of Nethys,
Buried Pile: Charm Animal (acq),

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) ([X] or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


Off turn actions:
Discard Pharasma for Mel's check.
Ranged Combat damage during Celeste's turn: 1d4 + 1 ⇒ (2) + 1 = 3 Discard Cleric of Nethys, BoGorum & BoPharasma.

The hour of Geryon
Move to Widowmaker Isle

Recharge Vampire Bat to examine Manticore then heal a random from discards: Cleric of Nethys.
Explore:

Manticore:
Monster 3
Traits
Aberration
Manticore

Check
Combat
12

Powers
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

BYA Random Character (1=Ramexes, in turn order): 1d6 ⇒ 6 Lol, Celeste takes 1d4+1 Combat damage - sorry Mork but that's kinda funny.
Display Icy Prison. Steal Soul adds 1d4. Difficulty increased by 1 for ally in discard.
Combat 12+1=13: 1d10 + 4 + 4d6 + 1d4 ⇒ (4) + 4 + (1, 6, 6, 3) + (3) = 27 defeated
Examine top 3 cards: Electricity Arc Trap (Barrier 4), Becalmed (Barrier 2), Enemy Ship (Henchman Barrier B) - Enemy Ship on top, then Becalmed, then Arc Trap.

End turn. Icy Prison recharge, SS adds 1d4.
Divine 14+1=15: 1d10 + 4 + 1d4 ⇒ (5) + 4 + (4) = 13 discarded
Reset hand.

Ramexes wrote:

Hand: Humanbane Gladius +2, Fire Snake, Cleric of Nethys, Harbinger Disciple, Vampire Bat, Blessing of Abraxas,

Displayed: Steal Soul (Shrine),
Deck: 8 Discard: 6 Buried: 0
Current Location: Widomaker Isle
Hero Points (Available): 1
NOTES:
Available Support: Blessing available.
Other: Dice Re-Roll Used for 6A?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma 1, Helm of Electric Radiance, Wayfarer, Cure, Immortal Dreamstone (Loot), Imp, Blessing of Nethys, Shortspear +3
Recharged:
Discard Pile: Pierce Jerrell (acq), Death's Touch, Blessing of Pharasma 2, Icy Prison, Blessing of Gorum, Blessing of Pharasma 3,
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) ([X] or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


The hour of Norgorber
Remain at Fishing Village

Explore:

Pierce Jerrell:
Ally 3
Traits
Human
Sorcerer
Captain
Pirate

Check
Intelligence
Arcane
6
OR
Charisma
Diplomacy
9

Powers
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Recharge Harbinger Disciple to add 1d6.
Diplomacy 9: 1d10 + 5 + 1d6 ⇒ (3) + 5 + (4) = 12 acquired

Discard Pierce to explore:

Nirento:
Monster 2
Traits
Plant

Check
Combat
11

Powers
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.

Fire Snake to recovery for BYA check.
Wisdom (Divine) 8: 1d10 + 4 ⇒ (8) + 4 = 12 success
Send Death's Touch to recovery.
Combat 11: 1d10 + 4 + 3d6 + 3 ⇒ (1) + 4 + (1, 5, 2) + 3 = 16 defeated
Display Steal Soul.
Examine top 3 cards of location: Bottled Lightning (Item 5), Enemy Ship (Henchman Barrier B), Helpful Haversack (Item 1) - Leave in that order unless Mel would prefer a different order.

End turn. Attempt recovery (Steal Soul adds 1d4).
Fire Snake - Divine 8: 1d10 + 4 + 1d4 ⇒ (5) + 4 + (2) = 11 recharged
Death's Touch - Divine 14: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (4) = 11 discarded
Reset hand.

Ramexes wrote:

Hand: Icy Prison, Cleric of Nethys, Vampire Bat, Blessing of Pharasma 2, Blessing of Gorum, Blessing of Pharasma 3,

Displayed: Steal Soul (Shrine),
Deck: 12 Discard: 2 Buried: 0
Current Location: Fishing Village
Hero Points (Available): 1
NOTES:
Available Support: Blessings available
Other: Dice Re-Roll Used for 6A?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wayfarer, Blessing of Nethys, Immortal Dreamstone (Loot), Blessing of Abraxas, Cure, Blessing of Pharasma 1, Helm of Electric Radiance, Humanbane Gladius +2, Imp, Shortspear +3
Recharged: Harbinger Disciple, Fire Snake,
Discard Pile: Pierce Jerrell (acq), Death's Touch,
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) ([X] or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


Vampire Bat in for Druid of the Flame.
Add loot Immortal Dreamstone to deck in place of Binder's Tome.
Start at Fishing Village

Ramexes wrote:

Hand: Death's Touch, Fire Snake, Harbinger Disciple, Vampire Bat, Blessing of Pharasma 2, Steal Soul (Shrine),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Fishing Village
Hero Points (Available): 0
NOTES:
Available Support: Blessing available
Other: Dice Re-Roll Used for 6A?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Imp, Helm of Electric Radiance, Blessing of Nethys, Blessing of Pharasma 1, Humanbane Gladius +2, Wayfarer, Blessing of Abraxas, Blessing of Pharasma 3, Immortal Dreamstone (Loot), Blessing of Gorum, Cleric of Nethys, Icy Prison, Cure, Shortspear +3
Recharged:
Discard Pile:
Buried Pile:
Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) ([X] or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


Scenario 5E Rewards:
Save HP. Tier up to 6, 0xp.
Shirofune cargo feat - Ally
Sayako & Masao power feat - "When you succeed at your check to defeate Sakaya, each character at your location recharges their hand and then draws as many cards as they recharged."

Sidequest Reward:
Definitely interested in the Immortal Dreamstone.
Loot roll: 1d1000 ⇒ 392

Adventure Reward:
Extra Power Feat: "or to add your Charisma die to your check to close your location."

Deck Upgrades:
Ally 3: 1d1000 ⇒ 866 Vampire Bat
Spell 4: 1d1 ⇒ 1 Major Cure (Spell 3)

Add banished Shortspear +3 (Weapon 4) back to deck.


The hour of the Gods
Move to Torture Pit

Explore:

Ogre Mage:
Henchman Monster B
Traits
Giant
Outsider
Oni
Veteran

Check
Combat
8

Powers
The difficult of checks to defeat Orge Mage is increased by twice the scenario's adventure deck number. If this is your first combat check of the turn, its difficulty is increased by another 1d4.
If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

Difficulty increase: 1d4 ⇒ 3
Reveal and discard Keen Rapier +3, Binder's Tome & Steal Soul add d4s
Combat 8+3+##=21: 1d8 + 5 + 5d4 + 3 ⇒ (6) + 5 + (2, 1, 3, 1, 1) + 3 = 22 shirt re-roll the last d4
Re-roll: 1d4 ⇒ 2 Hero Point re-roll the whole mess.
Combat 8+3+##=21: 1d8 + 5 + 5d4 + 3 ⇒ (4) + 5 + (4, 2, 2, 3, 4) + 3 = 27 defeated by more than 3
Examine top 3 cards: Reflecting Buckler (Armor 5), Freezing Sphere (Spell 3) & Jagged Shoals (Barrier 3)
Attempt to close location. Fire Snake to recovery, discard BoPharasma, Binder's Tome & Steal Soul add d4s.
Dexterity (Divine) 11: 3d10 + 4 + 2d4 ⇒ (10, 10, 3) + 4 + (4, 3) = 34 success
Banish all cards except Villain, location not closed.

End turn. EoT check for location power:
EoT Constitution 10: 1d8 + 1d4 ⇒ (7) + (4) = 11 Wow, that's a surprise.
Fire Snake - Divine 8: 1d10 + 4 + 2d4 ⇒ (8) + 4 + (3, 2) = 17 recharged
Reset hand.

Ramexes wrote:

Hand: Humanbane Gladius +2, Helm of Electric Radiance, Binder's Tome, Wayfarer, Blessing of Pharasma 2, Blessing of Nethys,

Displayed: Steal Soul (Shrine),
Deck: 6 Discard: 7 Buried: 1
Current Location: Torture Pit
Hero Points (Available): 0
NOTES:
Available Support: Blessings & Binder's Tome available
Other: Dice Re-Roll Used for 5E?: N

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☐ +3
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


The hour of Besmara
Move to Hall of Champions

Explore:

Musket +2:
Weapon 3
Traits
Firearm
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
Craft
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Auto-fail and banish.

Discard Cleric of Nethys to examine 2 and encounter 1: Ogre Mage (Henchman Monster B) & Great White Shark (Monster 3)

Ogre Mage:
Henchman Monster B
Traits
Giant
Outsider
Oni
Veteran

Check
Combat
8

Powers
The difficult of checks to defeat Orge Mage is increased by twice the scenario's adventure deck number. If this is your first combat check of the turn, its difficulty is increased by another 1d4.
If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

1st Combat check increase: 1d4 ⇒ 1
Send Death's Touch to recovery, recharge Controll Weather to add 1d8 & Fire.
Combat 8+1+##=19: 1d10 + 4 + 3d6 + 3 + 1d8 ⇒ (3) + 4 + (3, 5, 3) + 3 + (2) = 23 defeated
Draw a card per location power: .
Display Steal Soul.
Display Shortspear +3 next to location to close.
Hall of Champions closed.
Add Weapons: 1d4 + 1 ⇒ (3) + 1 = 4
Shuffle in Shortspear and 4 weapons.

Display Imp to draw 2 cards: BoAbraxas and BoPharasma
Bury Cleric of Nethys to explore (1 is Shortspear, the rest are random weapons 1-4):
Random top card: 1d5 ⇒ 2

Keen Rapier +3:
Weapon 5
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

Discard BoAbraxas to bless.
Melee 13: 2d8 + 5 + 1d4 ⇒ (6, 8) + 5 + (1) = 20 acquired

End turn. Discard Imp
Death's Touch - Divine 14: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (1) = 6 discard
Reset hand.

Ramexes wrote:

Hand: Humanbane Gladius +2, Fire Snake, Helm of Electric Radiance, Binder's Tome, Blessing of Pharasma 3, Keen Rapier +3 (acq),

Displayed: Steal Soul (Shrine),
Deck: 8 Discard: 5 Buried: 1
Current Location: Hall of Champions
Hero Points (Available): 0
NOTES:
Available Support: Blessing & Binder's Tome available
Other: Dice Re-Roll Used for 5E?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma 2, Icy Prison, Blessing of Gorum, Blessing of Nethys, Wayfarer, Druid of the Flame
Recharged: Harbinger Disciple, Control Weather (acq),
Discard Pile: Blessing of Pharasma 1, Cure, Blessing of Abraxas, Imp, Death's Touch,
Buried Pile: Cleric of Nethys,

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


The hour of Gorum
Remain at Shrine to Besmara

Explore:

Control Weather:
Spell 4
Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Recharge Harbinger Disciple to add 1d6.
Divine 11: 1d10 + 3 + 1d6 ⇒ (9) + 3 + (3) = 15 acquired

Discard BoPharasma to explore:

Telekinesis:
Spell 4
Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.

Divine 10: 1d10 + 3 ⇒ (5) + 3 = 8 banished

Cast Cure to heal Celeste: 1d4 + 1 ⇒ (2) + 1 = 3

End turn.
Cure recovery - Divine 8: 1d10 + 3 ⇒ (1) + 3 = 4 discarded
Reset hand.

Ramexes wrote:

Hand: Shortspear +3, Death's Touch, Helm of Electric Radiance, Cleric of Nethys, Steal Soul (Shrine), Control Weather (acq),

Displayed:
Deck: 13 Discard: 2 Buried: 0
Current Location: Shrine to Besmara
Hero Points (Available): 0
NOTES:
Available Support: Blessing available
Other: Dice Re-Roll Used for 5E?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Druid of the Flame, Icy Prison, Blessing of Gorum, Imp, Blessing of Nethys, Blessing of Pharasma 2, Humanbane Gladius +2, Binder's Tome, Blessing of Pharasma 3, Blessing of Abraxas, Fire Snake, Wayfarer
Recharged: Harbinger Disciple,
Discard Pile: Blessing of Pharasma 1, Cure,
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


Helm of Electric Radiance swapped in for Armor of the Sands.
Start at Shrine to Besmara

Ramexes wrote:

Hand: Shortspear +3, Cure, Helm of Electric Radiance, Harbinger Disciple, Blessing of Pharasma 1, Steal Soul (Shrine),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Shrine to Besmara
Hero Points (Available): 0
NOTES:
Available Support: Blessing available
Other: Dice Re-Roll Used for 5E?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cleric of Nethys, Binder's Tome, Blessing of Nethys, Druid of the Flame, Blessing of Pharasma 2, Blessing of Abraxas, Imp, Blessing of Pharasma 3, Wayfarer, Humanbane Gladius +2, Death's Touch, Fire Snake, Blessing of Gorum, Icy Prison
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


Scenario 5D Rewards:
Save hero point.
The Shirofune gains a facility feat: Pick Shrine.
SIDEQUEST REWARD:
Loot: Quickened Ray - pass on loot.

Deck Updgrades:
Armor 5: 1d1000 ⇒ 937 Helm of Electric Radiance


The hour of the Gods
Move to Tidewater Rock

Explore:

Yasuko the Righteous:
Villain Monster B
Traits
Human
Monk
Veteran

Check
Combat
14

Powers
The difficulty of checks to defeat Yasuko the Righteous is increased by twice the scenario's adventure deck number.
Before you act, you are dealt an amount of Fire damage equal to the number of spells in your hand.
[X] Yasuko the Righteous is immune to the Mental trait.
[ ] Before you act, succeed at an Arcane or Divine 10 check or you may not play spells that have the Attack trait.
[X] If the check to defeat has the Ranged trait, the difficult is increased by the scenario's adventure deck number.

1 Fire damage for Fire Snake - discard Fortified Breastplate.
Reveal and discard Shortspear, recharge Fire Snake to add 1d8 and Fire, recharge Celeste's BotElements.
Combat 14+##=24: 2d8 + 5 + 1d6 + 3 + 1d12 + 1d8 ⇒ (7, 4) + 5 + (5) + 3 + (10) + (1) = 35 defeated
We win!


The hour of Gorum
Storm roll: 1d6 ⇒ 1 Discard Humanbane Gladius
Storm moves to: 1d8 ⇒ 8 Great Stone Bridge
Move to Sea Fort

Explore:

Marine:
Monster C
Traits
Human
Warrior
Veteran

Check
Combat
8

Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

Reveal Shortspear, Binder's Tome adds 1d4, recharge Icy Prison to add 1d8 and Fire.
Combat 8+#=13: 1d8 + 5 + 1d6 + 3 + 1d4 + 1d8 ⇒ (1) + 5 + (5) + 3 + (4) + (2) = 20 defeated
Display Steal Soul. Divine 10: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (1) = 15 success, displayed
Examine top 3 cards of Sea Fort: Fortified Breastplate (Armor 5), Cryptic Runes (Henchman Barrier 3) & Fever Sea Marauder (Monster 3)
Monster on top, then Armor, then Barrier.

Free explore from location power:

Fever Sea Marauder:
Monster 3
Traits
Human
Pirate
Elite

Check
Combat
17

Powers
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.

Shortspear, Binder's Tome, Steal Soul, recharge Death's Touch to add 1d8 and Fire.
Combat 17: 1d8 + 5 + 1d6 + 3 + 2d4 + 1d8 ⇒ (8) + 5 + (5) + 3 + (3, 3) + (2) = 29 defeated
Examine top 3 cards of Tidewater Rock: Keen Rapier, Yasuko the Righteous (Villain), Slip (Ally 3).
Assuming Villain on top unless someone still wants a Weapon 5 or an Ally 3.

Free explore for location power:

Fortified Breastplate:
Armor 5
Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
10

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

Recharge Seelah's BotQuartermaster. Steal Soul adds 1d4.
Constitution 10: 2d8 + 1d4 ⇒ (7, 5) + (4) = 16 acquired

Reset hand and end turn.

Ramexes wrote:

Hand: Shortspear +3, Fire Snake, Binder's Tome, Harbinger Disciple, Blessing of Pharasma 2, Fortified Breastplate (acq),

Displayed: Steal Soul (Shrine),
Deck: 7 Discard: 6 Buried: 2
Current Location: Sea Fort
Hero Points (Available): 0
NOTES:
Available Support: Binder's Tome & blessing available
Other: Dice Re-Roll Used for 5D?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wayfarer, Blessing of Nethys, Cleric of Nethys
Recharged: Armor of the Sands, Cure, Icy Prison, Death's Touch,
Discard Pile: Blessing of Pharasma 1, Humanbane Gladius +2 (acq), Druid of the Flame, Blessing of Abraxas, Imp, Humanbane Gladius +2,
Buried Pile: Blessing of Gorum, Blessing of Pharasma 3,

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).

Top card of Sea Fort is Henchman, then cards 5 & 6 in order.
Top cards of Tidewater Rock can be rearranged but I assume Villain, then Weapon, then Ally.


The hour of the Gods
Move to Tower

Display Imp to draw 2 cards: Shortspear +3 & Death's Touch.
Explore:

Safe Harbor:
Spell 2
Traits
Magic
Arcane
Healing

Check
Intelligence
Arcane
8

Powers
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

Auto-fail & banish.

Discard Druid to explore:

Storm:
Barrier 2
Traits
Obstacle
Weather

Check
None

Powers
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

Display Storm next to location.

Discard BoAbraxas to explore:

Fortified Shell Armor:
Armor 3
Traits
Heavy Armor
Magic
Aquatic
Elite

Check
Constitution
Fortitude
8

Powers
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Constitution 8: 1d8 ⇒ 3 banished

End turn and reset. Imp discarded.
Examine top 2 cards of hourglass: Both BotGods.

Ramexes wrote:

Hand: Humanbane Gladius +2, Shortspear +3, Icy Prison, Death's Touch, Binder's Tome, Steal Soul (Shrine),

Displayed:
Deck: 8 Discard: 5 Buried: 2
Current Location: Tower
Hero Points (Available): 0
NOTES:
Available Support: Binder's Tome available
Other: Dice Re-Roll Used for 5D?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Harbinger Disciple, Blessing of Nethys, Cleric of Nethys, Wayfarer, Blessing of Pharasma 2, Fire Snake
Recharged: Armor of the Sands, Cure,
Discard Pile: Blessing of Pharasma 1, Humanbane Gladius +2 (acq), Druid of the Flame, Blessing of Abraxas, Imp,
Buried Pile: Blessing of Gorum, Blessing of Pharasma 3,

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


Off turn actions: Auto-fail EoT Con/Fort check at Torture Pit. Bury BoPharasma from top of deck.

Ramexes wrote:

Hand: Humanbane Gladius +2, Icy Prison, Druid of the Flame, Imp, Blessing of Abraxas, Steal Soul (Shrine),

Displayed:
Deck: 11 Discard: 2 Buried: 2
Current Location: Torture Pits
Hero Points (Available): 0
NOTES:
Available Support: Blessing available
Other: Dice Re-Roll Used for 5D?: N


The hour of the Gods
Move to Torture Pit

Explore:

Freezing Sphere:
Spell 3
Traits
Magic
Arcane
Cold
Attack

Check
Intelligence
Arcane
11

Powers
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

Auto-fail and banish.

Discard Cleric of Nethys to examine top 2 and encounter 1: Yasuko the Righteous (Villain Monster B) & Humanbane Gladius +2 (Weapon 5). Encounter:

Humanbane Gladius +2:
Weapon 5
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Celeste recharges BotAncients to bless.
Melee 11: 2d8 + 5 ⇒ (5, 8) + 5 = 18 acquired

Cast Cure on Ramexes. Scenario power roll: Divine 6: 1d10 + 4 ⇒ (2) + 4 = 6
Heal Ramexes: 1d4 + 1 ⇒ (3) + 1 = 4 CoNethys healed.
Discard BoPharasma to explore:

Yasuko the Righteous:
Villain Monster B
Traits
Human
Monk
Veteran

Check
Combat
14

Powers
The difficulty of checks to defeat Yasuko the Righteous is increased by twice the scenario's adventure deck number.
Before you act, you are dealt an amount of Fire damage equal to the number of spells in your hand.
[X] Yasuko the Righteous is immune to the Mental trait.
[ ] Before you act, succeed at an Arcane or Divine 10 check or you may not play spells that have the Attack trait.
[X] If the check to defeat has the Ranged trait, the difficult is increased by the scenario's adventure deck number.

No spells in hand. Reveal and discard Humanbane Gladius +2, recharge Armor of the Sands to add 1d8 + Fire.
Combat 14+##=24: 1d8 + 5 + 2d6 + 2 + 1d8 + 1d8 ⇒ (5) + 5 + (2, 4) + 2 + (6) + (5) = 29 defeated
Examine top 3 cards of Sea Fort: Fortified Breastplate (Armor 5), Keen Rapier +3 (Weapon 5) & Cryptic Runes (Henchman Barrier 3). Order doesn't matter since they'll be shuffled with the villain escaping.
Torture Pit closed.
Bury BoGorum for WPC power.
Random location for Noriko Yamashi: 1d7 ⇒ 6 Shrine to Besmara

End turn. Cure recovery - Divine 8+4=12: 1d10 + 4 ⇒ (8) + 4 = 12 recharged
Reset hand.

Ramexes wrote:

Hand: Humanbane Gladius +2, Icy Prison, Druid of the Flame, Imp, Blessing of Abraxas, Steal Soul (Shrine),

Displayed:
Deck: 12 Discard: 2 Buried: 1
Current Location: Torture Pits
Hero Points (Available): 0
NOTES:
Available Support: Blessing available
Other: Dice Re-Roll Used for 5D?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fire Snake, Blessing of Pharasma 2, Wayfarer, Blessing of Pharasma 3, Shortspear +3, Blessing of Nethys, Harbinger Disciple, Binder's Tome, Cleric of Nethys, Death's Touch
Recharged: Armor of the Sands, Cure,
Discard Pile: Blessing of Pharasma 1, Humanbane Gladius +2 (acq),
Buried Pile: Blessing of Gorum,
Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


Icy Prison in for Divine Blaze.
Start at Shrine to Besmara but will move to Torture Pit on first turn.

Ramexes wrote:

Hand: Humanbane Gladius +2, Cure, Armor of the Sands, Cleric of Nethys, Blessing of Pharasma 1, Blessing of Gorum,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Shrine to Besmara
Hero Points (Available): 0
NOTES:
Available Support: Blessings available
Other: Dice Re-Roll Used for 5D?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Steal Soul (Shrine), Wayfarer, Blessing of Pharasma 2, Blessing of Nethys, Harbinger Disciple, Binder's Tome, Shortspear +3, Fire Snake, Imp, Icy Prison, Blessing of Abraxas, Blessing of Pharasma 3, Druid of the Flame, Death's Touch
Recharged:
Discard Pile:
Buried Pile:
Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3
Melee: Strength +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


Scenario 5C Rewards:
Spend Hero Point on Power Feat: "(X or to evade a bane you encounter)"

Deck Upgrade:
Spell 5: 1d1000 ⇒ 429 Icy Prison
Ally 3: 1d1000 ⇒ 307 Vampire Bat


The hour of the Gods
Remain at Murder Hole 2

Explore:

Water Yai:
Henchman Monster B
Traits
Giant
Outsider
Oni
Water
Veteran

Check
Combat 12

Powers
The difficult of checks to defeat Water Yai is increased by twice the scenario's adventure deck number.
When you encounter Water Yai, each character recharges all cards that have the Liquid trait.
If your check to defeat does not have the Swashbuckling trait, after you act, you are dealt 1d4 Acid damage.
If defeated by 3 or more, you may immediately attempt to close the location this henchman came from.

Each character recharges all cards that have the Liquid trait.
Reveal Humanbane Gladius +2 (Swash), SS adds 1d4, recharge Fire Snake to add 1d8 and Fire, discard BoPharasma to bless.
Combat 12+##=22: 2d8 + 5 + 1d6 + 2 + 1d4 + 1d8 ⇒ (1, 4) + 5 + (1) + 2 + (1) + (3) = 17 Hero Point re-roll
Combat 12+##=22: 2d8 + 5 + 1d6 + 2 + 1d4 + 1d8 ⇒ (1, 2) + 5 + (5) + 2 + (2) + (8) = 25 defeated
Attempt location close. Summon and defeat:
Ruffian:
Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 7

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Reveal and discard Humanbane Gladius +2 (Swash), SS adds 1d4.
Combat 7+#=12: 1d8 + 5 + 2d6 + 2 + 1d8 + 1d4 ⇒ (4) + 5 + (6, 5) + 2 + (4) + (3) = 29 defeated
Summon and defeat:
Buccaneer:
Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 8

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.

Send Death's Touch to recovery. SS adds 1d4.
Combat 8+#=13: 1d10 + 4 + 3d6 + 3 + 1d4 ⇒ (3) + 4 + (6, 5, 3) + 3 + (4) = 28 defeated
Murder Hole 2 closed.

End turn. Death's Touch auto-recharges. Reset hand.

Ramexes wrote:

Hand: Shortspear +3, Divine Blaze, Harbinger Disciple, Druid of the Flame, Wayfarer, Blessing of Nethys,

Displayed: Steal Soul (Shrine),
Deck: 7 Discard: 8 Buried: 0
Current Location: Murder Hole 2
Hero Points (Available): 0
NOTES:
Available Support: Blessing available
Other: Dice Re-Roll Used for 5C?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma 2, Blessing of Pharasma 1, Cure, Armor of the Sands
Recharged: Haneilius Fitch (acq), Fire Snake, Death's Touch,
Discard Pile: Blessing of Gorum, Blessing of Abraxas, Binder's Tome, Cleric of Nethys, Humanbane Gladius +2, Imp, Imp (acq), Blessing of Pharasma 3,
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (□ or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


The hour of Gorum
Remain at Murder Hole 2

Display Imp to draw 2 cards: Blessing of Pharasma and Cleric of Nethys.
Explore:

Imp:
Ally 3
Traits
Outsider
Elite

Check
Charisma
Arcane
7

Powers
Recharge this card to draw a card.
Discard this card to draw 2 cards.
Discard this card to explore your location.

Steal Soul & Binder's Tome add d4s.
Charisma 7: 1d10 + 3 + 2d4 ⇒ (5) + 3 + (1, 4) = 13 acquired

Discard BoAbraxas to explore:

Giant Anaconda:
Monster 3
Traits
Animal
Aquatic
Elite

Check
Combat
18

Powers
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.

Reveal Shortspear +3, SS and Binder's Tome add d4s, recharge Armor of the Sands to add 1d8 and Fire.
Combat 18: 1d8 + 5 + 1d6 + 3 + 1d8 + 2d4 ⇒ (1) + 5 + (3) + 3 + (1) + (4, 3) = 20 defeated
Examine top 3 cards: Coral Capuchin, Blood Hag (Monster 3), Manticore (Monster 3)
Place Manticore on top, then Capuchin, then Blood Hag.
Display Imp to draw 2 cards: BoPharasma and BoPharasma.

Discard BoPharasma to explore:

Manticore:
Monster 3
Traits
Aberration
Manticore

Check
Combat
12

Powers
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Random character - RMZLSC: 1d6 ⇒ 1 Ramexes takes 1d4+1 Ranged Combat damage.
Ranged Combat damage: 1d4 + 1 ⇒ (3) + 1 = 4 Discard Binder's Tome, Cleric of Nethys, BoPharasma x2.
Reveal Shortspear +3, SS adds 1d4.
Combat 12: 1d8 + 5 + 1d6 + 3 + 1d4 ⇒ (5) + 5 + (6) + 3 + (1) = 20 defeated
Examine top 3: Capuchin, Blood Hag, Water Yai (Henchman Monster B)
Place Henchman on top, then Capuchin, then Blood Hag.

Cure Ramexes: 1d4 + 1 ⇒ (3) + 1 = 4 BoPharasma, Wayfarer, BoPharasma, BoPharasma
End turn. Cure recovery - Divine 8: 1d10 + 4 ⇒ (1) + 4 = 5 discarded
Reset hand.

Ramexes wrote:

Hand: Shortspear +3, Humanbane Gladius +2, Fire Snake, Death's Touch, Blessing of Pharasma 3, Haneilius Fitch (acq),

Displayed: Steal Soul (Shrine),
Deck: 8 Discard: 7 Buried: 0
Current Location: Murder Hole 2
Hero Points (Available): 1
NOTES:
Available Support: Blessing available
Other: Dice Re-Roll Used for 5C?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Divine Blaze, Armor of the Sands, Wayfarer, Blessing of Pharasma 1, Blessing of Nethys, Blessing of Pharasma 2, Druid of the Flame, Harbinger Disciple
Recharged:
Discard Pile: Blessing of Gorum, Blessing of Abraxas, Binder's Tome, Cleric of Nethys, Cure, Imp, Imp (acq),
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (□ or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).

At the start of Meligaster's turn, reveal Hanielius Fitch and choose Cure from discard to shuffle into deck, then recharge Fitch.


The hour of Sivanah
Remain at Murder Hole 2

Explore:

Will-O'-Wisp:
Monster 3
Traits
Aberration

Check
Combat
16
OR
Wisdom
14

Powers
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

Auto-fail Wisdom 10 check.
Recharge cards: 1d4 ⇒ 1 Druid of the Flame.
Reveal Shortspear +3., discard BoGorum to double bless, difficulty increased by 4 for location power.
Combat 16+4=20: 3d8 + 5 + 1d6 + 3 ⇒ (1, 3, 4) + 5 + (6) + 3 = 22 defeated
Display Steal Soul.
Examine top 3 cards of location: Haneilius Fitch (Ally 3), Giant Anaconda (Monster 3), Giant Rock Crab (Monster 1) - order : Ally, Monster 1, Monster 3.

Discard Wayfarer to explore:

Haneilius Fitch:
Ally 3
Traits
Human
Surgeon

Check
Charisma
Diplomacy
9

Powers
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.

Wayfarer adds 2d6.
Diplomacy 9: 1d10 + 5 + 2d6 ⇒ (2) + 5 + (2, 6) = 15 acquired

Recharge Fitch to explore:

Giant Rock Crab:
Monster 1
Traits
Animal
Aquatic

Check
Combat
13

Powers
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

Divine Blaze to recovery, Steal Soul adds 1d4, difficulty increased by 4.
Combat 13+4=17: 1d10 + 4 + 3d8 + 1d4 ⇒ (6) + 4 + (1, 8, 6) + (1) = 26 reroll required
Combat 13+4=17: 1d10 + 4 + 3d8 + 1d4 ⇒ (3) + 4 + (7, 2, 1) + (3) = 20 defeated
Examine top 3 cards: Anaconda, Imp (Ally 3), Coral Capuchin (Ally 1) - reorder: Imp then Anaconda then Coral Capuchin.

End turn. Divine Blaze auto-recharges per scenario power. Reset hand.

Ramexes wrote:

Hand: Shortspear +3, Cure, Armor of the Sands, Binder's Tome, Imp, Blessing of Abraxas,

Displayed: Steal Soul (Shrine),
Deck: 12 Discard: 2 Buried: 0
Current Location: Murder Hole 2
Hero Points (Available): 1
NOTES:
Available Support: Binder's Tome & Blessing available
Other: Dice Re-Roll Used for 5C?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Harbinger Disciple, Cleric of Nethys, Humanbane Gladius +2, Blessing of Pharasma 2, Blessing of Pharasma 3, Blessing of Nethys, Blessing of Pharasma 1, Death's Touch, Fire Snake
Recharged: Druid of the Flame, Haneilius Fitch (acq), Divine Blaze,
Discard Pile: Blessing of Gorum, Wayfarer,
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (□ or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).

Turn Summary: Cards 1 & 4 banished, Card 2 acquired, Cards 3, 5 & 6 examine and re-ordered to 5, 3, 6.


Swap in Humanbane Gladius +2 for Boarding Pike +1.
Start at Murder Hole 2

Ramexes wrote:

Hand: Shortspear +3, Divine Blaze, Druid of the Flame, Wayfarer, Blessing of Gorum, Steal Soul (Shrine),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Murder Hole 2
Hero Points (Available): 1
NOTES:
Available Support: Binder's Tome & Blessing available
Other: Dice Re-Roll Used for 5C?: N


Scenario 5B Rewards:
Hero Point spent on Skill Feat: Strength [X] +2
Pass on loot armour

Deck Upgrades:
Weapon 5: 1d1000 ⇒ 902 Humanbane Gladius +2
Ally 5: 1d1000 ⇒ 928 Sand Elemental
Spell 5: 1d1000 ⇒ 21 Icy Prison


The hour of the Gods
Move to Rocky Cliff

Display Righteousness.
Explore:

Ambush:
Barrier C
Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Trap trait roll: 1d6 ⇒ 5 Still Ambush.
Auto-fail check to defeat and examine location: Albatross Soup (Barrier 5). No Monsters. Location shuffled. Ambush banished.

Bury Cleric of Nethys to explore:

Albatross Soup:
Barrier 5
Traits
Task

Check
Constitution
Fortitude
15

Powers
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Trap trait roll: 1d6 ⇒ 2 Albatross Soup is banished. Summon and encounter:
Spiked Log Trap:
Barrier 2
Traits
Trap
Elite

Check
Dexterity
Disable
8
OR
Wisdom
Perception
10

Powers
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Mel discards BoMilani to double bless.
Dexterity 8: 3d6 ⇒ (2, 1, 1) = 4 Hero Point re-roll
Dexterity 8: 3d6 ⇒ (5, 5, 6) = 16 defeated & banished

Choose not to close location. End turn. Attempt recovery of Righteousness:
Divine 13: 1d10 + 4 + 2d4 ⇒ (3) + 4 + (2, 3) = 12 discarded
Reset hand.

Ramexes wrote:

Hand: Shortspear +3, Fire Snake, Armor of the Sands, Binder's Tome, Blessing of Nethys, Blessing of Gorum,

Displayed: Steal Soul (Shrine),
Deck: 11 Discard: 2 Buried: 3
Current Location: Rocky Cliff
Hero Points (Available): 1
NOTES:
Available Support: Binder's Tome & Blessings available
Other: Dice Re-Roll Used for 5B?: Y

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Imp, Blessing of Pharasma 2, Wayfarer, Divine Blaze, Druid of the Flame, Repelling Pike +1, Harbinger Disciple, Death's Touch, Blessing of Pharasma 3
Recharged: Cure, Blessing of Pharasma 1,
Discard Pile: Blessing of Abraxas, Righteousness (acquired),
Buried Pile: Cut-Throat Grok (acquired), Royster McCleagh (acquired), Cleric of Nethys,

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (□ or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


The hour of Gozreh
Move to Tengu Rookery

Explore:

Giant Jellyfish:
Monster 3
Traits
Animal
Aquatic

Check
Combat
18
OR
Dexterity
Acrobatics
11

Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.

Reveal Shortspear +3, Piercing trait so add 1d8, Binder's Tome adds d4, recharge BoPharasma to add 1d8 and Fire.
Combat 18: 1d8 + 4 + 1d6 + 3 + 1d8 + 1d4 + 1d8 ⇒ (6) + 4 + (5) + 3 + (2) + (3) + (8) = 31 defeated
Display Steal Soul.
Examine top 3 cards: Imp (Ally 3), Helpful Haversack (Item 1), Ambush (Barrier 0). Ally on top then Barrier then Item.

Discard Cleric of Nethys to examine top 2 and encounter:

Imp:
Ally 3
Traits
Outsider
Elite

Check
Charisma
Arcane
7

Powers
Recharge this card to draw a card.
Discard this card to draw 2 cards.
Discard this card to explore your location.

BT & SS add d4s.
Charisma 7: 1d10 + 3 + 2d4 ⇒ (1) + 3 + (1, 1) = 6 HA!

End turn. Examine top card of House of Stolen Kisses: Slip (Ally 3).
Reset hand.

Ramexes wrote:

Hand: Shortspear +3, Armor of the Sands, Binder's Tome, Blessing of Nethys, Blessing of Gorum, Righteousness (acquired),

Displayed: Steal Soul (Shrine),
Deck: 12 Discard: 2 Buried: 2
Current Location: Tengu Rookery
Hero Points (Available): 2
NOTES:
Available Support: Binder's Tome & Blessings available
Other: Dice Re-Roll Used for 5B?: Y

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Death's Touch, Blessing of Pharasma 3, Blessing of Pharasma 2, Imp, Repelling Pike +1, Harbinger Disciple, Wayfarer, Divine Blaze, Druid of the Flame, Fire Snake
Recharged: Cure, Blessing of Pharasma 1,
Discard Pile: Blessing of Abraxas, Cleric of Nethys,
Buried Pile: Cut-Throat Grok (acquired), Royster McCleagh (acquired),

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (□ or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).


Off turn actions:
Pirate Entertainments with Lirianne:
Discard BoAbraxas to bless.
Strength 7+#=12: 2d8 + 1 ⇒ (7, 2) + 1 = 10
Paizo re-roll the 2: 1d8 ⇒ 4 7+4+1=12, success

Ramexes wrote:

Hand: Shortspear +3, Binder's Tome, Cleric of Nethys, Blessing of Pharasma 1, Steal Soul (Shrine),

Displayed:
Deck: 15 Discard: 1 Buried: 2
Current Location: House of Stolen Kisses
Hero Points (Available): 2
NOTES:
Available Support: Binder's Tome & Blessings available. Steal Soul will be displayed as soon as possible.
Other: Dice Re-Roll Used for 5B?: N


Off turn actions:
Discard Armor of the Sands for Force damage during Zelhara's turn.
Discard Divine Blaze for Ranged Combat damage during Seelah's turn.

The hour of Besmara
Remain at House of Stolen Kisses.

Explore:

Royster McCleagh:
Ally 2
Traits
Human
Fighter
Pirate

Check
Charisma
Diplomacy
7

Powers
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile. You may not use this power more than once per turn.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

BT adds 1d4.
Diplomacy 7: 1d10 + 5 + 1d4 ⇒ (1) + 5 + (3) = 9 acquired
Discard Royster for acquiring and Ally.

Bury Royster to explore:

Large Chest:
Barrier B
Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Fail check to defeat and banish barrier.

Cure to recovery to heal Ramexes: 1d4 + 1 ⇒ (4) + 1 = 5 All discards healed.
End turn. Attempt recovery (BT adds 1d4):
Cure - Divine 8: 1d10 + 4 + 1d4 ⇒ (6) + 4 + (3) = 13 recharged
Reset hand.

Ramexes wrote:

Hand: Shortspear +3, Binder's Tome, Cleric of Nethys, Blessing of Abraxas, Blessing of Pharasma 1, Steal Soul (Shrine),

Displayed:
Deck: 15 Discard: 0 Buried: 2
Current Location: House of Stolen Kisses
Hero Points (Available): 2
NOTES:
Available Support: Binder's Tome & Blessings available. Steal Soul will be displayed as soon as possible.
Other: Dice Re-Roll Used for 5B?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fire Snake, Druid of the Flame, Blessing of Pharasma 3, Harbinger Disciple, Wayfarer, Blessing of Gorum, Imp, Repelling Pike +1, Armor of the Sands, Blessing of Pharasma 2, Righteousness (acquired), Blessing of Nethys, Divine Blaze, Death's Touch
Recharged: Cure,
Discard Pile:
Buried Pile: Cut-Throat Grok (acquired), Royster McCleagh (acquired),

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

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: HARUSPEX Role Card
When you defeat a monster, you may examine the top card ( [X] or top 2 cards) ( [X] or 3 cards) of your ( [X] or any) location deck ( [X] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire (□ or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location (□ or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck).

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