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1,366 posts. Alias of Redgar.


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Good afternoon!

I am looking at building an Operative with the Ghost specialization. Under the "associated skills" section of the Ghost Specialization, the CRB says:

Associated Skills: Acrobatics and Stealth. When you use Stealth to make a trick attack, you gain a +1 bonus to the skill check.

I'm also looking at taking the "Stunt and Strike" alternate class feature from the Character Operations Manual. This feature says it replaces Trick Attack, but it doesn't explicitly say that it counts as Trick Attack.

Would my Ghost Operative specialization provide me with a +1 bonus to Stealth checks made to Stunt and Strike?

Thanks!


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Start of turn: Bury Knock* and Marianix Karn* from discard to prevent a blessing discard.

Location Power start of turn Baal Themm* is shuffled into my deck.

Nothing left to do here but clean up. [ooc]Blessing of Master of Masters

Int 6 + 7 = DC 13 1d10 + 4 + 2d10 ⇒ (9) + 4 + (7, 5) = 25

There we go. On closing: 1d4 + 1 ⇒ (3) + 1 = 4 whole discard.

Turn remains Hour of Bastet on my turn.
Surgery closed

Radillo wrote:

Hand: Gravewatcher Chainmail, Khai-Utef (AD 5) (L), Magnetic Grimoire, Disintegrate, Volcanic Storm, Blessing of Abraxas, Life Leech, Mountaineer (AD 6),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use Khai-Utef (1d on Combat check vs. Monster, 2 dice on v/h combat) blessings (
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b]
Constitution d4 [ ] +1 [ ] +2
Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
Arcane: Intelligence +3
Wisdom d4 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3

Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


Hour of Osiris

Start of turn Lightning Storm 1d4 ⇒ 4 = banished!

Move to Surgery

Tar Tomb Blessing of Isis + Magnetic Grimoire

Int DC 13 1d10 + 4 + 2d10 + 1d4 ⇒ (6) + 4 + (8, 9) + (3) = 30

Phew! Narrowly dealt with that sticky situation. Perhaps now our Mountaineering friend can help us explore? Mountaineer to explore

Bal Themm

Charisma = Arcane DC 10 1d10 + 7 ⇒ (7) + 7 = 14

Fancy meeting you here! Have you learned anything interesting from your patients?

Bal Themm to explore, recharging Mountaineer (AD 6)

Knock

Arcane DC 7 1d10 + 7 ⇒ (6) + 7 = 13

I'll save this for Lem. He was always better with the knock-knock jokes.

Blessing of Master of Masters to explore

Marianix Karn

Charisma = Arcane DC 9 1d10 + 7 + 1d10 ⇒ (7) + 7 + (4) = 18

I should have known the Aspis had an interest in all this...

Marianix Karn to explore

Agash Recharge Khai-Utef (AD 5), play Fire Snake, recovering Khai-Utef (AD 5), Magnetic Grimoire

Divine 8 + (2 * 7) - 7 = DC 15 1d10 + 7 + 1d4 ⇒ (4) + 7 + (2) = 13 Reroll 1d10 + 9 ⇒ (7) + 9 = 16

All clear here Linxia! Now, all we need to worry about is that fire. Oh, and you mentioned having a Cure handy? [ooc]Steal Linxia's cure for 1d4 + 1 ⇒ (2) + 1 = 3 healing = Disintegrate, Blessing of Master of Masters, Life Leech

EoT 1 fire damage, reveal Gravewatcher Chainmail to block.

EoT examine... 1d2 ⇒ 2 = Surgery. Examine the top 1d4 + 1 ⇒ (4) + 1 = 5 cards of an empty deck!

Recovery Fire Snake Arcane DC 8 1d10 + 7 + 1d4 ⇒ (9) + 7 + (3) = 19

Redraw: Blessing of Master of Masters
Disintegrate
Volcanic Storm
Life Leech
Blessing of Abraxas

End of Turn Summary:
All cards at Surgery cleared
Linxia's Cure used.

Radillo wrote:

Hand: Gravewatcher Chainmail, Khai-Utef (AD 5) (L), Magnetic Grimoire, Blessing of Master of Masters, Disintegrate, Volcanic Storm, Life Leech, Blessing of Abraxas,

Displayed:
Deck: 12 Discard: 4 Buried: 0
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use Khai-Utef (1d on Combat check vs. Monster, 2 dice on v/h combat) blessings (Master of Masters = 2d on Int, Abraxas = 2d on Arcane or Divine)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b]
Constitution d4 [ ] +1 [ ] +2
Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
Arcane: Intelligence +3
Wisdom d4 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3

Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


Eot: 1d2 ⇒ 2 = Surgery 1d4 + 1 ⇒ (3) + 1 = 4 = existing top 3 plus... Spellbottle Banished.

Redraw:

Autumn Witch (AD 6)
Magnetic Grimoire
Gravewatcher Chainmail
Mountaineer (AD 6)

End of Turn Summary:

Card 1 at Smoking Den banished, Cards 3 and 4 examined, shuffled back in, Card 2 (Hungry Fog) put on bottom of deck.
Lightning Storm displayed at Golden Lake
Golden Lake Closed
Card 4 at Surgery (Spellbottle) banished.

Radillo wrote:

Hand: Fire Snake, Blessing of Master of Masters, Khai-Utef (AD 5) (L), Blessing of Isis, Autumn Witch (AD 6), Magnetic Grimoire, Gravewatcher Chainmail, Mountaineer (AD 6),

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Master of Masters = 2d on Int, Ra = 2d on Fire or non-combat Str)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b]
Constitution d4 [ ] +1 [ ] +2
Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
Arcane: Intelligence +3
Wisdom d4 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3

Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


Hour of the Elements

Radillo realizes that she will need to reassess her strategy. As luck would have it, she recognizes a player from her old club days...

Move to Smoking Den

Fancy seeing you here! Remember those matches we'd win? Good days...

Geniekin Cloudburst, recovering Scrying, and Blessing of Abraxas

Combat 8 + (2*7) = DC 26 1d10 + 7 + 3d6 + 2d10 ⇒ (8) + 7 + (2, 5, 1) + (7, 9) = 39

Thank you for the suggestions... I'll go put them into action!

Move to Golden Lake

Lightning Storm

The perfect backdrop for an epic clash...

Cat (AD 3) to explore

Agash Disintegrate, recovering Khai-Utef (AD 5) (L), Flenta Flank

Combat 11 + (2*7) = DC 25 1d10 + 7 + 4d6 + 1d4 + 1 ⇒ (8) + 7 + (1, 3, 1, 1) + (4) + 1 = 26

Thank you for the flank, Flenta! She'd have got me for sure if you hadn't distracted her!

Closing summon: Graven Guardian of Nethys

Graven Guardian of Nethys Life Leech, recovering Fire Snake, recharging Pharaoh's Key, playing BoAchaekek, with Flenta Flank

Combat 11 + 7 = DC 18 1d10 + 7 + 2d4 + 2d10 + 1d4 + 1 ⇒ (1) + 7 + (1, 3) + (8, 8) + (3) + 1 = 32

Recharging: 1d4 + 1 ⇒ (2) + 1 = 3 = whole discard

And now for a preview...

Smoking Den, naming Barrier

Hungry Fog = On bottom of deck
Boneshatter
Alchemical Gas

Recovery: Cloudburst 1d10 + 7 ⇒ (8) + 7 = 15
Disintegrate 1d10 + 7 ⇒ (5) + 7 = 12
Life Leech 1d10 + 7 ⇒ (1) + 7 = 8
Scrying 1d10 + 7 ⇒ (9) + 7 = 16


[ooc]Ooops. Forgot to examine... 1d4 ⇒ 4 = Golden Lake for 1d4 + 1 ⇒ (1) + 1 = 2 = Blessing of Maat and Disable Mechanism. Both banished.


Hour of the Elements

Right, first things first: fight the fire!

Conflagration Fire Snake, recovering Scrying, steal Linxia's BotArchdevils1

Con DC 15 1d10 + 7 + 1d10 ⇒ (7) + 7 + (8) = 22

Alright then, let's see who I saved...

Tooled Crocodile Skin

Con DC 8 1d4 ⇒ 4

Ugh. That is so last season! Let's see if I can't find something better... Scrying, naming Ally

Fiery Glare
Baited Jewel Box = TRIGGER = Shuffle Ring of Protection into deck
The Viper = Ally = put on top

Khai-Utef (AD 5) (L) to draw: Pharaoh's Key (L)
Disintegrate
Blessing of Abraxas

And explore

The Viper

Diplomacy = Arcane DC 9 1d10 + 7 ⇒ (1) + 7 = 8

Wait! Come back! Was it something I said? Per location power, shuffled back in

Recovery: Fire Snake *meow* 1d10 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Scrying *MEOW!*1d10 + 7 + 2 ⇒ (8) + 7 + 2 = 17

End of turn summary:
Card 1 at Tooth and Hookah dealt with
Ring of Protection shuffled into location
The Viper, Fiery Gaze, and Cursed Jewel Box all examined
Location shuffled[b]

Radillo wrote:

[b]Hand: Cloudburst, Blessing of Achaekek, Blessing of Master of Masters, Life Leech, Pharaoh's Key (L), Disintegrate, Cat (AD 3), Blessing of Abraxas, Blessing of Isis,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Master of Masters = 2d on Int, Ra = 2d on Fire or non-combat Str)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b]
Constitution d4 [ ] +1 [ ] +2
Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
Arcane: Intelligence +3
Wisdom d4 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3

Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


Radillo will trade / loot:

Cleric of Nethys (AD 2) Khai Utef (AD 5)
Channel the Gift Gravewatcher Chainmail / Skyplate Armour
Icy Prison Ditto
Pearl of Magic Pharaoh's Key

(Since we now have a dedicated fire-fighter, I decided it was better to swap out the Cleric than the Autumn Witch, in case I encounter the villain at an inopportune time)

Might as well start at the Tooth and Hookah.

Radillo wrote:

Hand: Cloudburst, Cat (AD 3), Blessing of Achaekek, Fire Snake, Khai-Utef (AD 5) (L), Blessing of Master of Masters, Life Leech, Ring of Protection,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+2) . Global: feel free to use blessings (Master of Masters = 2d on Int, Ra = 2d on Fire or non-combat Str)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b]
Constitution d4 [ ] +1 [ ] +2
Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
Arcane: Intelligence +3
Wisdom d4 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3

Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


Radillo banks the Hero Point. If Flenta and Seelah don't want the Blessing 6, she'll take it.


Ooh, I think I can take this one guys!

1d6 ⇒ 5

First things first Fire Snake, recovering Remove Curse*

BYA: Int = Arcane 1d10 + 7 + 2 ⇒ (7) + 7 + 2 = 16

And now for the main event Recharge Autumn Witch for character power, play Marionette, recharge Khai-Utef for an extra die

Combat 20 - 8 = DC 12 1d10 + 7 + 1d8 + 1d10 ⇒ (7) + 7 + (4) + (7) = 25

And now for the finale...

1d4 ⇒ 2 Bury Cloudburst and Blessing of Ra*
1d4 ⇒ 1 Discard Game of Afterlife\\

Recharge Mountaineer (AD 6)
Icy Prison
Remove Curse*
Marionette
Mask of the Forgotten Pharaoh (L)

Phew! I should have known better to get involved with a Pyramid scheme.


Hours of... Sphinx and Fevered Dreams

Recharge Remove Curse* to remove my Curse of Blindness

Alright, lets give this a try.

Ushering of Oblivion

BYA: 1d6 ⇒ 5 = Usaji Cultist


1d8 ⇒ 2 Poisoning = Marionette recharged.

Heal: Khai-Utef, Game of Afterlife

Many thanks, Seelah!


Flenta's turn

Second Law: 1d6 ⇒ 2 = everyone must summon Voices of the Spire or banish a card.

Voices of the Spire Recharge Mountaineer (AD 6) to reduce DC, play Cloudburst to recover Mountaineer (AD 6)

Combat 8 + (2*6) - 8 = DC 12 1d10 + 7 + 3d6 ⇒ (3) + 7 + (2, 1, 2) = 15

Recovery: Cloudburst Arcane DC 13 1d10 + 7 ⇒ (9) + 7 = 16

Hour of Poisoning... and of the Mummy

Already have a curse of Poisoning; blindness gives me Curse of the Mummy

It seems a little wasteful, given all the trouble we've just been through to heal... but I really don't need this scroll right now... Use playmat to discard Ice and Fire, drawing... Volcanic Storm. Oh well.

Hmph, more scrolls, not what I need... hey, Seelah! Do you think you might be able to use this to power more healing, please? Hand off Volcanic Storm to Seelah for more healing on her turn

You know, I'm just not feeling confident about dealing with the Will of Ahriman right now...

decline to explore, random card = 1d2 ⇒ 2 = Barrier = Tabe's Last Jest

Tabe's Last Jest

Disable DC 15 1d4 ⇒ 3

Really? I'm not in the mood for humour right now...

No downside to failure

End of Turn Summary:

Pass of Volcanic Storm to Seelah to power healing.
*have remove curse in hand to remove any nasty curses we might hit*

Redraw: Icy Prison, Blessing of Master of Masters, Remove Curse*, Fire Snake, Blessing of Ra*

Radillo wrote:

Hand: Autumn Witch (AD 6), Marionette, Mountaineer (AD 6), Icy Prison, Blessing of Master of Masters, Remove Curse*, Fire Snake, Blessing of Ra*,

Displayed: Curse of the Sphinx, Curse of Daybane, Curse of Poisoning, Curse of Blindness, Curse of the Mummy,
Deck: 3 Discard: 9 Buried: 4
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Master of Masters = 2d on Int, Ra = 2d on Fire or non-combat Str)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b]
Constitution d4 [ ] +1 [ ] +2
Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
Arcane: Intelligence +3
Wisdom d4 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3

Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


Unless I missed something, Seelah picked up a Curse of Fevered Dreams on her turn? If so, the easiest way to deal with it is probably for Radillo to have removed it immediately post-hour change, instead of removing my own blindness?

Oh, thank you Seelah! That feels much better!

Blessings of Ra*, Master of Masters, and Elements*, along with Icy Prison and Volcanic Storm, all now healed

My hand after Seelah's turn:

Radillo wrote:

Hand: Autumn Witch (AD 6), Cloudburst, Marionette, Ice and Fire, Mountaineer (AD 6),

Displayed: Curse of the Sphinx, Curse of Daybane, Curse of Poisoning, Curse of Blindness,
Deck: 8 Discard: 8 Buried: 4
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) .
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b]
Constitution d4 [ ] +1 [ ] +2
Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
Arcane: Intelligence +3
Wisdom d4 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3

Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


At the start of Seelah's turn: recharge Remove Curse, to remove my Blindness.

Flenta! If Seelah heals you, do you think you could pass of your Augury to her to heal me next?


After Flenta reveals Daybane on her turn, I recharge my Mask of the Forgotten Pharaoh to remove my Blindness.

What happened? It all went white for a few seconds... FLENTA! You're bleeding out again!

Hour of... Poisoning. Display Curse.

Seelah! We need a medic here! Hand off my Blessing of Isis for Seelah to heal Flenta with on her next turn...

Sphinx examine... Will of Ahriman

Will of Ahriman Achaekek, don't fail me now...

Diplomacy DC 18 1d10 + 3 + 2d10 ⇒ (7) + 3 + (1, 4) = 15 HP time...

1d10 + 3 + 2d10 ⇒ (8) + 3 + (3, 5) = 19 Second Law: 1d2 ⇒ 2

...you know what? I'm just not going to push my luck further today.

1d2 ⇒ 2 = sightless starvation

All this heroism and my earlier blindness are making me hungry...

Sightless Starvation

Diplomacy DC 12 1d10 + 3 ⇒ (9) + 3 = 12 = no ravenous...

Intelligence DC 12 1d10 + 4 ⇒ (3) + 4 = 7 ...yes blindness.

Redraw, then Poisoning... 1d8 ⇒ 7 = recharging Fire Snake. :(

End of Turn Summary:
Give Blessing of Isis to Seelah to bury for healing on her turn.
Clear 1 card.

Radillo wrote:

Hand: Autumn Witch (AD 6), Cloudburst, Marionette, Ice and Fire, Blessing of the Elements*, Remove Curse*, Mountaineer (AD 6),

Displayed: Curse of the Sphinx, Curse of Daybane, Curse of Poisoning, Curse of Blindness,
Deck: 2 Discard: 12 Buried: 4
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Achaekek = 2 dice vs h/v, Elements = recharge on Elemental tag, Ancients = 1 die)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b]
Constitution d4 [ ] +1 [ ] +2
Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
Arcane: Intelligence +3
Wisdom d4 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3

Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


Off turn 1d4 ⇒ 4 :( Recharge Mountaineer, discard Volcanic Storm.


Reveal Rhino Hide Armour to reduce damage by 3, discard Icy Prison and Rhino Hide Armour for the other two

Hang in there Flenta... I'm coming to avenge you!

Bury: Blessing of Abraxas. Play Fire Snake, recovering Remove Curse*, recharging BotE*

Stealth = Arcane DC 17 1d10 + 7 + 1d10 ⇒ (7) + 7 + (8) = 22

Bird! Bird is the word, Ra!

It seems Radillo finally has gotten the hang of riddles... maybe?

On Flenta's turn: play Remove Curse on Seelah, removing Withering from Seelah.

Recovery: Fire Snake Arcane DC 8 *meow* 1d10 + 7 + 2 ⇒ (3) + 7 + 2 = 12

Radillo decides that discretion is the better part of valour.

She suffers Curse of Blindness on her turn, then banishes the Cat (AD 3) to avoid the end of turn badness.

Redraw: entire hand.

Avenged the Voice of Ra, so *no location shuffle*
Seelah's Withering removed.

Radillo wrote:

Hand: Mask of the Forgotten Pharaoh (L), Blessing of Achaekek, Volcanic Storm, Mountaineer (AD 6), Autumn Witch (AD 6), Cloudburst, Marionette, Blessing of Isis,

Displayed: Curse of the Sphinx, Curse of Daybane, Fire Snake,
Deck: 2 Discard: 10 Buried: 4
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Achaekek = 2 dice vs h/v, Elements = recharge on Elemental tag, Ancients = 1 die)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b]
Constitution d4 [ ] +1 [ ] +2
Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
Arcane: Intelligence +3
Wisdom d4 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3

Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


Flenta's turn

Flenta! NO! 2d4 ⇒ (4, 1) = 5


1d4 + 1 ⇒ (4) + 1 = 5 Thank you Seelah!

Discard Blessing of Ra

off-turn: I will use Remove Curse* after Flenta's Curse is revealed.
It is Flenta's choice which curse is removed!

Curse removed after Flenta reveals her curse. Flenta's choice which one is removed


Hour of... Daybane. Because I already have a Daybane, this one is banished.

It's amazing what a little rest can do for how one faces the morning.

Seelah! Could I ask you to please beseech the Ancients for some healing? Pass off BotAncients* to Seelah, so she can bury it to heal me on her next turn

Right now, onwards.

Curse of the Sphinx to examine... Steel Scorpion

Steel Scorpion

Disable DC 10 1d4 ⇒ 2

Ouch! 1d4 ⇒ 3 poison damage, revealing Rhino Hide Armour to block, barrier displayed next to my deck

Discard Autumn Witch, recharging 1d3 ⇒ 3 = Khai-Utef (AD 5).

Curse of the Sphinx examine: Blessing of Ra. Recharge Hand, redraw:
Blessing of Abraxas
Icy Prison
Fire Snake
Ice and Fire
Blessing of the Elements*
Rhino Hide Armour (T)
Khai-Utef (AD 5) (L)

discard Khai-Utef (AD 5).

Blessing of Ra Fire Snake, recovering Cat (AD 3)

Divine DC 6 1d10 + 7 ⇒ (3) + 7 = 10

Truly, the sun god smiles on me today. I wish he'd shine a little less brightly, mind you...

Recharge Remove Curse, to remove Seelah's other Curse Seelah, I think I'm getting the hang of this lay on hands!

EoT: 1d2 ⇒ 1 = Random Monster = Earth Ossumental

Earth Ossumental

**All characters need to make a Dex/Acro 13 BYA, or take 1d4 Acid damage**

BYA: Acro DC 13 1d4 ⇒ 2 1d4 ⇒ 1 Acid damage

Fire and Ice should melt you back to mud! Fire and Ice, recover Remove Curse*

Combat DC 19 1d10 + 2d8 + 3 ⇒ (9) + (4, 5) + 3 = 21

Recovery: Fire Snake Arcane DC 8 1d10 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Ice and Fire Arcane DC 12 1d10 + 7 + 2 ⇒ (3) + 7 + 2 = 12

End of turn summary:
Cards 3-4 dealt with
**Both of Seelah's Curses Removed**
*Seelah gets a Blessing of the Ancients*, along with a request to please heal Radillo with it on her next turn
**Seelah and Flenta must succeed at a Dex/Acro 13, or take 1d4 Acid damage**

NOTE: I have Remove Curse in hand, in case Seelah or Flenta pick up a nasty curse at the SOT.

Radillo wrote:

Hand: Blessing of Abraxas, Icy Prison, Fire Snake, Remove Curse*, Blessing of the Elements*, Rhino Hide Armour (T), Cat (AD 3), Blessing of Ra*,

Displayed: Curse of the Sphinx, Curse of Daybane,
Deck: 5 Discard: 12 Buried: 2
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Achaekek = 2 dice vs h/v, Elements = recharge on Elemental tag, Ancients = 1 die)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b]
Constitution d4 [ ] +1 [ ] +2
Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
Arcane: Intelligence +3
Wisdom d4 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3

Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


On Flenta's turn, cast Remove Curse Thanks Flenta! Seelah, you can remove one of those horrid curses!

Flenta! Can you call on Abadar's aid, please? *Steal BoAbadar*

Dex DC 12 1d8 + 1 + 2d8 ⇒ (7) + 1 + (8, 3) = 19

Phew! That was a close one.


Pairaka Ice and Fire, redraw Marionette, flank with Flenta

Combat DC 13 1d10 + 7 + 2d8 + 3 + 1d4 + 1 ⇒ (9) + 7 + (2, 2) + 3 + (1) + 1 = 25 Again, even without the 2's and the 1, handily succeed

Ugh. Many thanks for the assist Flenta, that could have... oh no.

1d4 ⇒ 1 = Bury Ring of Protection

There, thats...

1d4 ⇒ 1 = Discard Blessing of Maat

... recharge entire hand of 6

Ugh. There, I think I'm alright now...

End of Turn: can't banish a card, so 1d2 ⇒ 1 = Random Monster = Ubashki Swarm

Ubashki Swarm

Not right now, your undead meowling really isn't what I need at the moment!

Stealth DC 6 1d4 ⇒ 4

Flenta and Seelah each summon and encounter an Ubashki Swarm

Combat DC 8 1d6 + 1d4 + 1 ⇒ (3) + (2) + 1 = 6

Combat DC 8 1d6 + 1d4 + 1 ⇒ (2) + (3) + 1 = 6

No cards to discard or bury

They pick the worst time to try and be friendly...

Discard 1d4 ⇒ 2 from top of deck

Recovery: Volcanic Storm DC 13 1d10 + 7 ⇒ (5) + 7 = 12
Ice and Fire Arcane DC 12 1d10 + 7 ⇒ (5) + 7 = 12

I think I'm going back to bed in a while. Wake me in a couple hours, will you please?

Redraw: entire hand

End of Turn Summary:
*Flenta's Memories of Violence banished*
Cards 4-9 Dealt with
x2 Blessing B's (Elements, Ancients) Acquired
Villain Defeated, put on bottom of deck
**Flenta + Seelah to summon Ubashki Swarm**

Radillo wrote:

Hand: Blessing of the Elements*, Rhino Hide Armour (T), Blessing of Achaekek, Cloudburst, Marionette, Cat (AD 3), Autumn Witch (AD 6), Blessing of the Ancients*,

Displayed: Curse of the Sphinx, Curse of Daybane,
Deck: 4 Discard: 11 Buried: 2
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Achaekek = 2 dice vs h/v, Elements = recharge on Elemental tag, Ancients = 1 die)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b]
Constitution d4 [ ] +1 [ ] +2
Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
Arcane: Intelligence +3
Wisdom d4 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3

Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


Hour of Daybane = Display Curse of Daybane

Yaawn. Thank you, Flenta! My head is ringing, I'm feeling dehydrated, and EGADS what is that bright light?

Scarab Buckler: 1d4 + 1 ⇒ (3) + 1 = 4 = Autumn Witch (AD 6), Blessing of Abraxis, Khai-Utef (AD 5), Blessing of Achaekek

Oh, thanks Flenta: you're a lifesaver. What time is it... and what did we do last night?

Encounter Memories of Violence

Memories of Violence

Diplomacy DC 8 1d10 + 3 ⇒ (6) + 3 = 9

Oh. Oh my. Flenta... if anyone asks, we remember nothing of last night. And we were nowhere near that brawl. Right? Memories of Violence banished

Curse of the Sphinx examine... Alchemist's Kit. Recharge hand, redrawing: Volcanic Storm
Blessing of Achaekek
Fire Snake
Khai-Utef (AD 5) (L)
Disintegrate
Pyromaniac Mage (AD 5)
Game of Afterlife (L)
Rhino Hide Armour (T)

Discard Khai-Utef (AD 5)

Alchemist's Kit

Int DC 6 1d10 + 4 ⇒ (2) + 4 = 6 =4 because of scenario power

Ugh, looks like there's no headache pills left. You there, go the the shop and get me some would you? Pyromaniac Mage (AD 5) to explore, recharging Khai-Utef (AD 5) (L)

Curse of the Sphinx examine... Blessing of the Ancients

Recharge hand, redraw: Ice and Fire
Autumn Witch (AD 6)
Blessing of Abraxas
Cat (AD 3)
Ring of Protection
Blessing of Maat*
Icy Prison
Channel the Gift*

Discard: Channel the Gift*

Blessing of the Ancients

Divine DC 3 1d4 ⇒ 3

Huh. This one ancient secret that doctors don't want you to know about might actually be a decent headache cure. Cat (AD 3) to explore, recovering Pyromaniac Mage (AD 5)

Curse of the Sphinx examine... Blessing of the Elements.

Recharge Hand. Redraw: Mask of the Forgotten Pharaoh (L)
Mountaineer (AD 6)
Cloudburst
Marionette
Game of Afterlife (L)
Rhino Hide Armour (T)
Disintegrate
Blessing of Achaekek

Discard: Mask of the Forgotten Pharaoh (L)

Blessing of the Elements

Int DC 6 1d10 + 4 ⇒ (8) + 4 = 12

Ugh, my head. Well, at least I'm in my element with this one, I can do this with my eyes closed! Mountaineer to explore, recharging Cat (AD 3)

Curse of the Sphinx examine... Flaming Spear +1.

Recharge Hand. Redraw:Volcanic Storm
Khai-Utef (AD 5) (L)
Fire Snake
Pyromaniac Mage (AD 5)
Blessing of the Ancients*
Blessing of Maat*
Icy Prison
Blessing of Abraxas

Discard Khai-Utef (AD 5) (L)

Flaming Spear +1

Dex DC 9 1d8 + 1 ⇒ (5) + 1 = 6

What? Oh, sorry, I thought you said Flaming SPHERE. No, I haven't seen it.

Pyromaniac Mage (AD 5) to explore, recovering... 1d2 ⇒ 2 Khai-Utef (AD 5) (L)

Curse of Sphinx examine: Plague Zombie

Plague Zombie

Ugh, you look worse than I do. Hey, whatdaya think you're doing: I qued for the bathroom first! Volcanic Storm + Flenta

Combat DC 11 1d10 + 7 + 3d6 + 1d4 + 1 ⇒ (4) + 7 + (3, 2, 1) + (1) + 1 = 19 Even without the 1s or the 2, still succeeds at 15

Back of the que, buster. Khai-Utef to refill hand, drawing Autumn Witch (AD 6), Ring of Protection, Ice and Fire, and explore.

Curse of the Sphinx examine... Ushering of Oblivion

Oh no, here we go...

Ushering of Oblivion

1d6 ⇒ 1 = draw Cat (AD 3), summon Pairaka


In short: Hour of the Curse of the Sphinx. Display.

Punched the Skull Ripper, after recharging Khai-Utef to drop the DC to 7. Use reroll on the Skull Ripper. Flenta's aid was invaluable.

Bonecrusher Chieften is off the Curse of Sphinx examination. Use Volcanic Storm, and flank with Flenta.

Poison Spiked Pit trap used Seelah's Blessing of Iomadae (which recharged). Wouldn't have made it without the extra boost from Seelah!

Will of Ahrimain used my Blessing of Achaekek

Blessing of Maat used my Blessing of Abraxas

Hungry Fog ate my Life Leech. :(

I use Game of Afterlife to get rid of Flenta's Curse of Vulnerability.

End of turn summary:

Cards 1-8 dealt with
Spell 4 (Channel the Gift) Acquired
Blessing 1 (Maat) Acquired.
**Seelah's Blessing of Iomadae recharges**
**Flenta's Curse of Vulnerability removed**

Radillo would appreciate a heal if there is one going, as I now have 4 blessings in my discard pile... and my life leech, which I carefully finagled to the top of my deck, got buried by Hungry Fog. :(


Skull Ripper 1d6 + 1d4 + 1 ⇒ (1) + (3) + 1 = 5 1d6 + 4 ⇒ (5) + 4 = 9

Bonecrusher Chiefen 1d10 + 7 + 3d6 + 1d10 + 1d4 + 1 ⇒ (7) + 7 + (4, 2, 3) + (9) + (4) + 1 = 37

Poison Blade Trap 1d8 + 1 ⇒ (5) + 1 = 6

Channel the Gift 1d10 + 7 ⇒ (7) + 7 = 14

Poison Spiked Pit Trap 1d10 + 7 + 1d10 ⇒ (1) + 7 + (8) = 16

Will of Ahrimain 1d10 + 3 + 2d10 ⇒ (3) + 3 + (6, 10) = 22

Blessing of Maat 1d4 + 2d4 ⇒ (3) + (3, 2) = 8

Hungry Fog to evade 1d8 + 1 ⇒ (1) + 1 = 2

Hungry Fog Perception 1d4 ⇒ 2

Recovery: Volcanic Storm 1d10 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Fire Snake 1d10 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Game of Afterlife 1d10 + 4 + 2 ⇒ (5) + 4 + 2 = 11

Radillo wrote:

Hand: Cloudburst, Mask of the Forgotten Pharaoh (L), Marionette, Icy Prison, Ring of Protection, Blessing of Maat*, Cat (AD 3), Mountaineer (AD 6),

Displayed: Curse of the Sphinx,
Deck: 8 Discard: 6 Buried: 1
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Maat: +2 / -2 after roll, or replace all dice w/d8's)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b]
Constitution d4 [ ] +1 [ ] +2
Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
Arcane: Intelligence +3
Wisdom d4 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3

Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


MM will try for the Armour 6, to upgrade from Bone to Horne Lamellar... 1d1000 ⇒ 843

She will otherwise bank a hero point, and put on a pot of celebratory soup to share with her friends!


I do realize I failed to do the scenario power to discard x2 cards from my deck as a result of the 2 structural damage, though. :( Those would have been Blessing of the Elements 3 and Meteor Swarm, with me redrawing Pteranodon* and Old Salt* instead.

I can take it! Vengeful Storm + Ambrosia + Flenta + Old Salt* + character power recharge on Elixir of Healing

Combat 35 + 1 = DC 36 1d12 + 4 + 1d4 + 1d8 + 1d10 + 1d12 + 2d4 + 1d4 + 6 + 2d4 ⇒ (1) + 4 + (2) + (4) + (10) + (7) + (2, 1) + (2) + 6 + (2, 1) = 42

I then wouldn't have MM's Blessing of Elements, but I still have both Eagle Aeire* and a recharge of Pteranodon* for my +2d4 character power

1d8 + 2d4 - 3 ⇒ (4) + (1, 4) - 3 = 6 = net difference to Flenta's first check

Flenta passes on the first swing. :)

Well, team. I can finally say with certainty that I see no Divs.

If it would be preferable for me to have kept the original hand, i.e. for the blessing on Flenta's check, I play Meteor Swarm instead of Vengeful Storm + Old Salt*

Spoiler:
2d6 + 2d10 - 21 ⇒ (2, 5) + (1, 3) - 21 = -10 = net difference to my first roll. Meteor Swarm free reroll 1d12 + 4 + 1d4 + 2d6 + 2d10 + 2d4 + 1d4 + 2d4 ⇒ (10) + 4 + (4) + (2, 3) + (2, 9) + (3, 1) + (4) + (3, 1) = 46

I've seen hundreds of realities in my Cauldron, Div. Want to guess the number of them in which you survive?

End Scenario. End Adventure Path?!


Per chat discussion, my understanding is that evading the Giant Sea Anemone meant that I didn't encounter it, and thus didn't need a Hirgy roll?
Throwing down a 1d12 ⇒ 10 roll, though, in case I was wrong on that.


Ederleigh Baines* shuffled into Flenta's deck

Pirate Captain

Location power 1d12 ⇒ 3

BYA recharge: BotE 2

Zova! If you are in the mood to work out some of your fury, can I trouble you for some aid while I flank with Flenta? Dragon's Breath + BoGreenFaith + Flenta

Combat 12 + 6 + 1 = DC 19 1d12 + 4 + 1d4 + 3d6 + 1d12 + 1d4 + 2 ⇒ (9) + 4 + (4) + (2, 1, 4) + (3) + (4) + 2 = 33

Tank the two Structural damage

There! I think we've rooted out the last of that villain's mooks. Now, to corner and defeat his last shard of presence!

Anesthetizing Slime to explore

Blessing of Geryon

Location Power 1d12 ⇒ 6

Divine 5 + 1 = DC 6 1d12 + 4 + 1d4 ⇒ (1) + 4 + (1) = 6

That was a close shave... Crystalline Carnivore to explore

Lady Nightshade

Well, this is an unpleasant surprise...

Location Power 1d12 ⇒ 12

BYA power. Myself and 1d2 ⇒ 2 summon a monster

[ooc]Giant Sea Anemone Play Elixir of Focus, recharge Blessingof Geryon

Evade attempt: Wisdom 14 + 1 = DC 15 1d12 + 6 + 2d4 ⇒ (2) + 6 + (1, 2) = 11

Hero Point 1d12 + 6 + 2d4 ⇒ (2) + 6 + (3, 1) = 12

There's no more persistent enemy, than a Sea Anemone...

Playmat reroll 1d12 + 6 + 3 + 1 ⇒ (7) + 6 + 3 + 1 = 17

...except me.

Scenario Power BYA on henchman encounter: burying from my deck... Stained Glass Elemental. Summon and encounter... 1d27 ⇒ 5 = Truewind

Truewind

Scenario Power BYA: 1d12 ⇒ 7

Survival 6 + 1 = DC 6 1d12 + 6 ⇒ (1) + 6 = 7

Siezed. Random plunder = 1d6 ⇒ 3 = Armour

That was an interesting sideshow, but we'll not be distracted from our mission...

Bottled Lightning + Blessing of Ptah+ Flenta + Carnivore

Combat 19 + 1 = DC 20 1d12 + 6 + 3d8 + 2d12 + 1d4 + 1d12 ⇒ (7) + 6 + (8, 3, 3) + (6, 6) + (2) + (10) = 51

Closing: discard card from Blessings deck. Find Villain.

Well Flenta, Zova, I've done what I can to corner the Voidlord. It's up to you now!

Recovery: Dragon's Breath Arcane 13 + 1 = DC 141d12 + 4 + 1d4 ⇒ (3) + 4 + (1) = 8
Anesthetizing Slime Knowledge 7 + 1 = DC 8 1d8 + 3 ⇒ (6) + 3 = 9
Crystalline Carnivore Knowledge 11 + 1 = DC 12 1d8 + 3 ⇒ (3) + 3 = 6
Elixir of Focus Craft 10 + 1 = DC 111d12 + 6 ⇒ (5) + 6 = 11
Bottled Lightning Craft 12 + 1 = DC 13 1d12 + 6 ⇒ (8) + 6 = 14

[ooc]Redraw: entire hand

End of Turn Summary:
Blessing 6 (geryon) acquired
**Zova must encounter a random monster**
**Used Zova's BotGreenFaith**
Blessing discarded from Blessings deck
**Location "closed", only villain left**

Mother Myrtle wrote:

Hand: Blessing of the Elements 3, Meteor Swarm, Ambrosia, Bearskin Armour*, Elixir of Healing, Vengeful Storm (L), Bone Lamellar, Eagle Aerie*,

Displayed: Shapechange*, Pirate Shade Haunt (x1),
Deck: 8 Discard: 10 Buried: 4
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards: Baby Triceratops (L),
Reroll: Used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [x] +1 [x] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7 [x] 8
Proficient with: Light Armours
Powers: (Reanimator)
You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait).
[ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).


Hour of Pharasma

SoT Perception 12 + 1 = DC 13 1d4 ⇒ 1 = 1d6 ⇒ 6


Hour of Abadar

SOT: Perception 12+1 = DC 13 1d4 ⇒ 1 = 1d6 ⇒ 3 = also move to Pinnacle Atoll[/ooc]

Ahoy, Zova! Let me put a cuppa on. That's always good for steadying the nerves...

1d10 ⇒ 7 =

Old Salt

When you Encounter roll= 1d12 ⇒ 9

Charisma 7 + 1 = DC 8 1d6 ⇒ 2 = recharge Stained Glass Elemental to succeed.

Oh, not so fast me bucko... we wants to have some words with ye. Hmm, it seems I am getting the knack for this salty sea language!

BotE to explore

1d10 ⇒ 8 =

Net of Snaring

When you Encounter roll= 1d12 ⇒ 9

Dex 12 + 1 = DC 13 1d12 + 2 ⇒ (3) + 2 = 5

Bah, I don't need this. BoHshurha to explore

1d10 ⇒ 3 =

Pirate Bomber

When you Encounter roll= 1d12 ⇒ 12

BYA: 1d4 ⇒ 1 fire, discarding Tangleburn Bag

**Zova takes 1 fire damage**

Fuse Grenade + recharge Ambrosia + Old Salt

Combat = 22 + 1 = DC 23 1d12 + 6 + 4d6 + 1d4 + 6 ⇒ (5) + 6 + (5, 6, 2, 2) + (3) + 6 = 35

AYA: 1d4 ⇒ 4 Poison

**Zova takes 4 poison**

Recovery:
Fuse Grenade 16 + 1 = craft DC 17 1d12 + 6 ⇒ (4) + 6 = 10

Redraw: entire hand

End of Turn Summary:

Cards 3, 7, and 8 at Pinnacle Atoll dealt with
Ally B (Old Salt*) Acquired
**Zova needs to deal with 1 fire damage**
**Zova needs to deal with 4 poison damage**

Mother Myrtle wrote:

Hand: Ederleigh Baines*, Bottled Lightning, Blessing of Ptah, Anesthetizing Slime, Crystalline Carnivore, Dragon's Breath, Blessing of the Elements 2, Elixir of Focus,

Displayed: Shapechange*, Pirate Shade Haunt (x1),
Deck: 10 Discard: 6 Buried: 3
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards: Baby Triceratops (L),
Reroll: Not Used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [x] +1 [x] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7 [x] 8
Proficient with: Light Armours
Powers: (Reanimator)
You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait).
[ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).


Hour of Asmodeus

Good work, comrades! Mother Myrtle is quite impressed at the skill of Flenta and Zova, making short work of two locations.

SOT Perception 12 1d4 ⇒ 3 1d6 ⇒ 4 = Display Pirate Shade Haunt.

Ghosts of the past comin' back to haunt me, eh? We'll see about that...

Move to Teleportation Chamber

Ruby of Charisma

Charisma 7 + 1 = DC 8 1d6 ⇒ 6

Bah, I have no use for such baubles

Blessing of Ptah to explore

Shapechange

Divine 13 + 1 = DC 14 1d12 + 4 + 1d4 ⇒ (5) + 4 + (3) = 12 Recharge Stained Glass Elemental to succeed

The advantage to elemental friends... they can help you reach the top shelves, where all the good scrolls are stored!

Now then, let's see what all this fuss is about...

Display Shapechange, selecting the boosted physical stats

Hmm. It seems changing forms brings along an increased appetite! Time for some soup...

Elixir of Healing to heal 1d4 + 1 ⇒ (3) + 1 = 4 whole discard pile

*rawk* Ahem. I'd better pause and get to know my new powers a little better.

Recovery: Elixir of Healing Craft 6 + 1 = DC 7 1d12 + 6 ⇒ (4) + 6 = 10

Redraw: BotE 1, Stained Glass Elemental, BoHshurha (L)

End of Turn Summary:
Cards 1-2 at Teleportation Circle dealt with
Pirate Shade Haunt displayed by my deck
Spell 6 (Shapechange) Acquired

Mother Myrtle wrote:

Hand: Disintegrate, Death's Touch, Fuse Grenade, Ambrosia, Tangleburn Bag, Blessing of the Elements 1, Stained Glass Elemental, Blessing of Hshurha (L),

Displayed: Shapechange*, Pirate Shade Haunt (x1),
Deck: 16 Discard: 0 Buried: 3
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards: Baby Triceratops (L),
Reroll: Not Used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [x] +1 [x] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7 [x] 8
Proficient with: Light Armours
Powers: (Reanimator)
You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait).
[ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).


Hour of Hshurha

Start of Turn Perception DC 12 1d4 ⇒ 2 = 1d6 ⇒ 3 = move to 1d4 ⇒ 2 = Theatre of Corruption [/ooc]

Hmph. This fog sure is hard to see through. I'm sure I didn't plan to go here...

Symbol of Insanity Recharge Blessing of Hshurha to add 2 dice

Divine DC 14 1d12 + 4 + 1d4 + 2d12 ⇒ (9) + 4 + (4) + (2, 7) = 26

I'd have to be crazy to fall for that old trap. Hmm... Baby Triceratops (L) to explore, then banish.

Sargassum Fiend Recharge Meteor Swarm

Wisdom DC 12 1d12 + 4 + 2d4 ⇒ (8) + 4 + (4, 2) = 18

Heh, no monster of the briny deep is going to surprise me in my dreams!

Baby T power = bury Toff Ornelos

Redraw:
Death's Touch,
Ambrosia,
Tangleburn Bag,
Elixir of Healing,
Fuse Grenade

End of Turn Summary:
Cards 1-2 at Theatre of Corruption dealt with

Mother Myrtle wrote:

Hand: Disintegrate, Blessing of Ptah, Stained Glass Elemental, Death's Touch, Ambrosia, Tangleburn Bag, Elixir of Healing, Fuse Grenade,

Displayed:
Deck: 14 Discard: 2 Buried: 3
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards: Baby Triceratops (L),
Reroll: Not Used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [x] +1 [x] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7 [x] 8
Proficient with: Light Armours
Powers: (Reanimator)
You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait).
[ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).


MM remembered to bury a card, but missed the ship encounter! 1d24 ⇒ 13 = Devil's Palour

Devil's Palour

Survival DC 7 1d12 + 6 ⇒ (1) + 6 = 7

Discard the Dragon's Breath, rather than recharging it later on close.

Stash a Random Weapon


Continued from above

Scenario pre-henchman... bury top of deck (Steel Ibis Lamellar)

*CLANK* My, that's a toothy bite. I think I'll need to stop by an armourer to repair that when we're done here!

BYA: use Crystalline Carnivore to dodge Ooze unprepared? Not me! Fuse Grenade, recharging Bone Lamellar and Blessing of the Elements 2

Combat DC 26 1d12 + 6 + 4d8 + 2d4 + 1d12 ⇒ (10) + 6 + (7, 7, 1, 8) + (4, 3) + (11) = 57

Hakarl, anyone?

Recharge my hand, redraw BoHshurah, BotE 1, Toff Ornelos

Fog Bank Closed

Not bad for a day's work, I think. Day's? Nights? Time for a nap either way, I think...

Recovery

Death's Touch Arcane DC 12 1d12 + 4 + 1d4 ⇒ (1) + 4 + (2) = 7
Anesthetizing Slime Knowledge DC 7 1d8 + 3 ⇒ (7) + 3 = 10
Crystalline Carnivore Knowledge DC 11 1d8 + 3 ⇒ (1) + 3 = 4
Fuse Grenade Craft DC 16 (use BotE 1) 1d12 + 6 + 1d12 ⇒ (9) + 6 + (1) = 16

Redraw:
Disintegrate
Meteor Swarm
Elixir of Healing
Blessing of Ptah
Stained Glass Elemental
Baby Triceratops (L)

End of Turn Summary:
**Dex/Acro DC 6 for Zova, 1 Electric if succeed, 1d4 electric if fail**
Cards 1-2 at Gozreh's Flow cleared
Fog Bank Closed

At the start of flenta's turn: Elixir of Healing 1d4 + 1 ⇒ (4) + 1 = 5 = all except Ederleigh Baines*

Recovery: Craft DC 61d12 + 6 ⇒ (11) + 6 = 17

Mother Myrtle wrote:

Hand: Blessing of Hshurha (L), Toff Ornelos, Disintegrate, Meteor Swarm, Baby Triceratops (L), Blessing of Ptah, Stained Glass Elemental,

Displayed:
Deck: 17 Discard: 1 Buried: 2
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards:
Reroll: Not Used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [x] +1 [x] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7 [x] 8
Proficient with: Light Armours
Powers: (Reanimator)
You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait).
[ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).


Hour of the Gods

Start of turn miasma... Perception DC 12 1d4 ⇒ 1 = 1d6 ⇒ 5 = discard Bottled Lightning.

Banish Immortal Dreamstone Pteranadon, Ederleigh Baines, Giffer Tibbs

Ach, my head... I think I see Zova over there.

Move to Gozreh's Flow

Blessing of Asmodeus

Divine DC 5 1d12 + 4 + 1d4 ⇒ (5) + 4 + (3) = 12

Giffer Tibbs to explore

Sea Drake

*BYA: Dex or Acro DC 6 for Zova + Me* Recharge Blessing of Ptah 1d4 + 2d4 ⇒ (2) + (2, 1) = 5

As the sea drake dives in for a bite, it realizes with surprise and dismay that it is diving towards a shiny, shimmering reflection. *Tinkle tinkle* With a screech, the creature swoops off with a mouth full of glass. Recharge Stained Glass Elemental to succeed

Discard Elixir of Focus

Combat DC 14 Death's Touch 1d12 + 4 + 1d4 + 3d6 + 3 ⇒ (4) + 4 + (2) + (3, 1, 5) + 3 = 22

Shaken and weakened from its initial mistake, the Drake is no match for Mother Myrtle's deadly touch.

Recharge Baby Triceratops for the Structural Damage

This dream isn't turning out quite as I expected... might as well try something different! Pteranodon to travel to Fog Bank

Seaweed Siren

Ugh, this earworm even follows me to my dreams! It's just never going to give me up...

Wis DC 12 1d12 + 4 + 2d4 ⇒ (11) + 4 + (2, 3) = 20 Recharging Vengeful Storm

Wis DC 12 1d12 + 4 + 2d4 ⇒ (7) + 4 + (2, 3) = 16 Recharging Ambrosia

Wis DC 12

Bury Blessing of Asmodeus, redrawing... Tangleburn Bag
Anesthetizing Slime
Fuse Grenade
Dragon's Breath
Bone Lamellar
Blessing of the Elements 2
Blessing of the Elements 3
Crystalline Carnivore

A truly devilish torment.

Anesthetizing Slime to explore

Wereshark Pirate

Splitting my post here


Start at Pinnacle Atoll

Shuffling in the Blessing of Ptah + Baby Triceratops.

Starting hand (including bonus two)

Mother Myrtle wrote:

Hand: Death's Touch, Immortal Dreamstone (L), Elixir of Focus, Bottled Lightning, Ambrosia, Dragon's Breath, Stained Glass Elemental, Blessign of Ptah, Baby Triceratops (L), Vengeful Storm (L),

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards:
Reroll: Not Used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [x] +1 [x] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7 [x] 8
Proficient with: Light Armours
Powers: (Reanimator)
You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait).
[ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).


MM will also choose Blessing, and upgrade BotE 4 to Blessing of Ptah

Will stick with the Immortal Dreamstone and Vengeful Storm


Radillo wrote:

Hand: Blessing of the Master of Masters, Marionette, Game of Afterlife (L), Icy Prison, Volcanic Storm, Khai-Utef (AD 5) (L), Cat (AD 3), Life Leech,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Gozreh: 2 dice to close. Achaekek: 2 dice vs. h/v)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b]
Constitution d4 [ ] +1 [ ] +2
Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
Arcane: Intelligence +3
Wisdom d4 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3

Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


Rhino hide armour it is! :)


Mother Myrtle first heeds the warning about Draugar...

BYA: recharge all but Meteor Swarm. Redraw: Death's Touch
Anesthetizing Slime
Potion of Heroism
Elixir of Healing
Dragon's Breath
Invigorating Kukri*
Ambrosia

Undead? They don't bother me. I have the magic touch... Death's Touch, recharging Elixir of Healing, +1d4 from scenario reward, +1d4 from Flenta

Combat DC 27 1d12 + 4 + 1d4 + 3d6 + 3 + 2d4 + 1d4 + 1d4 + 2 ⇒ (2) + 4 + (3) + (1, 3, 3) + 3 + (3, 3) + (1) + (1) + 2 = 29

No sense in showing off before the main event...

Mother Myrtle finishes de-necromanting the Draugar monstrosity just in time to see Zova tackle Akinaru. Taking advantage of the distraction, she slips around behind their foe and prepares to call down the parties' final vengeance...

1d4 + 1 ⇒ (1) + 1 = 2, bury discard pile.

The div, alert for signs of trouble, manages to claw Mother Myrtle as she moves into position. Before he can press the assault, however, a Shadowcat bounds forth at Zova's call (or is it Zova herself? Always hard to tell with shifters) to distract Akinaru once again with a ball of teeth and claws, while Flenta calls forth the fury of the seas...[/b]

Meteor Swarm, + Shadow Cat + Flenta's Blessing of Hshurha + recharge Invigorating Kukri + Ambrosia + Flenta +

Combat DC 45 1d12 + 4 + 1d4 + 2d6 + 2d10 + 1d8 + 6 + 2d12 + 2d4 + 2d6 + 1d4 + 2 ⇒ (1) + 4 + (3) + (5, 5) + (8, 1) + (6) + 6 + (9, 1) + (1, 2) + (3, 5) + (1) + 2 = 63

Focused on the frenzied ring of combatants, Akinaru is able to parry the blows and slashes of the heroic trio with ease, if not style. As the Div prattles on about the inevitability of its victory, Mother Myrtle calls out:

Hey, Akinaru! You may be hot stuff, but we've figured out your crucial weakness!

Mother Myrtle's serene expression (and sudden cessation of chanting) catches the Div's attention, who follows her pointed finger upward to the heavens...

TEAMWORK!

KABOOOOOM!

Later, floating amongst the splinters of the ruined ship, it wasn't clear to Mother Myrtle whether or not the Div was annihilated by the flaming aura of the meteor before its adamantine core made impact with the deck of the ship. In the result, it didn't really matter.

After the ringing in her ears subsides, Mother Myrtle looks around, and smiles at her comrades.

I honestly say I can see no divs!

Villain Defeated.

Scenario Victory.

Adventure Victory?

Adventure Path Victory?!


Hour of Gozreh

Hang on Zova, we're coming! Don't have all the fun without us!

Move to Fort Hazard

Heartbreak Hinsen

Dex DC 4 1d4 ⇒ 2

Diplomacy DC 7 1d4 ⇒ 2

Now then Hinsen, don't go tryin' to break my heart...

Blessing of Hshurah (L) to explore

Sapphire Jellyfish

BYA = 1d4 ⇒ 4 electricity (reveal Steel Ibis Lamellar and Reflecting Buckler to block)

Heh, this must be magic armour. I've never known steel to reflect electricity before! Fuse Grenade + recharge Reflecting Buckler

Combat 18-2 = DC 16 1d12 + 6 + 4d8 + 2d4 ⇒ (6) + 6 + (3, 4, 5, 3) + (1, 4) = 32

Boom!

Recovery:

Recharge Craft DC 16 1d12 + 6 ⇒ (6) + 6 = 12

Hey, Flenta! We've almost found that scurrilous villain... come here and help us search!

Redraw: Meteor Swarm
Vengeful Storm (L)
Crystalline Carnivore
Tangleburn Bag
Bottled Lightning
Blessing of the Elements 2

End of Turn Summary:
Cards 1-2 dealt with.

Mother Myrtle wrote:

Hand: Disintegrate, Steel Ibis Lamellar, Meteor Swarm, Vengeful Storm (L), Crystalline Carnivore, Tangleburn Bag, Bottled Lightning, Blessing of the Elements 2,

Displayed: Fuse Grenade,
Deck: 9 Discard: 5 Buried: 1
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards:
Reroll: Not Used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [x] +1 [x] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7 [x] 8
Proficient with: Light Armours
Powers: (Reanimator)
You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait).
[ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).


Off-Turn

Recharge my BotE 1 for char power for Flenta. Recharge my own BotE 4 for char power for me.

Wis DC 12 1d12 + 4 + 2d4 ⇒ (10) + 4 + (4, 1) = 19

Recharge my Elixir of Focus for character power

Wis DC 12 1d12 + 4 + 2d4 ⇒ (11) + 4 + (3, 1) = 19

You know, you'd probably be a more alluring monster if you change up your repertoire a bit. "Mournful Dirge" has its time and place, for sure, but it gets old on the second or third time, you know?


Hour of Erastil

Good work, Flenta and Zova! I'll try to root out the Villain...

Reflecting Buckler

Fort 10+1 DC 11 1d8 + 3 ⇒ (8) + 3 = 11

Oooh, a shiny buckler. Hmm, maybe I can stash my Bone Lamellar here... that might get these pesky Ghosts off my tail! Bury Bone Lamellar to banish Pirate Shade Haunt

Stained Glass Elemental to explore

Invigorating Kukri

Divine DC 9 1d12 + 4 + 1d4 ⇒ (11) + 4 + (4) = 19

Heh, look at me with this armour and weapon. I must be learning something from hanging out with Flenta... now, at least, I can provide a flank! :)

Ambrosia: 1d4 + 1 ⇒ (2) + 1 = 3 = BotE 2, Potion of Heroism, Crystalline Carnivore

Recovery: Ambrosia Craft DC 14 Recharge Invigorating Kukri 1d12 + 6 + 1d4 ⇒ (9) + 6 + (4) = 19

Redraw: BotE 1, Blessing of Hshuhra (L)

End of Turn Summary:
Cards 1-2 at Sea Fort dealt with
Armour 5 Acquired (Reflecting Buckler)
Weapon 4 Acquired (Invigorating Kukri)

Mother Myrtle wrote:

Hand: Disintegrate, Elixir of Focus, Fuse Grenade, Steel Ibis Lamellar, Blessing of the Elements 4, Reflecting Buckler*, Blessing of the Elements 1, Blessing of Hshurha (L),

Displayed:
Deck: 12 Discard: 4 Buried: 1
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards:
Reroll: Not Used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [x] +1 [x] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7 [x] 8
Proficient with: Light Armours
Powers: (Reanimator)
You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait).
[ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).


BR redeux wrote:

3-6D summary

radillo - Ally 6, Blessing B
seelah - Weapon 6
flenta - Weapon 6, Weapon 5

@Radillo, Correct since it gets displayed you wouldn't get to activate radillos "when you discard an ally" power feat until the end of your turn when Khai-Utef is discarded. So essentially - Display Kahi-Utef, do the things, carry out rest of your turn, then at end of turn Khai-Utef is discarded and Radillo's power feat is activated.

Thanks for the confirmation, I wasn't certain that it fired at EOT, so I had been playing that it didn't. (I feel like this was asked/answered previously, but my google and google chat search fu failed me!)

If neither Flenta nor Seelah want Khai-Utef, I might still take them. -7 DC and +2 dice vs. a henchman / villain is too good to pass up, as compared to -7 DC and 1d6+1.


Radillo will snag the Ally 6 (replacing Rift Warden), and will take a blessing B for her second upgrade (TBD on Abraxas or Spellbound).

I'll be mixing up my Loot for this next scenario:

Magnetic Grimoire >> Game of the Afterlife
Channel the Gift >> Gravewatcher Chainmail / Skyplate Armour from Trader
Scrying >> Ditto
Pearl of Magic >> Mask of the Forgotten Pharaoh (assuming Seelah is okay with throwing down a heal or two at some point during the adventure? :) )

I'm also not sure if I should take Khai-Utef this time.

https://pacg.fandom.com/wiki/Khai-Utef

It's a great Ally which can combo ridiculously with Radillo's power in combat (Recharge for -7 DC, play spell and recover, recharge for +1 / +2 dice). The recharge-hand-and-explore power is quite strong too.

Since its nerf errata, however, I don't think it combos with Radillo's power to recharge another ally from the discard after it is played?

If I read that correctly, then it might be better for me to keep the Pyromaniac Mage, and for one of you to take Khai-Utef instead?


Radillo would like that Ally 6 (for Autumn Witch, looking to upgrade from Rift Warden), but might also be interested in a Blessing (All Seeing Eye > Gozreh).

If either Seelah or Flenta would like an Ally 6, Radillo will add an ally.

Otherwise, Radillo is happy to go fishing for whatever card type Seelah/Flenta want.

If no-one wants the Ally and no-one wants a shot at whatever card Radillo adds, then Radillo will add Blessing to see if a Blessing 6 is added (since those are usually the hardest to find).

3/5

Derek Larsen wrote:
ImortalGuardian wrote:

If we wanted to run 1-99, is that possible?

Asking for some friends
Saw you post on Discord and responded there.

I can't find the Discord posts, but am interested (I could likely run a table for the local/online gang that has done most of the lead-up S1 scenarios as an arc over the last few months!)

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