Redgar's ACG Characters's page

673 posts. Alias of Redgar.


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Thank you, Zova and Harsk! Fingers crossed this works... Using their blessings and my own BotElements

4d4 - 2 ⇒ (2, 4, 3, 4) - 2 = 11

Add 1d4 ⇒ 1 random barriers and 1d4 ⇒ 1 random blessings...

1 is Barrier 2 is Blessing 1d2 ⇒ 1

Taking on Water

It seems I dodged a Harpoon only to run us aground! Stained Glass Elemental, can you help with the repairs? Recharge SGE using Barrier text for +1d4

Craft 7+3=10 1d12 + 4 - 2 + 1d4 ⇒ (1) + 4 - 2 + (1) = 4 Reroll 1d12 ⇒ 10

Phew! Nearly hammered my thumb there

Potion of Healing 1d4 ⇒ 4 = BotE 1, BotE 4, Druid of the Flame, Anesthetizing Slime

Voluntary Discard: Acid Flask

Redraw:

Cure
Blessing of the Elements 3
Stained Glass Elemental
Alchemist's Fire 2

End of turn Monster roll 1d2 ⇒ 1

End of Turn Summary:
Close Fringes of the Eye.
Shuffle 1 random blessing into the empty FotE
1 monster into Scar Bay 1 of 2 (location 4)

Mother Myrtle wrote:

Hand: Life Drain, Lab Coat, Sphere of Fire, Cure, Blessing of the Elements 3, Stained Glass Elemental, Alchemist's Fire 2,

Displayed: Clockwork Spy, Alchemist's Kit, Haunt: 2,
Deck: 8 Discard: 2 Buried: 0
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks) or use on h/v or close checks, and use my healing if needed.
Sideboard cards:
Reroll: Used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 8
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
<Power 4>
<Power 5>


Blessing of Achaekek

Ambush!

Perception 9+1=DC 10[ooc] 1d4 ⇒ 3

Haha! You thought you were Ambushing me...

Lookout Hah! Some help you were.

Pirate Shade Haunt Found you!

[ooc]Random Barrier: Harpoon Trap

Oh darn.

Disable 6+3 = DC 9 Zova! Flenta or Harsk! Can you aid me?


1d3 ⇒ 1 for random monster for Zova

Hour of the Gods

Mother Myrtle hears that there may be crabs about Scar Bay. Sorry Zova, I value my toes! I'll head to the Fringes of the Eye... that sounds nice and safe!

1d11 ⇒ 3 Random card, with 11 as the new monster

Large Chest

Yohoho, what might we have here?

Dex DC 9 + 1 + 3 = 13 1d4 - 1 ⇒ (4) - 1 = 3

You know what? There might be crabs. I won't go digging up that chest after all. Banish barrier

I say, Flame Druid, care to help me explore? Discard to explore, adding Fire and 2 to combat checks 1d11 ⇒ 2 =

Old Salt

Why hello again! Good to see you. Care to share a sea story?

Diplomacy DC 7 1d6 - 1 ⇒ (5) - 1 = 4

What? Why are you looking at my like you've seen a ghost? Could have recharged my elemental to succeed... but for that darn Haunt!

Better stop for a moment to patch my wounds Cure for 1d4 + 1 ⇒ (1) + 1 = 2 = Alchemist's Fire, Blessing of the Elements 2

Recharge Cure Knowledge DC 7 1d8 + 3 - 1 ⇒ (7) + 3 - 1 = 9

Time to rest my bones a little while.

Redraw: Sphere of Fire
Blessing of the Elements 1
Acid Flask
Potion of Healing
Life Drain

monster into 1d3 ⇒ 2 Location # 4, Scar Bay.

End of Turn Summary:

Random Monster from Zova's turn shuffled into Fringes of the Eye.
Cards 2, 3 at Fringes of the Eye dealt with.
Random Monster from My Turn shuffled into Scar Bay (Location #4).

Mother Myrtle wrote:

Hand: Stained Glass Elemental, Lab Coat, Sphere of Fire, Blessing of the Elements 1, Acid Flask, Potion of Healing, Life Drain,

Displayed: Clockwork Spy, Alchemist's Kit, Haunt: 1,
Deck: 7 Discard: 3 Buried: 0
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks) or use on h/v or close checks, and use my healing if needed.
Sideboard cards:
Reroll: Not Used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 8
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
<Power 4>
<Power 5>


1 person marked this as a favorite.

Usual Loot usage; Lem heads to Sunburst Market this time to trade Scrying for Elemental Treaty.

Lem will start at the Sulpher Pits (missed that Grazzle was starting at the Towering Obalisk)

Lem wrote:

Hand: Blessing of Maat (L), Deathbane Light Crossbow +1, Apprentice, Blessing of Gozreh, Blessing of Nethys, Restorative Touch, Lightning Bolt,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Have: Please feel free to use blessings and heals! :)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [ ]+2 [ ]+3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ]
Charisma d12 [x] +1 [x] +2 [x] +3 [x] +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Spell
Hand Size 6 [x]7 [ ]8
Proficient with: None
Powers:
At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand
You may recharge a card to add 1d4 ([x]+1) ([ ]+2) ([ ]+3) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
[ ] Add 2 ([ ] 4) to your check to recharge ([ ] or acquire) a spell that has the Arcane trait.
[x] When you play a blessing on a non-combat Intelligence or Charisma check, you may add a d12 in place of the normal die.
[ ] You may recharge a spell that has the Arcane trait to draw a card.
[ ] When you would recharge a card, you may shuffle it into your deck instead.


At start of Harsk's Turn

Potion of Healing

Recharge: Knowledge DC 7 1d8 + 3 ⇒ (6) + 3 = 9

1d4 ⇒ 3 = Parrot, Blessing of the Elements 3, and Thieves' Tools.

Mother Myrtle wrote:

Hand: Druid of the Flame, Blessing of the Elements 2, Cure, Stained Glass Elemental, Lab Coat,

Displayed: Clockwork Spy, Alchemist's Kit, Haunt: 1,
Deck: 9 Discard: 3 Buried: 0
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks) or use on h/v or close checks, and use my healing if needed.
Sideboard cards:
Reroll: Not Used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 8
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.


I think Lem would like an Item 4, please and thanks... 1d1000 ⇒ 481
(Codex of Conversations in place of Ruby of Charisma).

Upgrade will be Dex to +1.


Thank you Zova! use Zova's blessing of the green faith.

Close Check Wisdom DC 9 1d12 + 1 + 1d12 ⇒ (7) + 1 + (1) = 9

Discard the rest of my hand to closing damage.

Random monster into Scar Bay 1d4 ⇒ 4

Hand redraw of 7 when I can get to a computer.

End of Turn Summary:
Location #2 Closed!
Random Monster into the last Scar Bay


Hour of the gods

Well! The gods have blessed us, as we fought our way free of that endless slog. What smooth seas await us in this pleasant bay?

Ambush!

I thought this was a private cove, not a Pirate cove!!

Wisdom 9+1= DC 10 1d12 + 2 ⇒ (8) + 2 = 10

Hah! You'll have to get up pretty early in the morning to get the drop on me.

Free explore from Ambush defeat

Rat Swarm!

Better light the fires, I smell a Rat! Display Sphere of Fire, Recharge BotElements 1

Recharge Alchemical Slime Knowledge DC 7 1d8 + 3 ⇒ (2) + 3 = 5

Combat DC 8, Kicker 12 1d12 + 2 + 1d6 + 1d12 ⇒ (12) + 2 + (3) + (3) = 20

Come here my pretties, get in my pot! Alchemical Slime to Explore

Topaz of Strength Strength DC 7 1d4 ⇒ 1

Bah, I don't need that junk. Let's see what else we can find? Clockwork Spy to explore

Thieves Tools

Dex DC 4 1d4 ⇒ 4

I'll keep these up me sleeve

BotElements 3 to explore

Shackles Pirate

I already made me Pirate joke, and yer not worth a second! Discard Sphere of Fire for the other d6

Combat 9 + 1 = DC 10 1d12 + 2 + 2d6 ⇒ (7) + 2 + (2, 5) = 16

Recharge Sphere of Fire Knowledge 7+1= DC 8 1d8 + 3 ⇒ (7) + 3 = 10

Well me hearty, what plunder might you have stowed in this here bay? BotElements 4 to explore

Parrot

Makes sense, I suppose!

Survival DC 7 1d12 + 4 ⇒ (4) + 4 = 8

Come back here, I said Carrot shavings in the soup, not Parrot shavings! Discard to explore

Pirate Shade Haunt!

Is it just me, or is there suddenly a strange fog on the bay? Display

Would any of you fine comrades have a blessing you could spare, by any chance?


Aloha! No conversion to core for me yet. Radillo has to join her idol/mentor on the adventure. :) Radillo is currently at 4.3, and won't be playing for Tier if that is still an option.


Pretty sure each char can take the loot blessing?


Mother Myrtle will start at a Scar Bay (alone).

Mother Myrtle wrote:

Hand: Blessing of the Elements 1, Alchemist's Fire 2, Anesthetizing Slime, Blessing of the Elements 4, Sphere of Fire, Blessing of the Elements 3, Clockwork Spy,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks) or use on h/v or close checks, and use my healing if needed.
Sideboard cards:
Reroll: Not Used

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 8
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
<Power 4>
<Power 5>


Spell 1: 1d1000 ⇒ 418 (Sphere of Fire instead of Lightning Touch)

No tier upgrade this time, as it is a replay, so I think I'm still sitting at 2.2.


Myrtle spends the BotElements for Zvarbel's check

Mother Myrtle wrote:

Hand: Alchemist's Fire 2,

Displayed: Clockwork Spy,
Deck: 8 Discard: 10 Buried: 3
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks) or use on h/v or close checks, and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
<Power 4>
<Power 5>


Str 5+1 = DC 6 1d4 ⇒ 2 Take 2 damage: Stained Glass Elemental and Ansethetizing Slime.


The Blessing of Milani smiles upon up! *Cue Heavenly Victory Music!*


Hour of Thoth

Thanks for taking care of these vents, Radovan! I'm now off to see Grazzle. Move to Windswept Chasm

HELLO GRAZZLE! CAN YOU HEAR ME OVER THIS WIND?

Rolling a d8, with 8 as the new undead 1d8 ⇒ 8 = Tekenu! 1d6 ⇒ 6

Wait, you are not Grazzle! But you know, I've never tried talking to a Tekenu before...

Diplomacy DC 11 1d12 + 6 ⇒ (6) + 6 = 12

Fancy that: we like the same bands! We're going to meet up for a concert back in Sothis some time.

Choose not to close, to go boon hunting

Let's see what is out here, shall we? Scry, naming Blessing

1d8 ⇒ 4 = Void Glyph Ouch! Wisdom 8+4= DC 12 1d6 ⇒ 5 = 1d4 ⇒ 4 OUCH! = Old Salt, Deathbane Light Crossbow +1, Holy Javelin, Cure 1
1d8 ⇒ 8 *sigh*
1d8 ⇒ 4 *double sigh*
1d8 ⇒ 6 = Blessing of Nethys = on top
1d8 ⇒ 5 = Blessing of the Ancients = Card 2

Recharge Scrying: 1d12 + 6 ⇒ (7) + 6 = 13

Cleric of Nethys, can I ask for a Blessing? [ooc]Discard to Explore

Blessing of Nethys Divine DC 5 1d12 + 6 ⇒ (5) + 6 = 11

Thanks, Cleric! Now, let us see what mysteries Nethys reveals: Examine: BotAncients, and 1d8 ⇒ 7 = Burglar's Buckler. Keep that order, and explore

Blessing of the Ancients Divine DC 5 1d12 + 6 ⇒ (9) + 6 = 15

Well then: Ancient Gods, please help me loot an ancient artifact!

Discard to examine Burglar's Buckler, then explore

Con DC 6 1d6 ⇒ 3

Well, this all teaches me a valuable lesson. When an undead monstrosity wants to split and head for the bar, just go with. It beats exploring!

Redraw:Blessing of Milani
Blessing of Norbergorbor
Disable Mechanism (L)
Gem of Mental Acuity
Social Climber
Blessing of Nethys
Lightning Bolt

End of Turn Summary:
Cards 5, 6, 7, and the added Undead all defeated.
Saw: Void Glyph in there somewhere.
Acquired: Blessing B x2 (Ancients, Nethys)
Deck shuffled.

Lem wrote:

Hand: Blessing of Milani, Blessing of Norbergorbor, Disable Mechanism (L), Gem of Mental Acuity, Social Climber, Blessing of Nethys, Lightning Bolt,

Displayed:
Deck: 3 Discard: 14 Buried: 3
Notes: Have: Please feel free to use blessings and heals! :)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ]+2 [ ]+3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ]
Charisma d12 [x] +1 [x] +2 [x] +3 [x] +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Spell
Hand Size 6 [x]7 [ ]8
Proficient with: None
Powers:
At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand
You may recharge a card to add 1d4 ([x]+1) ([ ]+2) ([ ]+3) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
[ ] Add 2 ([ ] 4) to your check to recharge ([ ] or acquire) a spell that has the [Arcane/Divine] trait.
[x] When you play a blessing on a non-combat [Int/Wisdom] or Charisma check, you may add a d12 in place of the normal die.
[ ] You may recharge a spell that has the [Divine/Arcane] trait to draw a card.
[ ] When you would recharge a card, you may shuffle it into your deck instead.


Hi Brian,

Thanks for checking, and sorry for the bother! Tried switching networks, and it worked just fine, but still not working on the original network. Looks like a "me" problem after all.

Thanks again!


Start of Harsk's turn: Cure 1d4 + 1 ⇒ (4) + 1 = 5 (BotElements 1, BotGods, BotElements 4, Acolyte, Conch Shell)

Recharge Cure Knowledge DC 7: 1d8 + 3 ⇒ (8) + 3 = 11

Sea Drake

Dex DC 6 1d4 ⇒ 2 1d4 ⇒ 2 electricity damage. = Lightning Touch and Life Drain

MM's current hand

Mother Myrtle wrote:

Hand: Anesthetizing Slime, Blessing of the Elements 3, Stained Glass Elemental, Alchemist's Fire 2,

Displayed: Clockwork Spy,
Deck: 8 Discard: 7 Buried: 3
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks) or use on h/v or close checks, and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
<Power 4>
<Power 5>


Per gchat, error on when the reroll could be used to avoid Hirgy.
Keeping the explores, but rerolling the Hirgy roll: 1d12 ⇒ 10. Dodged a bullet!

roll for Bloodbug: 1d12 ⇒ 8
roll for Erastil: 1d12 ⇒ 6

So, no Hirgy! rolling a d6 for the Erastil explore: 1d6 ⇒ 5 *sigh* Nothing is simple. Already dealt w/. 1d6 ⇒ 4

Enemy Ship! Okay, we got here in the end! 1d12 ⇒ 9

Skeletal Crew

Bombs Away! Alchemist's Fire 1 + Pot of Healing Kicker

Combat DC 10 1d4 + 2d6 + 1d12 + 4 ⇒ (3) + (2, 3) + (9) + 4 = 21

Recharge Alchemist's Fire 1 Knowledge DC 7: 1d8 + 3 ⇒ (6) + 3 = 9
Recharge Potion of Healing Craft DC 9: 1d12 + 4 1d12 + 4 ⇒ (9) + 4 = 13

Spoiler:

Ship: 1d11 ⇒ 7 = Wormwood Use Zvarbel's BotGods

Survival 7 + (2*1) = DC 9 1d12 + 4 + 1d12 ⇒ (4) + 4 + (3) = 11

Phew! Better lucky than good.

Redraw: Cure
Lightning Touch 1
Life Drain
Blessing of the Elements 3
Stained Glass Elemental
Alchemist's Fire 2
Anesthetizing Slime

End of Turn Summary:
Blessing B Acquired (Blessing of Erastil)
Pinnacle Atoll closed!
Discard from Blessing's Deck.

Mother Myrtle wrote:

Hand: Cure, Lightning Touch 1, Life Drain, Blessing of the Elements 3, Stained Glass Elemental, Alchemist's Fire 2, Anesthetizing Slime,

Displayed: Clockwork Spy,
Deck: 2 Discard: 10 Buried: 3
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks) or use on h/v or close checks, and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
<Power 4>
<Power 5>


Hour of Sivannah

Swabbin' the Decks 1d12 ⇒ 6

Fort DC 7 1d8 + 1 + 1d4 ⇒ (4) + 1 + (2) = 7 = Defeated

BotGods to explore

Large Chest 1d12 ⇒ 1 = Hello Hirgy.

Dex DC 9 1d4 ⇒ 4 = Undefeated, Banish.

I spy something narsty in the water... time to eat that soup! Use Alchemist's Kit

Sal, could you please go see what's ahead? Banish w/recharge check Anesthetizing Slime to explore

d7, with 7 as Hirgy. 1d7 ⇒ 5

Bloodbug Alch. Fire 2, kicker Acid Flask

Combat DC 9 1d4 + 2d6 + 1d12 + 2 ⇒ (3) + (5, 3) + (2) + 2 = 15

Recharge Alchemist's Fire 2 Knowledge DC 7: 1d8 + 3 ⇒ (8) + 3 = 11
Recharge Acid Flask Craft DC 9: 1d12 + 4 ⇒ (3) + 4 = 7
Recharge Anesthetizing Slime Knowledge DC 7: 1d8 + 3 ⇒ (4) + 3 = 7

Blessing of the Elements 4 to Explore 1d7 ⇒ 3

Blessing of Erastil Divine DC 5 1d12 + 2 ⇒ (8) + 2 = 10

Discard BoErastil to explore 1d7 ⇒ 5 repeat 1d7 ⇒ 7 use my shirt reroll 1d7 ⇒ 3 repeat 1d7 ⇒ 4

Enemy Ship! Pausing here.


Hour of Pharasma

I want to find the source of these hotsprings... Move to Volcanic Vents

Geniekin

Why hello there! Are you one of the maintenance staff for this establishment? Can we have a pleasant conversation?

1d6 ⇒ 1 Again with the low rolls 1d6 ⇒ 5= Blessing of Maat (L) recharged

Apparently not. Deathbane Light Crossbow+Blessing of Nethys

Combat 8 + (2*4) = DC 16 1d8 + 1d8 + 1 + 1d8 ⇒ (1) + (6) + 1 + (3) = 11

Ack! This is scary. What did my mentor always say... Recharge Old Salty = +4

Oh, right! Don't forget to duck! *Thump* =1 damage, Valet.

Well, that could have gone better. Time to restore myself, I think. 1d4 + 1 ⇒ (1) + 1 = 2 = Blessings of Nethys and Gozreh.

Recharge Check Divine DC 11 1d12 + 6 ⇒ (7) + 6 = 13

Better wait a few minutes until my head clears...

Redraw: Cleric of Nethys
Scrying
Blessing of Gozreh
Old Salt
Cure 1
Holy Javelin

End of Turn Summary:
Move to Volcanic Vents
Find a Geniekin
Shuffle deck

Lem wrote:

Hand: Deathbane Light Crossbow +1, Cleric of Nethys, Scrying, Blessing of Gozreh, Old Salt, Cure 1, Holy Javelin,

Displayed:
Deck: 11 Discard: 5 Buried: 3
Notes: Have:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ]+2 [ ]+3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ]
Charisma d12 [x] +1 [x] +2 [x] +3 [x] +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Spell
Hand Size 6 [x]7 [ ]8
Proficient with: None
Powers:
At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand
You may recharge a card to add 1d4 ([x]+1) ([ ]+2) ([ ]+3) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
[ ] Add 2 ([ ] 4) to your check to recharge ([ ] or acquire) a spell that has the [Arcane/Divine] trait.
[x] When you play a blessing on a non-combat [Int/Wisdom] or Charisma check, you may add a d12 in place of the normal die.
[ ] You may recharge a spell that has the [Divine/Arcane] trait to draw a card.
[ ] When you would recharge a card, you may shuffle it into your deck instead.


Greetings! Reaching out as there seems to be an issue with My Downloads.

Tried over the last couple of days to download the new Pathfinder Adventure Card Society Guide, and keep getting the same error:

"

This site can’t be reached

The webpage at [redacted] might be temporarily down or it may have moved permanently to a new web address.

"

(today, I tried clicking on a new link to a different product that I hadn't downloaded before, to see if it was maybe a caching or similar issue).

Not sure if this is just a 'me' problem, but thought I should post and see.

Thanks!


Hoping these can be updated for Core, please and thanks! :)


Mother Myrtle is tired, and will just take the hit

Combat DC 10 1d4 ⇒ 2

1d4 - 1 ⇒ (4) - 1 = 3 Of course. damage = Rage*, Strength*, Anesthetizing Slime


End of Turn Summary:
Hot Springs Closed.
Ally 1 (Khelru), Blessing B (BotElements), Armour B (Armour of the Sands) acquired.

Lem wrote:

Hand: Blessing of the Ancients*, Restorative Touch, Deathbane Light Crossbow +1, Valet, Old Salt, Blessing of Maat (L), Blessing of Nethys,

Displayed:
Deck: 11 Discard: 5 Buried: 3
Notes: Have:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ]+2 [ ]+3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ]
Charisma d12 [x] +1 [x] +2 [x] +3 [x] +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Spell
Hand Size 6 [x]7 [ ]8
Proficient with: None
Powers:
At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand
You may recharge a card to add 1d4 ([x]+1) ([ ]+2) ([ ]+3) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
[ ] Add 2 ([ ] 4) to your check to recharge ([ ] or acquire) a spell that has the [Arcane/Divine] trait.
[x] When you play a blessing on a non-combat [Int/Wisdom] or Charisma check, you may add a d12 in place of the normal die.
[ ] You may recharge a spell that has the [Divine/Arcane] trait to draw a card.
[ ] When you would recharge a card, you may shuffle it into your deck instead.


1 minute past the cut-off point when I hit submit. :( Oh well, 2 posts it is.

Spoiler:

... If only I'd managed to roll a single 6 on that check vs. the henchman earlier. Or spent a die bump. Oh well. :)

Reveal Effigy of Maat, Bury Effigy of Maat, remove all 3 dice and add 15. 15 vs. 13 = success.

I'm going to speak to the manager! There had better be free coupons to the salad bar, at least... Location Closed!

If Stoneskin used, bury Game of the (after)Life to remove my Curse

End of Turn recharge = Apprentice

Redraw: Blessing of the Ancients*
Restorative Touch
Deathbane Light Crossbow +1
Valet
Old Salt
Blessing of Maat (L)
Blessing of Nethys

End of Turn Summary:
Hot Springs Closed.
Ally 1 (Khelru), Blessing B (BotElements), Armour B (Armour of the Sands) acquired.


Hour of the Ancients

I say, good work team!

Blessing of the Elements Cha DC 6 1d12 + 4 ⇒ (2) + 4 = 6

Apprentice, could you please go fetch me a fuzzy robe? Discard Apprentice to explore

Armour of the Sands

Divine DC 8 1d12 + 6 ⇒ (11) + 6 = 17

Ah, perfect, thank you! Now, let us see about a sauna... Blessing of the Elements to explore

Khelru

Divine DC 9 1d12 + 6 ⇒ (8) + 6 = 14

So good to see you again, and fancy meeting you here! Shall we go for a massage and chat about the good old days? Discard Khelru to examine...

Ratfolk Plague Bringer!

This looks like a reputable establishment... Explore

BYA: 1d6 ⇒ 1 Ack! I thought this was a relaxing massage! accessory reroll 1d6 ⇒ 3 Wait a minute, you aren't hot springs staff... I remember you from Bonekeep!

BYA: Fort DC 5 1d6 ⇒ 1 Scourge Die = 1d8 ⇒ 4 = Curse of Daybane Who are you, Cluney?

Combat 10 + (2*4) = 18 1d12 + 6 + 3d6 ⇒ (4) + 6 + (3, 2, 2) = 17

My nice fluffy robe! Reveal: Effigy of Maat. Bury: Armour of the Sands. Remove: 4, 3, 2, 2 = -11. Add 20 = 26. Recharge Cleric of Nethys = 28.

Take that, fiend!

Spoiler:

1d4 - 1 ⇒ (2) - 1 = 1 = Stoneskin, hopefully. If not, Game of Life.

Recharge Lightning Bolt Arcane DC 10 1d12 + 6 ⇒ (11) + 6 = 17

Acid Pool I think this resort might be a trap!

Int DC 9+4=13 3d6 ⇒ (1, 5, 5) = 11

***

Since you mention available content to replay, I wonder if it is worth flagging that "replayable" means "replayable with the same character"? Since all PACG content is replayable with new characters? (Unless I'm horribly mistaken?)


Ah, gotcha. I'll still discard the Acolyte, and will also ditch the Conch Shell to cover a 2nd damage

Redraw:Blessing of the Gods*
Blessing of the Elements 4
Stained Glass Elemental
Anesthetizing Slime
Alchemist's Fire 1 (for Conch Shell)

Spoiler:

Looks like Boxrunner covered it already

End of Turn Summary:

Acquired Spell 1 (Rage)
Acquired Item B (Conch Shell)
Acquired Blessing B (Blessing of the Gods)
Acquired Ally B (Acolyte)

Beat the Sea Chanty

Closed the location, moved to the next.

My hand:

Mother Myrtle wrote:

Hand: Alchemist's Fire 1, Rage*, Strength*, Blessing of the Gods*, Blessing of the Elements 4, Stained Glass Elemental, Anesthetizing Slime,

Displayed: Alchemist's Kit, Clockwork Spy,
Deck: 4 Discard: 7 Buried: 2
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks) or use on h/v or close checks, and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
<Power 4>
<Power 5>


It remains the Hour of Abadar

Hey gang! Good to see you all again! Glad to get back to adventuring...

Baited Jewel Box

Darnit! Now I wish I'd stayed home. Radovan! This seems like it is more your shtick. Could I trouble you for some pointers? Recharge Radovan's BotElements

Disable 10 1d12 + 1d12 ⇒ (12) + (1) = 13

1d4 ⇒ 1 Posion damage = Blessing of Gozreh

Ouch, that was still a nasty trap! I hope it was worth it...
Canteen, Effigy of Maat

Well, this is a pretty statue, at least.

Discard Blessing of Norgorber to explore

Blessing of the Ancients = 1d12 + 6 ⇒ (2) + 6 = 8

It seems people have been coming to these Hot Springs for a long time. I wonder what secrets they left behind? Discard BotAncients to examine...

Alchemist's Shield ...then explore

Constitution DC 6 1d6 ⇒ 4

Meh, I didn't really need that. Now, time for a nice rejuvinating soak I think... Cure for 1d4 + 1 ⇒ (2) + 1 = 3 = all my blessings.

Recharge Cure Divine DC 8 1d12 + 6 ⇒ (3) + 6 = 9

Discard: Canteen*

Redraw:
Blessing of Abadar
Apprentice
Blessing of Gozreh

End of Turn Summary:
Cards 1-3 at Hot Springs dealt with.
Acquired Item B (Canteen), Item 2 (Effigy of Maat).
Recharged Radovan's BotElements.

Lem wrote:

Hand: Lightning Bolt, Game of Life (L), Cleric of Nethys, Effigy of Maat*, Blessing of Abadar, Apprentice, Blessing of Gozreh,

Displayed:
Deck: 15 Discard: 1 Buried: 0
Notes: Have:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ]+2 [ ]+3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ]
Charisma d12 [x] +1 [x] +2 [x] +3 [x] +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Spell
Hand Size 6 [x]7 [ ]8
Proficient with: None
Powers:
At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand
You may recharge a card to add 1d4 ([x]+1) ([ ]+2) ([ ]+3) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
[ ] Add 2 ([ ] 4) to your check to recharge ([ ] or acquire) a spell that has the [Arcane/Divine] trait.
[x] When you play a blessing on a non-combat [Int/Wisdom] or Charisma check, you may add a d12 in place of the normal die.
[ ] You may recharge a spell that has the [Divine/Arcane] trait to draw a card.
[ ] When you would recharge a card, you may shuffle it into your deck instead.


ACK! Sorry! MM spends her die bump.


Per chat, botting Flenta

Knowledge DC 8 1d8 + 2 ⇒ (4) + 2 = 6

Combat DC 10 This book says... Hammer Time. (Bestiary of Garund + Lucerne Hammer) 1d10 + 3 + 1d12 + 1d4 ⇒ (10) + 3 + (7) + (2) = 22


Ship Fight!

Spoiler:

1d11 ⇒ 6 = Sea Chanty

Survival DC 6 1d12 + 4 ⇒ (7) + 4 = 11

Hah! Who be the best Pirate Queen o' them all now, eh?

Instead of Plunder, recharge a Blessing of the Gods into my deck

Close Check
Plunder type: 1d6 ⇒ 5 = Ally
Acolyte Arcane DC 6 1d12 + 2 ⇒ (8) + 2 = 10

Ah, it must be your scroll case that I found. Welcome aboard!

On Closing Structural Damage= 1d4 ⇒ 3 -2 from Mistmorn = 1

*splash* Whoops, my hand slipped! Discard Acolyte to cover the damage

Well, I think my work here is done, time to find a hammock while the crew sets course for smoother waters! 1d3 ⇒ 1 = Coastline

Redraw: Blessing of the Gods*
Blessing of the Elements 4
Stained Glass Elemental
Anesthetizing Slime


Hour of the Gods

Start of Turn = Autosucceed

Oh dear, looks like we've sailed into danger... better keep a close eye out for trouble!

Lookout Duty

Wisdom DC 6+1=7 1d12 + 2 ⇒ (5) + 2 = 7

HARD A PORT! *phew* that was a close one! Nearly ran over this message in a bottle. Better send my little spider down to fish it out! Display Clockwork Spy to explore

Rage

Arcane DC 6 1d12 + 2 ⇒ (5) + 2 = 7

Well now, look at this! A scroll tube... I wonder where this came from? Discard BotElements 2 to explore

Treasure Hunt

Ahoy everyone! It seems like we've sailed into the floating remains of a mail barge! Let's see what else we can plunder!

Knowledge DC 7+1=8 1d8 + 3 ⇒ (2) + 3 = 5

Ack, I can't see! Too much fog: Elemental friend, can you make a whirlwind to clear the air?

Recharge Stained Glass Elemental to add 1+1=2 to check

Aha! It's a... Random Item = Conch Shell.

Discard BotElements 1 to explore again

Enemy Ship! Dun dun dun...

Pausing for other Knowledge checks and the BYA BS. ;-)

Spoiler:

Fire in the Hold! Alchemist's Fire, kicker Acid Flask

Combat DC 8+ (2*1)=10 1d4 + 2d6 + 1d12 + 4 ⇒ (1) + (6, 4) + (6) + 4 = 21

Recharge Alchemist's Fire: Knowledge DC 7 1d8 + 3 ⇒ (2) + 3 = 5
Recharge Acid Flask: Craft DC 9
1d12 + 4 ⇒ (3) + 4 = 7[/ooc]

***

Awesome, thanks! Submitted!


Good Choice, Lem has Cure and Restorative Touch to repeatedly bounce from discard to help with healing, if needed

***

1 person marked this as a favorite.

Greetings! I'm thinking of finally dipping my toe into the PBP GMing pool.

I feel like Heroes for Highdelve will be a reasonably bite-sized starting point (own it; have GM'd it three or four times.)

What's the best way for me to register this (to whom should I send an email)?

Thanks!


Lem's Starting Hand:

Lem wrote:

Hand: Cure 1, Lightning Bolt, Gem of Mental Acuity, Blessing of Norbergorbor, Game of Life (L), Cleric of Nethys, Blessing of Gozreh,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Have:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ]+2 [ ]+3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ]
Charisma d12 [x] +1 [x] +2 [x] +3 [x] +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Divine: Charisma +2
Favored Card: Spell
Hand Size 6 [x]7 [ ]8
Proficient with: None
Powers:
At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand
You may recharge a card to add 1d4 ([x]+1) ([ ]+2) ([ ]+3) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
[ ] Add 2 ([ ] 4) to your check to recharge ([ ] or acquire) a spell that has the [Arcane/Divine] trait.
[x] When you play a blessing on a non-combat [Int/Wisdom] or Charisma check, you may add a d12 in place of the normal die.
[ ] You may recharge a spell that has the [Divine/Arcane] trait to draw a card.
[ ] When you would recharge a card, you may shuffle it into your deck instead.


Hour of Sivanah

Thanks, Zvarbel, for your cleaning and Zova for tidying up the supplies: everything is now ship shape and Ridonport fashion!

Comozant Weird

I... don't even know what this is. Let's try the old standard! Alch. Fire, kicker Anesthetizing Slime

Combat 10 1d4 + 2d6 + 1d12 + 4 ⇒ (4) + (3, 1) + (3) + 4 = 15

Recharge Alchemist's Fire Knowledge DC 7 1d8 + 3 ⇒ (8) + 3 = 11
Recharge Anesthetizing Slime

...my alchemy seems to have done nothing! Is there a mage in the house? Flenta, would you like a fortifying beverage before the fight? Potion of Healing on Flenta for 1d4 ⇒ 3

Redraw:
Acid Flask
Strength*
Blessing of the Elements 2
Alchemist's Fire 2

End of Turn Summary:
Fight, and beat combat check but not defeat, the "magic only" Comozant Wyrd. It is on top of the location deck.

Mother Myrtle wrote:

Hand: Stained Glass Elemental, Blessing of the Elements 1, Clockwork Spy, Acid Flask, Strength*, Blessing of the Elements 2, Alchemist's Fire 2,

Displayed: Alchemist's Kit,
Deck: 7 Discard: 1 Buried: 2
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks) or use on h/v or close checks, and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
<Power 4>
<Power 5>


:( I was looking forward to buying UW to complete my set, too. :(


Lem could use a vacation; he'll hit the Hot Springs. :)

Keeping my 3 swaps per the chart (Game of Life (L) = Ruby of Charisma
Disable Mechanism (L) = Swipe
Blessing of Maat (L) = Blessing of the Gods)

I'll help someone else at a trader (I like Valet this scenario. :) )


Off-turn

Recharge Leather Armor


One good thing about a long stop-over... time to update my ACG post!

Leather Armour Fort DC 2 Auto

Redraw

Clockwork Spy
Anesthetizing Slime
Blessing of the Elements 1
Potion of Healing
Alchemist's Fire 1

End of Turn Summary:
Acquired Armor B (Leather Armor)

Mother Myrtle wrote:

Hand: Stained Glass Elemental, Leather Armor*, Clockwork Spy, Anesthetizing Slime, Blessing of the Elements 1, Potion of Healing, Alchemist's Fire 1,

Displayed: Alchemist's Kit,
Deck: 9 Discard: 0 Buried: 2
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks) or use on h/v or close checks, and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
<Power 4>
<Power 5>


2 people marked this as a favorite.

Wooohooo!

Another Goblin adventure for free,
this time for the ACG!
Lots of fun for all to see,
now hurry up please and release it to me!

:)

***

Howdy! Checkin' in, seein' if we're still tryin' this. :).


1d4 - 1 ⇒ (4) - 1 = 3 damage... (Yep, still burying).


Mother Myrtle, tired out from her recent labours, has only an Elemental to aid her...

BYA Combat DC 10 1d4 + 1d8 ⇒ (1) + (1) = 2

Alas, the skeletons are not deterred by the glass interposer, and shred MM's nice lab coat thoroughly.

Bury Lab Coat to reduce damage to 0


Mother Myrtle off-turn update

For ship: Bury Druid of the Flame

At end of Zvarbel's turn

Good job team! My old bones will need to rest for a while, though. Not as spry as those old bones we've been fighting! Cure 1d4 + 1 ⇒ (3) + 1 = 4 = Whole Discard!

Recharge Cure Knowledge DC 7 1d8 + 3 ⇒ (4) + 3 = 7

MM hand at start of Zova's turn:

Mother Myrtle wrote:

Hand: Lab Coat, Stained Glass Elemental,

Displayed: Alchemist's Kit,
Deck: 14 Discard: 0 Buried: 1
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks) or use on h/v or close checks, and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
<Power 4>
<Power 5>


ASAP on next turn, start a victory stew! Display Alchemist's Kit.


Hour of the Gods

Blimey! It's as thick as my pea soup out here! Hope no-one falls overboard this time...

Strength

Divine DC 6 1d12 + 2 ⇒ (10) + 2 = 12

My swimming 'lessons' are clearly doing wonders for upper body strength!

Anesthetizing Slime to explore

Bunyip!

Oooh, what's a Bunyip?

Wisdom DC 9 1d12 + 2 ⇒ (11) + 2 = 13

Hah! I've dealt with bunions for 40 years, a wee bunyip should be no problem! Lightning Touch, Recharge BotE 4

Combat DC 9 1d12 + 2 + 2d4 + 1d12 ⇒ (3) + 2 + (3, 2) + (2) = 12

Recharge Lightning Touch Knowledge DC 7 1d8 + 3 ⇒ (5) + 3 = 8

Recharge Anesthetizing Slime Knowledge DC 7 1d8 + 3 ⇒ (5) + 3 = 8

I'm feeling strong and electric, let's see what else is in the fog! Discard BotE 2 to explore

Smuggler

Oh ho! You want to challenge me to an Arm Wrestling competition do you? BYA: Display Strength*

Better get Alchemically Greased up before the match... Alchemist's Fire 2, kicker Acid Flask

Combat DC 9 1d4 + 2d6 + 1d12 + 4 ⇒ (4) + (5, 3) + (5) + 4 = 21

Recharge Alchemist's Fire 2: Knowledge DC 7 1d8 + 3 ⇒ (5) + 3 = 8

Recharge Acid Flask: Craft DC 9 1d12 + 4 ⇒ (11) + 4 = 15

Hah! Told you ye should have gone for Thumb Wrestling...

Redraw:

Blessing of the Elements 1
Cure
Druid of the Flame
Alchemist's Kit
Blessing of the Elements 3
Stained Glass Elemental

End of Turn Summary:
Cards 1-3 at Fog Bank dealt with.
Spell B (Strength) Acquired

Mother Myrtle wrote:

Hand: Lab Coat, Blessing of the Elements 1, Cure, Druid of the Flame, Alchemist's Kit, Blessing of the Elements 3, Stained Glass Elemental,

Displayed: Alchemist's Kit,
Deck: 9 Discard: 2 Buried: 0
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks) or use on h/v or close checks, and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.

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