Redgar's ACG Characters's page

792 posts. Alias of Redgar.


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Hour of the trained Assasins

Storm

batten the hatches!

Clockwork Spy to explore

The Matron!

Spoiler:
Combat DC 19

Sphere of Fire+BotE 1d12 + 2 + 2d6 + 1d12 ⇒ (1) + 2 + (2, 6) + (7) = 18 reroll that initial 1d12 1d12 ⇒ 8

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


Imrijka

Hour of the Gods

Let us try to pilot this accursed ship somewhere useful... "Down"

Wisdom 4+5 = DC 9 1d5 + 3 ⇒ (2) + 3 = 5 1d4 ⇒ 4 = Cannibal Isle

Hm. Not where I planned to go, but it'll do.

Display Divine Fortune

Mase Darmimar

There is a figure approaching... does it look like a Cannibal?

Perception DC 8 1d8 + 3 + 2 + 1d6 ⇒ (7) + 3 + 2 + (1) = 13

Wait! I was assuredly not sizing you up to see how tasty you looked... I can assure you I'm not a Cannibal either!

Diplomacy DC 11 1d10 + 4 + 1d6 ⇒ (2) + 4 + (1) = 7

Rats. I shouldn't have stared quite so intently. Blessing of Gorum to explore

Rotgut

Wisdom DC 8 1d8 + 3 + 1d6 ⇒ (2) + 3 + (1) = 6

Hrmph. Must be the toothy grin that off-puts these potential allies.

Redraw: Blessing of the Inheritor, Blessing of Shelyn

EoT summary:
Cards 1-2 at Cannibal Isle dealt with.
*Divine Fortune displayed: +1d6 to local checks.*

Imijka wrote:

Hand: Venomous Heavy Crossbow +2, Reflecting Buckler, Seeking Shortbow +2, Righteousness, Blessing of the Inheritor, Blessing of Shelyn,

Displayed: Divine Fortune,
Deck: 12 Discard: 2 Buried: 0
Hero Points: 0
"NOTES:
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Humanbane Crossbow +2, Gem of Physical Prowess, Celestial Crossbow +3, Mysterious Disk, Fortune-Teller, Blessing of Tsukiyo, Marksman's Bow, Blessing of Shizuru
Recharged: Blessing of the Samurai (1), Blessing of the Samurai (2), Blessing of Old Deadeye, Blessing of the Gods*,
Discard Pile: Court Knight, Blessing of Gorum,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge +2
Divine +1
Perception +2
Charisma d6 ☐ +1
POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons

Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing


Off-turn: discard boNethys.

Turn:

Move to crypt.

Eeeevil Eye.

Divine 6+4= DC 10 1d10 + 6 ⇒ (6) + 6 = 12

EoT summary

Card 1 at crypt dealt with.

Lem wrote:

Hand: Cloudburst, Lightning Bolt, Cleric of Nethys, Deathbane Light Crossbow +1, Gem of Mental Acuity, Disable Mechanism (L), Game of Life (L),

Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes: Have: Please feel free to use blessings and heals! :) Can also throw down Disable Mechanism: Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
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.


1d8 + 3 + 2d8 ⇒ (3) + 3 + (3, 7) = 16
Wis 4+5 DC 9 to have moved.


Hshuruah, aid me!

1d8 + 3 + 2d8 ⇒ (8) + 3 + (8, 1) = 20

Many thanks!

Explore from Location power

BotG

Well, that was easy

BotG to explore

Bucaneer!

Use Venomous Heavy Crossbow, recharge BotSamurai (2)

Combat 8 + 5 = 13 1d10 + 5 + 1d10 + 2 + 1d10 ⇒ (3) + 5 + (4) + 2 + (8) = 22

And so we do this dance again.

Close check: Divine DC 7 1d8 + 4 ⇒ (5) + 4 = 9

Ah, the favours of the Gods are restored

Recharge: BoOldDeadeye, BotG*]

[ooc]Redraw: Divine Fortune, Seeking Shortbow +2

End of Turn Summary:
Blessing 2 Acquired
Blessing B Acquired

Holy Isle Closed

"

Imijka wrote:

Hand: Venomous Heavy Crossbow +2, Blessing of Gorum, Divine Fortune, Reflecting Buckler, Seeking Shortbow +2, Righteousness,

Displayed:
Deck: 14 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Humanbane Crossbow +2, Gem of Physical Prowess, Celestial Crossbow +3, Fortune-Teller, Blessing of the Inheritor, Marksman's Bow, Blessing of Shelyn, Mysterious Disk, Blessing of Shizuru, Blessing of Tsukiyo
Recharged: Blessing of the Samurai (1), Blessing of the Samurai (2), Blessing of Old Deadeye, Blessing of the Gods*,
Discard Pile: Court Knight,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge +2
Divine +1
Perception +2
Charisma d6 ☐ +1
POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons

Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"


Imrijka

Hour or Erastil

Old Deadeye watches over me. A sign I should head to the Holy Isle.

Blessing of Hshurha

Divine DC 5 1d8+3+1

Court Knight to explore

Phantom Fog

Wisdom DC 15


Imrijka

Hour of... Zogmut?

Navigator Musket

Ranged DC 9 1d10 + 5 ⇒ (3) + 5 = 8

I prefer people-powered weapons, anyway

Blessing of Old-Deadeye to explore

Bucaneer Venomous Heavy Crossbow, recharge BoSamurai 1

Combat 8+5 = DC 13 1d10 + 5 + 1d10 + 2 + 1d8 + 1d10 ⇒ (1) + 5 + (4) + 2 + (6) + (10) = 28

Gotcha.

Closing: discard 1d4 ⇒ 3 cards from blessing deck

On Closing: plunder 1d6 ⇒ 3 = Arrrmour.

Reflecting Buckler Con DC 10 1d6 ⇒ 5

Redraw: BotSam 2, Righteousness

EoT Summary:
Location Closed
3 cards discarded from Blessing deck

"

Imijka wrote:

Hand: Venomous Heavy Crossbow +2, Blessing of Gorum, Court Knight, Reflecting Buckler, Blessing of the Samurai (2), Righteousness,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Seeking Shortbow +2, Mysterious Disk, Humanbane Crossbow +2, Divine Fortune, Blessing of Tsukiyo, Celestial Crossbow +3, Blessing of Shelyn, Fortune-Teller, Blessing of Shizuru, Marksman's Bow, Gem of Physical Prowess, Blessing of the Inheritor
Recharged: Blessing of the Samurai (1),
Discard Pile: Blessing of Old Deadeye,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge +2
Divine +1
Perception +2
Charisma d6 ☐ +1
POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons

Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"


Lem will stick with the Valet


Eeek! Looks like Lem didn't post after all, sorry!

Lem starts at the Alter, swaps in spreadsheet. Will hit up the Ally trader before hand, to see if there's anything I want in exchange for the Valet.

Lem wrote:

Hand: Cloudburst, Lightning Bolt, Cleric of Nethys, Blessing of Nethys, Gem of Mental Acuity, Disable Mechanism (L), Game of Life (L),

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Have: Please feel free to use blessings and heals! :) Can also throw down Disable Mechanism: Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
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.


Gannet Isle for Imrijka, too. Please feel free to Bot if necessary, I've caught the plague.[/ooc]

"

Imijka wrote:

Hand: Blessing of Old Deadeye, Blessing of Gorum, Court Knight, Venomous Heavy Crossbow +2, Reflecting Buckler, Blessing of the Samurai (1),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gem of Physical Prowess, Divine Fortune, Seeking Shortbow +2, Humanbane Crossbow +2, Celestial Crossbow +3, Fortune-Teller, Blessing of the Inheritor, Righteousness, Marksman's Bow, Blessing of Shizuru, Blessing of Shelyn, Blessing of the Samurai (2), Mysterious Disk, Blessing of Tsukiyo
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge +2
Divine +1
Perception +2
Charisma d6 ☐ +1
POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons

Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"


Hour of Wadjet

Hm, there appear to be no good choices. Well, the devil you know... Explore

Guardian Scroll Ice and Fire

Combat DC 11 1d10 + 6 + 2d8 + 3 + 2d8 ⇒ (8) + 6 + (6, 6) + 3 + (5, 4) = 38

Poof! Up in smoke. That, Incanter, is how it is done. Incanter, recharging... Cleric of Nethys

Fiendish Sphinx!

Hmm, my friend Lem mentioned something about these creatures...

Arcane DC 12 1d10 + 6 ⇒ (7) + 6 = 13

I'm glad I paid attention to him, for once

Master of Masters to explore

Feather of Maat Knowledge DC 5 1d4 ⇒ 3

Bah. I don't need this.

Recovery: Ice and Fire Arcane DC 12 1d10 + 6 ⇒ (2) + 6 = 8

EoT Examine: 1d5 ⇒ 5 = Earthworks = Falcon Crown, Armour 4, to top.

Redraw:Game of the Afterlife (L)
Ring of Protection
Stained Glass Elemental*
Volcanic Storm

1d7 ⇒ 1 = Safety Dance, err, Bubble.

EoT Summary:
Cards 1-3 at Earthworks dealt with.
Bottom Card at Earthworks examined, moved to top of deck.

Radillo wrote:

Hand: Blessing of Gozreh, Marionette, Game of the Afterlife (L), Ring of Protection, Stained Glass Elemental*, Volcanic Storm,

Displayed: Curse of Poisoning,
Deck: 10 Discard: 7 Buried: 0
Notes: Please feel free to use Blessings! Don't forget that I can recharge Allies to help "local" Monster-fights.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [ ]+2
Constitution d4 [ ] +1 [ ] +2
Intelligence d10 [x] +1 [x] +2 [x] +3 [ ]+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 [ ] 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 ([ ] 2) plus the adventure deck number of the recharged ally, if any.


Imrijka is not playing for tier.

Blessing 4 if no-one else wants it 1d1 ⇒ 1

Boon? 1d20 ⇒ 9


MM will start at the Coastline.

Mother Myrtle wrote:

Hand: Blessing of the Elements 2, Blessing of the Elements 1, Lab Coat, Sphere of Fire, Anesthetizing Slime, Clockwork Spy, Holy Javelin,

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] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom skill ([ ] +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 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.
<Power 4>
<Power 5>


Manticore

BYA: character select in turn order 1d4 ⇒ 2

DUCK! 1d4 + 1 ⇒ (3) + 1 = 4 FFS. Reflecting Buckler, and then Recharge Reflecting Buckler + ally

Combat DC 12

1d10 + 5 + 1d10 + 2 + 1d6 + 1d6 ⇒ (3) + 5 + (3) + 2 + (3) + (3) = 19

I meant you should duck.

Extra Explore? 1d6 ⇒ 3

Bucaneer!

Combat 8+5= DC 13 1d10 + 5 + 1d10 + 2 + 1d6 + 1d6 ⇒ (9) + 5 + (2) + 2 + (5) + (1) = 24

1d4 ⇒ 1 = *Sigh*. Veneomous Heavy Crossbow +2, you've been a champion. Maybe see you again one day... oh! What is this by my hip: Spellsword +2? So long, sucker!

Shuffle Spellsword +2 into deck, gets banished when location closes.

End of turn summary:

Blessing 4 Acquired (Asmodeous)
Ally 3 acquired (Pierce Jerrel)
Item 1 acquired (Potion of Heroism)
Blessing 2 Acquried (Blessing of Hshurha)

12 cards blitzed through.

Location Closed

Scenario won!


Imrijka

Hour of Gorzeh

Quite a storm brewing today

Move to Theatre of Corruption

Pierce Jerrel

Diplomacy DC 9 1d10 + 4 ⇒ (6) + 4 = 10

Welcome aboard

Discard BoIomadae to explore

Powder Keg Craft DC 11 1d4 ⇒ 3

This is far too dangerous to have aboard.

Discard BoTsukiyo to explore

Blessing of Asmodeus

Divine DC 5 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Hmph. I'm not happy, but I'll take the assistance.

Discard Blessing of Sheylyn to explore

Sargassum Fiend

What, a contractual obligation? Where Asmodeus treads, feinds are sure to follow. Let's see if we can find the loophole. Oh! I know someone who doesn't like writing... SLIATHORN! CAN I BORROW YOUR BLESSING OF HSHURHA, PLEASE?

Perception DC 11 1d8 + 3 + 2 + 2d8 ⇒ (5) + 3 + 2 + (1, 1) = 12

Heh. Set a fiend to catch a fiend.

Extra Explore? 1d6 ⇒ 6

Giant Spyglass Octopus!

Wrestling? Hah. Did you know: the Imrijka family line are renouned INTERMURAL SPORTS CHAMPIONS? *Rip off shirt, ala Armstrong family line* Display RIGHTEOUSNESS! Let us see if you are spellbound by these amazing muscles! Blessing of the Spellbound from Seoni

BYA: Strength DC 12 1d10 + 4 + 1d10 ⇒ (8) + 4 + (1) = 13

You now prefer to keep your distance? Good.

Combat DC 18 1d10 + 4 + 1d10 + 2 + 1d6 ⇒ (5) + 4 + (7) + 2 + (3) = 21

Your tenacity is admirable.

Combat DC 18 1d10 + 4 + 1d10 + 2 + 1d6 ⇒ (7) + 4 + (4) + 2 + (1) = 18

Close, but it is Calamari for you.

Extra Explore? 1d6 ⇒ 6

Treasure Hunt!

Knowledge DC 12 1d8 + 5 ⇒ (8) + 5 = 13 = Potion of Heroism

Discard BoAsmodeus to explore

Royster McCleagh

Share a drink, friend? Potion of Heroism

Diplomacy DC 7 1d10 + 4 + 1d6 ⇒ (4) + 4 + (6) = 14

Well met... but there can only be one Discard = Banish Royster to explore

Spellsword +2 Strength DC 11 1d10 + 4 + 1d6 ⇒ (10) + 4 + (5) = 19

Nice sword... not what I'm looking for though.

Blessing of Asmodeus to explore

Blessing of Hshurha

Divine DC 5 1d8 + 4 + 1d6 ⇒ (3) + 4 + (6) = 13

Blessing of Hshurha to explore

Sea Serpant

Combat DC 21 1d10 + 4 + 10 + 2 + 1d6 + 1d6 ⇒ (4) + 4 + 10 + 2 + (5) + (3) = 28

BYA Structural Damage: 1d4 + 1 ⇒ (4) + 1 = 5 -1 for ship = 4.

Extra Explore? 1d6 ⇒ 6


Imrijka

Hour of Abadar

Let us see if Fortune strikes twice

Move to the House of Hershey's Kisses

Divine Fortune

Show me again where you saw the scroll? Recharge Old Salt to add # to my check

Divine DC 11 1d8 + 3 + 1 + 5 ⇒ (4) + 3 + 1 + 5 = 13

Good work. Display: Divine Fortune*

Blessing of the Sam2 to explore

Ambrose "Fishguts" Kroop

A charming nickname. I wonder how he acquired it?

Diplomacy DC 6 1d10 + 4 + 1d6 ⇒ (6) + 4 + (6) = 16

Ah. The smell. Please leave. Discard the Wall of Blades to Location power, Discard Fishguts Kroop to explore:

Bucaneer

Avast, you stinky seadog.

Combat 8 + 5 = DC 13 Venomous Heavy Crossbow, recharging Celestial Crossbow 1d10 + 5 + 1d10 + 2 + 1d4 + 1d6 ⇒ (5) + 5 + (7) + 2 + (2) + (3) = 24

Seoni! Can I ask for your aid in closing this wretched place? Gem of Physical Prowess + Divine Fortune + BoPharasma

Dex DC 7 1d10 + 1d6 + 2d10 ⇒ (8) + (5) + (8, 6) = 27

And back to the Astral plane I go...

Move to the new Astral Rift

Recovery: fail to recover last turn's Divine Fortune.

Redraw: Blessing of Tsukiyo
Reflecting Buckler
Blessing of the Inheritor
Righteousness
Blessing of Shelyn

End of Turn Summary:

Ally 1 acquired (Fishguts Kroop)
House of Hugs and Kisses closed.
Astral Rift #2 gets a Blessing of Abadar and a Monster

"

Imijka wrote:

Hand: Venomous Heavy Crossbow +2, Blessing of Tsukiyo, Reflecting Buckler, Blessing of the Inheritor, Righteousness, Blessing of Shelyn,

Displayed: Divine Fortune*
Deck: 10 Discard: 8 Buried: 2
Hero Points: 0
NOTES:
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fortune-Teller, Blessing of Shizuru, Mysterious Disk, Blessing of Old Deadeye, Blessing of Gorum, Blessing of the Samurai (1), Humanbane Crossbow +2, Seeking Shortbow +2
Recharged: Old Salt*, Celestial Crossbow +3, Gem of Physical Prowess,
Discard Pile: Blessing of Besmara*, Blessing of Old Deadeye*, Seaborne Trident*, Blessing of the Samurai (2), Divine Fortune, Marksman's Bow, Wall of Blades*, Divine Fortune*,
Buried Pile: Court Knight, Albatross*,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge +2
Divine +1
Perception +2
Charisma d6 ☐ +1
POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons

Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"


Not replaying. Banking hero point.

Upgrades: Spell 2 1d1000 ⇒ 811

I'll take Rikety Hake if no-one else wants him (swapping for the Stained Glass Elemental), but it's not a super-strong preference.


Imrijka

Round Mountain examine: Docks = Albatross Soup!

Hour of the Gods

I feel fortunite today. Display Divine Fortune

Albatross Soup

Time for some gemStone Soup. Recharge Gem of Physical Prowess

BYA: Bury Court Knight

Con DC 15 1d6 + 1d6 ⇒ (2) + (2) = 4

Albatross Soup displayed

Scenario Power, recharge discard BoBesmara* to explore

Sapphire Jellyfish

Sliathorn! Confuse the jellyfish with your mushrooms! Cloud Puff to avoid the BYA Venomous Heavy Crossbow +2, w/Divine Fortune and Sliathorn's assistance

Combat DC 18 1d10 + 2 + 1d10 + 5 + 1d6 + 1d6 ⇒ (3) + 2 + (6) + 5 + (3) + (1) = 20

Another one bites the dust. Another explore? 1d6 ⇒ 6

Seaborne Trident

Strength DC 11 1d10 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12

Blessing of Old Deadeye to explore

Buccaneer

Avast, you swab.

Combat 8+5 = DC 13 1d10 + 5 + 1d10 + 2 + 1d6 ⇒ (1) + 5 + (9) + 2 + (1) = 18

Close: Bury Albatross

Upon Closing: look at House of Many Kisses, Old Salt*. Add to hand.

Redraw phase: discard Seaborne Trident*

End of Turn Summary:
Location Closed
Card 1 of House of Stolen Kisses resolved
Weapon 3 (Seaborne Trident*) acquired
Ally B (Old Salt) acquired

"

Imijka wrote:

Hand: Old Salt*, Blessing of the Samurai (2), Gem of Physical Prowess, Venomous Heavy Crossbow +2, Celestial Crossbow +3, Wall of Blades*,

Displayed: Divine Fortune,
Deck: 14 Discard: 3 Buried: 2
Hero Points: 0
NOTES:
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Humanbane Crossbow +2, Blessing of the Samurai (1), Blessing of the Inheritor, Blessing of Shelyn, Marksman's Bow, Blessing of Gorum, Mysterious Disk, Seeking Shortbow +2, Blessing of Tsukiyo, Reflecting Buckler, Fortune-Teller, Blessing of Old Deadeye, Righteousness, Blessing of Shizuru
Recharged:
Discard Pile: Blessing of Besmara*, Blessing of Old Deadeye*, Seaborne Trident*
Buried Pile: Court Knight, Albatross*,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge +2
Divine +1
Perception +2
Charisma d6 ☐ +1
POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons

Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"


Imrijka will also start at the Docks.

"

Imijka wrote:

Hand: Divine Fortune, Blessing of the Samurai (2), Blessing of Old Deadeye, Gem of Physical Prowess, Venomous Heavy Crossbow +2, Celestial Crossbow +3,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Humanbane Crossbow +2, Marksman's Bow, Blessing of Shelyn, Seeking Shortbow +2, Court Knight, Blessing of Tsukiyo, Fortune-Teller, Blessing of the Samurai (1), Blessing of the Inheritor, Blessing of Gorum, Blessing of Shizuru, Mysterious Disk, Reflecting Buckler, Righteousness
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge +2
Divine +1
Perception +2
Charisma d6 ☐ +1
POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons

Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"


Not taking the Loot Totem this time (sorely missed my Potion!)


Looks like I can't seize. Do get plunder, though.

Also: flubbed Alchemist's Kit. Need to roll! 1d4 ⇒ 1

*sigh* 1 is Alchemical Slime. 1d3 ⇒ 2 1d3 ⇒ 1

All is right with the world![/ooc]


2 more discards from Eddie/Flenta, +2 msc. discards from other peeps.

Here we go again...

1d4 ⇒ 3 buried: BotG*, Stained Glass Elemental*, Random Basic Blessing*

Divine DC 7 Discard Sphere of Fire for +3 1d12 + 5 ⇒ (5) + 5 = 10

I likes me booty! Sieze again, and Plunder: 1d6 ⇒ 4 Also, earlier plunder I forgot to roll! 1d6 ⇒ 3

And now fer you, Whalebone Pilk... have ye heard about Saerenrae? Recharge BotE 4, use Alchemist's Fire 1, with Acid Flask as a kicker, and use Clockwork Spy

Combat DC 17 2d12 + 4 + 1d4 + 2d6 + 1d6 ⇒ (5, 1) + 4 + (1) + (6, 6) + (3) = 26

No, really! Have you heard the word? Preach it, Zova! Use Zova's Green Faith

Divine DC 12 2d12 + 2 ⇒ (8, 11) + 2 = 21

Heh, punching it also works. Turns out Saerenrae was non-specific as to kneecaps. And napalm.

We Win!

Recovery, to see if I needed to seize:

Life Drain Knowledge 7+1=DC 8: 1d8 + 3 ⇒ (5) + 3 = 8
Anesthetizing Slime Knowledge DC 7: 1d8 + 3 ⇒ (2) + 3 = 5
Alchemist's Fire 1 Knowledge DC 7: 1d12 + 4 ⇒ (6) + 4 = 10
Acid Flask Craft DC 9: 1d12 + 4 ⇒ (4) + 4 = 8

Welp, it's a good thing I didn't fail. :)

End of Turn Summary:
Acquire Blessing B
Acquire Weapon B
Acquire Plunder roll of 4
Acquire Plunder roll of 3 (earlier)

Win The Scenario!


Burying Blessing of the Elements and Blessing of Milani*

Divine DC 7 Per Deathknell, discarding Geyser* to add 3 to my check 1d12 + 5 ⇒ (9) + 5 = 14

Hah! You think death scares me? The dead nourish the soil...

Seize Deathknell Recharge a Basic Blessing into my deck rather than take the normal plunder

I've got a spell quite like Deathknell, as it happens. Care to see? Life Drain, healing Sphere of Fire*

Combat DC 17 1d12 + 2 + 2d4 ⇒ (2) + 2 + (3, 2) = 9

Ach, again?! I'm going to need a budget just fer Lab Coats! Bury Lab Coat to reduce all damage to 0

Divine DC 12 1d12 + 2 ⇒ (10) + 2 = 12

Running away from me laddie? I wouldn't do that if I were you...

Undefeated, per Villain text and check results. Don't care, as all other locations closed. Per scenario power, Villain put on bottom of location deck

Discard BotE 1 to explore

Pistol +1

Craft DC 8 1d12 + 4 ⇒ (5) + 4 = 9

Tsk, tsk. Throwin' yer pistol ain't gonna stop me... might be useful later though.

Bury Alchemist's Kit, redraw Alchemical stuff from discard:
Alchemist's Fire 1
Anesthetizing Slime
Alchemist's Fire 2

Alright then, time fer me trusty slime to ferret out where this weasel is hiding... Anesthetizing Slime to explore:

Whalebone Pilk, redux!

There you are, ye lilly livered paltroon!

BYA Fort DC 9 1d8 + 1 ⇒ (6) + 1 = 7


Hour of the Gods

Mother Myrtle decides to stay at the Windward Isle for the time being.

Whalebone Pilk!

Temporary Closing Time!

Spoiler:

BYA: Fort DC 8 1d8 + 1 ⇒ (3) + 1 = 4

Bury: 1d4 ⇒ 2


Redgar's ACG Characters wrote:

Lem to 4.3, banking a HP.

I think I'll take the Spell 3 this time: Swipe isn't working out for me, so I'll go with Ice and Fire instead.

(The two Spell 4's were being called for by Grazzle and Seltyeil, if I understood the Gchat right.)

Oh, right! The thing! Boons? :) 1d20 ⇒ 1


Lem to 4.3, banking a HP.

I think I'll take the Spell 3 this time: Swipe isn't working out for me, so I'll go with Ice and Fire instead.

(The two Spell 4's were being called for by Grazzle and Seltyeil, if I understood the Gchat right.)


Hour of the Gods

MM moves to the Windward Isle

Ooh, what do we have here? Draw: Life Drain

Explore: Trapped Locker

Dex DC 9 1d4 ⇒ 4

Click! Oh bugger... 1d4 - 1 ⇒ (4) - 1 = 3

OW! Well that was nasty. :(
Discard:
Alchemist's Fire 2
Cure
Blessing of the Elements 3

Discard BoAkachekcek to explore

Sailor

Charisma 6 1d6 ⇒ 5

Bah, you were boring anyway.

Redraw: BotE 1, BotE 4

End of Turn Summary:

Cards 1, 2 @ Windsweapt Isle dealt with.

Mother Myrtle wrote:

Hand: Sphere of Fire, Lab Coat, Geyser*, Acid Flask, Life Drain, Blessing of the Elements 1, Blessing of the Elements 4,

Displayed: Alchemist's Kit, Clockwork Spy,
Deck: 2 Discard: 9 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] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom skill ([ ] +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 plus the card's level. If you succeed, recharge it (▢ or shuffle it into your deck); if you fail, discard it.
<Power 4>
<Power 5>


Off-turn: restorative touch 1d4 + 1 ⇒ (1) + 1 = 2 = Social Climber, Blessing of the Elements*, get rid of Curse of the Sphinx, and choose to fail the recharge check.

Hour of the Elements

Lem heads to the last Garden...

1d5 + 2 ⇒ (4) + 2 = 6 = Filter Hood = Auto-fail.

BoGozreh to explore

1d5 + 2 ⇒ (4) + 2 = 6 *sigh* 1d5 + 2 ⇒ (3) + 2 = 5 *sigh* 1d5 + 2 ⇒ (2) + 2 = 4 Fireball Trap! Disable Mechanism

Dex DC 8 1d8 + 1 + 2d8 ⇒ (1) + 1 + (7, 2) = 11

Blessing of Norborgorbor to explore

1d5 + 2 ⇒ (2) + 2 = 4 *sigh* 1d5 + 2 ⇒ (3) + 2 = 5 *sigh* 1d5 + 2 ⇒ (5) + 2 = 7

Icy Longspear +1 Auto-fail

Recovery: Disable Mechanism Divine DC 12 1d12 + 6 ⇒ (7) + 6 = 13

End of turn summary:

Only card left at Location #5, which is the last location, is Card 3

Lem wrote:

Hand: Eruption (L), Armour of the Sands*, Cloudburst, Lightning Bolt, Apprentice, Blessing of Abadar, Cleric of Nethys,

Displayed:
Deck: 11 Discard: 6 Buried: 0
Notes: Have: Please feel free to use blessings and heals! :) Can also throw down Disable Mechanism: Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
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.


boon 1d20 ⇒ 16

I'm actually interested in Armour 5, I think. Upgrade to Reflecting Buckler, so I can prevent more than Combat damage! 1d1000 ⇒ 67


Imrijka

Hour of Norbergorber

Looks like the party has moved to the warehouse. Excellent.

Besmaran Vestements

Con DC 6 1d6 ⇒ 4

Bah. I don't need rags of a false god anyway.

Discard Blessing of Old Deadeye to explore

Skeleton Anchor

Divine DC 13 1d8 + 3 ⇒ (5) + 3 = 8

Heh, I guess that's what I get for badmouthing Besmara. Still a false god, though.

EoT: Recharge Celestial Armour

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

"

Imijka wrote:

Hand: Blessing of Shelyn, Blessing of the Samurai (1), Seeking Shortbow +2, Marksman's Bow, Divine Fortune, Humanbane Crossbow +2,

Displayed:
Deck: 6 Discard: 6 Buried: 5
Hero Points: 0
NOTES:
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Righteousness, Blessing of the Inheritor
Recharged: Gem of Physical Prowess, Blessing of the Samurai (2), Celestial Crossbow +3, Celestial Armor,
Discard Pile: Blessing of Shizuru, Blessing of Tsukiyo, Blessing of Gorum, Venomous Heavy Crossbow +2, Rapier +2*, Blessing of Old Deadeye,
Buried Pile: Mysterious Disk, Fortune-Teller, Court Knight, Badger ally*, Avimar Sorrinash*,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge +2
Divine +1
Perception +2
Charisma d6 ☐ +1
POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons

Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"


Damn. I missed the + AD number to the slavers BYA. No way I'm beating that, so I'll keep the Fortune Teller to discard, auto-fail the DC 11 fort check, and pray... 1d4 ⇒ 1

...better lucky than good. I'll discard/bury the Fortune Teller to avoid rejigging my hand (though I'd much rather have FT than the Armour in hand. :))


"

Imijka wrote:

Hand: Celestial Armor, Blessing of Old Deadeye, Seeking Shortbow +2, Marksman's Bow, Divine Fortune, Humanbane Crossbow +2,

Displayed:
Deck: 8 Discard: 7 Buried: 1
Hero Points: 0
NOTES:
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Samurai (1), Blessing of Shelyn, Blessing of the Inheritor, Righteousness
Recharged: Gem of Physical Prowess, Blessing of the Samurai (2), Fortune-Teller, Celestial Crossbow +3,
Discard Pile: Blessing of Shizuru, Avimar Sorrinash*, Blessing of Gorum, Venomous Heavy Crossbow +2, Court Knight, Rapier +2*, Blessing of Tsukiyo,
Buried Pile: Mysterious Disk,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge +2
Divine +1
Perception +2
Charisma d6 ☐ +1
POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons

Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"


1d8 ⇒ 3 Fail

2nd check: choose to take 0.

Explore

Keen Falcata +2

Melee DC 11 1d4 ⇒ 2

discard Court Knight to Explore


Rotgut

Wisdom DC 8 1d8 + 3 ⇒ (8) + 3 = 11

discard Rotgut to Explore

Duager Slave-Taker

bya Fort 6, recharging Fortune Teller 1d6 + 1d4 ⇒ (4) + (4) = 8

discard Rapier +2, Recharge Crossbow

Combat DC 17 1d10 + 4 + 2 + 4d4 ⇒ (6) + 4 + 2 + (4, 4, 4, 2) = 26

Closing: Old Salt Diplomacy DC 7. Use Blessing of Tsukiyo 1d10 + 4 + 1d10 + 1d4 ⇒ (9) + 4 + (9) + (3) = 25

Location Closed


Imrijka

Hour of the gods.

Fortune Teller Boon per default.

Tessa Fairwind

Dex DC 7


Imrijka

Off-turn: apparently I was cured?

1d4 + 1 ⇒ (2) + 1 = 3 = whole discard before my last turn.

Hour of the Gods

I fancy an afterdinner cigar. Move to Smoking Lounge

Fortune-teller, naming Bane b/c I know the top card

Giant Crab

You aren't immune to poison. Sucker. Discard Venomous Heavy Crossbow +2 for the kicker +1d12

Combat DC 18 1d10 + 5 + 1d10 + 2 + 1d12 ⇒ (9) + 5 + (8) + 2 + (12) = 36

Crab forces reroll

1d10 + 5 + 1d10 + 2 + 1d12 ⇒ (6) + 5 + (8) + 2 + (10) = 31

Success. Onward!

Explore:

Crawling Cyclops Hands

Divine DC 10 1d8 + 4 + 1d4 ⇒ (3) + 4 + (3) = 10

Thank you Seoni! Your mental palace was of great assistance.

Redraw:Blessing of Tsukiyo
Rapier +2*
Celestial Armor
Court Knight
Celestial Crossbow +3

End of Turn Summary:
Cards 1 & 2 at Smoking Den resolved

"

Imijka wrote:

Hand: Fortune-Teller, Blessing of Tsukiyo, Rapier +2*, Celestial Armor, Court Knight, Celestial Crossbow +3,

Displayed:
Deck: 11 Discard: 4 Buried: 1
Hero Points: 0
NOTES:
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Righteousness, Divine Fortune, Blessing of Shelyn, Blessing of the Inheritor, Blessing of Old Deadeye, Humanbane Crossbow +2, Seeking Shortbow +2, Marksman's Bow, Blessing of the Samurai (1)
Recharged: Gem of Physical Prowess, Blessing of the Samurai (2),
Discard Pile: Blessing of Shizuru, Avimar Sorrinash*, Blessing of Gorum, Venomous Heavy Crossbow +2,
Buried Pile: Mysterious Disk,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge +2
Divine +1
Perception +2
Charisma d6 ☐ +1
POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons

Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"


Imrijka

Hour of the Gods

I'm hungry.

Move to Feast Hall, Fortune-Teller (Boon, of course)

Blessing of Gorum

Strength DC 4 1d12 + 4 ⇒ (1) + 4 = 5

Explore Amivar Sorrinash

A fellow hunter! Let us compare muscles... Recharge Gem of Physical Prowess

Wisdom DC 8 1d10 + 3 ⇒ (2) + 3 = 5 Use Nok-Nok's Blessing of Maat to add 3, which makes 8.

Diplomacy DC 11 1d10 + 4 ⇒ (3) + 4 = 7 Bury Mysterious Disk, to reroll and add a dice 1d10 + 4 + 1d10 ⇒ (6) + 4 + (5) = 15

Let us hunt together! Use Aminar Sorrinash to explore, adding Swash

Insanity Daemon

BYA Arcane DC 8 1d4 ⇒ 1

A quarry worthy of our spatula! A garbonzo foe of epic bloviation! Darnit, something is messing with my head...

Venemous Heavy Crossbow +2, Blessing of Gorum, Location Power

Combat DC 20 1d10 + 5 + 1d10 + 2 + 2d10 + 1d4 ⇒ (7) + 5 + (9) + 2 + (1, 6) + (1) = 31

Now the kicker... Wisdom DC 10 Recharge Blessing of the Samurai 2 to add +1d4 1d8 + 3 + 1d4 ⇒ (1) + 3 + (4) = 8

Recharge Blessing of Shizuru, end turn either way.

End of Turn Summary:
Cards 1-3 at Feasthall Dealt With
Blessing B Acquired (Gorum)
Ally 4 Acquired (Aminar Sorrinash)
USED NOK-NOK's MAAT

"

Imijka wrote:

Hand: Venomous Heavy Crossbow +2, Fortune-Teller,

Displayed:
Deck: 16 Discard: 5 Buried: 1
Hero Points: 0
NOTES:
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Tsukiyo, Humanbane Crossbow +2, Blessing of Shelyn, Marksman's Bow, Seeking Shortbow +2, Blessing of Gorum, Court Knight, Celestial Crossbow +3, Divine Fortune, Celestial Armor, Blessing of Old Deadeye, Aminar Sorrinash*
Recharged: Blessing of the Inheritor, Blessing of the Samurai (1), Gem of Physical Prowess, Blessing of the Samurai (2),
Discard Pile: Blessing of Shizuru, Righteousness, Rapier +2*, Avimar Sorrinash*, Blessing of Gorum*,
Buried Pile: Mysterious Disk,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge +2
Divine +1
Perception +2
Charisma d6 ☐ +1
POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons

Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"


Lem decides to head to the bottom Garden of Symmetry (Location #6, w/Grazzle).

Hey, Grazzle! Nice spells you found there. Wonder if there is anything else that might be around here for us to loot?

Armor of the Sands

Arcane DC 8 1d12 + 6 ⇒ (9) + 6 = 15 Recharge Ausethitha (T)

Not my usual style... but could prove useful!

Social Climber to explore

Fire Lance

Craft DC 5 1d4 ⇒ 4

What are they thinking... I can't be trusted with fireworks!

Discard Old Salt to explore

Blessing of the Elements

Charisma DC 6 1d12 + 4 ⇒ (11) + 4 = 15 Reroll 1d12 + 4 ⇒ (9) + 4 = 13 :( 1d8 ⇒ 8 = Curse of the Sphinx

Discard BotElements to explore, examining owing to Curse

Curse of Teeth and Fleas = Banished!

The Third Law = Displayed

Forgot Location Power last time. :( This time: 1d6 at end of turn for Garden of Symmetry 1d6 ⇒ 2 = Blessing of Milani, Blessing of Nethys

Redraw:
Restorative Touch
Blessing of Norbergorbor
Blessing of Gozreh

End of Turn Summary:
Cards 3-7 at bottom garden (Location #6) dealt with.
Item B (Fire Lance) banished, removed from box
Blessing B acquired (BotElements)
Third Law displayed.

Lem wrote:

Hand: Eruption (L), Armour of the Sands*, Cloudburst, Disable Mechanism (L), Restorative Touch, Blessing of Norbergorbor, Blessing of Gozreh,

Displayed: Curse of the Sphinx,
Deck: 13 Discard: 4 Buried: 0
Notes: Have: Please feel free to use blessings and heals! :) Can also throw down Disable Mechanism: Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
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.


3d10 + 1d6 + 1d4 + 7 ⇒ (8, 6, 9) + (4) + (3) + 7 = 37

Crab makes me reroll

3d10 + 1d6 + 1d4 + 7 ⇒ (8, 1, 9) + (2) + (2) + 7 = 29

Mmmm, Crab Cakes.

Extra explore? 1d6 ⇒ 6

Rapier +2

Strength DC 10 1d10 + 4 ⇒ (8) + 4 = 12

Bah. I don't need this junk.

Discard Rapier +2, redraw:

Mysterious Disk
Fortune-Teller
Blessing of the Samurai (2)

End of Turn Summary:
Cards 4, 5 at Tengu Rookery dealt with.
Top Card of Smoking Den = Shark-Eating Crab

"

Imijka wrote:

Hand: Venomous Heavy Crossbow +2, Blessing of Shizuru, Gem of Physical Prowess, Mysterious Disk, Fortune-Teller, Blessing of the Samurai (2),

Displayed:
Deck: 13 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Tsukiyo, Celestial Armor, Blessing of Old Deadeye, Celestial Crossbow +3, Divine Fortune, Court Knight, Blessing of Gorum, Humanbane Crossbow +2, Blessing of Shelyn, Marksman's Bow, Seeking Shortbow +2
Recharged: Blessing of the Inheritor, Blessing of the Samurai (1),
Discard Pile: Blessing of Shizuru, Righteousness, Rapier +2*,
Buried Pile:

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

POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons


Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"


Imrijka

Hour of the Gods

Ahoy Nok-Nok! I see you have found a giant crab to fight.

Move to Tengu Rookery

Tetrilonius

Display: Righteousness. Use:Venomous Heavy Crossbow +2. Recharge BotInheritor for +1d4. Recharge Blessing of the Samurai 1

Combat DC 23

3d10 + 7 + 1d6 + 1d4


Lem

Hour of the Ancients

Oh, hey Radovan! You seem like someone who can help with my Memories of Violence. As you say: lets talk it out. Diplomacy DC 8 1d12 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Cultist of Unpronouncable

Why hello, we meet again for the first time!

BYA: Int DC 8 Nethys, a little help here? Use BoNethys for +1d12, thanks to character power 1d6 + 1d12 ⇒ (3) + (8) = 11

Combat DC 19 Lightning Bolt! 1d12 + 6 + 3d6 ⇒ (11) + 6 + (6, 3, 1) = 27

Location Power: Recharge Game of Life, Deathbane Light Crossbow +1
Pillar of Life*

That's what you get for bushwhacking my friend!

Closing time: recharge Cleric of Nethys and Stained Glass Elemental*

Recovery Lightning Bolt Arcane DC 10 1d12 + 6 ⇒ (7) + 6 = 13

Redraw: entire hand

End of turn Summary:
Location (first Garden of Symmetry, Location #3), closed!

Lem wrote:

Hand: Eruption (L), Social Climber, Gem of Mental Acuity, Cloudburst, Ausetitha (T), Disable Mechanism (L), Old Salt,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes: Have: Please feel free to use blessings and heals! :) Can also throw down Disable Mechanism: Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
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.


Imrijka will start at the Warehouse

"

Imijka wrote:

Hand: Blessing of the Inheritor, Blessing of the Samurai (1), Gem of Physical Prowess, Blessing of Shizuru, Righteousness, Venomous Heavy Crossbow +2,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Tsukiyo, Blessing of Gorum, Blessing of Shelyn, Celestial Armor, Blessing of the Samurai (2), Blessing of Old Deadeye, Humanbane Crossbow +2, Marksman's Bow, Celestial Crossbow +3, Court Knight, Seeking Shortbow +2, Mysterious Disk, Divine Fortune, Fortune-Teller
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Ranged +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge +2
Divine +1
Perception +2

Charisma d6 ☐ +1

POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons


Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"


Hour of the Gods

Blessing of the Gods

Day of the Gods, it seems to be. BotG to explore

Geyser

Now this is my kind of spell! Recharge BotElements

Wisdom DC 8 1d12 + 2 + 1d12 ⇒ (2) + 2 + (3) = 7 Reroll the lowest d12 1d12 + 5 ⇒ (5) + 5 = 10

Explore from playing a blessing

Shipwreck

Fortitude 5+2= DC 7 BotElements 1d8 + 2 + 1d6 + 1d8 ⇒ (7) + 2 + (1) + (4) = 14

Closing time

Wisdom DC 7 1d12 + 2 + 2d12 ⇒ (10) + 2 + (5, 5) = 22 Blessing of Milani.

On closing: Recharge Blessing of Elements, Bof Milani and BotGods

Redraw: Acid Flask, Stained Glass Elemental.

End of Turn Summary:

Blessing B acquired BotG
Spell 2 acquired Geyser
Location Closed


I don't care about deck upgrades, and believe there is only 1 scenario left (B)?


Imrijka

Off-turn: draw card.

Hour of Hshurha

Oh, a Treasure Hunt? Why not.. Fortune-Teller: Bane, since we know the top card

Knowledge 7+5= DC 12 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8

Explore:

Morningstar

Melee DC 6 1d4 ⇒ 2

Bah, this is all Junk.

Windward Isles close: perception DC 7 Blessing auto-closes: 2d8 + 3 + 2 ⇒ (8, 8) + 3 + 2 = 21

With these frivolities over, maybe we can go back to the Beach for a relaxing Pineapple Slushie?

We Win!


Imrijka

Off-turn

Why hello Seoni! Nice to see a friendly face. Also, you are right: the Crossbow is overkill for a family-friendly vacation area

Bury Venemous Heavy Crossbow +2 to close

Recovery of Divine Fortune: auto-fails

"

Imijka wrote:

Hand: Seeking Shortbow +2, Fortune-Teller, Aid*, Mysterious Disk, Blessing of Shizuru,

Displayed:
Deck: 13 Discard: 4 Buried: 2
Hero Points: 0
NOTES:
Available Support: 1d4+2 and Poison available for Distant combat; 1d4+2 and Divine available for Distant combat;
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Tsukiyo, Humanbane Crossbow +2, Marksman's Bow, Righteousness, Blessing of Gorum, Blessing of the Samurai (2), Court Knight, Blessing of the Samurai (1), Hanelanius Finch*, Blessing of Old Deadeye, Blessing of Shelyn
Recharged: Celestial Armor, Celestial Crossbow +3,
Discard Pile: Flaming Falcata +3*, Gem of Physical Prowess, Blessing of the Inheritor,
Buried Pile: Musket*, Venomous Heavy Crossbow +2,

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

POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons


Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"


Imrijka

Fortune Teller

Corlan

Diplomacy becomes Strength DC 9 1d10 + 4 ⇒ (4) + 4 = 8

Explore

Illusory Wall Gem of Physical Prowess+boIonherator

Perception 6+5= DC 11 1d10 + 3 + 2 + 1d10 ⇒ (1) + 3 + 2 + (10) = 16

examine: Snipers Goggles. Unless anyone posts in Discord that they want the Item 4, move to bottom.

Redraw: Aid, Mysterious Disk.

End of Turn Summary:

Cards 1-2 at Beach dealt with.
Card 3 is Snipers Goggles, moved to bottom unless someone else wants it on top.

"

Imijka wrote:

Hand: Seeking Shortbow +2, Fortune-Teller, Aid*, Mysterious Disk, Venomous Heavy Crossbow +2, Blessing of Shizuru,

Displayed: Divine Fortune, Blessing of the Inheritor,
Deck: 13 Discard: 2 Buried: 1
Hero Points: 0
NOTES:
Available Support: 1d4+2 and Poison available for Distant combat; 1d4+2 and Divine available for Distant combat;
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Humanbane Crossbow +2, Blessing of Old Deadeye, Righteousness, Marksman's Bow, Hanelanius Finch*, Blessing of Gorum, Blessing of the Samurai (1), Blessing of Shelyn, Blessing of the Samurai (2), Blessing of Tsukiyo, Court Knight
Recharged: Celestial Armor, Celestial Crossbow +3,
Discard Pile: Flaming Falcata +3*, Gem of Physical Prowess,
Buried Pile: Musket*,

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

POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons


Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"


Imrijka

Off turn

Thank you, Sliathorn. The purging fire is holy! discard: Venemous Heavy Crossbow. Recharging: 1d4 + 1 ⇒ (4) + 1 = 5 Whole discard!

Hour of Cayden Caylen

Time for a little vacation, I think. Off to the beach!

Fortune Teller: Boon

Flaming Falcata +3 Display Divine Fortune

Strength DC 12 1d10 + 4 + 1d6 ⇒ (7) + 4 + (5) = 16

A vacation souvenier. Now, on to the beach! Explore

Cyclops

BYA: examine and recharge: Celestial Armour

Use and Bury: Musket. Recharge: Celestial Crossbow + 3.

Combat DC 22 3d10 + 5 + 1d6 + 1d4 ⇒ (1, 9, 7) + 5 + (1) + (4) = 27

With an eye that size, you still couldn't see my beach towel was here first? Get lost, pal.

Extra Explore? 1d6 ⇒ 2

It's too nice at the beach for extra work, anyway.

Redraw:
Gem of Physical Prowess
Blessing of the Inheritor
Venomous Heavy Crossbow +2
Blessing of Shizuru

"

Imijka wrote:

Hand: Seeking Shortbow +2, Fortune-Teller, Gem of Physical Prowess, Blessing of the Inheritor, Venomous Heavy Crossbow +2, Blessing of Shizuru,

Displayed: Divine Fortune,
Deck: 15 Discard: 1 Buried: 1
Hero Points: 0
NOTES:
Available Support: 1d4+2 and Poison available for Distant combat; 1d4+2 and Divine available for Distant combat;
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Aid*, Marksman's Bow, Righteousness, Blessing of Gorum, Hanelanius Finch*, Blessing of Old Deadeye, Mysterious Disk, Blessing of the Samurai (2), Blessing of Tsukiyo, Humanbane Crossbow +2, Court Knight, Blessing of Shelyn, Blessing of the Samurai (1)
Recharged: Celestial Armor, Celestial Crossbow +3,
Discard Pile: Flaming Falcata +3*,
Buried Pile: Musket*,

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

POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons


Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"


Radillo

Hour of the Ancients

Explore = Scribe

Ah, you! I've been looking for you to help transcribe these field reports.

Diplomacy = Arcane DC 9 1d10 + 3 + 3 + 2 ⇒ (5) + 3 + 3 + 2 = 13

Welcome to the team. Now get the to the archives!

Scribe to Explore, recharging Tetisurah

Good Omen Divine DC 6 1d4 ⇒ 3

Cat to Explore, recharging Apprentice

Effigy of Anubis Intelligence DC 10 1d10 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Cleric of Nethys to explore, recharging Scribe

Mace of Ruin

Strength DC 11 1d6 ⇒ 3

Blessing of Achaekek to explore

Rubela!

Spoiler:

Cloudburst, retrieving Scribe (AD 4); Mask of the Forgotten Pharoh; Recharging Scribe (AD 4)

Combat 23-4 = DC 19 1d10 + 3 + 3 + 3d6 + 2 ⇒ (3) + 3 + 3 + (2, 1, 3) + 2 = 17 Spend Hero Point 1d10 + 3 + 3 + 3d6 + 2 ⇒ (2) + 3 + 3 + (5, 6, 1) + 2 = 22

Boom, suckah!

First Law: 1d4 + 19 ⇒ (1) + 19 = 20 = [ooc]Display Curse of Ravenous, banish First Law

Recharge Mask of Forgotten Pharoh to remove my Curse of Ravenous

Recovery:
Attempt to recover Cloudburst Arcane DC 13 1d10 + 3 + 3 + 2 ⇒ (6) + 3 + 3 + 2 = 14

Redraw:
Blessing of Master of Masters
Blessing of Gozreh
Magnetic Grimoire
Incanter (AD 2)
Marionette

[ooc]Recharge randomly: 1d7 ⇒ 5 = Magnetic Grimoire.

End of Turn Summary:
Ally 4 (Scribe) Acquired
Location Closed

Radillo wrote:

Hand: Ice and Fire, Safety Bubble*, Blessing of Master of Masters, Blessing of Gozreh, Incanter (AD 2), Marionette,

Displayed: Curse of Poisoning,
Deck: 12 Discard: 5 Buried: 0
Notes: Please feel free to use Blessings! Don't forget that I can recharge Allies to help "local" Monster-fights.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [ ]+2
Constitution d4 [ ] +1 [ ] +2
Intelligence d10 [x] +1 [x] +2 [x] +3 [ ]+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 [ ] 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 ([ ] 2) plus the adventure deck number of the recharged ally, if any.


Imrijka

Hour of Gorum

Gorum blesses this day... an auspicious sign, am I right Esmerelda? Fortune-Teller: Boon. Always Boon, unless otherwise specified.

Aid

Divine DC 6 1d8 + 4 ⇒ (6) + 4 = 10

Gorum aids us this day, truly we are blessed!

Explore

Mercenary

Gorum, guide my aim to the target! Seeking Shortbow, which negates the difficulty increase

Combat DC 10 1d10 + 5 + 1d6 + 2 ⇒ (6) + 5 + (4) + 2 = 17

Gorum, accept this offering in thanks for your blessing.

Extra Explore? 1d6 ⇒ 2

Discard Blessing of the Samurai to explore

Musket Ranged DC 7 1d10 + 5 ⇒ (6) + 5 = 11

Gorum approves of Boomsticks. Perhaps Erastil will help provide a chance to demonstrate my aim? Blessing of Old Deadeye to explore

Haneilius Fitch

Ah! Will you lend me your aid in tracking our foe? Use Aid

Diplomacy becomes Strength, DC 9 1d10 + 4 + 1d6 ⇒ (10) + 4 + (6) = 20

You will? Excellent. Recharge Hanelilius Fitch to explore

Hurricane Winds

Gozreh, your storm has nothing on Gorum's Power! Recharge Gem of Physical Prowess

Knowledge 11 + 2 = DC 13 3d10 + 3 + 2 ⇒ (1, 1, 3) + 3 + 2 = 10

A Storm cannot deter a true Hero! Spend Hero Point

Knowledge 11 + 2 = DC 13 3d10 + 3 + 2 ⇒ (7, 4, 7) + 3 + 2 = 23

Phew. Let us beat to seaward, in case the wind continues, to help avoid the rocks.

Closing Perception DC 6 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Gorum's work is done for today.

Recovery:
Attempt to recover Aid: Divine DC 8
1d8 + 4 ⇒ (2) + 4 = 6

Redraw: Divine Fortune
Celestial Crossbow +3

End of Turn Summary:
Ally 3 acquired: (H. Fitch).
Spell B acquired (Aid).
Coastline Closed.
Nok-Nok's BoAbadar used.

"

Imijka wrote:

Hand: Seeking Shortbow +2, Venomous Heavy Crossbow +2, Musket*, Fortune-Teller, Divine Fortune, Celestial Crossbow +3,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: 1d4+2 and Poison available for Distant combat; 1d4+2 and Divine available for Distant combat;
Movement: Move me somewhere w/out a nasty SoT power if my location closes.
Other: Please bot me if needed (e.g. Guarding, Summoned monsters, etc.)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Tsukiyo, Blessing of Gorum, Blessing of Shelyn, Blessing of the Samurai (1), Blessing of the Inheritor, Celestial Armor, Court Knight, Marksman's Bow, Righteousness, Humanbane Crossbow +2, Mysterious Disk, Blessing of Shizuru
Recharged: Hanelanius Finch*, Gem of Physical Prowess,
Discard Pile: Blessing of the Samurai (2), Blessing of Old Deadeye, Aid*,
Buried Pile:

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

POWERS:
You may recharge ([ ] or reveal) a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster. ([ ] If the monster has the Cultist trait, add another 1d8.)
When you defeat a monster on your turn, you may roll d6; on a ([x] 3,) 4, 5, or 6, explore your location.
[x] When you attempt a Diplomacy check, you may use your Strength skill instead of your Diplomacy skill.
[ ] When you play a blessing that has the Basic trait on any check to defeat a bane, you may recharge it ([ ] or put it on top of your deck) instead of discarding it.
[x] You may evade a barrier you encounter ([x] and you may put it on the bottom of its location deck).
[x] You gain the skill Perception: Wisdom +2.
Favored Card: Blessing or Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armor, Weapons


Decklist:

https://docs.google.com/spreadsheets/d/1tBPEhLmnNW2sxEkAVydJXSR80J0hLX1ufOg reNiU4mg/edit?usp=sharing
"


Lem

Off-turn. Happy to help, Seltyeil! Recharge BoGozreh. Seems appropriate.

Hour of the Concordance!

I say, this is an auspicious start to the day! Draw Ally: Stained Glass Elemental*

Well, time to go play outdoors, I suppose.

Move to Garden of Symmetry #1 (Location 3)

Pillar of Life

Divine DC 12: 1d12 + 6 ⇒ (4) + 6 = 10 Use Blessing of Maat = +3.

I don't think I've ever been a pillar of the community before...

Scrying, naming Barrier:

Reed Snake Armour
Cultist of Unpronouncable (Henchman!) = Uh-oh! Milani aid me! use BoMilani 1d6 + 2d6 ⇒ (3) + (3, 2) = 8 *phew!* Location Power: Recharge BoAbadar, Apprentice

Memories of Violence = Display next to my deck.

I think I'd better stop here for a moment and collect my thoughts...

Recovery:
Recharge Scrying DC 12
1d12 + 6 ⇒ (11) + 6 = 17

Redraw:
Lightning Bolt
Blessing of Nethys
Cleric of Nethys
Game of Life (L)

End of Turn Summary:
Ally B Acquired (Stained Glass Elemental)
Spell 4 Acquired (Pillar of Life)
Cards 1, 4 @ Garden of Symmetry #1 (location 3) dealt with.
Barrier displayed next to my deck.
Location shuffles.

Lem wrote:

Hand: Deathbane Light Crossbow +1, Pillar of Life*, Stained Glass Elemental*, Lightning Bolt, Blessing of Nethys, Cleric of Nethys, Game of Life (L),

Displayed: Memories of Violence,
Deck: 13 Discard: 2 Buried: 0
Notes: Have: Please feel free to use blessings and heals! :) Can also throw down Disable Mechanism: Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
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.

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