![]()
![]()
![]() While I continue to be mildly disappointed by Paizo's unwillingness to provide PDFs to those who prefer to support their friendly local gaming stores, these humble bundles provide a great opportunity to support charities while acquiring virtual maps (and searchable books) to complement my physical collection. So, a net win-win. :) (And for those who eschew dead-tree versions: these bundles are a must purchase, in my opinion!) ![]()
![]() Start of turn: Bury Knock* and Marianix Karn* from discard to prevent a blessing discard. Location Power start of turn Baal Themm* is shuffled into my deck. Nothing left to do here but clean up. [ooc]Blessing of Master of Masters Int 6 + 7 = DC 13 1d10 + 4 + 2d10 ⇒ (9) + 4 + (7, 5) = 25 There we go. On closing: 1d4 + 1 ⇒ (3) + 1 = 4 whole discard. Turn remains Hour of Bastet on my turn.
Radillo wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b] Constitution d4 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4 Arcane: Intelligence +3 Wisdom d4 [ ] +1 [ ] +2 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Diplomacy: Charisma +3 Favored Card: Spell or Ally
![]()
![]() Hour of Osiris Start of turn Lightning Storm 1d4 ⇒ 4 = banished! Move to Surgery Tar Tomb Blessing of Isis + Magnetic Grimoire Int DC 13 1d10 + 4 + 2d10 + 1d4 ⇒ (6) + 4 + (8, 9) + (3) = 30 Phew! Narrowly dealt with that sticky situation. Perhaps now our Mountaineering friend can help us explore? Mountaineer to explore Bal Themm Charisma = Arcane DC 10 1d10 + 7 ⇒ (7) + 7 = 14 Fancy meeting you here! Have you learned anything interesting from your patients? Bal Themm to explore, recharging Mountaineer (AD 6) Knock Arcane DC 7 1d10 + 7 ⇒ (6) + 7 = 13 I'll save this for Lem. He was always better with the knock-knock jokes. Blessing of Master of Masters to explore Marianix Karn Charisma = Arcane DC 9 1d10 + 7 + 1d10 ⇒ (7) + 7 + (4) = 18 I should have known the Aspis had an interest in all this... Marianix Karn to explore Agash Recharge Khai-Utef (AD 5), play Fire Snake, recovering Khai-Utef (AD 5), Magnetic Grimoire Divine 8 + (2 * 7) - 7 = DC 15 1d10 + 7 + 1d4 ⇒ (4) + 7 + (2) = 13 Reroll 1d10 + 9 ⇒ (7) + 9 = 16 All clear here Linxia! Now, all we need to worry about is that fire. Oh, and you mentioned having a Cure handy? [ooc]Steal Linxia's cure for 1d4 + 1 ⇒ (2) + 1 = 3 healing = Disintegrate, Blessing of Master of Masters, Life Leech EoT 1 fire damage, reveal Gravewatcher Chainmail to block. EoT examine... 1d2 ⇒ 2 = Surgery. Examine the top 1d4 + 1 ⇒ (4) + 1 = 5 cards of an empty deck! Recovery Fire Snake Arcane DC 8 1d10 + 7 + 1d4 ⇒ (9) + 7 + (3) = 19 Redraw: Blessing of Master of Masters
End of Turn Summary:
Radillo wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b] Constitution d4 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4 Arcane: Intelligence +3 Wisdom d4 [ ] +1 [ ] +2 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Diplomacy: Charisma +3 Favored Card: Spell or Ally
![]()
![]() Eot: 1d2 ⇒ 2 = Surgery 1d4 + 1 ⇒ (3) + 1 = 4 = existing top 3 plus... Spellbottle Banished. Redraw: Autumn Witch (AD 6)
End of Turn Summary: Card 1 at Smoking Den banished, Cards 3 and 4 examined, shuffled back in, Card 2 (Hungry Fog) put on bottom of deck.
Radillo wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b] Constitution d4 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4 Arcane: Intelligence +3 Wisdom d4 [ ] +1 [ ] +2 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Diplomacy: Charisma +3 Favored Card: Spell or Ally
![]()
![]() Hour of the Elements Radillo realizes that she will need to reassess her strategy. As luck would have it, she recognizes a player from her old club days... Move to Smoking Den Fancy seeing you here! Remember those matches we'd win? Good days... Geniekin Cloudburst, recovering Scrying, and Blessing of Abraxas Combat 8 + (2*7) = DC 26 1d10 + 7 + 3d6 + 2d10 ⇒ (8) + 7 + (2, 5, 1) + (7, 9) = 39 Thank you for the suggestions... I'll go put them into action! Move to Golden Lake Lightning Storm The perfect backdrop for an epic clash... Cat (AD 3) to explore Agash Disintegrate, recovering Khai-Utef (AD 5) (L), Flenta Flank Combat 11 + (2*7) = DC 25 1d10 + 7 + 4d6 + 1d4 + 1 ⇒ (8) + 7 + (1, 3, 1, 1) + (4) + 1 = 26 Thank you for the flank, Flenta! She'd have got me for sure if you hadn't distracted her! Closing summon: Graven Guardian of Nethys Graven Guardian of Nethys Life Leech, recovering Fire Snake, recharging Pharaoh's Key, playing BoAchaekek, with Flenta Flank Combat 11 + 7 = DC 18 1d10 + 7 + 2d4 + 2d10 + 1d4 + 1 ⇒ (1) + 7 + (1, 3) + (8, 8) + (3) + 1 = 32 Recharging: 1d4 + 1 ⇒ (2) + 1 = 3 = whole discard And now for a preview... Smoking Den, naming Barrier Hungry Fog = On bottom of deck
Recovery: Cloudburst 1d10 + 7 ⇒ (8) + 7 = 15
![]()
![]() Hour of the Elements Right, first things first: fight the fire! Conflagration Fire Snake, recovering Scrying, steal Linxia's BotArchdevils1 Con DC 15 1d10 + 7 + 1d10 ⇒ (7) + 7 + (8) = 22 Alright then, let's see who I saved... Tooled Crocodile Skin Con DC 8 1d4 ⇒ 4 Ugh. That is so last season! Let's see if I can't find something better... Scrying, naming Ally Fiery Glare
Khai-Utef (AD 5) (L) to draw: Pharaoh's Key (L)
And explore The Viper Diplomacy = Arcane DC 9 1d10 + 7 ⇒ (1) + 7 = 8 Wait! Come back! Was it something I said? Per location power, shuffled back in Recovery: Fire Snake *meow* 1d10 + 7 + 2 ⇒ (8) + 7 + 2 = 17
End of turn summary:
Radillo wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b] Constitution d4 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4 Arcane: Intelligence +3 Wisdom d4 [ ] +1 [ ] +2 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Diplomacy: Charisma +3 Favored Card: Spell or Ally
![]()
![]() Radillo will trade / loot: Cleric of Nethys (AD 2) Khai Utef (AD 5)
(Since we now have a dedicated fire-fighter, I decided it was better to swap out the Cleric than the Autumn Witch, in case I encounter the villain at an inopportune time) Might as well start at the Tooth and Hookah. Radillo wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b] Constitution d4 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4 Arcane: Intelligence +3 Wisdom d4 [ ] +1 [ ] +2 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Diplomacy: Charisma +3 Favored Card: Spell or Ally
![]()
![]() Ooh, I think I can take this one guys! 1d6 ⇒ 5 First things first Fire Snake, recovering Remove Curse* BYA: Int = Arcane 1d10 + 7 + 2 ⇒ (7) + 7 + 2 = 16 And now for the main event Recharge Autumn Witch for character power, play Marionette, recharge Khai-Utef for an extra die Combat 20 - 8 = DC 12 1d10 + 7 + 1d8 + 1d10 ⇒ (7) + 7 + (4) + (7) = 25 And now for the finale... 1d4 ⇒ 2 Bury Cloudburst and Blessing of Ra*
Recharge Mountaineer (AD 6)
Phew! I should have known better to get involved with a Pyramid scheme. ![]()
![]() Flenta's turn Second Law: 1d6 ⇒ 2 = everyone must summon Voices of the Spire or banish a card. Voices of the Spire Recharge Mountaineer (AD 6) to reduce DC, play Cloudburst to recover Mountaineer (AD 6) Combat 8 + (2*6) - 8 = DC 12 1d10 + 7 + 3d6 ⇒ (3) + 7 + (2, 1, 2) = 15 Recovery: Cloudburst Arcane DC 13 1d10 + 7 ⇒ (9) + 7 = 16 Hour of Poisoning... and of the Mummy Already have a curse of Poisoning; blindness gives me Curse of the Mummy It seems a little wasteful, given all the trouble we've just been through to heal... but I really don't need this scroll right now... Use playmat to discard Ice and Fire, drawing... Volcanic Storm. Oh well. Hmph, more scrolls, not what I need... hey, Seelah! Do you think you might be able to use this to power more healing, please? Hand off Volcanic Storm to Seelah for more healing on her turn You know, I'm just not feeling confident about dealing with the Will of Ahriman right now... decline to explore, random card = 1d2 ⇒ 2 = Barrier = Tabe's Last Jest Tabe's Last Jest Disable DC 15 1d4 ⇒ 3 Really? I'm not in the mood for humour right now... No downside to failure End of Turn Summary: Pass of Volcanic Storm to Seelah to power healing.
Redraw: Icy Prison, Blessing of Master of Masters, Remove Curse*, Fire Snake, Blessing of Ra* Radillo wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b] Constitution d4 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4 Arcane: Intelligence +3 Wisdom d4 [ ] +1 [ ] +2 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Diplomacy: Charisma +3 Favored Card: Spell or Ally
![]()
![]() Unless I missed something, Seelah picked up a Curse of Fevered Dreams on her turn? If so, the easiest way to deal with it is probably for Radillo to have removed it immediately post-hour change, instead of removing my own blindness? Oh, thank you Seelah! That feels much better! Blessings of Ra*, Master of Masters, and Elements*, along with Icy Prison and Volcanic Storm, all now healed My hand after Seelah's turn: Radillo wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b] Constitution d4 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4 Arcane: Intelligence +3 Wisdom d4 [ ] +1 [ ] +2 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Diplomacy: Charisma +3 Favored Card: Spell or Ally
![]()
![]() After Flenta reveals Daybane on her turn, I recharge my Mask of the Forgotten Pharaoh to remove my Blindness. What happened? It all went white for a few seconds... FLENTA! You're bleeding out again! Hour of... Poisoning. Display Curse. Seelah! We need a medic here! Hand off my Blessing of Isis for Seelah to heal Flenta with on her next turn... Sphinx examine... Will of Ahriman Will of Ahriman Achaekek, don't fail me now... Diplomacy DC 18 1d10 + 3 + 2d10 ⇒ (7) + 3 + (1, 4) = 15 HP time... 1d10 + 3 + 2d10 ⇒ (8) + 3 + (3, 5) = 19 Second Law: 1d2 ⇒ 2 ...you know what? I'm just not going to push my luck further today. 1d2 ⇒ 2 = sightless starvation All this heroism and my earlier blindness are making me hungry... Sightless Starvation Diplomacy DC 12 1d10 + 3 ⇒ (9) + 3 = 12 = no ravenous... Intelligence DC 12 1d10 + 4 ⇒ (3) + 4 = 7 ...yes blindness. Redraw, then Poisoning... 1d8 ⇒ 7 = recharging Fire Snake. :( End of Turn Summary:
Radillo wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b] Constitution d4 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4 Arcane: Intelligence +3 Wisdom d4 [ ] +1 [ ] +2 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Diplomacy: Charisma +3 Favored Card: Spell or Ally
![]()
![]() Reveal Rhino Hide Armour to reduce damage by 3, discard Icy Prison and Rhino Hide Armour for the other two Hang in there Flenta... I'm coming to avenge you! Bury: Blessing of Abraxas. Play Fire Snake, recovering Remove Curse*, recharging BotE* Stealth = Arcane DC 17 1d10 + 7 + 1d10 ⇒ (7) + 7 + (8) = 22 Bird! Bird is the word, Ra! It seems Radillo finally has gotten the hang of riddles... maybe? On Flenta's turn: play Remove Curse on Seelah, removing Withering from Seelah. Recovery: Fire Snake Arcane DC 8 *meow* 1d10 + 7 + 2 ⇒ (3) + 7 + 2 = 12 Radillo decides that discretion is the better part of valour. She suffers Curse of Blindness on her turn, then banishes the Cat (AD 3) to avoid the end of turn badness. Redraw: entire hand. Avenged the Voice of Ra, so *no location shuffle*
Radillo wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b] Constitution d4 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4 Arcane: Intelligence +3 Wisdom d4 [ ] +1 [ ] +2 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Diplomacy: Charisma +3 Favored Card: Spell or Ally
![]()
![]() Hour of... Daybane. Because I already have a Daybane, this one is banished. It's amazing what a little rest can do for how one faces the morning. Seelah! Could I ask you to please beseech the Ancients for some healing? Pass off BotAncients* to Seelah, so she can bury it to heal me on her next turn Right now, onwards. Curse of the Sphinx to examine... Steel Scorpion Steel Scorpion Disable DC 10 1d4 ⇒ 2 Ouch! 1d4 ⇒ 3 poison damage, revealing Rhino Hide Armour to block, barrier displayed next to my deck Discard Autumn Witch, recharging 1d3 ⇒ 3 = Khai-Utef (AD 5). Curse of the Sphinx examine: Blessing of Ra. Recharge Hand, redraw:
discard Khai-Utef (AD 5). Blessing of Ra Fire Snake, recovering Cat (AD 3) Divine DC 6 1d10 + 7 ⇒ (3) + 7 = 10 Truly, the sun god smiles on me today. I wish he'd shine a little less brightly, mind you... Recharge Remove Curse, to remove Seelah's other Curse Seelah, I think I'm getting the hang of this lay on hands! EoT: 1d2 ⇒ 1 = Random Monster = Earth Ossumental Earth Ossumental **All characters need to make a Dex/Acro 13 BYA, or take 1d4 Acid damage** BYA: Acro DC 13 1d4 ⇒ 2 1d4 ⇒ 1 Acid damage Fire and Ice should melt you back to mud! Fire and Ice, recover Remove Curse* Combat DC 19 1d10 + 2d8 + 3 ⇒ (9) + (4, 5) + 3 = 21 Recovery: Fire Snake Arcane DC 8 1d10 + 7 + 2 ⇒ (3) + 7 + 2 = 12
End of turn summary:
NOTE: I have Remove Curse in hand, in case Seelah or Flenta pick up a nasty curse at the SOT. Radillo wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b] Constitution d4 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4 Arcane: Intelligence +3 Wisdom d4 [ ] +1 [ ] +2 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Diplomacy: Charisma +3 Favored Card: Spell or Ally
![]()
![]() Pairaka Ice and Fire, redraw Marionette, flank with Flenta Combat DC 13 1d10 + 7 + 2d8 + 3 + 1d4 + 1 ⇒ (9) + 7 + (2, 2) + 3 + (1) + 1 = 25 Again, even without the 2's and the 1, handily succeed Ugh. Many thanks for the assist Flenta, that could have... oh no. 1d4 ⇒ 1 = Bury Ring of Protection There, thats... 1d4 ⇒ 1 = Discard Blessing of Maat ... recharge entire hand of 6 Ugh. There, I think I'm alright now... End of Turn: can't banish a card, so 1d2 ⇒ 1 = Random Monster = Ubashki Swarm Ubashki Swarm Not right now, your undead meowling really isn't what I need at the moment! Stealth DC 6 1d4 ⇒ 4 Flenta and Seelah each summon and encounter an Ubashki Swarm Combat DC 8 1d6 + 1d4 + 1 ⇒ (3) + (2) + 1 = 6 Combat DC 8 1d6 + 1d4 + 1 ⇒ (2) + (3) + 1 = 6 No cards to discard or bury They pick the worst time to try and be friendly... Discard 1d4 ⇒ 2 from top of deck Recovery: Volcanic Storm DC 13 1d10 + 7 ⇒ (5) + 7 = 12
I think I'm going back to bed in a while. Wake me in a couple hours, will you please? Redraw: entire hand End of Turn Summary:
Radillo wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b] Constitution d4 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4 Arcane: Intelligence +3 Wisdom d4 [ ] +1 [ ] +2 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Diplomacy: Charisma +3 Favored Card: Spell or Ally
![]()
![]() Hour of Daybane = Display Curse of Daybane Yaawn. Thank you, Flenta! My head is ringing, I'm feeling dehydrated, and EGADS what is that bright light? Scarab Buckler: 1d4 + 1 ⇒ (3) + 1 = 4 = Autumn Witch (AD 6), Blessing of Abraxis, Khai-Utef (AD 5), Blessing of Achaekek Oh, thanks Flenta: you're a lifesaver. What time is it... and what did we do last night? Encounter Memories of Violence Memories of Violence Diplomacy DC 8 1d10 + 3 ⇒ (6) + 3 = 9 Oh. Oh my. Flenta... if anyone asks, we remember nothing of last night. And we were nowhere near that brawl. Right? Memories of Violence banished Curse of the Sphinx examine... Alchemist's Kit. Recharge hand, redrawing: Volcanic Storm
Discard Khai-Utef (AD 5) Alchemist's Kit Int DC 6 1d10 + 4 ⇒ (2) + 4 = 6 =4 because of scenario power Ugh, looks like there's no headache pills left. You there, go the the shop and get me some would you? Pyromaniac Mage (AD 5) to explore, recharging Khai-Utef (AD 5) (L) Curse of the Sphinx examine... Blessing of the Ancients Recharge hand, redraw: Ice and Fire
Discard: Channel the Gift* Blessing of the Ancients Divine DC 3 1d4 ⇒ 3 Huh. This one ancient secret that doctors don't want you to know about might actually be a decent headache cure. Cat (AD 3) to explore, recovering Pyromaniac Mage (AD 5) Curse of the Sphinx examine... Blessing of the Elements. Recharge Hand. Redraw: Mask of the Forgotten Pharaoh (L)
Discard: Mask of the Forgotten Pharaoh (L) Blessing of the Elements Int DC 6 1d10 + 4 ⇒ (8) + 4 = 12 Ugh, my head. Well, at least I'm in my element with this one, I can do this with my eyes closed! Mountaineer to explore, recharging Cat (AD 3) Curse of the Sphinx examine... Flaming Spear +1. Recharge Hand. Redraw:Volcanic Storm
Discard Khai-Utef (AD 5) (L) Flaming Spear +1 Dex DC 9 1d8 + 1 ⇒ (5) + 1 = 6 What? Oh, sorry, I thought you said Flaming SPHERE. No, I haven't seen it. Pyromaniac Mage (AD 5) to explore, recovering... 1d2 ⇒ 2 Khai-Utef (AD 5) (L) Curse of Sphinx examine: Plague Zombie Plague Zombie Ugh, you look worse than I do. Hey, whatdaya think you're doing: I qued for the bathroom first! Volcanic Storm + Flenta Combat DC 11 1d10 + 7 + 3d6 + 1d4 + 1 ⇒ (4) + 7 + (3, 2, 1) + (1) + 1 = 19 Even without the 1s or the 2, still succeeds at 15 Back of the que, buster. Khai-Utef to refill hand, drawing Autumn Witch (AD 6), Ring of Protection, Ice and Fire, and explore. Curse of the Sphinx examine... Ushering of Oblivion Oh no, here we go... Ushering of Oblivion 1d6 ⇒ 1 = draw Cat (AD 3), summon Pairaka ![]()
![]() In short: Hour of the Curse of the Sphinx. Display. Punched the Skull Ripper, after recharging Khai-Utef to drop the DC to 7. Use reroll on the Skull Ripper. Flenta's aid was invaluable. Bonecrusher Chieften is off the Curse of Sphinx examination. Use Volcanic Storm, and flank with Flenta. Poison Spiked Pit trap used Seelah's Blessing of Iomadae (which recharged). Wouldn't have made it without the extra boost from Seelah! Will of Ahrimain used my Blessing of Achaekek Blessing of Maat used my Blessing of Abraxas Hungry Fog ate my Life Leech. :( I use Game of Afterlife to get rid of Flenta's Curse of Vulnerability. End of turn summary: Cards 1-8 dealt with
Radillo would appreciate a heal if there is one going, as I now have 4 blessings in my discard pile... and my life leech, which I carefully finagled to the top of my deck, got buried by Hungry Fog. :( ![]()
![]() Skull Ripper 1d6 + 1d4 + 1 ⇒ (1) + (3) + 1 = 5 1d6 + 4 ⇒ (5) + 4 = 9 Bonecrusher Chiefen 1d10 + 7 + 3d6 + 1d10 + 1d4 + 1 ⇒ (7) + 7 + (4, 2, 3) + (9) + (4) + 1 = 37 Poison Blade Trap 1d8 + 1 ⇒ (5) + 1 = 6 Channel the Gift 1d10 + 7 ⇒ (7) + 7 = 14 Poison Spiked Pit Trap 1d10 + 7 + 1d10 ⇒ (1) + 7 + (8) = 16 Will of Ahrimain 1d10 + 3 + 2d10 ⇒ (3) + 3 + (6, 10) = 22 Blessing of Maat 1d4 + 2d4 ⇒ (3) + (3, 2) = 8 Hungry Fog to evade 1d8 + 1 ⇒ (1) + 1 = 2 Hungry Fog Perception 1d4 ⇒ 2 Recovery: Volcanic Storm 1d10 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Radillo wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b] Constitution d4 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4 Arcane: Intelligence +3 Wisdom d4 [ ] +1 [ ] +2 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Diplomacy: Charisma +3 Favored Card: Spell or Ally
![]()
![]() I do realize I failed to do the scenario power to discard x2 cards from my deck as a result of the 2 structural damage, though. :( Those would have been Blessing of the Elements 3 and Meteor Swarm, with me redrawing Pteranodon* and Old Salt* instead. I can take it! Vengeful Storm + Ambrosia + Flenta + Old Salt* + character power recharge on Elixir of Healing Combat 35 + 1 = DC 36 1d12 + 4 + 1d4 + 1d8 + 1d10 + 1d12 + 2d4 + 1d4 + 6 + 2d4 ⇒ (1) + 4 + (2) + (4) + (10) + (7) + (2, 1) + (2) + 6 + (2, 1) = 42 I then wouldn't have MM's Blessing of Elements, but I still have both Eagle Aeire* and a recharge of Pteranodon* for my +2d4 character power 1d8 + 2d4 - 3 ⇒ (4) + (1, 4) - 3 = 6 = net difference to Flenta's first check Flenta passes on the first swing. :) Well, team. I can finally say with certainty that I see no Divs. If it would be preferable for me to have kept the original hand, i.e. for the blessing on Flenta's check, I play Meteor Swarm instead of Vengeful Storm + Old Salt* Spoiler:
2d6 + 2d10 - 21 ⇒ (2, 5) + (1, 3) - 21 = -10 = net difference to my first roll. Meteor Swarm free reroll 1d12 + 4 + 1d4 + 2d6 + 2d10 + 2d4 + 1d4 + 2d4 ⇒ (10) + 4 + (4) + (2, 3) + (2, 9) + (3, 1) + (4) + (3, 1) = 46
I've seen hundreds of realities in my Cauldron, Div. Want to guess the number of them in which you survive? End Scenario. End Adventure Path?! ![]()
![]() Ederleigh Baines* shuffled into Flenta's deck Pirate Captain Location power 1d12 ⇒ 3 BYA recharge: BotE 2 Zova! If you are in the mood to work out some of your fury, can I trouble you for some aid while I flank with Flenta? Dragon's Breath + BoGreenFaith + Flenta Combat 12 + 6 + 1 = DC 19 1d12 + 4 + 1d4 + 3d6 + 1d12 + 1d4 + 2 ⇒ (9) + 4 + (4) + (2, 1, 4) + (3) + (4) + 2 = 33 Tank the two Structural damage There! I think we've rooted out the last of that villain's mooks. Now, to corner and defeat his last shard of presence! Anesthetizing Slime to explore Blessing of Geryon Location Power 1d12 ⇒ 6 Divine 5 + 1 = DC 6 1d12 + 4 + 1d4 ⇒ (1) + 4 + (1) = 6 That was a close shave... Crystalline Carnivore to explore Lady Nightshade Well, this is an unpleasant surprise... Location Power 1d12 ⇒ 12 BYA power. Myself and 1d2 ⇒ 2 summon a monster [ooc]Giant Sea Anemone Play Elixir of Focus, recharge Blessingof Geryon Evade attempt: Wisdom 14 + 1 = DC 15 1d12 + 6 + 2d4 ⇒ (2) + 6 + (1, 2) = 11 Hero Point 1d12 + 6 + 2d4 ⇒ (2) + 6 + (3, 1) = 12 There's no more persistent enemy, than a Sea Anemone... Playmat reroll 1d12 + 6 + 3 + 1 ⇒ (7) + 6 + 3 + 1 = 17 ...except me. Scenario Power BYA on henchman encounter: burying from my deck... Stained Glass Elemental. Summon and encounter... 1d27 ⇒ 5 = Truewind Truewind Scenario Power BYA: 1d12 ⇒ 7 Survival 6 + 1 = DC 6 1d12 + 6 ⇒ (1) + 6 = 7 Siezed. Random plunder = 1d6 ⇒ 3 = Armour That was an interesting sideshow, but we'll not be distracted from our mission... Bottled Lightning + Blessing of Ptah+ Flenta + Carnivore Combat 19 + 1 = DC 20 1d12 + 6 + 3d8 + 2d12 + 1d4 + 1d12 ⇒ (7) + 6 + (8, 3, 3) + (6, 6) + (2) + (10) = 51 Closing: discard card from Blessings deck. Find Villain. Well Flenta, Zova, I've done what I can to corner the Voidlord. It's up to you now! Recovery: Dragon's Breath Arcane 13 + 1 = DC 141d12 + 4 + 1d4 ⇒ (3) + 4 + (1) = 8
[ooc]Redraw: entire hand End of Turn Summary:
Mother Myrtle wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2 Constitution d8 [x] +1 [x] +2 Fortitude: Constitution +1 Intelligence d8 [x] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4 Craft: Wisdom +2 Survival: Wisdom +2 Charisma d6 [ ] +1 [ ] +2 [ ] +3 Favored Card: Spell Hand Size 6 [x] 7 [x] 8 Proficient with: Light Armours Powers: (Reanimator) You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it. [x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait). [ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck). ![]()
![]() Hour of Abadar SOT: Perception 12+1 = DC 13 1d4 ⇒ 1 = 1d6 ⇒ 3 = also move to Pinnacle Atoll[/ooc] Ahoy, Zova! Let me put a cuppa on. That's always good for steadying the nerves... 1d10 ⇒ 7 = Old Salt When you Encounter roll= 1d12 ⇒ 9 Charisma 7 + 1 = DC 8 1d6 ⇒ 2 = recharge Stained Glass Elemental to succeed. Oh, not so fast me bucko... we wants to have some words with ye. Hmm, it seems I am getting the knack for this salty sea language! BotE to explore 1d10 ⇒ 8 = Net of Snaring When you Encounter roll= 1d12 ⇒ 9 Dex 12 + 1 = DC 13 1d12 + 2 ⇒ (3) + 2 = 5 Bah, I don't need this. BoHshurha to explore 1d10 ⇒ 3 = Pirate Bomber When you Encounter roll= 1d12 ⇒ 12 BYA: 1d4 ⇒ 1 fire, discarding Tangleburn Bag **Zova takes 1 fire damage** Fuse Grenade + recharge Ambrosia + Old Salt Combat = 22 + 1 = DC 23 1d12 + 6 + 4d6 + 1d4 + 6 ⇒ (5) + 6 + (5, 6, 2, 2) + (3) + 6 = 35 AYA: 1d4 ⇒ 4 Poison **Zova takes 4 poison** Recovery:
Redraw: entire hand End of Turn Summary: Cards 3, 7, and 8 at Pinnacle Atoll dealt with
Mother Myrtle wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2 Constitution d8 [x] +1 [x] +2 Fortitude: Constitution +1 Intelligence d8 [x] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4 Craft: Wisdom +2 Survival: Wisdom +2 Charisma d6 [ ] +1 [ ] +2 [ ] +3 Favored Card: Spell Hand Size 6 [x] 7 [x] 8 Proficient with: Light Armours Powers: (Reanimator) You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it. [x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait). [ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck). ![]()
![]() Hour of Asmodeus Good work, comrades! Mother Myrtle is quite impressed at the skill of Flenta and Zova, making short work of two locations. SOT Perception 12 1d4 ⇒ 3 1d6 ⇒ 4 = Display Pirate Shade Haunt. Ghosts of the past comin' back to haunt me, eh? We'll see about that... Move to Teleportation Chamber Ruby of Charisma Charisma 7 + 1 = DC 8 1d6 ⇒ 6 Bah, I have no use for such baubles Blessing of Ptah to explore Shapechange Divine 13 + 1 = DC 14 1d12 + 4 + 1d4 ⇒ (5) + 4 + (3) = 12 Recharge Stained Glass Elemental to succeed The advantage to elemental friends... they can help you reach the top shelves, where all the good scrolls are stored! Now then, let's see what all this fuss is about... Display Shapechange, selecting the boosted physical stats Hmm. It seems changing forms brings along an increased appetite! Time for some soup... Elixir of Healing to heal 1d4 + 1 ⇒ (3) + 1 = 4 whole discard pile *rawk* Ahem. I'd better pause and get to know my new powers a little better. Recovery: Elixir of Healing Craft 6 + 1 = DC 7 1d12 + 6 ⇒ (4) + 6 = 10 Redraw: BotE 1, Stained Glass Elemental, BoHshurha (L) End of Turn Summary:
Mother Myrtle wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2 Constitution d8 [x] +1 [x] +2 Fortitude: Constitution +1 Intelligence d8 [x] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4 Craft: Wisdom +2 Survival: Wisdom +2 Charisma d6 [ ] +1 [ ] +2 [ ] +3 Favored Card: Spell Hand Size 6 [x] 7 [x] 8 Proficient with: Light Armours Powers: (Reanimator) You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it. [x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait). [ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck). ![]()
![]() Hour of Hshurha Start of Turn Perception DC 12 1d4 ⇒ 2 = 1d6 ⇒ 3 = move to 1d4 ⇒ 2 = Theatre of Corruption [/ooc] Hmph. This fog sure is hard to see through. I'm sure I didn't plan to go here... Symbol of Insanity Recharge Blessing of Hshurha to add 2 dice Divine DC 14 1d12 + 4 + 1d4 + 2d12 ⇒ (9) + 4 + (4) + (2, 7) = 26 I'd have to be crazy to fall for that old trap. Hmm... Baby Triceratops (L) to explore, then banish. Sargassum Fiend Recharge Meteor Swarm Wisdom DC 12 1d12 + 4 + 2d4 ⇒ (8) + 4 + (4, 2) = 18 Heh, no monster of the briny deep is going to surprise me in my dreams! Baby T power = bury Toff Ornelos Redraw:
End of Turn Summary:
Mother Myrtle wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2 Constitution d8 [x] +1 [x] +2 Fortitude: Constitution +1 Intelligence d8 [x] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4 Craft: Wisdom +2 Survival: Wisdom +2 Charisma d6 [ ] +1 [ ] +2 [ ] +3 Favored Card: Spell Hand Size 6 [x] 7 [x] 8 Proficient with: Light Armours Powers: (Reanimator) You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it. [x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait). [ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck). ![]()
![]() Continued from above Scenario pre-henchman... bury top of deck (Steel Ibis Lamellar) *CLANK* My, that's a toothy bite. I think I'll need to stop by an armourer to repair that when we're done here! BYA: use Crystalline Carnivore to dodge Ooze unprepared? Not me! Fuse Grenade, recharging Bone Lamellar and Blessing of the Elements 2 Combat DC 26 1d12 + 6 + 4d8 + 2d4 + 1d12 ⇒ (10) + 6 + (7, 7, 1, 8) + (4, 3) + (11) = 57 Hakarl, anyone? Recharge my hand, redraw BoHshurah, BotE 1, Toff Ornelos Fog Bank Closed Not bad for a day's work, I think. Day's? Nights? Time for a nap either way, I think... Recovery Death's Touch Arcane DC 12 1d12 + 4 + 1d4 ⇒ (1) + 4 + (2) = 7
Redraw:
End of Turn Summary:
At the start of flenta's turn: Elixir of Healing 1d4 + 1 ⇒ (4) + 1 = 5 = all except Ederleigh Baines* Recovery: Craft DC 61d12 + 6 ⇒ (11) + 6 = 17 Mother Myrtle wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2 Constitution d8 [x] +1 [x] +2 Fortitude: Constitution +1 Intelligence d8 [x] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4 Craft: Wisdom +2 Survival: Wisdom +2 Charisma d6 [ ] +1 [ ] +2 [ ] +3 Favored Card: Spell Hand Size 6 [x] 7 [x] 8 Proficient with: Light Armours Powers: (Reanimator) You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it. [x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait). [ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck). ![]()
![]() Hour of the Gods Start of turn miasma... Perception DC 12 1d4 ⇒ 1 = 1d6 ⇒ 5 = discard Bottled Lightning. Banish Immortal Dreamstone Pteranadon, Ederleigh Baines, Giffer Tibbs Ach, my head... I think I see Zova over there. Move to Gozreh's Flow Blessing of Asmodeus Divine DC 5 1d12 + 4 + 1d4 ⇒ (5) + 4 + (3) = 12 Giffer Tibbs to explore Sea Drake *BYA: Dex or Acro DC 6 for Zova + Me* Recharge Blessing of Ptah 1d4 + 2d4 ⇒ (2) + (2, 1) = 5 As the sea drake dives in for a bite, it realizes with surprise and dismay that it is diving towards a shiny, shimmering reflection. *Tinkle tinkle* With a screech, the creature swoops off with a mouth full of glass. Recharge Stained Glass Elemental to succeed Discard Elixir of Focus Combat DC 14 Death's Touch 1d12 + 4 + 1d4 + 3d6 + 3 ⇒ (4) + 4 + (2) + (3, 1, 5) + 3 = 22 Shaken and weakened from its initial mistake, the Drake is no match for Mother Myrtle's deadly touch. Recharge Baby Triceratops for the Structural Damage This dream isn't turning out quite as I expected... might as well try something different! Pteranodon to travel to Fog Bank Seaweed Siren Ugh, this earworm even follows me to my dreams! It's just never going to give me up... Wis DC 12 1d12 + 4 + 2d4 ⇒ (11) + 4 + (2, 3) = 20 Recharging Vengeful Storm Wis DC 12 1d12 + 4 + 2d4 ⇒ (7) + 4 + (2, 3) = 16 Recharging Ambrosia Wis DC 12 Bury Blessing of Asmodeus, redrawing... Tangleburn Bag
A truly devilish torment. Anesthetizing Slime to explore Wereshark Pirate Splitting my post here ![]()
![]() Start at Pinnacle Atoll Shuffling in the Blessing of Ptah + Baby Triceratops. Starting hand (including bonus two) Mother Myrtle wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2 Constitution d8 [x] +1 [x] +2 Fortitude: Constitution +1 Intelligence d8 [x] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4 Craft: Wisdom +2 Survival: Wisdom +2 Charisma d6 [ ] +1 [ ] +2 [ ] +3 Favored Card: Spell Hand Size 6 [x] 7 [x] 8 Proficient with: Light Armours Powers: (Reanimator) You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it. [x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait). [ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck). ![]()
![]() Radillo wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b] Constitution d4 [ ] +1 [ ] +2 Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4 Arcane: Intelligence +3 Wisdom d4 [ ] +1 [ ] +2 Charisma d10 [ ] +1 [ ] +2 [ ] +3 Diplomacy: Charisma +3 Favored Card: Spell or Ally
![]()
![]() Mother Myrtle first heeds the warning about Draugar... BYA: recharge all but Meteor Swarm. Redraw: Death's Touch
Undead? They don't bother me. I have the magic touch... Death's Touch, recharging Elixir of Healing, +1d4 from scenario reward, +1d4 from Flenta Combat DC 27 1d12 + 4 + 1d4 + 3d6 + 3 + 2d4 + 1d4 + 1d4 + 2 ⇒ (2) + 4 + (3) + (1, 3, 3) + 3 + (3, 3) + (1) + (1) + 2 = 29 No sense in showing off before the main event... Mother Myrtle finishes de-necromanting the Draugar monstrosity just in time to see Zova tackle Akinaru. Taking advantage of the distraction, she slips around behind their foe and prepares to call down the parties' final vengeance... 1d4 + 1 ⇒ (1) + 1 = 2, bury discard pile. The div, alert for signs of trouble, manages to claw Mother Myrtle as she moves into position. Before he can press the assault, however, a Shadowcat bounds forth at Zova's call (or is it Zova herself? Always hard to tell with shifters) to distract Akinaru once again with a ball of teeth and claws, while Flenta calls forth the fury of the seas...[/b] Meteor Swarm, + Shadow Cat + Flenta's Blessing of Hshurha + recharge Invigorating Kukri + Ambrosia + Flenta + Combat DC 45 1d12 + 4 + 1d4 + 2d6 + 2d10 + 1d8 + 6 + 2d12 + 2d4 + 2d6 + 1d4 + 2 ⇒ (1) + 4 + (3) + (5, 5) + (8, 1) + (6) + 6 + (9, 1) + (1, 2) + (3, 5) + (1) + 2 = 63 Focused on the frenzied ring of combatants, Akinaru is able to parry the blows and slashes of the heroic trio with ease, if not style. As the Div prattles on about the inevitability of its victory, Mother Myrtle calls out: Hey, Akinaru! You may be hot stuff, but we've figured out your crucial weakness! Mother Myrtle's serene expression (and sudden cessation of chanting) catches the Div's attention, who follows her pointed finger upward to the heavens... TEAMWORK! KABOOOOOM! Later, floating amongst the splinters of the ruined ship, it wasn't clear to Mother Myrtle whether or not the Div was annihilated by the flaming aura of the meteor before its adamantine core made impact with the deck of the ship. In the result, it didn't really matter. After the ringing in her ears subsides, Mother Myrtle looks around, and smiles at her comrades. I honestly say I can see no divs! Villain Defeated. Scenario Victory. Adventure Victory? Adventure Path Victory?! ![]()
![]() Hour of Gozreh Hang on Zova, we're coming! Don't have all the fun without us! Move to Fort Hazard Heartbreak Hinsen Dex DC 4 1d4 ⇒ 2 Diplomacy DC 7 1d4 ⇒ 2 Now then Hinsen, don't go tryin' to break my heart... Blessing of Hshurah (L) to explore Sapphire Jellyfish BYA = 1d4 ⇒ 4 electricity (reveal Steel Ibis Lamellar and Reflecting Buckler to block) Heh, this must be magic armour. I've never known steel to reflect electricity before! Fuse Grenade + recharge Reflecting Buckler Combat 18-2 = DC 16 1d12 + 6 + 4d8 + 2d4 ⇒ (6) + 6 + (3, 4, 5, 3) + (1, 4) = 32 Boom! Recovery: Recharge Craft DC 16 1d12 + 6 ⇒ (6) + 6 = 12 Hey, Flenta! We've almost found that scurrilous villain... come here and help us search! Redraw: Meteor Swarm
End of Turn Summary:
Mother Myrtle wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2 Constitution d8 [x] +1 [x] +2 Fortitude: Constitution +1 Intelligence d8 [x] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4 Craft: Wisdom +2 Survival: Wisdom +2 Charisma d6 [ ] +1 [ ] +2 [ ] +3 Favored Card: Spell Hand Size 6 [x] 7 [x] 8 Proficient with: Light Armours Powers: (Reanimator) You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it. [x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait). [ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck). ![]()
![]() Off-Turn Recharge my BotE 1 for char power for Flenta. Recharge my own BotE 4 for char power for me. Wis DC 12 1d12 + 4 + 2d4 ⇒ (10) + 4 + (4, 1) = 19 Recharge my Elixir of Focus for character power Wis DC 12 1d12 + 4 + 2d4 ⇒ (11) + 4 + (3, 1) = 19 You know, you'd probably be a more alluring monster if you change up your repertoire a bit. "Mournful Dirge" has its time and place, for sure, but it gets old on the second or third time, you know? ![]()
![]() Hour of Erastil Good work, Flenta and Zova! I'll try to root out the Villain... Reflecting Buckler Fort 10+1 DC 11 1d8 + 3 ⇒ (8) + 3 = 11 Oooh, a shiny buckler. Hmm, maybe I can stash my Bone Lamellar here... that might get these pesky Ghosts off my tail! Bury Bone Lamellar to banish Pirate Shade Haunt Stained Glass Elemental to explore Invigorating Kukri Divine DC 9 1d12 + 4 + 1d4 ⇒ (11) + 4 + (4) = 19 Heh, look at me with this armour and weapon. I must be learning something from hanging out with Flenta... now, at least, I can provide a flank! :) Ambrosia: 1d4 + 1 ⇒ (2) + 1 = 3 = BotE 2, Potion of Heroism, Crystalline Carnivore Recovery: Ambrosia Craft DC 14 Recharge Invigorating Kukri 1d12 + 6 + 1d4 ⇒ (9) + 6 + (4) = 19 Redraw: BotE 1, Blessing of Hshuhra (L) End of Turn Summary:
Mother Myrtle wrote:
Skills and Powers: SKILLS
Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2 Constitution d8 [x] +1 [x] +2 Fortitude: Constitution +1 Intelligence d8 [x] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4 Craft: Wisdom +2 Survival: Wisdom +2 Charisma d6 [ ] +1 [ ] +2 [ ] +3 Favored Card: Spell Hand Size 6 [x] 7 [x] 8 Proficient with: Light Armours Powers: (Reanimator) You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it. [x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait). [ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck). ![]()
![]() BR redeux wrote:
Thanks for the confirmation, I wasn't certain that it fired at EOT, so I had been playing that it didn't. (I feel like this was asked/answered previously, but my google and google chat search fu failed me!) If neither Flenta nor Seelah want Khai-Utef, I might still take them. -7 DC and +2 dice vs. a henchman / villain is too good to pass up, as compared to -7 DC and 1d6+1. ![]()
![]() Radillo will snag the Ally 6 (replacing Rift Warden), and will take a blessing B for her second upgrade (TBD on Abraxas or Spellbound). I'll be mixing up my Loot for this next scenario: Magnetic Grimoire >> Game of the Afterlife
I'm also not sure if I should take Khai-Utef this time. https://pacg.fandom.com/wiki/Khai-Utef It's a great Ally which can combo ridiculously with Radillo's power in combat (Recharge for -7 DC, play spell and recover, recharge for +1 / +2 dice). The recharge-hand-and-explore power is quite strong too. Since its nerf errata, however, I don't think it combos with Radillo's power to recharge another ally from the discard after it is played? If I read that correctly, then it might be better for me to keep the Pyromaniac Mage, and for one of you to take Khai-Utef instead? ![]()
![]() Radillo would like that Ally 6 (for Autumn Witch, looking to upgrade from Rift Warden), but might also be interested in a Blessing (All Seeing Eye > Gozreh). If either Seelah or Flenta would like an Ally 6, Radillo will add an ally. Otherwise, Radillo is happy to go fishing for whatever card type Seelah/Flenta want. If no-one wants the Ally and no-one wants a shot at whatever card Radillo adds, then Radillo will add Blessing to see if a Blessing 6 is added (since those are usually the hardest to find). ![]()
![]() Derek Larsen wrote:
I can't find the Discord posts, but am interested (I could likely run a table for the local/online gang that has done most of the lead-up S1 scenarios as an arc over the last few months!)
|