Reta Bigbad

Reta Hawkmoon's page

321 posts. Alias of Hawkmoon269.


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Reta's Hand Greatest Leader Ever!!

You have all helped to bring forth a glorious kingdom ruled by Reta consisting of both the sides of the World Wound. You should all be proud of yourselves. Then you should all bring tribute to Reta, your queen!


Reta's Hand Greatest Leader Ever!!

Fortitude 23: 1d8 + 2 ⇒ (5) + 2 = 7
Failed
Mythic charges: 1d4 + 1 ⇒ (3) + 1 = 4
Buried cards: 1d4 + 1 ⇒ (3) + 1 = 4


Reta's Hand Greatest Leader Ever!!

The hour is Pulura.

Reta heads to Paradise Hill to help Poog.

Free exploration: Umbural Dragon
Random Occupied Location: 1d4 ⇒ 3
The Umbrella Dragon wants to see how tough Q is.

Celestial Crossbow +3, Ophidian Armor, MIght Gubmuff XXXII(Houndhacker)
Combat 24: 1d10 + 4 + 2 + 7 + 1d8 + 3 + 1d4 + 6 ⇒ (8) + 4 + 2 + 7 + (5) + 3 + (2) + 6 = 37
Success
Celestial Crossbow +3, Ophidian Armor, Blessing of Shizuru
Combat 24: 1d10 + 4 + 2 + 7 + 1d8 + 3 + 2d10 ⇒ (5) + 4 + 2 + 7 + (4) + 3 + (2, 5) = 32
Success
Defeated
Gain a charge.

Bury Starbow to exampine: Wolverine. Explore
Wisdom 8: 1d6 + 2 ⇒ (2) + 2 = 4
Failed.
Banished.

Ending my turn. Poog can give me a card and draw a card if he wants.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+4
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 8
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Celestial Crossbow +3, Firebow, Houndhacker, Ophidian Armor, Pot Helm, Belt of Physical Might, Beneficial Bandolier, Blessing of Lady Lastbreath
Deck: 11 Discard: 1 Buried: 4 Displayed: 5
Notes: Mythic Charges: 7/7
Reroll: Not used
Slaying Bolts Traits: Half-Elf, Cultists, Archer, Demon, Outsider, Dragon, Mythic


Reta's Hand Greatest Leader Ever!!

Ophidian Armor, Blessing of Old Deadeye
Ranged 25: 1d10 + 4 + 2 + 7 + 2 + 1d10 ⇒ (6) + 4 + 2 + 7 + 2 + (5) = 26

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+4
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 8
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Deliverance, Celestial Crossbow +3, Houndhacker, Starbow, Ophidian Armor, Mighty Gugmuff XXXII, Blessing of Lady Lastbreath, Blessing of Shizuru
Deck: 13 Discard: 1 Buried: 3 Displayed: 4
Notes: Mythic Charges: 7/7
Reroll: Not used
Slaying Bolts Traits: Half-Elf, Cultists, Archer, Demon, Outsider


Reta's Hand Greatest Leader Ever!!

Free exploration: Gift of Shamira
Reta finds some mail that was clearly a valentine meant for Qualzar.
Defeated.
It goes by the scenario.

Discard (recharge) Velociraptor to explore: Horned Demon
Reta finds something that wants to die.
Blessing of the Inheritor
BYA Wisdom 12: 1d6 + 2 + 3d6 ⇒ (2) + 2 + (4, 4, 5) = 17
Success
Celestial Crossbow +3, Ophidian Armor, Raptor
Combat 26: 1d10 + 4 + 2 + 7 + 1d8 + 3 + 2d6 + 2d6 ⇒ (6) + 4 + 2 + 7 + (2) + 3 + (5, 5) + (4, 3) = 41
Success
Defeated
To my bolts.
Gain a charge.

Bury Force Sling +3 to examine: Pazuzu
Reta finds the demon guy that wants to give Reta his throne. She leaves him there so her goblin henchmen can get with the program and get in position to overthrow his kingdom.

Ending my turn.
Tup hands Reta Deliverance, which Reta discards when resetting her hand. Tup can draw a card.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+4
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 8
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Celestial Crossbow +3, Houndhacker, Starbow, Ophidian Armor, Mighty Gugmuff XXXII, Blessing of Lady Lastbreath, Blessing of Old Deadeye, Blessing of Shizuru
Deck: 12 Discard: 2 Buried: 3 Displayed: 4
Notes: Mythic Charges: 7/7
Reroll: Not used
Slaying Bolts Traits: Half-Elf, Cultists, Archer, Demon, Outsider


Reta's Hand Greatest Leader Ever!!

The hour is ascension.

Reta explores the Watchtower.

Free exploration: Decemvirate Helm
Reta will fight a monster for it.
Summon: Urannag
Force Sling +3, Ophidian Armor
Combat 30: 1d10 + 4 + 2 + 7 + 1d6 + 3 + 2 ⇒ (9) + 4 + 2 + 7 + (3) + 3 + 2 = 30
Success
Defeated
Decemvirate Helm acquired.

[ooc]Bury Decemvirate Helm to examine: Druid of the Leaf. Explore: Druid of the Leaf
Perception 7: 1d6 + 2 + 3 ⇒ (5) + 2 + 3 = 10
Success
Acquired

Discard (recharge) Druid of the Leaf to explore: Sword of Subtlety
Mythic, Ophidian Armor
Melee 12: 1d10 + 4 + 2 + 7 + 2 ⇒ (7) + 4 + 2 + 7 + 2 = 22
Success
Acquired

Discard (recharge) Swiftshooter to draw Celestial Crossbow +3 and explore: Cultist Archer
BYA Perception 9: 1d6 + 2 + 3 ⇒ (4) + 2 + 3 = 9
Success
Force Sling +3, Ophidian Armor
Combat 14: 1d10 + 4 + 2 + 7 + 1d6 + 3 + 2 ⇒ (4) + 4 + 2 + 7 + (3) + 3 + 2 = 25
Success
Defeated
To my bolts

Bury Sword of Subtlety to examine: Immolation Cloak. I'll leave that for Tup.

Ending my turn.
Tup can give me a card if he wants.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+4
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 8
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Celestial Crossbow +3, Force Sling +3, Houndhacker, Ophidian Armor, Mighty Gugmuff XXXII, Velociraptor, Blessing of Shizuru, Blessing of the Inheritor
Deck: 14 Discard: 0 Buried: 2 Displayed: 3
Notes: Mythic Charges: 7/7
Reroll: Not used

Acquired 1, 2, and 3. Defeated 4 and put it on my bolts. Examined 5 which is on top and known.


Reta's Hand Greatest Leader Ever!!

Watchtower.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+4
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 8
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Force Sling +3, Ophidian Armor, Slaying Bolts, Mighty Gugmuff XXXII, Swiftshooter, Velociraptor, Blessing of Shizuru, Blessing of the Inheritor
Deck: 14 Discard: 0 Buried: 0 Displayed: 1
Notes: Mythic Charges: 7/7
Reroll: Not used

Display my Slaying Bolts right away.


Reta's Hand Greatest Leader Ever!!

Dexterity skill feat.
Hand size power feat.
Weapon card feat.

Weapon 6: 1d1000 ⇒ 572
Force Sling +3


Reta's Hand Greatest Leader Ever!!

Reta is the greatest Goblin leader ever. To prove this, she hands Tup Time Stop.

Reta then moves to the Gate of the Worldwound to get a good seat.

Reta ends her turn.
She discards her Velociraptor and draws up.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Celestial Crossbow +3, Firebow, Ophidian Armor, Magnetic Grimoire, Mendevian Crusader, Poog of Zarongel, Blessing of the Inheritor
Deck: 10 Discard: 3 Buried: 1 Displayed: 6
Notes: Mythic Charges: 6/6 Reroll: Not used
Slaying Bolts: Outsider, Demon, Mythic, Cultist, Human, Cleric.
Medals: Divine, Melee, Knowledge, Arcane


Reta's Hand Greatest Leader Ever!!

Tup drew Safety Bubble when he gave Reta the magnet book, then displayed it at the location.


Reta's Hand Greatest Leader Ever!!

Reta is glad to see that she has tricked the other goblins into risking their lives for her reign.

Free exploration: Glimmer of Hope
Reta sees something about hope or some nonsense. Reta is the only hope the goblins need.
Display Glimmer of Hope by the scenario.

Reta presses on.
Discard (recharge) Swiftshooter to draw Celestial Crossbow+3 and explore: Time Stop.
Reta's henchmen want this piece of paper, so she indulges them.
Mythic Medal of Giant Fireball Explosions (burning a charge), Tup's puppet show, Tup's magnet book, Goblin Fire Drum (Houndhacker), Create Mindscape
Arcane 20: 1d4 + 5 + 4 + 1d4 + 1d12 + 1d4 ⇒ (1) + 5 + 4 + (3) + (11) + (4) = 28
Success
Acquired
The henchmen cackle with joy.

Reta asks her Lizard to lead the way.
Discard (recharge) Lizard to explore: Cultist of Deskari
The Lizard finds something to kill.
Celestial Crossbow +3, Ophidian Armor, Searing Arrows (Blessing of Hadregash)
Combat 10+12=22: 1d10 + 3 + 2 + 5 + 1d8 + 3 + 2 + 1d10 ⇒ (9) + 3 + 2 + 5 + (2) + 3 + 2 + (10) = 36
Success
Defeated
Gain a charge
He goes to my bolts.

I'll end my turn.
Tup gives me Magnetic Grimoire and draws a card.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Celestial Crossbow +3, Firebow, Time Stop, Ophidian Armor, Magnetic Grimoire, Velociraptor, Blessing of the Inheritor
Deck: 12 Discard: 2 Buried: 1 Displayed: 6
Notes: Mythic Charges: 6/6 Reroll: Not used
Slaying Bolts: Outsider, Demon, Mythic, Cultist, Human, Cleric.
Medals: Divine, Melee, Knowledge, Arcane

Summary: Displayed card 1 by scenario. Acquired card 2. Defeated card 3 and put it on my bolts.


Reta's Hand Greatest Leader Ever!!

Have to fix a bit from my turn. I would have had to recharge Starbow to play Planar Crossbow, then recharge Planar Crossbow to play the blessing. Since no one gave me a card, my hand would have been this at the end of my turn:

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Houndhacker, Ophidian Armor, Pot Helm, Lizard, Swiftshooter, Blessing of Hadregash, Blessing of the Inheritor
Deck: 11 Discard: 1 Buried: 1 Displayed: 5
Notes: Mythic Charges: 6/6 Reroll: Not used
Slaying Bolts: Outsider, Demon, Mythic.

Then on Poog's turn, I discard Belt of Physical Might from the top of my deck for Poog's weakness and recharge Pot Helm to help Tup. So now...

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Houndhacker, Ophidian Armor, Lizard, Swiftshooter, Blessing of Hadregash, Blessing of the Inheritor
Deck: 11 Discard: 2 Buried: 1 Displayed: 5
Notes: Mythic Charges: 6/6 Reroll: Not used
Slaying Bolts: Outsider, Demon, Mythic.


Reta's Hand Greatest Leader Ever!!

Instead of the drums, Tup reveals hisMagnetic Grimoire.
Charisma 6: 1d4 + 1d12 + 4 ⇒ (3) + (7) + 4 = 14
Success

For Reepazo he recharges his dumb sheep.

Everyone got their allies.

Discard (recharge) Mendevian Crusader to explore: Demon Armor
The armor looks nice, but probably not worth Reta's efforts.

Discard Blessing of Old Deadeye to explore: Spite Demon
Reta sees a demon that wants to sacrifice itself to the her cause.
BYA: 1d6 ⇒ 6 No servitor demon.
Planar Crossbow +2, Old Deadeye
Combat 22: 1d10 + 3 + 2 + 2 + 6 + 1d8 + 1d8 ⇒ (4) + 3 + 2 + 2 + 6 + (5) + (6) = 28
Success
Defeated
To my bolts.

Bury Beneficial Bandolier from my discard pile to examine: Rift Demon. Explore.
BYA Random Character Alphabetically: 1d5 ⇒ 4 Reta!
Planar Crossbow +2, Mighty Gugmuff XXXII (Planar Crossbow +2), Searing Arrows (Blessing of Lady Lastbreath)
Combat 35: 1d10 + 3 + 2 + 6 + 1d10 + 2 + 1d4 + 5 + 1d10 ⇒ (5) + 3 + 2 + 6 + (9) + 2 + (3) + 5 + (4) = 39
Success
Reroll 35: 1d10 + 3 + 2 + 6 + 1d10 + 2 + 1d4 + 5 + 1d10 ⇒ (9) + 3 + 2 + 6 + (7) + 2 + (3) + 5 + (5) = 42
Defeated
Gain a charge.
Planar Crossbow +2, Blessing of Shizuru, burn 1 charge
Combat 30: 1d20 + 3 + 2 + 7 + 1d10 + 2 + 2d10 ⇒ (10) + 3 + 2 + 7 + (10) + 2 + (4, 10) = 48
Success
Defeated
To my bolts.

Ending my turn.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Houndhacker, Planar Crossbow +2, Pot Helm, Lizard, Swiftshooter, Blessing of the Inheritor
Deck: 12 Discard: 1 Buried: 1 Displayed: 5
Notes: Mythic Charges: 6/6 Reroll: Not used
Slaying Bolts: Outsider, Demon, Mythic.

If no one gives me a card, I'll draw 1 more.

Summary: Banish card 4. Cards 5 and 6 defeated and on my bolts.


Reta's Hand Greatest Leader Ever!!

The hour is ascendant.

Reta rallies her armies.
Free exploration: Rallying Cry


Reta's Hand Greatest Leader Ever!!

Reta will start where Reepazo plans to be. Reta suggests that be The Rasping Rifts.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Planar Crossbow +2, Starbow, Beneficial Bandolier, Mighty Gugmuff XXXII, Blessing of Lady Lastbreath, Blessing of Old Deadeye, Blessing of Shizuru
Deck: 14 Discard: 0 Buried: 0 Displayed: 1
Notes: Mythic Charges: 3/6 Reroll: Not used

I'll immediately play my Beneficial Bandolier to get both my ammo cards in hand and then displayed.


Reta's Hand Greatest Leader Ever!!

Item for my card feat. I'll be short an item, so I'll get Beneficial Bandolier.

I'll choose Force Sling +3 for the scenario reward. Dropping Force Shortbow +1.

Please pick some medal i don't have yet.


Reta's Hand Greatest Leader Ever!!

Devastator

Planar Crossbow+2, Belt of Physical Might, Ophidian Armor, Blessing of Hadregash (Velociraptor), Slaying Bolts (Starbow), Reepazo's Pharasma, Q's Droskar
Combat 40: 1d10 + 3 + 2 + 3 + 1d10 + 2 + 2 + 2 + 2d10 + 1d8 + 1d10 + 1d10 ⇒ (9) + 3 + 2 + 3 + (5) + 2 + 2 + 2 + (2, 4) + (1) + (8) + (8) = 51
Success
Defeated
Gain 1 charge

Then the second check on the villain.

Planar Crossbow +2 (discard), Belt of Physical Might, Ophidian Armor, Blessing of Old Deadeye, Searing Arrows (Ophidian Armor), Wonder Twins (Belt of Physical Might), 4 charges, Poog's Zarongel, Reepazo's Demon Queen
Combat 50: 1d20 + 3 + 2 + 4 + 1d20 + 2 + 1d8 + 2 + 2 + 1d20 + 1d20 + 1d8 + 2d10 + 1d8 + 3d10 ⇒ (4) + 3 + 2 + 4 + (14) + 2 + (2) + 2 + 2 + (10) + (13) + (6) + (4, 5) + (7) + (1, 5, 2) = 88
Success
Defeated

We win


Reta's Hand Greatest Leader Ever!!

Reta lets Reepazo think she is in charge and moves to the Prison Vault.

She ends her turn.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Planar Crossbow +2, Starbow, Ophidian Armor, Belt of Physical Might, Velociraptor, Blessing of Hadregash, Blessing of Old Deadeye
Deck: 9 Discard: 3 Buried: 0 Displayed: 6
Notes: Mythic Charges: 3/6 Reroll: Not used
Slaying Bolts: Dragon, Mythic, Outsider, Demon


Reta's Hand Greatest Leader Ever!!

Reta leaves the Middle of Nowhere.
Lost hours: 1d4 ⇒ 1
Only 1!
The hour is now Inheritor (Iomedae).

She heads back to the Abattior.

Free exploration: Explosive Runes
Come on....
Summoning Ivory Templar.
Planar Crossbow +2, Ophidian Armor, Belt of Physical Might, Searing Arrows (Lizard)
Combat 20+5: 1d10 + 3 + 2 + 1d10 + 2 + 4 + 2 + 2 + 1d10 ⇒ (4) + 3 + 2 + (8) + 2 + 4 + 2 + 2 + (7) = 34
Success
Buring a charge here, Ophidian Armor, Belt of Physical Might
Dexterity 10: 1d20 + 3 + 4 + 2 + 2 ⇒ (14) + 3 + 4 + 2 + 2 = 25
Defeated

Discard (recharge) Poog to explore: Traitor's Blade
Not summoning Shadow Demon
Ophidian Armor, Belt of Physical Might, Blessing of Lady Lastbreath
Ranged 13+10=23: 1d10 + 3 + 2 + 3 + 2 + 2 + 2d10 ⇒ (3) + 3 + 2 + 3 + 2 + 2 + (10, 4) = 29
Success
Acquired

Ending my turn.
Discard Traitor's Blade (it will be a future bury to explore)

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Planar Crossbow +2, Starbow, Ophidian Armor, Belt of Physical Might, Velociraptor, Blessing of Hadregash, Blessing of Old Deadeye
Deck: 9 Discard: 3 Buried: 0 Displayed: 6
Notes: Mythic Charges: 3/6 Reroll: Not used
Slaying Bolts: Dragon, Mythic, Outsider, Demon

Summary: Lost 1 hour. Moved back to Abattior. Banished card 1. Acquired card 2.


Reta's Hand Greatest Leader Ever!!

Reta burns a charge.
Ranged 20: 1d20 + 3 + 2 + 5 + 2 + 2 ⇒ (10) + 3 + 2 + 5 + 2 + 2 = 24


Reta's Hand Greatest Leader Ever!!

The hour is Abraxas and Reta has awoken!!

Free exploration: Black Flame Vrolikai
Reta finds one of the ancient ones (he still has a "before the encounter" power).

BYE: 1d4 ⇒ 3
Role card safe for now.
Not summoning Ivory Templar.
BYA Arcane 14: 1d4 ⇒ 1
Planar Crossbow +2, Belt of Physical Might, Ophidian Armor, burning a charge
Combat 25: 1d20 + 3 + 2 + 5 + 1d10 + 2 + 2 + 2 ⇒ (8) + 3 + 2 + 5 + (7) + 2 + 2 + 2 = 31
Success
Defeated
Gain a charge.
He goes on my bolts.

Discard (recharge) Swiftshooter to draw a card (Firebow) and explore: Corruption Demon
As a Queen, Reta has no time for knowledge!
Intelligence 14: 1d6 ⇒ 1
Firebow (recharged), Belt of Physical Might, Ophidian Armor
Combat 25: 1d10 + 3 + 2 + 5 + 1d8 + 4 + 2d6 + 2 + 2 ⇒ (2) + 3 + 2 + 5 + (5) + 4 + (2, 3) + 2 + 2 = 30
Success
Defeated
On my bolts.

Ending my turn at the Middle of Nowhere.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Planar Crossbow +2, Starbow, Ophidian Armor, Belt of Physical Might, Lizard, Poog of Zarongel, Blessing of Lady Lastbreath
Deck: 10 Discard: 1 Buried: 0 Displayed: 6
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Dragon, Mythic, Outsider, Demon


Reta's Hand Greatest Leader Ever!!

Reta wants to kill a dragon.

Reta chooses to not summon the Ivory Templar, since she will be using her Mythic-ness to ignore the difficulty increases anyway.
BYA Arcane 14: 1d4 ⇒ 4
BYA Random occupied location: 1d5 ⇒ 3
Poog
Houndhacker, Belt of Physical Might, Ophidian Armor, Burn a charge
Combat 24=30: 1d20 + 5 + 6 + 1d6 + 4 + 2 + 2 ⇒ (14) + 5 + 6 + (4) + 4 + 2 + 2 = 37
Success
Houndhacker (recharge), Belt of Physical Might, Ophidian Armor, Burn a charge
Combat 24=30: 1d20 + 5 + 5 + 1d6 + 4 + 2d6 + 2 + 2 ⇒ (10) + 5 + 5 + (4) + 4 + (5, 6) + 2 + 2 = 43
Success
Defeated
Gain a charge.
It goes on my bolts.

Ending my turn.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Planar Crossbow +2, Starbow, Ophidian Armor, Belt of Physical Might, Lizard, Poog of Zarongel, Swiftshooter
Deck: 10 Discard: 1 Buried: 0 Displayed: 4
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Dragon, Mythic


Reta's Hand Greatest Leader Ever!!

Start of the scenario, Reta displayed her Slaying Bolts and Searing Arrows.

Reta takes combat.
Houndhacker, Ophidian Armor, Belt of Physical Might, Blessing of the Inheritor, Mythicness
Combat 40: 1d10 + 5 + 6 + 1d6 + 4 + 2 + 2 + 3d10 ⇒ (3) + 5 + 6 + (5) + 4 + 2 + 2 + (10, 5, 7) = 49
Random Character Alphabetically: 1d6 ⇒ 2
Qualzar gets the Blessing of Iomadea from the top of the blessings discard pile shuffled into his deck.
Success


Reta's Hand Greatest Leader Ever!!

Reta is going to slaughter her way through the Abattoir.

Taking Belt of Physical Might, replacing Skill Slug. Not taking Swallowtail Bracers this time.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Houndhacker, Planar Crossbow +2, Ophidian Armor, Belt of Physical Might, Searing Arrows, Slaying Bolts, Blessing of the Inheritor
Deck: 13 Discard: 0 Buried: 0 Displayed: 1
Notes: Mythic Charges: 6/6 Reroll: Not used
Slaying Bolts:


Reta's Hand Greatest Leader Ever!!

Reta takes spell for her random card.

Item 6: 1d1000 ⇒ 849
Ally 6: 1d1000 ⇒ 234

I'm really not sure which I prefer.


Reta's Hand Greatest Leader Ever!!

1-6C
Hawkmoon269: 1d20 ⇒ 6


Reta's Hand Greatest Leader Ever!!

Reta recharges her Lizard to help Q.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Houndhacker, Swallowtail Bracers, Scribe, Velociraptor
Deck: 11 Discard: 4 Buried: 0 Displayed: 4
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Construct, Vermin


Reta's Hand Greatest Leader Ever!!

Reta heals Celestial Crossbow +3 and Starbow.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Houndhacker, Swallowtail Bracers, Lizard, Scribe, Velociraptor
Deck: 10 Discard: 4 Buried: 0 Displayed: 4
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Construct, Vermin


Reta's Hand Greatest Leader Ever!!

Reta moves to Occult Library and ends her turn. Q can give her a card if he wants and may draw a card if he does.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Houndhacker, Swallowtail Bracers, Lizard, Poog of Zarongel, Scribe, Velociraptor, Blessing of Hadregash
Deck: 7 Discard: 5 Buried: 0 Displayed: 4
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Construct, Vermin


Reta's Hand Greatest Leader Ever!!

Poog had Mendevian Crusader for Reta to not take damage instead of playing her Swallowtail Bracers.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Houndhacker, Swallowtail Bracers, Lizard, Poog of Zarongel, Scribe, Velociraptor
Deck: 8 Discard: 5 Buried: 0 Displayed: 4
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Construct, Vermin


Reta's Hand Greatest Leader Ever!!

Reta would have displayed her arrows (I hadn't noticed her hand).

She burns a charge.
Reveal and recharge swallowtail bracers
Dexterity 16: 1d10 + 3 + 4 + 1 + 1d10 ⇒ (9) + 3 + 4 + 1 + (2) = 19


Reta's Hand Greatest Leader Ever!!

The hour is Ascensiony.

Reta will move down to the Soul Foundry.

Free exploration: Verminous Symbols
Reta finds some drawing Reepazo must have done while she was on vacation last week.
A blessing from Reepazo and from someone else.
Fortitude 17: 1d8 + 2 + 1d8 + 1d8 ⇒ (6) + 2 + (2) + (2) = 12
Ack. Crap.
Not worth a reroll since if I don't beat it by 4 I'll shuffle it anyway.

2 damage, I have to choose weapons first, which are also 2.

Ending my turn.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Houndhacker, Swallowtail Bracers, Searing Arrows, Lizard, Poog of Zarongel, Scribe, Velociraptor
Deck: 8 Discard: 5 Buried: 0 Displayed: 3
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Construct, Vermin

Moved to Soul Foundry. Failed card 1. Shuffle the location.


Reta's Hand Greatest Leader Ever!!

Reta activates wonder twin powers with Poog and Q helps with a blessing.
Reta recharged Mighty Gugmuff XXXII

Intelligence 9: 1d6 + 1d8 + 1d6 ⇒ (3) + (4) + (4) = 11
Success

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Celestial Crossbow +3, Starbow, Lizard, Scribe, Velociraptor
Deck: 12 Discard: 3 Buried: 0 Displayed: 3
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Construct, Vermin


Reta's Hand Greatest Leader Ever!!

Strength 12: 1d8 + 5 ⇒ (1) + 5 = 6
Reta is moving.
Random location: 1d9 ⇒ 2
She is at the Harvester's Pit.

She also played a blessing for Poog, so she heals 2.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Celestial Crossbow +3, Starbow, Lizard, Mighty Gugmuff XXXII, Velociraptor
Deck: 11 Discard: 3 Buried: 0 Displayed: 3
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Construct, Vermin


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Reta's Hand Greatest Leader Ever!!

Reta is at the Cavern.

She shows of her Slaying Bolts.

Free exploration: Eliandra
She finds a shiny lady person.
Burn a charge to gain Divine, reveal and recharge Swallowtail Bracers, Blessing of Shizuru
Divine 16: 1d6 + 7 + 1 + 1d6 + 1d6 ⇒ (5) + 7 + 1 + (2) + (1) = 16
Success
Acquired

Discard Blessing of Old Deadeye to explore: Warmonger Wasp
Electricity damage: 1d4 ⇒ 2
Reta's Pot Helm is knocked off her back and she drops the blessing Lady Lastbreath gave her that one time when they roomed together at a QueenGodCon. (True story.)
Planar Crossbow (recharge), Old Deadye bonus
Combat 19: 1d10 + 5 + 5 + 1d10 + 2 + 1d8 + 1d8 ⇒ (1) + 5 + 5 + (2) + 2 + (3) + (8) = 26
Success
Defeated
To my bolts.

Ending my turn.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Celestial Crossbow +3, Starbow, Eliandra, Lizard, Mighty Gugmuff XXXII, Velociraptor, Blessing of the Inheritor
Deck: 9 Discard: 4 Buried: 0 Displayed: 3
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Construct, Vermin

@ Caver. Acquired Card 1. Card 2 on my bolts.


Reta's Hand Greatest Leader Ever!!

Reta has dropped Blessing of Zogmugot for Blessing of Old Deadeye

Reta will set up at the Cavern.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 7
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Planar Crossbow +2, Swallowtail Bracers, Pot Helm, Slaying Bolts, Blessing of Lady Lastbreath, Blessing of Old Deadeye, Blessing of Shizuru
Deck: 13 Discard: 0 Buried: 0 Displayed: 1
Notes: Mythic Charges: 6/6 Reroll: Not used


Reta's Hand Greatest Leader Ever!!

1-6B
Hawkmoon269: 1d20 ⇒ 7


Reta's Hand Greatest Leader Ever!!

Hand size
Valor
Blessing 6 > Blessing of Old Dead-Eye


Reta's Hand Greatest Leader Ever!!

Burning a charge for the medal to get Divine, asking Q to activate wonder twin powers by recharging a card, I recharge my Lizard.
BYA Divine 12: 1d6 + 2 + 5 + 1d8 ⇒ (4) + 2 + 5 + (3) = 14
Success

I have 3 bows to help with.
1d6+2 and Fire trait.
1d4+2 and Divine trait.
1d4+1


Reta's Hand Greatest Leader Ever!!

Reta is ready to hunt down the villain, but, being a queen who isn't all together without mercy towards her subjects, she hears their pleas about them potentially dying. She does not desire her army to be killed, unless it is more directly beneficial to Reta's rule or survival. So she won't let them die for now, so that they may die for her later.

Reta buries Blessing of Zogmugot to draw Blessing of Nocticula from Q's discard pile.

She gives Poog to her pet Velociraptor, making sure it is clear that the Velociraptor is in charge.

She uses Blessing of Lady Last Breath to take Poog's Blessing of Qi Zhong from his discard pile then move to the Sanctum to set up camp.

Ending my turn. Q and/or Tup can give me a card and then may draw a card.

Recharging Ophidian Armor.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Blessing of Nocticula, Celestial Crossbow +3, Firebow, Starbow, Lizard, Blessing of Qi Zhong
Deck: 11 Discard: 4 Buried: 5 Displayed: 7
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Outsider, Fiend, Skirmish, Dwarf, Cultist, Demon


Reta's Hand Greatest Leader Ever!!

Reta is ready to end the corruption.

She explores the Corruption Forge.
Free exploration: Betrayal Demon
She finds a Betrayal Demon! She feels betrayed!
She recharges 7 cards and draws 6.

Hand: Celestial Crossbow +3, Planar Crossbow +2, Swiftshooter, Velociraptor, Blessing of Hadregash, Blessing of Shizuru

She has her Celestial Crossbow +3. Now the Betrayal Demon is betrayed by its own power!

Celestial Crossbow +3, Blessing of Shizuru, Searing Arrows (Planar Crossbow +2)
Combat 16: 1d10 + 5 + 5 + 1d8 + 3 + 2d6 + 2d10 + 1d10 ⇒ (4) + 5 + 5 + (1) + 3 + (4, 6) + (5, 5) + (7) = 45
Success!
AYE Wisdom 9: 1d6 + 2 ⇒ (1) + 2 = 3
Zetha is dealt: 1d6 ⇒ 6 Combat damage. A deck 4 monster should solve that problem.
Defeated
To my bolts!

No one betrays Reta!

Time to close...

Blessing of Hadregash (Swiftshooter)
Constitution 7: 1d8 + 1 + 2d8 ⇒ (4) + 1 + (5, 7) = 17
Closed.

Reta ends the corruption and begins to set up her own.

Ending my turn. Moving to the Great Hall for coverage.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Celestial Crossbow +3, Starbow, Ophidian Armor, Velociraptor, Blessing of Lady Lastbreath, Blessing of Zogmugot
Deck: 11 Discard: 4 Buried: 3 Displayed: 7
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Outsider, Fiend, Skirmish, Dwarf, Cultist, Demon

Summary: Defeated card 1 at Corruption Forge. Closed Corruption Forge. Moved to Great Hall


Reta's Hand Greatest Leader Ever!!

Reta sets off to end this corruption, so she can start her own.

Free exploration: Planar Crossbow +2
Ranged 11: 1d10 + 5 + 5 ⇒ (2) + 5 + 5 = 12
Acquired

Discard (recharge) Swiftshooter to draw Lizard and explore: Corruption Demon
BYA: Blessing of Hadregash (discarding Sand Elemental), Q's Blessing of Droskar
BYA Intelligence 14: 1d6 + 2d6 + 2d6 ⇒ (6) + (5, 5) + (3, 2) = 21
Reta isn't going anywhere.
Houndhacker (recharge) (d6 1s count as 5s)
Combat 25: 1d10 + 5 + 5 + 1d6 + 4 + 2d6 ⇒ (5) + 5 + 5 + (6) + 4 + (3, 5) = 33
Success
Defeated
To my bolts!

Bury Sand Elemental to examine: Mace of Smiting. Explore.
Asking Poog to recharge a card with Reta to add 1d8, Reta recharges Lizard
Strength 13: 1d8 + 5 + 1d8 ⇒ (7) + 5 + (7) = 19
Success
Acquired

Reta and Poog dance a dance of weapon joy.

Play Poog to heal
Poog heal: 1d4 ⇒ 4
That's everything.

Ending my turn. Poog can give me a card. I'm assuming that would be a weapon, so I'd discard it if he did and use it to for my power. I'll discard the Mace of Smiting.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Houndhacker, Planar Crossbow +2, Swallowtail Bracers, Helm of Electric Radiance, Mighty Gugmuff XXXII, Blessing of the Inheritor
Deck: 12 Discard: 1 Buried: 3 Displayed: 6
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Outsider, Fiend, Skirmish, Dwarf, Cultist, Demon

Summary: Defeat card 2 (to my bolts), acquired cards 1 and 3


Reta's Hand Greatest Leader Ever!!

Reta wouldn't have drawn Lizard if Poog gave her Sand Elemental, so putting that back on my deck.

Reta is dealt Combat damage: 1d4 + 1 ⇒ (3) + 1 = 4
She recharges the Helm of Electric Radiance and the Ophidian Armor to reduce that all the way to 0.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Houndhacker, Poog of Zarongel, Sand Elemental, Swiftshooter, Blessing of Hadregash
Deck: 11 Discard: 3 Buried: 1 Displayed: 5
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Outsider, Fiend, Skirmish, Dwarf, Cultist


Reta's Hand Greatest Leader Ever!!

Reta hears tell Poog has a snake that is lit on fire and somehow makes it easy for him to avoid the Cultist stuff.

Celestial Crossbow +3 (recharge), Poog reveals a weapon, someone plays a blessing

Combat 30: 1d10 + 3 + 2 + 6 + 1d8 + 3 + 1d8 + 1d6 + 1d10 ⇒ (4) + 3 + 2 + 6 + (3) + 3 + (5) + (2) + (2) = 30
Success
Defeated
To my bolts!

Burn a charge to attempt to close.
Constitution 7: 1d8 + 1 ⇒ (4) + 1 = 5
Failed.

Ending my turn. Poog can give me a card if he wants and if he does may draw a card.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Houndhacker, Ophidian Armor, Lizard, Poog of Zarongel, Swiftshooter, Blessing of Hadregash
Deck: 8 Discard: 3 Buried: 1 Displayed: 5
Notes: Mythic Charges: 5/6 Reroll: Not used
Slaying Bolts: Outsider, Fiend, Skirmish, Dwarf, Cultist

Summary: Card 1 was banished prior to my turn. Card 2 goes on my bolts.


Reta's Hand Greatest Leader Ever!!

Reta discards her Starbow for the Mental damage.

The hour is Xoveron.

That Evocation Staff isn't there because no one wanted it.

Free exploration: Duergar Cultists
Reta finds some Duergar Cultists hiding behind that staff.
Recharge my 2 card hand. Draw 1. Celestial Crossbow +3
BYA Dexterity 12: 1d10 + 3 + 6 ⇒ (8) + 3 + 6 = 17
Success
The Cultists tried to get the drop on Reta, but no one gets the drop on the queen!

Need to know if Poog still has a weapon for my combat check.


Reta's Hand Greatest Leader Ever!!

Today is international Reta day. Reta just wants to let all her goblin subjects now they are appreciated.


Reta's Hand Greatest Leader Ever!!

Reta's new hand:

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Planar Crossbow +2, Starbow, Swallowtail Bracers
Deck: 12 Discard: 2 Buried: 1 Displayed: 4
Notes: Mythic Charges: 6/6 Reroll: Not used
Slaying Bolts: Outsider, Fiend


Reta's Hand Greatest Leader Ever!!

The hour is Shax.

Reta displays her Slaying Bolts.

Reta explores the Corruption Forge.
Free exploration: Tarry Fiend
Arcane 15: 1d4 ⇒ 2
Reta can't play spells with the attack trait.
Reveal Planar Crossbow +2, Bury (Discard) Pot Helm
Combat 21: 1d10 + 5 + 6 + 1d10 + 2 + 1d4 ⇒ (6) + 5 + 6 + (4) + 2 + (1) = 24
Success
Defeated
To my bolts

Bury Pot Helm to examine: Evocation Staff.

I'm not exploring after this, so if someone else wants an Item 5 and wants to come encounter this, then I don't explore. If no one wants it, I explore and banish it.

Ending my turn.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Planar Crossbow +2, Starbow, Swallowtail Bracers, Searing Arrows, Blessing of Shizuru, Blessing of the Inheritor
Deck: 12 Discard: 0 Buried: 1 Displayed: 3
Notes: Mythic Charges: 6/6 Reroll: Not used
Slaying Bolts: Outsider, Fiend

Summary: Card 1 on my bolts. Something happens with card 2.

On the next turn, I display Searing Arrows.


Reta's Hand Greatest Leader Ever!!

Reta is ready once again!

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Planar Crossbow +2, Starbow, Swallowtail Bracers, Pot Helm, Slaying Bolts, Blessing of the Inheritor
Deck: 14 Discard: 0 Buried: 0 Displayed: 1
Notes: Mythic Charges: 6/6 Reroll: Not used


Reta's Hand Greatest Leader Ever!!

The hour is Shax.

Reta displays her Slaying Bolts.

Free exploration: Duergar Cultists
She explores at the Corruption Forge and finds some Duergar Cultists.
Scenario Power: Recharge hand (5) draw 4.
New Hand: Searing Arrows, Lizard, Mighty Gugmuff XXXII, Blessing of Shizuru
BYA: Dexterity 12
Dexterity 12: 1d10 + 3 + 6 ⇒ (4) + 3 + 6 = 13
No damage.

I'm going to have to punch this guy.
Burn a charge to gain Melee. Blessing of Shizuru. Recharge 2 allies. Using Poog's Blessing of Achaekek
Combat 30: 1d8 + 5 + 2d8 + 2d4 + 2d8 + 6 ⇒ (4) + 5 + (8, 7) + (2, 1) + (4, 5) + 6 = 42
Success
Defeated
On my bolts
Burn a charge to attempt to close.

Asking Q for Gozreh
Constitution 7: 1d8 + 1 + 2d8 ⇒ (5) + 1 + (7, 4) = 17
Closed.

Displaying Searing Arrows.

Ending my turn. I can move to someone else if they want to give me a card. Otherwise, I move to the Cavern.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+3
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 6
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Firebow, Ophidian Armor, Poog of Zarongel, Swiftshooter, Blessing of Hadregash, Blessing of Lady Lastbreath
Deck: 12 Discard: 0 Buried: 0 Displayed: 4
Notes: Mythic Charges: 4/6 Reroll: Not used
Slaying Bolts Traits: Cultist, Dwarf, Skirmish

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Not voluntarily.

The same character has also had the distinction of having been shot in the face...with a hammer.


1 person marked this as a favorite.

That Colonel is the one that should be yelling, "Halt!"


1 person marked this as a favorite.

An empty pedestal with the plaque:

"Look upon my works and- COME ON! I HAVEN'T EVEN FINISHED WRITING THE INSCRIPTION YET!"

Getting tired of adventurers shattering and looting the giant gold statues I keep erecting to show my greatness.


1 person marked this as a favorite.

I am also of the opinion that spellcrafting Silent Image gives you a +4 and automatic save attempt against it, if you can see it when cast or readily identify it once you see it (i.e., this room is narrower and missing several doors).

The spellcraft issue is why I like wands of Silent Image.

Make it look like you cast a spell that blocks line of sight, like Fog Cloud. They can't spellcraft it to see if it is a fake, so they can't see through it without interacting with it.

Sure the DC is 11 and they can get a +4 depending on how they interact with it; but I'm not expecting this illusion to be useful for more than a round or two anyway.


1 person marked this as a favorite.
SmiloDan wrote:
Is there a hurry to spend all the wishes right away? They would make some pretty great emergency options.

They must be used in a number of minutes equal to the number of wishes received. DM should grab a stopwatch and popcorn and watch the fun.


4 people marked this as a favorite.

"LSD is not an appropriate chemical to put in your splash grenade, even for your friend's rave."


1 person marked this as a favorite.
BigNorseWolf wrote:
...putting the toilet paper on the roll so it comes from the bottom instead of the top?

You. Monster.


5 people marked this as a favorite.

So Baba Yaga is an ancient immortal who wears many faces, travels around the universe wreaking havoc for personal power, and has a sentient house that's much bigger on the inside and can travel between worlds in an instant?

We've found Missy's next regeneration.


4 people marked this as a favorite.
andreww wrote:
Michael Hallet wrote:

"No, you can't. You have absolutely no idea what the creature is and thus what resistances it has."

"Well, they look the same so I'll conclude they have similar resistances, that at least sounds logical."

"That would be meta-gaming."

This bit really isn't true. If I describe a creature as a walking skeleton it isn't metagaming to consider that using a club might be more effective than a spear. It may be an undead skeleton, it may be an animated object, either way players are permitted to react to observable features without being accused of metagaming.

Likewise, if I find myself facing a column of mobile flame 15' high I am unlikely to throw a fireball at it and may consider something like Snowball to be a better idea. I don't need the requisite Knowledge Planes check to identify it as a fire elemental to see that a thing made of fire might be resistant or immune to fire.

This makes sense. It is also why Brown Mold is so annoying.

"Hmm, it does cold damage when we're near it. Kill it with fire!"


3 people marked this as a favorite.

It will come down to what kind of game the GM wants to run.

I've used riding dogs for my druid companion because he was a Halfling and dogs never seem to get stopped at gates.

I've also played in Dark Sun, where 7 foot tall mantis men are allowed into cities and the guards have a specific introduction for them that helps translate their racial hierarchy structure into the city's structure.

Then their is my Venture Captain Deinonychus. His human companion has to remind him that town guards are not for eating, even though they move and it smells fear on them.


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The party was trying to determine why one of their members was invisible to scrying and divinations, a very rare ability that usually comes from having...unusual parentage. So they went to her mother, the high priestess of her goddess.

Single Mother Cleric to her PC daughter: "Your dad? Well, um, you see. When a priestess loves her goddess very, very much...she'll, uh, agree to be polymorphed into a man so that she can get her goddess pregnant to fulfill and ancient prophesy."


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Now all the PFS Chosen One's just need to coordinate their levels, sign up for the same scenario at Paizocon, and show up as the Disney Princess Pathfinder Party!


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Matthew Downie wrote:
For a level 9 party, a group of level 2 bandits is a good role-playing opportunity.

Ah, level 2.

In my limited personal experience with high level play, teleporting past all the travel hasn't been a problem. In some cases we purposefully didn't use teleport to see some of the stuff in between; then we got attacked by an Ancient Blue Dragon. Good times.


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Must be a King.


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You're a young, independent wizard who doesn't need no help from no clichéd path to immortality; go the Baba Yaga route. She charted a path to immortality without resorting to the limitations of gods or the shortcuts of undeath and devil bargaining. It's not a well documented path, so you would definitely need to work with your GM to figure out details for your character.

I'm sure some of the costs, like casting several county-sized areas into eternal winter and rendering hundreds of your descendants down as magical battery juice, will not particularly bother a proper evil wizard like your character.


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Player: I suppose we'll need new and appropriate clothes for this party. It would be nice if Mortaine went with something beyond 'concealing black robe and hood' or 'black laminated full plate.

Warmage Mortaine: I don't have to be wearing all black, just as long as I have something black.

Me: Like his heart.


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Wizard: I cast detect magic and scan the room.

GM: After a few rounds of scanning you narrow down that the irregular plinth at the center of the fountain radiates overwhelming magic.

Wizard: Really! What school?

GM: Universal.

Wizard: (Gasp) There's only one spell that could be! I HUG THE STONE AND WISH FOR A PONY!!


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Close only counts in horse shoes and hand grenades, and if you use enough grenades one will get close enough.


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So our encounter with a pair of frost worms definitely worked out in our favor. Not realizing that they exploded when they died, our wizard baleful polymorphed them into a hare and a turtle to add to his menagerie of polymorphed monsters. Only later when we researched the monsters did we realize how close to death we had come since we were all within the blast radii of the death throes.

Our wizard, always on the lookout for maximizing resources, later considered weaponizing them. Break neck, throw body, break enchantment, good times.

Land Mine Proposal.


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I'm not a big fan of interparty conflict. So limited GMing included the stipulation that the party get along with each other. I then made no real effort to stop interparty conflict when certain players got bored. So a bit of fail there.

Scythia wrote:
We took a third way. Anticipating the player's betrayal became a running joke. If a game ran long enough, he might end up switching sides two or three times.

Nobby: We-ell, no point going to war unless you’re on the winning side.

Colon: Nobby, you were always on the winning side, the reason bein’, you used to lurk aroun’ the edges to see who was winning and then pull the right uniform off some poor dead sod. I used to hear where the generals kept an eye on what you were wearin’ so they’d know how the battle was going.
Nobby: Lots of soldiers have served in lots of regiments.
Colon: Right, what you say is true. Only not usually during the same battle.


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14a. Players: Nodwick?! What is the henchman from our last TPK party still doing here?
GM: You guys had over 3 months of provisions along with everything else in that chest of holding you left him guarding. He's been sitting here and eating them.
Players: Sit tight Nodwick. We're going to kill the evil priest and be right back.
Nodwick: Right. I've heard that before.


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evil_diva wrote:
Our Monk: "I carefully kick in the door."

This is something a character in Fate Accelerated Edition might say. Whether the GM allows the use of that Approach is another matter.

Cleric of Shelyn: "I deliver a gentle, loving, bludgeon to the head."


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noble peasant wrote:
... Back when I was just a kid playing 3.5...

Why must you make us grognards feel old? Do you hate your elders that much?

On topic. 3rd edition and PF were built and balanced around getting (lots of) magic items as you leveled. Lots of people like getting shiny toys to play with.

Nothing wrong with not wanting this in your game, but it usually requires GM intervention to ensure balance.


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The Frog brothers didn't even care if they were interrupting a church event to fill their canteens with holy water.

If We Did in Real Life What We Do In Pathfinder.

Eating nothing but highly preserved foods like MRE's for months without complaint and with no health consequences.
Mentioned before, never going to the restroom (the MRE's help with that.)
Inquiring with the local sheriff and/or mayor about mercenary work.


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Gilfalas wrote:
Enough bards on each side and everyone loses. In one round. Hehe.

Not if they hide behind the mound of dead bards. .

Grand Lodge

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Sir Raptor would definitely get an invitation to join the Mwangi Pathfinder Lodge under the tutelage of Venture-Captain Bird Brain.

The invitation would be hand delivered by his faithful companion Brian, THE BLESSED OF GOZREH!


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Matthew Morris wrote:

48a. Have the note read. You are not a doppelganger.

48c. Have the note read. You don't THINK you're a doppelganger.

117. Ask the players, "Is anyone a follower of [insert deity]?" Regardless of response go, "Mmhmmmm."


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Not a laughing one-liner, but it properly summed up our feelings on the issue.

2nd edition game, group of 3rd level adventurers. We found a ring that detected as magical. DM rolled randomly to see what it was.

Me: *jokingly* Maybe it will be a ring of wishes.
GM: *roll* Oh F~@%. It is a ring of wishes.
Me: How many wishes are in it?
GM: *roll 1d4-1* 3.

Other Player: We are so screwed.

Everyone at the table was scared of this thing because of the potential campaign altering effects we could ask for and get screwed asking for.


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Aranna wrote:
TanithT wrote:
If you think killing bunnies is evil, either you're a hardcore PETA vegan or you've never taken the time to think about where your food comes from. It does not grow magically in white styrofoam packages at WalMart.

If you truly want to horrify a PETA vegan show them the study that proves plants can feel when they are being eaten and cry out in pain. Apparently the "cry out in pain" is done chemically since they can't vocalize.

Popcorn can feel pain


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Orthos wrote:
Interjection Games wrote:
Artemis Moonstar wrote:

I... Don't really run in Golarion outside of published APs. Even when I run pre-published stuff (which is rare in any case), I wind up with a bit of my own home-brew world (designed for writing purposes) bleeding through.

Some of the bigger changes wind up with Orcs, and Dwarves.

Orcs: These guys I do like most and remove the ALWAYS CHAOTIC EVIL right off the bat. However, I've generally made them a nation of their own, heavily influenced by feudal Japan and Han Dynasty China. It's the general "Asian" culture, as it were. A focus on fine arts, fine foods, and warfare. There are a lot of subtle nuances along with this, but that's the general idea. A very heavy caste system, with little wiggle room for advancement, but some tracks lead up.

Dwarves: Viking miners. Whilst I like the whole 'Men of the Earth' aspect of Dwarves, I wanted to pull a bit closer to the Norse origins. Of course, I must have been half-asleep when I came up with this, but rather than go fully with their mythological origins, I decided to go a bit more for the Scandinavian origins... Thus, they're miners in their homeland, and elsewhere, they're the terrors of the high seas.

Naval raiding dwarves - now there's a visual!

O'er we sweep while buzzed with grog!
Our only goal is the next big slog!

Yes, very much. That's the route I went, primarily to do something new with them, and partially because I wanted Kobolds as a primary race and thus needed to move one or the other out of the "mining and forging-focused, subterranean-dwelling race" niche.

Join the Dwarven Navy!


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One that I remember from a homebrew campaign I was in involved the elves and drow. Elves once had a kingdom that spanned the continent, and gradually shrank to its modern size as interests waned and population growth stagnated. The drow were still generally evil, but less violent and more scheming. Over the course of several campaigns it was revealed that Araushnee (pre-fall Lolth) didn't so much fall as get pushed. The PCs eventually restored her and set up the possibility of redemption of all drow. This didn't make most elves happy.

Because the elven kingdom was actually democratic, with the kings and queens being elected and multiple political parties pushing agendas. The drow had never had the kingdom contraction and population stagnation that the elves had, and currently outnumbered surface elves by almost 10 to 1. Pretty much none of the elven political leaders wanted reconciliation with the drow because they would immediately be relegated to a single digit percentage of the voting population.

Another was that the primary campaign city was very cosmopolitan and allowed the worship and temples of evil deities such as Gruumsh. Gruumsh thought this was awesome; official recognition in civilized lands, political involvement through the Divine Council, orcs and half-orcs not getting harassed as much for being in the city. But then his worshippers started wearing foppish clothes, writing (bad and violent) poetry, and trying to fit in with high society. Then Gruumsh came to the sad conclusion that the free market was not good for his church.

Grand Lodge

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I know of one PC VC, Birdbrain, who is a Deinonychus. He is assisted in his duties by his druid companion, Brian THE BLESSED OF GOZREH!


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We didn't have Let it Go, we had this song in our heads during book 5.

Rasputin


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The comments on abusing backstory characters reminded my of a big pet peeve I developed.

Players who act like they can't control how their character re/acts.
I get that your character has a personality and a certain mentality on how to act. But when your character's intransigence forces me to spend 20 minutes of real time arguing with you to follow a course of action that is the only reasonable one we've found, you are an asshat. You have complete control over your character's actions and thoughts, and you the player need to find a reason for your character to go along with the group.

The number of times I had to do this with the same player made the whole campaign a painful affair.


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ThacO isn't a what, he's a who. He is an old goblin with monk levels in the Goblins! webcomic.

Not so much laugh as groan over the one a DM provided.

DM: This subrace of gnomes you have met are specialized at living in the subterranean mushroom groves that dot this cave system. They can <i>tree stride</i> through the mushrooms between groves and can turn into stone statues to hide and protect themselves from predators.
Group: Nice to meet them. Does their subrace have a name?
DM: They are Deep Garden Gnomes.


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One of the funnest in game things I can think of happened at the end our groups Reign of Winter campaign. Through research of Irisen's history and careful exploration of Baba Yaga's hut, we had seen much of the First Witch's character and demeanor. After rescuing her, and saving Irrisen and Golarion from the eternal winter her daughter Elvanna was trying to create, she offered each of us a boon.

Our Winter Witch (and descendant of Baba Yaga) became the new ruler of Irrisen.

We had a couple of other requests that I don't recall.

Then Baba Yaga looked over at my soft-hearted Winter Oracle of Shelyn.

Me: Do you realize that all of this is your own fault? Everything you and we have been through is a direct result of your cruel and selfish actions. Your Irrisen daughters have hated you and tried to kill you more than once because they know nothing good will happen to them when you come and take them away. You preseved them in a living death to fuel your worthless life. You tortured and experimented on your sons and turned them into monsters, then abandoned them in here. Did you think the powerful spellcasters you begat wouldn't figure this out and rebel against the roles you planned for them? Rasputin and Elvanna only did this to try and deny the fate you planned for them. You created the very frost giant god that seeks your destruction on Golarion and plagues our frozen north. Everything we've seen in your hut and your history proves that you are a truly horrible person.

Baba Yaga: (deadpan) Yes. And?

Me: Stop being such a horrible person!

Baba Yaga: No. But I will promise to never return to Golarion again after I take Elvanna's children and grand-children.

Me: Fine! (Pleased to have gotten something good and moderately useful out of her)

Baba Yaga: (looking over to the party wizard) And what do you want?

Wizard: Do you have a book that can show me how to become a lich?

Baba Yaga: Sure. Here you go, kid. Have fun.

The whole table broke up over that exchange. I had been wondering how our wizard was going to ruin the rant I had come up with for her. He mentioned that the lich request had been something he had been planning for a while OOC.


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Given Thog's lack of stealth skills, I think this is more likely Bozzok from the Greysky City Thieves' Guild. He does have quite a beef with Haley and 'Uncle' Geoff did tell Bozzok that she was headed towards the North Pole. He might have made a reasonable guess as to likely stopping ports along the way to stake out.


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I had a swordsman with the shadow template and a penchant for telling tall tales. Went by the call sign Blade Shade.

Brian, the Blessed of Gozreh. A large man with a large voice.

A raven familiar with the name Peck, he was only in it for the eyeballs.

A taser wielding, underground radio announcer for the Resistance named DJ Sparks.

Warmage Keith Richardson, son of that famous bard.

The amazing riding dog Kujo and his halfling druid companion.

Gnome reporter for the New Phlan Tattler, Ally T. Rations.

Saw this somewhere, the halfling Elemenoh P. Quares (his mother was learning to write and used the birth certificate for practice).


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I made a gnome journalist name Ally T. Rations. Ally's articles tended towards wicked wordplay and alliteration.


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Liranys wrote:
What's a Keter? I don't get this reference :) For that matter, what the heck is a creepypasta?

Keter is a classification from the SCP page. It is given to entries that can have apocolyptic effects if not contained.


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A sword that glows blue...because it's radioactive. Make a Fort save.


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Wee men? Here's something that will definitely mess with players.

Nac Mac Feegles aka Pictsies, the Wee Free Men, the Little Men, and 'Person or Persons Unknown, Believed to be Armed'


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Your lawn gnomes remind me of some NPCs my party ran into in the dungeon lair that might be good for messing with players.

They were an offshoot of svirfneblin that had the ability to teleport between the fungus gardens scattered in the dungeon. They could also turn themselves into stone statues as a defensive measure.

Their subrace was called garden gnomes.


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While playing Forgotten Realm characters that get dumped into an Oriental Adventures realm of Ravenloft.

NPC(Samurai): I pray the Kami's will protect us.
PC1: What are Kami's?
Me(Cleric): Oh, aren't those the little gods that inhabit everything?
NPC: Not exactly, Kami's are not gods.

Player of PC1 bursts into laughter and we have to wait until she finally takes a breath.

PC1: Godless Kami's!


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We had a term for wandering damage in a Shadowrun game I was in. Character Missile, the GM would give you a warning that one was headed towards you.


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For me it's the Mass Effect series. A huge number of big and small choices you can make during each game with hundreds of decisions flags carried over between games to make it a bit personalized for each person who played it. BioWare made statements that the huge and varied decisions that each player made over the three games could never boil down to a final A, B, C decision. What did we get at the end of the third game? Make a Red, Blue, Green decision with the choices made over all three games having only minimal impact on which of the three choices were available.

Extended endings and DLC did little to improve upon the end of an epic trilogy.


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@Orthos I have done that as well. The part that probably annoys GMs is that I will do that and not do a good job of informing them of this.

I was in a sci-fi game playing an aristocratic pilot. Near the end of the series the GM has come up with a story line of my king needing to step down and wants my character to replace him by marrying his daughter. Two problems, first my character is female. The look he gave me was priceless before going back through his notes and realizing that this was an established fact from character generation. I blame myself for not playing her as having much sexuality during the campaign, which was becuase of the second problem. The second problem was that my character was married and had two children, which I didn't get to see or interact with much because of interstellar travel. I'm pretty sure he thought I was just screwing with him at that point, but I at least remember saying I was going home to visit family every time we returned to our homeworld.

Plot derailed NPCs the GM didn't know about.


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I have to admit to something like this when I joined a LONG running campaign as it switched over to 3.0. Most of the players were converting character they had been playing for years and I made a character without coming up with any backstory for him. 3.x Elf Fighter/Wizard/Shadowdancer/Bladesinger with the Shadow Template, a shortbus special snowflake. Randomly Plane Shifts into a party they were having to celebrate a party member's ascension to godhood. I then kind of end up living in this party member's mansion like Klipspringer from the Great Gatsby, freeloading and no one knew why.

Things quickly improved as my character would bite on any shiny plot hook placed in his vision.

I've made quite a number of characters that were defined not by their backstory, but by their story.


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A human monk who had his background rolled from the Central Casting book.

He was 2'2", wild talent psionic, son of the head of the Chinese pantheon, 3rd in line of succession of an entire continent.

Oh, wait. That's the most awesome PC I can remember.

Grand Lodge

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I am reminded of a PFS session at a convention. It spawned a guideline about not letting new players run level 7 pregens at conventions.

We played a 7-11 scenario and somehow got a player on his second session of playing anything Pathfinder-related. Don't know how he didn't get shepherded to a low level table. Picked the gunslinger pregen and we played.

Near the end of the scenario we have infiltrated a group, are completely surrounded by said group, in the middle of their territory, and are being asked to swear allegiance and do something that looks potentially lethal. We know there is a trick to the lethal part and we are experienced adventurers and spellcasters.

The gunslinger's response to the declaration of allegiance? Shoot the cultist in the face and run out the door. We argued with the player for a few minutes about how he was being an idiot and potentially getting a group of 7-11's killed on his second game. Still shot the cultist and ran out.

Fortunately, the cultists weren't in their right mind and the GM just had another cultist step in and continue the ceremony.

The Venture leadership decided to work harder to make sure that such table groupings didn't happen again, even at the last minute.

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