Vudrani

Salim the Undeserving's page

287 posts. Alias of Nathan Davis (Obsidian Entertainment).


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Deck Handler // Searching for: Armor 6

End of Turn Examine on Warrens: Staff of Minor Healing


Deck Handler // Searching for: Armor 6

Recharge Quick-Change Mask and Vizier
BYA Constitution Diplomacy 12: 1d8 + 5 + 1d6 + 1d6 ⇒ (6) + 5 + (4) + (5) = 20

Reveal and discard Corrosive Backsword +4 and Recharge Sacred Killer
Combat 28: 1d8 + 6 + 3d6 + 4 + 1d6 + 1 + 1d6 ⇒ (3) + 6 + (2, 4, 2) + 4 + (1) + 1 + (4) = 27
Bury Blessing of the Lady of Graves
Add to Combat 27: 1d8 ⇒ 7

Discard Mass Cure for Urgraz’s Combat
Urgraz Combat 30: 1d8 + 7 + 2d6 + 3 + 1d6 + 1 + 2d6 + 1d6 + 1d4 ⇒ (3) + 7 + (6, 3) + 3 + (6) + 1 + (1, 1) + (2) + (3) = 36

Monster Defeat: Shuffle in Corrosive Backsword +4

Salim wrote:

Hand: Heister, Corrosive Backsword +4, Fiery Weapon, Fortune-Teller, Dreamstalker, Eyebiter, Vampiric Backsword +3,

Displayed:
Deck: 15 Discard: 1 Buried: 0
Notes: Fiery Weapon freely given

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [X] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [X] +3
Diplomacy: Charisma +2

Die Bumps: 2
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (☑ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Deck Handler // Searching for: Armor 6

Before Yoon resets, recharge Boots of Teleportation to move to the Warrens
Hour of the Gods
Start of turn, no blessings: Draw Heister
Start of turn, examine Yoon's deck: Exchange Blessing of Chaldira Zuzaristan with Dominate.
Discard Mass Cure to Heal Salim and Ezren

Shuffle in Cards into Salim's Deck: 1d4 + 1 ⇒ (4) + 1 = 5
Shuffle in Cards into Ezren's Deck: 1d4 + 1 ⇒ (1) + 1 = 2
Give Card to Yoon: Blessing of Chaldira Zuzaristan

Salim speeds to the Warrens to compile resources and healing with Yoon and Ezren. Then he heads up to the Mountain Peak to catch up with Urgraz.

Reveal Fortune-Teller "Bane" and encounter the Monster on top

A Shemhazian Demon escaped the Warrens. Time for Salim to get to work.
Discard Gloves of Dueling and Recharge Fortune-Teller, Stiking Wing Scimitar, and Vampiric Backsword +3. Draw Vizier, Dreamstalker, Eyebiter. Reveal Corrosive Backsword +4. Recharge Isiem
Combat 23: 1d8 + 6 + 1d6 + 4 + 1d6 ⇒ (7) + 6 + (5) + 4 + (4) = 26

Isiem delivers the final blow to the demon the Fortune-Teller found.
Monster Defeat: Shuffle in Mass Cure

Discard Detect Evil to Examine Gamigin and Encounter
Another devil attacks Salim as he scans the area.
Reveal Corrosive Backsword + 4 and Bury Ezren's Blessing of Lamashtu
Combat 22: 1d8 + 6 + 1d6 + 4 + 2d8 ⇒ (2) + 6 + (6) + 4 + (5, 4) = 27
Monster Defeat: Shuffle in Detect Evil

Discard Ezren's Scrying to Examine Mountain Peak looking for Monsters
Mountain Peak Card 3: Breastplate of Fire Resistance
Mountain Peak Card 4: Warden of Runes
Mountain Peak Card 5: Killing Blade
Putting Killing Blade on Top, followed by Warden of the Runes
Free Explore to encounter Killing Blade. Need a Temp Close on Warrens


State of Play!
Ezren or Yoon needs to Temp Close Warrens
Ezren has shuffled in 2 Cards
Ezren has buried Blessing of Lamashtu and Discarded Scry.
Yoon now has Dominate as her top card and now has Blessing of Chaldira Zuzaristan in hand.
Mountain Peak 1 and 2 Banished.


Deck Handler // Searching for: Armor 6


2. Fiery Weapon
3. Invoke
Give Card to Urgraz: Consecration.
I assume Urgraz would've buried Aegis of Recovery to grab Emerald Codex

Salim and Urgraz enjoy unholy communion. Feeling more alive than ever, Salim runs to the Warrens with his trusty Revealed Fortune-Teller who is searching for "boons" and happens upon a Sacred Killer.

Recharge Vizier
Diplomacy 13: 1d8 + 5 + 1d6 ⇒ (3) + 5 + (4) = 12
Spend a bump to succeed

The half-orc joins the cause.

Discard Eyebiter to explore
Eyebiter gets distracted by a Flaming Ranseur +3 that Salim has no interest in.
Banished

Recharge Boots of Teleportation to return to Urgraz at the Ravenous Crypts of Gluttony.
Bury Torch to explore. Urgraz buries Consecration to grab it.

By the light of a torch, Salim sees an old enemy Scout.
BYA Combat Damage: 1d4 - 1 ⇒ (2) - 1 = 1 Discard Invoke
Reveal Striking Wing Scimitar and Discard Fiery Weapon
Combat 8+6: 1d8 + 6 + 1d6 + 2 + 1d4 ⇒ (4) + 6 + (2) + 2 + (2) = 16

A quick and fiery death!
Recharge Fiery Weapon Divine 6: 1d6 ⇒ 2
Monster Defeat: Shuffle in Blessing of the Midnight Lord

Salim wrote:

Hand: Sacred Killer , Vampiric Backsword +3, Corrosive Backsword +4, Fortune-Teller, Boots of Teleportation, Striking Wing Scimitar, Isiem, Gloves of Dueling, Quick-Change Mask,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: No help for anybody.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [X] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [X] +3
Diplomacy: Charisma +2

Die Bumps: 2
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (☑ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Deck Handler // Searching for: Armor 6


Assuming my Blessing of the Midnight Lord was discarded.
Start of turn, no Spell: draw Emerald Codex
Start of turn, Examine Urgraz's deck: Torch. Exchange with Armor of Skulls.

Armor of Skulls:
Traits
Light Armor
Magic

Powers
Reveal this card to reduce all damage dealt to you to by 2.

When a character at your location encounters a non-villain monster, recharge this card to allow that character to evade it; if the monster is not immune to the Mental trait, you may shuffle it into any open location deck.

Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

If proficient with light armors, you may recharge this card when you reset your hand.



Banish Emerald Codex to draw:
1. Consecration
2. ?
3.
Urgraz will do something to get the Codex.
Pausing to draw more Divine Spells.


Deck Handler // Searching for: Armor 6

As always, Salim and Urgraz are bound together in divine power.

Salim wrote:

Hand: Vizier, Blessing of the Lady of Graves, Eyebiter, Fortune-Teller, Armor of Skulls, Striking Wing Scimitar, Boots of Teleportation, Blessing of the Midnight Lord, Quick-Change Mask,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Blessings available. And at location Armor of Skulls can evade.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [X] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [X] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (☑ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Deck Handler // Searching for: Armor 6

Tier Reward
Item 3 [X]4 [X]5
Whatever card I pick would always be replaced by Emerald Codex, But Boots of Teleportation are now available

Scenario Reward
Charisma d8 [X] +1 [X] +2 [X] +3

Upgrade
Replacing Weapon 5 Sawtooth Saber + 2 with Weapon 6 Corrosive Backsword +4

Corrosive Backsword +4:
Traits
Sword
Melee
Acid
Slashing
Finesse
Magic

Powers
For your combat check or your check against a barrier, reveal this card to use your Strength or Melee skill + 1d6+4. If proficient with weapons, you may additionally discard this card to add another 2d6. If the check is to defeat a barrier, if the barrier is defeated, you may examine the top card of your location deck.


Deck Handler // Searching for: Armor 6

Pharasma Day
Start of Turn. No Blessing: Draw the Melted Blade

Salim joins the fun at Location #1: Ravenous Crypts of Gluttony

Free Explore

Salim senses the power to Major Cure in this place.

Recharge Quick-Change Mask

Divine Diplomacy 8: 1d8 + 4 ⇒ (4) + 4 = 8

Discard Major Cure to heal Urgraz
Urgraz Shuffles in Cards: 1d4 + 1 ⇒ (2) + 1 = 3
Salim Shuffles in Blessing of the Midnight Lord

Discard Isiem to Examine three, arrange, then explore
Ravenous Crypts of Gluttony Card 2: Blessing of Calistria
Ravenous Crypts of Gluttony Card 3: Invincible Breastplate
Ravenous Crypts of Gluttony Card 4: Locked Stone Door
Arrange 2,4,3.

After giving life to the infernal dwarf, Salim seeks the Blessing of Calistria

Dexterity 4: 1d8 + 4 ⇒ (2) + 4 = 6

Discard Blessing of Calistria to Explore

And decides to take his sword to the Locked Stone Door
Reveal The Melted Blade and Bury Headband of Epic Intelligence for its power.Reveal Belt of Physical Might. Discard Yoon's Blessing of Angradd
Combat 22+6: 1d8 + 6 + 2d4 + 6 + 2d4 + 2 + 2d8 ⇒ (3) + 6 + (1, 3) + 6 + (1, 4) + 2 + (4, 1) = 31

The door is no match for Salim's melted fury.

Leave the Invincible Breastplate on top.
Recharge on Reset Armor of Skulls, Celestial Armor, Fortress Shield. Discard Seek Quarry

Salim wrote:

Hand: Sawtooth Saber + 2 , Belt of Physical Might, The Melted Blade, Dreamstalker, Quick-Change Mask, Vampiric Backsword +3, Swipe, Blessing of the Midnight Lord, Gloves of Dueling,

Displayed:
Deck: 5 Discard: 13 Buried: 1
Notes: Blessing avialable.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [X] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (☑ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Discarded Yoon's Blessing of Angradd
Healed Urgraz for 3
Location #1: Ravenous Crypts of Gluttony - Acquired 1,2. Banished 4. 3 examined and on top.


Deck Handler // Searching for: Armor 6

I am definitely in until the end and am okay with longer waits between turns. I think if more than a few days go by, a non-urgent reminder of who's turn it is would probably be a good idea.


Deck Handler // Searching for: Armor 6

Before Yoon's turn ends, Recharge Striking Wing Scimitar to move to Location #6: Ravenous Crypts of Gluttony.

Aba-Day

Start of Turn, no blessings, draw Emerald Codex.
Start of Turn, examine Urgraz's deck. Take his Boots of Teleportation and replace them with Bolstering Armor


Banish Emerald Codex. Urgraz buries something and takes it. Then, he does the same.
Salim: Detect Evil, Speed, Swipe
Urgraz: Augury, Dominate, Invoke

Give Card: Boots of Teleportation to Urgraz

Salim and Urgraz form an unholy power vortex, both leaving with more power than they could ever muster on their own.

Salim moves to Location #4: Ravenous Crypts of Gluttony and Reveals the Fortune Teller

The Fortune Teller thinks there is a "boon" nearby but only finds a Crushing Door.

Display Speed. Reveal Belt of Physical Might

Dexterity 13: 1d8 + 4 + 2 + 1d8 ⇒ (2) + 4 + 2 + (7) = 15

With unnatural speed Salim is able to dart through door just in time and disables it from the other side.

Discard Fortune-Teller to explore

The Fortune-Teller does find a boon after all, a Headband of Epic Intelligence.

Discard Swipe to succeed at the check to Acquire

Salim uses his new found power to pull the enchanted item to him.

Recharge Swipe Divine 6: 1d6 ⇒ 3

Discard Detect Evil to Examine Blessing of Norgorber

Recharge Detect Evil Divine 6: 1d6 ⇒ 3

Recharge Speed Divine 6: 1d6 ⇒ 5

End of Turn Scenario Power, More than 3 please: 1d10 ⇒ 5

Salim wrote:

Hand: Sawtooth Saber + 2 , Belt of Physical Might, Quick-Change Mask, Seek Quarry, Armor of Skulls, Vampiric Backsword +3, Isiem, Celestial Armor, Headband of Epic Intelligence,

Displayed:
Deck: 5 Discard: 10 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [X] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (☑ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Deck Handler // Searching for: Armor 6

Hour of the Gods

Start of turn, no Spells: Draw Blessing of Eternal Rose
Start of turn, Examine Urgraz's Deck, Blessing of Mephistopheles. Leaving it there.
Bury Blessing of the Lady of Graves to Examine Location #1. Likely taken by Urgraz. Nothing of interest. A good place to end turns.

Salim sees nothing of interest and leaves to scout out another in this collapsing part of the vault.

Moves to Location #3: Ravenous Crypts of Gluttony. Reveal Fortune-Teller to Examine

The Fortune-Teller is looking for a "boon" but finds an Ogre instead.

Free Explore. Reveal Vampiric Backsword + 3 and Belt of Physical Might

Combat 14: 1d8 + 6 + 2d6 + 3 + 2 ⇒ (2) + 6 + (5, 6) + 3 + 2 = 24

Salim easily pushed the Fortune-Teller behind him and draws his blood-thirsty blade. This will be fun.. a dark duergar-like grin crawls across his face.

A bloodbath later, Salim emerges, deadly calm.

Though Isiem has seen horrors in his day, he decides to get away from Salim, excusing himself to scout ahead.

Discard Isiem to Examine the next three cards, arrange and explore
Ravenous Crypts of Gluttony Card 2: Blessing of the Gods
Ravenous Crypts of Gluttony Card 3: Ambush
Ravenous Crypts of Gluttony Card 4: Pit Trap
Arrange to be 4,3,2, then explore.

Isiem leads Salim to a Pit Trap...

Reveal Belt of Physical Might

Dexterity 8: 1d8 + 4 + 2 + 1d8 ⇒ (6) + 4 + 2 + (7) = 19

Free Explore

...and around an Ambush...

Reveal Belt of Physical Might

Dexterity 9+6: 1d8 + 4 + 2 + 1d8 ⇒ (3) + 4 + 2 + (1) = 10

...er, into an Ambush by the Muck Graul.

Card 5: Headband of Inspired Wisdom is known be at this location. Reveal Vampiric Backsword + 3 and Belt of Physical Might

Combat 15: 1d8 + 6 + 2d6 + 3 + 2 - 3 ⇒ (1) + 6 + (5, 4) + 3 + 2 - 3 = 18

Monster Defeat: Shuffle in Isiem

The plant-ogre hybrid dies...painfully? Isiem is cowed into following once more.

Top Deck Vizier to Examine

Shuffle Examine, Skip 6: 1d4 + 4 ⇒ (1) + 4 = 5 Card 5: Headband of Inspired Wisdom. Discard Vizier to Explore. Autofail.

Discard Eyebiter to explore

Shuffle Explore: 1d3 + 6 ⇒ (1) + 6 = 7 Card 7: Blizzard. Autofail.

Discard Blessing of Eternal Rose to Explore

Shuffle Explore: 1d2 + 7 ⇒ (1) + 7 = 8 Card 8: Blessing of Calistria

Not much of interest here either, but Salim sense a Blessing of Calistria

Dexterity 4: 1d8 + 4 ⇒ (2) + 4 = 6

Discard Blessing of Calistra to Explore

Last and certainly least, Arrow Catching Studded Leather

Reveal Belt of Physical Might

Constitution 7: 1d8 + 2 ⇒ (1) + 2 = 3

End Turn: Automatically close location

Hoping for >4: 1d10 ⇒ 10
No pain

Salim wrote:

Hand: Fortune-Teller, Belt of Physical Might, Quick-Change Mask, Striking Wing Scimitar, Armor of Skulls, Vampiric Backsword +3, Blessing of the Midnight Lord,

Displayed:
Deck: 9 Discard: 4 Buried: 0
Notes:

On Urgraz's turn Recharge Striking Wing Scimitar to move back to Location #1

Salim wrote:

Hand: Fortune-Teller, Belt of Physical Might, Quick-Change Mask, Armor of Skulls, Vampiric Backsword +3, Blessing of the Midnight Lord,

Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes: Blessing of the Midnight Lord, Armor of Skulls can evade and send a monster to another location.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [X] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (☑ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.



Closed Location 3. Only Acquired Blessing of Calistra
Moved to Location 1 on Urgraz's turn. He won't get the start of turn power with me, but Give Card is a possibility.
Urgraz has the option to snag my buried Blessing of the Lady of Graves. And all cards in Location 1 are known but shuffled.


Deck Handler // Searching for: Armor 6
Salim wrote:

Hand: Fortune-Teller, Belt of Physical Might, Quick-Change Mask, Striking Wing Scimitar, Blessing of the Lady of Graves, Vampiric Backsword +3, Eyebiter, Isiem, Vizier,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Blessing Available as desired.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [X] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (☑ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Deck Handler // Searching for: Armor 6

Replacing Cure with Spell 6 Seek Quarry

Seek Quarry:
Traits
Magic
Divine

Powers
Discard this card to examine the top 5 cards of any location deck. When you put them back, you may set aside 1 examined villain or henchman. Shuffle the remaining examined cards and put them on the bottom of the location deck; put any card you set aside on top of the deck.

After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.


Deck Handler // Searching for: Armor 6

Thanks Urgraz!

Weapon 6: 1d1000 ⇒ 589
Spell 6 if literally no one wants it: 1d1 ⇒ 1

If somehow Ezren and Yoon don’t want Spell 6, I’ll take that and let Urgraz have Weapon 6


Deck Handler // Searching for: Armor 6

Iomeday!

Move Action, Don't Move: Shuffle in Dogslicer +1

Time to cut down a Baylok

Reveal Vampiric Backsword +3 and Belt of Physical Might. Recharge Blessing of the Midnight Lord. Discard Swipe

Combat 24-3: 1d8 + 6 + 2d6 + 3 + 2 + 2d8 ⇒ (4) + 6 + (2, 5) + 3 + 2 + (6, 1) = 29

Top Deck Vampiric Backsword + 3 to recharge Isiem
Monster Defeat: Shuffle in Cure

Recharge Quick-Change Mask, and Blessing of Eternal Rose, use Urgraz's Blessing of Mammon

Close Wisdom Diplomacy 12: 1d8 + 4 + 2d8 + 2d8 ⇒ (6) + 4 + (7, 7) + (2, 8) = 34

Gluttony time is over.

Bury Invoke to shuffle in blessings...cause we so need it

Number of Blessings: 1d6 ⇒ 3Shuffle back 3 Blessings

On Reset, Discard Raise Dead

Salim wrote:

Hand: Belt of Physical Might, Sawtooth Saber + 2 , Vizier, Sign of Wrath, Find Traps , Dominate, The Melted Blade,

Displayed:
Deck: 16 Discard: 4 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [X] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (☑ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Deck Handler // Searching for: Armor 6

Before Yoon's Turn ends, recharge Striking Wing Scimitar to move to Festering Maze of Sloth

IomeDay


Start of Turn, No Blessing: Draw Gloves of Dueling
Start of Turn, Examine Yoon's Deck: Blood Kineticist. Leave it there.
Give Card: Display Conna the Wise next to Iron Cages of Lust
Discard Cure to heal Yoon.

Shuffle in Cards: 1d4 + 1 ⇒ (4) + 1 = 5 Yoon shuffles in 5 cards!

Salim preps to return to the Ravenous Crypts of Gluttony and bolster Yoon with Pharasmic hocus pocus.

The Revealed Fortune Teller knows there is a "bane" there.

Salim chances the Circle of Binding with help from the Heister.

Recharge Heister. Discard Urgraz' Blessing of Serenrae

Divine 13: 1d6 + 1d12 + 1d8 + 1d6 ⇒ (6) + (5) + (8) + (1) = 20

Heister: Draw Random Item Chime of Unlocking

The Heister had discovered a specific chime that when tuned correctly could break apart the Binding.

Free Explore

Banish Teleport, Autofailed

Even more incantations of no interest to Salim.

Discard Fortune-Teller to Explore

The Fortune-Teller drew Salim's attention to the cleverly made Hand Chopper.

Discard Gloves of Dueling and Recharge Chime of Unlocking. Draw Armor of Skulls and Recharge Gloves of Dueling. Reveal Belt of Physical Might

Dexterity 12: 1d8 + 4 + 1d8 + 2 ⇒ (4) + 4 + (8) + 2 = 18 Draws Weapon: Dogslicer +1

All Salim finds when taking apart the trap is an enchanted Goblin weapon.

Recharge Eyebiter

Eyebiter spies a hunting Baykok. Salim decides to leave it for wiser companions.

On reset, recharge Armor of Skulls and discard Dogslicer +1

Salim wrote:

Hand: Belt of Physical Might, Sawtooth Saber + 2 , Quick-Change Mask, Blessing of Eternal Rose, Blessing of the Midnight Lord, Vampiric Backsword +3, The Melted Blade, Emerald Codex, Vizier,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes: Blessings available as always. Emerald Codex ready for some Urgrazing.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [X] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (☑ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Placed Conna the Wise at Festering Maze of Sloth
Banished Ravenous Crypts of Gluttony 1-3
Healed Yoon 5 Cards.
Discarded Urgraz's BoSarenrae
Henchman is the top card of Gluttony
I drew Emerald Codex finally! Come and get it Urgraz!


Deck Handler // Searching for: Armor 6


Adjusted hand to account for my error and retcon. Will move to another location (without a displayed Ally) before my turn begins.

Salim wrote:

Hand: Belt of Physical Might, Sawtooth Saber + 2 , Eyebiter, Fortune-Teller, Cure, Striking Wing Scimitar, Heister,

Displayed: Conna the Wise,
Deck: 11 Discard: 2 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [X] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (☑ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Deck Handler // Searching for: Armor 6

Basic Hour

Start of turn, no blessing: Draw Isiem

Gifted with the power of discarded Scrying, Salim searches the Festering Maze of Sloth for "monsters."


Card 1: Potion of Energy Resistance
Card 2: Fiery Weapon
Card 3: Cave Bear
Cave Bear goes to the bottom, the others are shuffled

Salim know where a bear is lurking and advises his comrades to avoid that path.

Recharge Vizier

Recharge Scrying Arcane 12: 1d4 + 1d8 + 4 ⇒ (3) + (5) + 4 = 12

Urged by the Revealed Fortune-Teller to seek a "boon." Salim goes to the Runewell. Where a Headband of Epic Intelligence awaits him.

Examine and Encounter Headband of Epic Intelligence and display Cona the Wise. Autofail the Acquisition

Salim came only for wisdom from Conna, not intelligence.

Free Explore

A Sickle +1 is available but less than enticing to Salim Autofail it


Discard Isiem to Examine 3 cards then explore
Card 3 Blessing of Irori
Card 4 Heavy Pick +1
Card 5 Toxic Cloud
Arrange to be 3,5,4

Isiem shows Salim a path to a Blessing of Irori

Intelligence 4: 1d6 ⇒ 2

Notsomuch

Discard Dreamstalker to pull Iron Cages of Lust Card 1 (Headband of Inspired Wisdom) to Runewell, examine it, then explore. Autofail the check and Banish it.

The Dreamstalker thinks they have the answer Salim is looking for with a Headband of Inspired Wisdom. Not interested.


Recharge Striking Wing Scimitar to return to the Ravenous Crypts of Gluttony and activates Conna the Wise to Examine the top 3 cards.
Card 1 Stone Giant
Card 2 Blessing of the Gods
Card 3 Hide Armor of Fire Resistance

Salim brings Conna to the Crypts of Gluttony. She sees some minor magic and a fellow Stone Giant among the crypts.

Recharge Celestial Armor on Reset

Salim wrote:

Hand: Belt of Physical Might, Sawtooth Saber + 2 , Eyebiter, Fortune-Teller, Cure, Blessing of the Midnight Lord, The Melted Blade, Quick-Change Mask, Heister,

Displayed: Conna the Wise,
Deck: 9 Discard: 2 Buried: 0
Notes: Blessing of the Midnight Lord available, Cure and Heister Available at location.
If Cure or Blessing of the Midnight Lord isn't used by the end of Yoon's turn, I will activate Cure (on myself unless there is a better target)

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [X] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (☑ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Festering Maze of Sloth: Cards 1-2 known and shuffled with Card 3 Cave Bear at the bottom.
Runewell: Cards 1-3 Banished. Cards 4 and 5 Examined, with 5 on top.
Iron Cages of Lust: Card 1 Banished
Ravenous Crypts of Gluttony:1-3 Examined.
Salim has Displayed Conna the Wise and is at the Ravenous Crypts of Gluttony


Deck Handler // Searching for: Armor 6

Upgrades...

Isiem:
Traits
Human
Wizard

Powers
Recharge this card to add 1d6 and the Cold, Fire, or Poison trait to any combat check.

Discard this card to examine the top 3 cards of your location deck. Return them in any order, then explore your location.

Eyebiter:
Traits
Human
Mesmerist

Powers
Recharge this card to examine the top card of your location deck; ignore any power on it that happens when examined.

Discard this card to explore your location. During this exploration, you may add 2d6 and the Mental trait to your combat and Perception checks.


Deck Handler // Searching for: Armor 6


Keep current order, but start with Urgraz
In the next scenario, I will start at the Ravenous Crypts of Gluttony
I'm drawing my starting hand, when upgrades are decided, note which ones I am swapping.

Salim wrote:

Hand: Belt of Physical Might, Vizier, Dreamstalker, Fortune-Teller, Cure, Celestial Armor, Striking Wing Scimitar, Blessing of the Lady of Graves, Heister,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Blessing of Lady of Graves available, Cure and Heister Available at location.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [X] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (☑ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Deck Handler // Searching for: Armor 6

Scenario Reward
I'll Add Ally to the pile unless we have 2 Ally 6s and Ezren doesn't want one. In that case, I will add Armor to the pile.

Upgrades
Ally 6: 1d1000 ⇒ 971 Isiem would replace Evangelist
If Armor 6: 1d1000 ⇒ 125 Ophidian Armor would replace Celestial Armor
If another Ally 6: 1d1000 ⇒ 40 Eyebiter would replace Sorrowsoul
If literally no one wants a Spell 6: 1d1 ⇒ 1 Seek Quarry would replace Cure
Ally 5: 1d1000 ⇒ 606 Fortune-Teller would replace Evangelist
If the only thing I got above was an Ally 5, Ally 5: 1d1000 ⇒ 204Secret Broker would replace Sorrowsoul
Weapon 5: 1d1000 ⇒ 629 Dancing Scimitar +2 would replace Sawtooth Saber + 2

Power Feat
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (☑ You may shuffle your deck first.) This should work well since I'll often know the top card from the start of turn business


Deck Handler // Searching for: Armor 6

Start of Turn, No Blessings: Draw Evangelist

Salim decides it's time to scout the Vault of Greed.

The Revealed Fortune Teller is on the lookout for "boons," but stumbles upon the last Cannibal Haunt.

This looks like a job for Urgraz.

Discard Hand on Reset

Salim wrote:

Hand: Striking Wing Scimitar, Gloves of Dueling, Dominate, Book of the Damned (Redeemed), Major Cure, Quick-Change Mask, Heister,

Displayed: Cannibal Haunt,
Deck: 4 Discard: 15 Buried: 2
Notes:

Recharge Striking Wing Scimitar to move to Glassworks

Salim heads to the Glassworks to warn the others and to prepare Urgraz.


Discard Major Cure to heal Urgraz
Shuffle in Dancing Scimitar +2

Urgraz shuffles in Cards: 1d4 + 1 ⇒ (1) + 1 = 2

Recharge Quick-Change Mask

Recharge Major Cure Divine Diplomacy 10+1: 1d8 + 4 ⇒ (2) + 4 = 6

Salim wrote:

Hand: Gloves of Dueling, Dominate, Book of the Damned (Redeemed), Heister,

Displayed: Cannibal Haunt,
Deck: 7 Discard: 15 Buried: 2
Notes:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [X] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Deck Handler // Searching for: Armor 6

Acquired Spyglass due to Heister last turn. Put it into Discard to cause the fewest retcons

Shelyn's Hour

Start of turn Examine Urgraz's Deck: Blessing of Maat. Exchange with Dominate.
Start of turn, No Spells: Draw Sawtooth Sabre +2

Give Card Sawtooth Sabre +2 to Urgraz

Sawtooth Saber + 2 :
Traits
Sword
Melee
Slashing
Finesse
Magic
Veteran

Powers
For your combat check, reveal this card to use your Strength or Melee Skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty checks to defeat during this encounter is decreased by 5.

Salim feels Urgraz devilish power all around him and feels compelled to share in it.

Move Action: Shuffle in Sorrowsoul

Given insight from Pharasma, the Revealed Fortune-Teller looks for a "bane."

Fortune smiles upon Salim as her divinations uncover a Large Chest

Dexterity 9+6=15: 1d8 + 4 + 1d8 + 1d6 ⇒ (3) + 4 + (5) + (1) = 13

Discard Blessing of Maat to change the result to 15 and Success!

Number of Weapons: 1d4 ⇒ 2

Salim discovers that the chest holds both a Heavy Crossbow and a Dancing Scimitar +2

Free Explore

As Salim collects weapons a Cannibal Haunt flies out of the Crossbow and tries to eat Salim.

Banish Heavy Crossbow, Display Cannibal Haunt

Discard Blessing of the Midnight Lord and Urgraz's Blessing of Mammon

Wisdom 12+1=13: 1d6 + 1d6 + 2d6 + 1d6 ⇒ (3) + (5) + (2, 2) + (3) = 15 Almost forgot Divine Favor!

Salim takes the spirits pain and suffering on as his.

Recharge Armor of Skulls and Celestial Armor on Reset

Salim wrote:

Hand: Blessing of Eternal Rose, The Melted Blade, Book of the Damned (Redeemed), Vizier, Dancing Scimitar +2 , Fortune-Teller, Vampiric Backsword +3,

Displayed: Cannibal Haunt,
Deck: 10 Discard: 8 Buried: 2
Notes: Blessing Available. If Urgraz wants me to "banish" Book of the Damned while we are at the same location, he's free to do so.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [X] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 2
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Deck Handler // Searching for: Armor 6

A Basic Hour

Start of Turn, No Blessing Draw Book of the Damned (Redeemed)

Empowered by Codexing with Urgraz. Salim's eyes shine a bright emerald hue and the power of discarded Scrying reaches out to see what "monsters" remain at the Rusty Dragon


The Rusty Dragon Card 1 (Mercenary)
The Rusty Dragon Card 2 (Haunt)
The Rusty Dragon Card 3 (Corroded Lock)
Placing Haunt then Mercenary on top

The Haunt is suddenly illuminated with a sickly green light.

Feeling full of power, Salim comes to the Village House. The Fortune-Teller seeks a "Boon" but finds a Trapped Spellbook instead.

Free Explore

Salim prepares to open the book.


On Encounter: Discard Gloves of Dueling and Recharge Fortune-Teller, Dominate, Vampiric Backsword +3, Armor of Skulls, Sawtooth Saber + 2, Major Cure, Book of the Damned (Redeemed) and Draw Blessing of Eternal Rose, Evangelist,Striking Wing Scimitar, Sorrowsoul, Vizier, Dreamstalker, Quick-Change Mask. Reveal The Melted Blade to recharge Gloves of Dueling.
On Check: Recharge Heister, Quick-Change Mask, and Blessing of Eternal Rose

Diplomacy Divine 15: 1d8 + 4 + 1d8 + 1d12 + 2d8 ⇒ (3) + 4 + (3) + (1) + (1, 4) = 16

Random Spells: 1d4 ⇒ 2

It takes every ounce of cleverness and faith to disarm the damned thing but ultimately Salim is able to pull some power from the book. But in the end he only was able to get Augury and Enfeeble from the texts.

Salim channels that Augury into his surroundings searching for "Allies".


Village House Card 2: Blessing of the Gods
Village House Card 3: Elven Sharpshooter
Village House Card 4: Warhammer +1
Put Card 3 Elven Sharpshooter on top and shuffle the rest

Recharge Evangelist

Recharge Augury Divine 8: 1d6 + 1d6 ⇒ (2) + (4) = 6

Top Deck and then Discard Vizier to Explore

A clearly shaken Elven Sharpshooter joins Salim's crew after meeting the Vizier.

Recharge Cure to automatically acquire the Elven Sharpshooter

Scenario Power: Bury Enfeeble

Discard Dreamstalker to pull Card 1 from Vault of Greed to the top of Village House, then explore

The Dreamstalker brings Salim a Necklace of Fireballs, but he Salim has little interest in their random destruction. Auto-Fail check.

Discard Sorrowsoul to explore

Shuffle Explore, skip 1, 3: 1d8 ⇒ 8 Village House Card 10: Cyrdak Drokkus

Cyrdak Drokkus desires to join Salim.

Diplomacy 5: 1d8 + 4 ⇒ (5) + 4 = 9

Salim reluctantly agrees but sends him off to find the Vizier.

Scenario Power: Bury Belt of Physical Might

Banish Cyrdak Drokkus to draw Vizier

Discard Elven Sharpshooter to explore

Shuffle Explore, skip 1, 3: 1d7 ⇒ 2 Village House Card 4: Warhammer +1

The Elven Sharpshooter scouts ahead but only finds a Warhammer +1 Autofail

Top Deck Vizier to Examine

Shuffle Examine, skip 1, 3, 4: 1d6 ⇒ 4 Village House Card 7: Augury

Salim sees more divination magic is afoot thanks to his Vizier adviser, but decides to leave it there.

Recharge Striking Wing Scimitar to go back to the Ravenous Crypts of Gluttony

Salim wrote:

Hand: Armor of Skulls, The Melted Blade, Celestial Armor, Blessing of the Midnight Lord, Blessing of the Lady of Graves, Fortune-Teller, Dominate, Vampiric Backsword +3, Vizier,

Displayed:
Deck: 11 Discard: 6 Buried: 0
Notes:

On Urgraz's turn, if Urgraz moves to Ravenous Crypts of Gluttony, Bury Lady of Graves to Examine the location.If not, I'll bury anyway, but we should hold off on revealing those cards until that decision is made.

Salim wrote:

Hand: Armor of Skulls, The Melted Blade, Celestial Armor, Blessing of the Midnight Lord, Fortune-Teller, Dominate, Vampiric Backsword +3, Vizier,

Displayed:
Deck: 11 Discard: 6 Buried: 1
Notes: Blessing Available

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [X] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Rusty Dragon arranged so that Haunt is on top.
Vault of Greed 1 Banished
Village House 1,4,10 Banished. Card 3 Acquired Shuffled but with Card 7 on top and known.
Augury and Enfeeble drawn from Random Cards
After Urgraz's Move Action, all cards in Ravenous Crypts of Gluttony will be known


Deck Handler // Searching for: Armor 6

Salim and Urgraz continue to influence, undercut, and enhance each other. Salim believes he's changing Urgraz and Urgraz believes he's corrupting Salim. Really we are all Pharasma's unwilling puppets.

Starting at Ravenous Crypts of Gluttony. Replacing Boots of Teleportation with Emerald Codex

Salim wrote:

Hand: Vampiric Backsword +3, The Melted Blade, Armor of Skulls, Cure, Heister, Fortune-Teller, Gloves of Dueling, Sawtooth Saber + 2 , Belt of Physical Might,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Cure and Heister and Armor of Skulls available at location

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [X] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.

Same turn order, starting with Urgraz


Deck Handler // Searching for: Armor 6

Skill Feat
Dexterity d8 [X] +1 [X] +2 [X] 3 [X] +4

Upgrades
Removing Magic Spyglass and Mask of Stolen Mien with Item 6: Belt of Physical Might and Item 5: Boots of Teleportation.

Belt of Physical Might:
Traits
Accessory
Magic

Powers
Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.

Boots of Teleportation:
Traits
Clothing
Magic

Powers
Recharge this card to move. You automatically succeed at any check required to move. You may not play this card during an encounter.


Deck Handler // Searching for: Armor 6

Item 6: 1d1000 ⇒ 981
Weapon 6: 1d1000 ⇒ 387 This is going to Urgraz no matter what, just stating an eventual desire.
Spell 6: 1d1 ⇒ 1 I'm not going for this until everyone else has spells, just stating an eventual eventual desire.
Item 5: 1d1000 ⇒ 465
Weapon 5: 1d1000 ⇒ 470

1st Round (no matter what)
Yoon: Item 6
Salim: Item 6
Urgraz: Weapon 6
Ezren: Spell 6

2nd Round
TBD


Deck Handler // Searching for: Armor 6

BYA Dexterity 12: 1d8 + 3 + 1d8 + 1d6 ⇒ (5) + 3 + (1) + (4) = 13

Salim weaves and dodges projectiles coming towards him.

Reveal and Discard The Melted Blade and using it’s bury power (Vizier). Discard Blessing of Eternal Rose and Urgraz’ Blessing of Dispater

Combat 28, 4s on d4s are 5s: 1d8 + 5 + 2d4 + 6 + 1d4 + 2d4 + 1d8 + 2d8 ⇒ (5) + 5 + (3, 4) + 6 + (4) + (4, 1) + (8) + (4, 6) = 50

The Baylock Lord now belongs to Pharasma.

Win!


Deck Handler // Searching for: Armor 6


Ezren Discards Mass Displacement.
Ezren moves to Vault of Greed
Urgraz moves to Catacombs of Wrath
Urgraz displays Divine Favor at Catacombs of Wrath

Urgraz and Ezren move into position to bring the final battle to a close.

Once they are ensconced, Salim enters the Catacombs of Wrath feeling waves of Urgraz's now familiar dark magic. The Revealed Fortune-Teller warns "Bane."

Just then an Abominable Snowman rushes the party.

Reveal The Melted Blade and Bury Scrying

Combat 18: 1d8 + 5 + 2d4 + 6 + 2d4 + 1d6 ⇒ (7) + 5 + (4, 3) + 6 + (1, 2) + (3) = 31

Monster Defeat: Shuffle in Magic Spyglass

The lumbering beast falls easily before Salim's divine blade.

Discard Magic Spyglass aq. to put Baykok Lord on top of location

Free Explore

Salim squares his shoulders and prepares to battle the Baykok Lord.

1st Ezren needs to do a Temp Closure I expect him to use Good Omen + beefy blessing from Urgraz. 2nd Ezren and Urgraz need to pass Wisdom 9 checks to contribute to the battle. This is a MUST PASS for Urgraz and he should feel free to discard from the top of my deck. Since there are some moving parts in this encounter, I'm not botting


Deck Handler // Searching for: Armor 6

Start of Turn, No Blessing: Draw Gloves of Dueling

Discard Gloves of Dueling to Recharge Venomous Heavy Crossbow +2,
Dominate, and Striking Wing Scimitar, then draw Scrying, Blessing of the Eternal Rose, and Vizier, then reveal The Melted Blade to Recharge Gloves of Dueling

Salim preps for battle.

Pause for Strategy


Deck Handler // Searching for: Armor 6

Gorum Time

Start of Turn, Examine Urgraz's deck: Blessing of the Vaultmaster. Leaving it there.

Give Card to Urgraz: Blessing of Abadar

Salim senses that Urgraz has some interest in the Vaultmaster.

Feeling the power and glory of Gluttony, Salim decides to see what he can find at the Vault of Greed.

Reveal Fortune-Teller: "boon"

The Fortune Teller leads Salim to an Invincible Breastplate.

Discard Blessing of the Midnight Lord

Acquire Constitution 11: 1d8 + 2d8 ⇒ (1) + (3, 3) = 7Banished

A bit too heavy.

Bury Wand of Treasure Finding. Put Luckstone on top. Shuffle the rest. We now know an Ogre lives there

This funny wand the Heister found, produces a small trinket.

Free Explore

But the Luckstone is of little interest to Salim. Banished!

Discard Detect Evil

Salim starts to look for something that bleeds.

Shuffle Examine, skip 3: 1d8 + 1 ⇒ (5) + 1 = 6 Card 7:Find Traps

Not an enemy.

Recharge Detect Evil Divine 6: 1d6 ⇒ 3

Discard Heister to Explore

Heister tries to interest Salim in trap finding magic aka Find Traps.

Divine 6: 1d6 ⇒ 5Banished

Recharge Boots of Teleportation to return to the Crypts of Gluttony

Salim returns to Urgraz to continue drawing his power.

Salim wrote:

Hand: Suurlahetas, The Melted Blade, Celestial Armor, Dominate, Striking Wing Scimitar, Major Cure, Fortune-Teller,

Displayed:
Deck: 14 Discard: 7 Buried: 3
Notes:

Salim unleashes "Banishing" Suurlahetas at the Vault of Greed

Suurlahetas brings back a Magic Spyglass...but at what cost.

All cards are known and shuffled in the Vault of Greed

Major Cure on Salim. Autofail Recharge

Shuffle in Cards: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3 Augury, Blessing of the Midnight Lord, Heister

Salim wrote:

Hand: The Melted Blade, Celestial Armor, Dominate, Striking Wing Scimitar, Magic Spyglass aq, Fortune-Teller,

Displayed:
Deck: 17 Discard: 5 Buried: 3
Notes: No help to give.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [ ] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Banished Vault of Greed 1,3,7. Acquired 4. Know which cards are there, but they are shuffled.
Returned to Urgraz at Crypts of Gluttony. He needs to Bury a card to retain Suurlahetas


Deck Handler // Searching for: Armor 6

Hour of Pharasma

Start of Turn, Examine Urgraz's deck: Blessing of Dispater. Leave it there.


Discard Scrying to Examine Vault of Greed for Items
Vault of Greed Card 1: Potion of Healing
Vault of Greed Card 2: Invincible Breastplate
Vault of Greed Card 3: Cloak of Elvenkind
Put Card 1, then 2 on the bottom. Shuffle Card 2.

Give Card to Urgraz: Raise Dead

Discard Cure to heal Urgraz
Shuffle in Cards: 1d4 + 1 ⇒ (3) + 1 = 4 All healed

Salim has a vision of the Vault of Greed, but it holds little interest for him. Instead, he imparts Urgraz with the divinity of Pharasma...just to annoy the dwarf. Before joining Ezren at the Desecrated Vault.

The Fortune-Teller looks for a "boon" and discovers a Ring of Protection

Constitution 5: 1d8 ⇒ 5

It just fits. As she predicted.


Discard Magic Spyglass to Examine:
Desecrated Vault Card 2: Baykok
Desecrated Vault Card 3: Myriana
Desecrated Vault Card 4: Bracers of Greater Protection
Leave as is.

Salim spots the Baykok leveling an arrow at him, and ducks behind a tomb to heal both he and Ezren with Mass Cure. Display then Discard

Shuffle in Cards, Ezren: 1d4 + 1 ⇒ (2) + 1 = 3

Shuffle in Cards, Salim: 1d4 + 1 ⇒ (3) + 1 = 4
Shuffle in Scrying, Blessing of the Midnight Lord, Evangelist and Cure

"No time like the present" Salim rushes decaying creature.

Reveal The Melted Blade and Bury Ring of Protection

Combat 24: 1d8 + 5 + 2d4 + 6 + 2d4 ⇒ (7) + 5 + (1, 3) + 6 + (4, 4) = 30

AYA Combat Damage: 1d4 ⇒ 1 Reveal Celestial Armor to reduce the damage

Really Dead?: 1d6 ⇒ 1 Shuffle it all!

An arrow bounces off of Salim's armor as he slices the creature in half on the way past. Salim takes a panting breath as he hears some creaking behind him. He turns to witness the Baykok pull itself back together.

Discard Augury to Examine "Monster"

Shuffle Examine: 1d5 + 1 ⇒ (4) + 1 = 5 Desecrated Vault Card 5 (Hidden Beast)
Shuffle Examine, skip 5: 1d4 + 1 ⇒ (2) + 1 = 3Desecrated Vault Card 3 (Myriana)
Shuffle Examine, skip 3 and 5: 1d3 + 1 ⇒ (3) + 1 = 4Desecrated Vault Card 5 (Succubus)
Move all of those cards to bottom

Salim is able to keep the rest of the Vault's monsters at bay.

[ooc]Recharge Striking Wing Scimitar to move back to the Ravenous Crypts of Gluttony

Salim returns to Urgraz side. It seems our fates are now entwined, which is probably to the duergar's detriment, being honest

Salim wrote:

Hand: Wand of Treasure Finding , The Melted Blade, Celestial Armor, Blessing of Abadar, Striking Wing Scimitar, Heister, Fortune-Teller, Boots of Teleportation, Blessing of the Midnight Lord,

Displayed:
Deck: 13 Discard: 4 Buried: 2
Notes: Blessings Available!

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [ ] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Deck Handler // Searching for: Armor 6

Autofail Check

1d4 Electricity Damage: 1d4 ⇒ 4

Buries Bolstering Armor for 0 Damage

Salim is armored and ready for anything that comes.


Deck Handler // Searching for: Armor 6

Before Yoon ends turn, Salim uses Scrying to scope out the Catacombs of Wrath

Salim grasps Urgraz's shoulder and whispers, "monster."


Card 1:Ogre
Card 2: Sihedron Ring (Item 6!)
Card 3: Baykok Lord (Villain)
Placing Card 1: Ogre on the bottom. Card 2: Baykok Lord on top of that.
Autofail Recharge

Salim laughs darkly feeling the influence of the dwarf infect him. "I have found our quarry. Let's make him think we don't know better for awhile."

Aba-Day

Sal-Urg-atron engaged!

Start of turn, examine Urgraz's deck: Boots of Teleportation. Salim replaces them with Consecration.

Salim then imparts Urgraz with godliness while quietly stealing his shoes.

Start of Turn, No Spell: Draw The Melted Blade

Reveal Fortune-Teller: Bane

Examine and Encounter Invasion Plans

Discard Gloves of Dueling: Recharge Boots of Teleportation, Blessing of the Lady of Graves, Winged Shield, Vampiric Backsword +3, Sawtooth Saber + 2 and Draw Dreamstalker, Magic Spyglass, Armor of Skulls, Blessing of the Midnight Lord, and Cure. Reveal The Melted Blade to recharge Gloves of Dueling

Then...Recharge Heister. Divine Favor in effect

Wisdom 13: 1d6 + 1d8 + 1d12 + 1d6 ⇒ (3) + (6) + (9) + (3) = 21

Draw Item: Wand of Treasure Finding

Salim and the Heister put together a plan to clear this place out. Salim spends time organizing his gear while the Heister, "happens" to find a Wand of Treasure Finding.


Examine:
Card 2: Necromantic Deathtrap
Card 3: Bolstering Armor
Card 4: Blessing of Shelyn
Leave as is.

Free Explore

Salim boldly works to dismantle the Necromantic Deathtrap

Reveal Evangelist

Dexterity 14: 1d8 + 3 + 1d8 + 1d6 + 1 ⇒ (4) + 3 + (2) + (3) + 1 = 13

Discard Blessing of Maat from Urgraz to change to a 16 and succeed!

Salim breaks the necromancy with Pharasma (and Maat) power.

Discard Evangelist to Explore

The Evangelist eyes the Bolstering Armor.

Discard Blessing of the Midnight Lord

Constitution 9: 1d8 + 1d6 + 2d8 ⇒ (1) + (3) + (6, 1) = 11

Discard Dreamstalker to move the top card from Catacombs of Wrath, examine and encounter.

Shuffle Top Card Catacombs: 1d8 + 2 ⇒ (7) + 2 = 9 Catacombs of Wrath Card 9: Sinspawn Axeman

The Dreamstalker pulls a Sinspawn Axeman out of its troubled dreams.

Reveal The Melted Blade

Combat 19, 4s on d4s are 5s: 1d8 + 5 + 2d4 + 6 + 1d6 ⇒ (1) + 5 + (3, 2) + 6 + (4) = 21

Salim manages to parry a wicked axe, slide the Melted Blade neatly through its vital...organs?

Monster Defeat: Shuffle in Scrying. In addition, Urgraz Steals Soul

Recharge Armor of Skulls on Reset.

Salim wrote:

Hand: Wand of Treasure Finding , Bolstering Armor , Magic Spyglass, Cure, Striking Wing Scimitar, Blessing of the Lady of Graves, Fortune-Teller, The Melted Blade, Celestial Armor,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Notes: Blessing Available. Will Cure Urgraz if he does some discarding.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [ ] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Ravenous Crypts of Gluttony: Banished Card 1 and 2. Acquired Card 3
Catacombs of Wrath: Put Cards 1 and 2 at the bottom with 2 above 1. Banish Card 9.


Deck Handler // Searching for: Armor 6

Quick Hand Update!

Salim wrote:

Hand: Evangelist, Gloves of Dueling, Vampiric Backsword +3, Striking Wing Scimitar, Blessing of the Lady of Graves, Fortune-Teller, Sawtooth Saber + 2 , Heister, Winged Shield, Scrying, Consecration,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Blessing Available. Will use Scrying before my turn. Heister available at location.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [ ] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Deck Handler // Searching for: Armor 6

Preferred order: Same as before, starting with Urgraz

Starting where Urgraz decides to start

Salim wrote:

Hand: Emerald Codex, Evangelist, Gloves of Dueling, Vampiric Backsword +3, Striking Wing Scimitar, Blessing of the Lady of Graves, Fortune-Teller,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [ ] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Deck Handler // Searching for: Armor 6

Upgrade!

Replacing Harbinger Disciple with Ally 5: Heister

Heister:
Traits
Human
Mesmerist

Powers
Recharge this card to add 1d12 to a check against a barrier by a character at your location. If that character succeeds at the check, you may draw an item from the box.

Discard this card to explore your location. During this exploration, if you encounter a barrier, you may evade it and put it on the bottom of its location deck, then explore again.


Deck Handler // Searching for: Armor 6

Ally 5: 1d1000 ⇒ 859
Item 5: 1d1000 ⇒ 737
Weapon 5: 1d1000 ⇒ 953


Deck Handler // Searching for: Armor 6

Bandit Encounter. Recharge Elven Sharpshooter. Reveal The Melted Blade.

Combat 8: 1d8 + 5 + 2d4 + 5 ⇒ (8) + 5 + (4, 1) + 5 = 23


Discard
Striking Wing Scimitar
Shaman
Vizier
The Melted Blade

Salim wrote:

Hand: Cure, Dancing Scimitar +2 , Evangelist, Longbow +1 , Quick-Change Mask, Blessing of Eternal Rose, Gloves of Dueling,

Displayed:
Deck: 11 Discard: 8 Buried: 0
Notes: Will auto-close with Quick-Change Mask

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [ ] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Deck Handler // Searching for: Armor 6

IomaDay!

Start of Turn, No Spell: Draw Shortspear +3
Start of Turn, Encounter Bandit. Recharge Gloves of Dueling. Reveal and Discard Shortspear +3

Combat 8: 1d6 + 1d6 + 3 + 1d12 ⇒ (4) + (3) + 3 + (11) = 21

Salim impales yet another bandit.

Monster Defeat: Shuffle in Dreamstalker

Reveal Fortune-Teller: "Bane" to Examine and Encounter Grazuul. Recharge Armor of Skulls to Evade and Shuffle Grazuul into the Thassilonian Library.

Free Explore

Free to move around Salim finds a Merchant. The RechargedHarbinger Disciple makes an introduction.

Diplomacy 7: 1d8 + 4 + 1d6 ⇒ (7) + 4 + (6) = 17

Discard Merchant to explore

The Merchant is interested in a Flaming Ranseur +3. Salim yet again ignores the shiny object Banished

Discard Sorrowsoul to Explore

He does find a Large Chest however.

Dexterity 9+5, Add 1 to 1s and 2s: 1d8 + 3 + 1d8 ⇒ (3) + 3 + (6) = 12

The lock won't budge.

Discard Fortune-Teller

The Fortune-Teller discovers a Potion of Healing.

Intelligence 5: 1d6 ⇒ 3

Salim is single minded, and not distracted by such things.

Discard Blessing of the Midnight Lord to Explore

At last, Salim finds the Elven Sharpshooter.

Use Urgraz's Blessing of Rovagug

Diplomacy 12: 1d8 + 4 + 3d8 ⇒ (8) + 4 + (1, 8, 4) = 25

Salim finds his long lost friend.

Salim wrote:

Hand: Elven Sharpshooter, Striking Wing Scimitar, Shaman , Vizier, Quick-Change Mask, The Melted Blade, Vampiric Backsword +3,

Displayed:
Deck: 15 Discard: 4 Buried: 0
Notes: Will auto-close with Quick-Change Mask

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [ ] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Deck Handler // Searching for: Armor 6

Flavor lite post before bed.

Off turn: Discard Shock Longbow +1 to assist Urgraz

Hour of Erastil

Start of turn, no Spell: Draw Fortune-Teller
Start of turn, encounter Bandit. Recharge Longbow +1. Reveal Vampiric Backsword +3

Combat 8: 1d8 + 5 + 2d6 + 3 ⇒ (2) + 5 + (6, 5) + 3 = 21

Monster Defeat: Shuffle in Shortspear +3
Top Deck Vampiric Backsword +3: Recharge Blessing of the Gods

Reveal Fortune-Teller "Boon" to Examine: Invincible Breastplate . Encounter it. And letting it go, banished. No one is looking for Armor 5

Free Explore and encounter Warrior of Wrath.

BYA Dexterity 12: 1d8 + 3 + 1d8 ⇒ (5) + 3 + (8) = 16

Salim deftly avoids the fire.

Reveal and Recharge Dancing Scimitar. Use Ezren's Wand of Enervation

Wand of Enervation: 1d4 + 4 ⇒ (1) + 4 = 5

Combat 20-5: 1d8 + 5 + 2d6 + 4 ⇒ (4) + 5 + (2, 1) + 4 = 16

Monster Defeat: Shuffle in Sorrowsoul
Choosing not to Close

Discard Dreamstalker to move Shaman from Thassilonian Library to Guard Tower and Encounter. Recharge Blessing of Eternal Rose and Harbinger Disciple

Diplomacy 9: 1d8 + 4 + 2d8 + 1d6 ⇒ (6) + 4 + (3, 6) + (1) = 20

Recharge Shaman to Shuffle in Shock Longbow +1

Salim wrote:

Hand: Fortune-Teller, Sorrowsoul, Harbinger Disciple, Gloves of Dueling, Blessing of the Midnight Lord, Magic Spyglass, Armor of Skulls,

Displayed:
Deck: 15 Discard: 2 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [ ] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


On Urgraz's Turn: Discard Magic Spyglass to Examine:
Card 3: Grazuul
Card 4: Merchant
Card 5: Flaming Ranseur +3


Assuming Urgraz is coming this way, I'll let him decide. Otherwise I'll actually leave it as is. Note, that if someone encounters Grazuul here, I can Armor of Skulls it into the Courtyard, which mixes the Villain deck (with potential for more loot hunting).

Salim wrote:

Hand: Fortune-Teller, Sorrowsoul, Harbinger Disciple, Gloves of Dueling, Blessing of the Midnight Lord, Armor of Skulls,

Displayed:
Deck: 15 Discard: 3 Buried: 0
Notes: Blessing Available. Armor of Skulls and Sorrowsoul available at location.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [ ] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Deck Handler // Searching for: Armor 6

Day of the Gods.

Start of turn, no blessing: Draw Blessing of Eternal Rose
Start of turn, Examine Urgraz: Spellward Shield. Leaves it there.

Salim watches in bemused amazement as the girl, Yoon, takes down an entire wing of the chamber with fire.

Free Explore: Blessing of the Gods Acquire. Discard Sawtooth Saber + 2 and Evangelist

The feeling of envy overwhelms him. He wished he had been able to dispatch the cultists so handily. It pains him but he draws power from it.

Discard Sorrowsoul to explore. Encounter Haste. Recharge Quick-Change Mask

Acquire Arcane Diplomacy 8, add 1 to 1s and 2s: 1d8 + 4 ⇒ (8) + 4 = 12

Just then the Sorrowsoul sings a fast but sad song. Salim understands what he must do and acts fast.

Banish Haste to Explore

Suddenly a pet Hill Giant appears in front of Salim.

Reveal Vampiric Backsword +3

Combat 15: 1d8 + 5 + 2d6 + 3 ⇒ (4) + 5 + (6, 3) + 3 = 21

Monster Defeat: Shuffle in Evangelist

Salim easily fells the giant with one long vampiric slash.

Discard Blessing of the Gods to Explore

Just then, Salim is distracted by a Large Chest.

Discard Blessing of Eternal Rose

Dexterity 14: 1d8 + 3 + 1d8 + 1d8 ⇒ (4) + 3 + (7) + (4) = 18

He's able to finesse it open and finds...

Number of Weapons: 1d4 ⇒ 4

A pretty good collection, including a beautiful scimitar.

Shock Longbow +1, Shortspear +3, Longbow +1, Dancing Scimitar +2

Satisfying with what he's found. He fears that the dwarf will take it and flees to the Guard Tower

End of Turn: Bury Celestial Armor to Move
Discard Shortspear + 3 on Reset

Salim wrote:

Hand: Vampiric Backsword +3, Longbow +1 , Shock Longbow +1, Dancing Scimitar +2 , Blessing of Eternal Rose, Harbinger Disciple, Dreamstalker,

Displayed:
Deck: 12 Discard: 4 Buried: 1
Notes: Please take discard my bows for combat (1d4 Shock Longbow, 1d4 + 1 Longbow). Blessing available.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [ ] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Deck Handler // Searching for: Armor 6

Start of Yoon's Turn: Bury Blessing of the Lady of Graves to Examine and then shuffle Shrine to Lamashtu. Presumably, Urgraz will grab it. All cards in Shrine to Lamashtu are known


Deck Handler // Searching for: Armor 6

Starting at Shrine to Lamashtu unless Urgraz picks a different spot. Also swapping in Emerald Codex for Mask of Stolen Mein

Salim wrote:

Hand: Vampiric Backsword +3, Celestial Armor, Sawtooth Saber + 2 , Evangelist, Blessing of the Lady of Graves, Sorrowsoul, Quick-Change Mask,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: At game start (assuming I'm with Urgraz), I will Lady of Graves the current location (Shrine of Lamashtu)

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 3 [ ] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Deck Handler // Searching for: Armor 6

Card Feat
Item 3 [X]4 [ ]5

Upgrades
Replacing Blessing of Zun-Kuthon with Blessing 3: Blessing of the Midnight Lord

Blessing of the Midnight Lord:
Traits
Divine
Zon-Kuthon

Powers
Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any Constitution check

Discard this card to add 2 dice to any check that has the Finesse trait. If it is your check, recharge this card instead.

Discard this card to explore your location. During this exploration, on your check, you may banish any number of allies to add 1d6 for each ally banished.

After you play this card, if the top card of the blessings discard pile has the Zon-Kuthon trait, recharge this card instead of discarding it.

Replacing Psychometrist with Ally 3: Harbinger Disciple

Harbinger Disciple:
Traits
Human
Oracle

Powers
Recharge this card to add 1d6 to your Diplomacy or Divine check.

Discard this card to explore your location. During this exploration, add 1d6 to your Diplomacy and Divine checks.

Adding a new Item to the deck, but will generally be replaced by Emerald Codex. Item 3: Mask of Stolen Mein.

Mask of Stolen Mien:
Traits
Accessory
Magic

Powers
When you defeat a monster and would banish it, display this card to display that monster next to this card instead. While displayed, when you attempt a check to defeat a monster, add a die if that monster shares a trait other than Basic, Elite, or Veteran with the monster displayed next to this card. When you move, banish the displayed monster and recharge this card; if you have the Craft or Stealth skill, you may draw this card instead.


Deck Handler // Searching for: Armor 6

Total Takings:

Round 1
Salim Blessing 3
Yoon Spell 5
Ezren Spell 5
Urgraz Item 5

Round 2
Salim Ally 3
Yoon Ally 4
Ezren Spell 5 or Armor 5
Urgraz Armor 4


Deck Handler // Searching for: Armor 6

Item 5: 1d1000 ⇒ 445
Blessing 3: 1d1000 ⇒ 957
Ally 3: 1d1000 ⇒ 589


Deck Handler // Searching for: Armor 6

Next Scenario: Same order, start with Yoon


Deck Handler // Searching for: Armor 6

Slight retcon to the above... I forgot about Cryptic Message. I would have used Mazzmezz to explore again after failing and banishing Cryptic Message and held Maat for a post roll 2 if I needed it on close. Which, it appears, I didn’t need.


Deck Handler // Searching for: Armor 6

Assuming Urgraz gets misplaced
Gods Hour

Start of turn, no spell: Draw Headband of Epic Intelligence
Start of turn, examine Urgraz's Deck: Blessing of Blessing of Mazmezz. Draw and replace with Headband of Epic Intelligence

Salim sees the Alu-Demon Sister rise before him. He rubs his hands together picks up The Melted Blade and gets to work.

Reveal The Melted Blade and bury War Razor +1 for the Blades power and discard the blade.

Combat 17: 1d8 + 5 + 2d4 + 5 + 2d4 + 1d4 ⇒ (2) + 5 + (1, 4) + 5 + (1, 3) + (3) = 24

Time to end this...

Discard Blessing of Mazmezz, Urgraz's Blessing of Mammon, Ezren's Good Omen

Constitution 12: 1d8 + 1d8 + 2d8 + 6 ⇒ (3) + (4) + (2, 5) + 6 = 20

Winning!