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.
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.
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.
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 = 1Discard 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
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.
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.
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.
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.
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.
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,
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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 = 5Yoon 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
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.
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!
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.
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)
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
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.
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.
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 ⇒ 971Isiem would replace Evangelist If Armor 6:1d1000 ⇒ 125Ophidian Armor would replace Celestial Armor If another Ally 6:1d1000 ⇒ 40Eyebiter would replace Sorrowsoul If literally no one wants a Spell 6:1d1 ⇒ 1Seek Quarry would replace Cure Ally 5:1d1000 ⇒ 606Fortune-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 ⇒ 629Dancing 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
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.
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
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.
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.
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 discardedScrying 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
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
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
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
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
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.
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
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."
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
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
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
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 = 4All 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
AYA Combat Damage:1d4 ⇒ 1Reveal Celestial Armor to reduce the damage
Really Dead?:1d6 ⇒ 1Shuffle 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.
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,
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.
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
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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)
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.
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.
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.