Seltyiel

Seltyiel of the High Seas's page

204 posts. Alias of MauveAvengr.


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Deck Handler

Turn Order: Ak, Seltyiel, Maznar, Augustille, Damiel, Jirelle

Out of Turn Updates: N/a

Turn: Turn 2 - Blessing of Sivanah

Blessing of Sivanah:
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

SOT: BOT Charisma 12: 1d6 + 1d4 + 1 ⇒ (4) + (4) + 1 = 9

Scenario Power: 1d6 ⇒ 2

Choose random card - Summon Hellhounds - and Discard it.

Move: Move to Fog Bank

Explore: Blood Hag

Blood Hag:
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

BYA Arcane 8: 1d8 + 6 ⇒ (7) + 6 = 13

For combat, reveal Flaming Icy Axe +1 to do Melee+1d12+1

Combat 15: 1d8 + 7 + 1d12 + 1 ⇒ (3) + 7 + (10) + 1 = 21

Defeated. Suffer 3 Fire damage. Display Phoenix Cloak to reduce all Fire damage to 0. Discard Wayfarer to explore again. Add 2d6 to checks.

Explore 2: Wereshark Pirate

Wereshark Pirate:
Wereshark Pirate
SS
Henchman 6
Type: Monster
Traits:
Lycanthrope
Pirate
Aquatic
To Defeat:
Combat 26
The Wereshark Pirate may not be evaded.
Before you act, if the top card of the blessings discard deck is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
After you act, if the check to defeat did not have the Swashbuckling trait, discard the top card of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Power: must bury a card from hand or deck. Bury Gallivance from deck. Then summon ship.

Random Ship: 1d24 ⇒ 1 -> Feathered Devil

Recharge Blessing of Sivanah to Bless check twice.

Charisma 5: 3d6 ⇒ (6, 3, 5) = 14

Display Arcana Theft. Ignore BYA powers and add 2 dice to checks. For combat versus the henchman, reveal Flaming Icy Axe +1 to do Melee+1d12+1. Add 1d4 vs Pirate monsters.

Combat 26: 3d8 + 7 + 1d12 + 1 + 2d6 + 1d4 ⇒ (8, 4, 5) + 7 + (9) + 1 + (3, 4) + (2) = 43

Defeated. Discard top card of Blessing deck. Can attempt to close location. Recharge hand, then draw same number of cards.

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery:

-Arcana Theft: Arcana 12: 1d8 + 6 ⇒ (2) + 6 = 8

Board Status

Ship: Feathered Dragon

Notes for Maznar: Banish Control Weather to Recovery

Notes for Damiel: Displays Potion of Heroism next to Ak

Seltyiel - Fog Bank CLOSED
Pinnacle Atoll 1-10 remain
Theater of Corruption 1-10 remain
Jirelle, Augustille - Gozreh's Flow 1-10 remain
Teleportation Chamber 1-10 remain
Damiel, Maznar, Ak - Fringes of the Eye CLOSED 1-4 remain // 2 Blessings, 2 Barriers
Raker Shoals 1-10 remain
Wishing Well 1-10 remain

Seltyiel wrote:

Hand: Golembane Hammer +2, Fire Snake, Fly, Cloudburst, Helm of Electric Radiance, Annihilation Spectacles, Cleric of Nethys,

Displayed: Phoenix Cloak,
Deck: 11 Discard: 3 Buried: 1
Current Location: Fog Bank
Hero Points: 13
5-6E Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Treacherous Teleport, Blessing of the Lady of Graves, Create Mindscape, Audessa Reyquio, Blessing of Maat, Blessing of the All-Seeing Eye
Recharged: Blessing of Sivanah, Demonbane Longsword +2, Flaming Icy Axe +1, Blessing of the Oathkeeper, Blessing of Cayden Cailean,
Discard Pile: Summon Hellhounds, Wayfarer, Arcana Theft,
Buried Pile: Gallivance,

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☑ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Turn Order: Seltyiel, Maznar, Augustille, Damiel, Jirelle, Ak

Out of Turn Updates: N/a

Turn: Turn 13 - Blessing of Achaekek

Blessing of Achaekek:
Blessing of Achaekek
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

SOT: Must summon Draugr Captain

Draugr Captain:
Draugr Captain

Henchman
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits. Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged. If defeated, you may immediately attempt to close the location this henchman came from.

Recharge all but Gallivance. For combat, reveal Golembane Hammer +2, and recharge Cloudburst to do Melee+1d8+2+3d6.

Combat 27: 1d8 + 7 + 1d8 + 2 + 3d6 ⇒ (3) + 7 + (5) + 2 + (6, 1, 3) = 27

Move: Stay at Fort Hazard

Explore: Darkforest Anemone

Darkforest Anemone:
Darkforest Anemone
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.

For combat, reveal Golembane Hammer +2 to do Melee+1d8+2.

Combat 16: 1d8 + 7 + 1d8 + 2 ⇒ (8) + 7 + (8) + 2 = 25

Defeated. Discard Blessing of Sivanah to explore again.

Explore 2: Blood Hag

Blood Hag:
Blood Hag
SS
Monster 3
Traits:
Hag
To Defeat:
Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

BYA Arcane 8: 1d8 + 6 ⇒ (3) + 6 = 9

For combat, reveal Golembane Hammer +2 to do Melee+1d8+2.

Combat 16: 1d8 + 7 + 1d8 + 2 ⇒ (4) + 7 + (5) + 2 = 18

Defeated. Take 3 Fire damage. Discard Annihilation Specatcles, Arcana Theft, and Golembane Hammer +2.

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery:

-Fly: Arcane 10: 1d8 + 6 ⇒ (6) + 6 = 12

Board Status
Divine Fortune (Core) displayed by Maznar.
Ship: Blood Moon
The difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
Notes for Maznar: Angelic Armor stolen from Discard

Murder Hole 1 remain // 9: Voidlord Akinaru (villain)
Sea Caves CLOSED
Jirelle - Torture Pit CLOSED
Damiel, Maznar, Ak, Augustille - Sea Fort CLOSED
Seltyiel - Fort Hazard 3-10 remain // Create Mindcape Displayed
Sharkskin Reef CLOSED
Rocky Cliff CLOSED
Riptide Cove CLOSED 1-4 remain // Boons shuffled: Barracuda Aiger (Al5), Alkali Flask (I4), Furious Broadsword +2 (W6), Dindreann (Al3)

Seltyiel wrote:

Hand: Gallivance, Flaming Icy Axe +1, Create Mindscape, Helm of Electric Radiance, Wayfarer, Cleric of Nethys, Blessing of the Spellbound,

Displayed:
Deck: 10 Discard: 5 Buried: 0
Current Location: Fort Hazard
Hero Points: 12
5-6E Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Maat, Demonbane Longsword +2
Recharged: Treacherous Teleport, Fire Snake, Phoenix Cloak, Blessing of Geryon, Blessing of Pharasma, Blessing of the Lady of Graves, Cloudburst, Fly,
Discard Pile: Summon Hellhounds, Blessing of Sivanah, Annihilation Spectacles, Arcana Theft, Golembane Hammer +2,
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☑ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).

Display Create Mindscape at Fort Hazard.


Deck Handler

Start at Murder Hole (With plans to go to Sea Caves w/ Maznar at start of turn).

Seltyiel wrote:

Hand: Gallivance, Treacherous Teleport, Summon Hellhounds, Fly, Phoenix Cloak, Wayfarer, Blessing of Maat, Blessing of the Spellbound, Blessing of the Lady of Graves,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Tower
Hero Points: 12
5-6E Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Helm of Electric Radiance, Create Mindscape, Arcana Theft, Annihilation Spectacles, Demonbane Longsword +2, Blessing of Sivanah, Blessing of Pharasma, Golembane Hammer +2, Flaming Icy Axe +1, Cloudburst, Cleric of Nethys, Fire Snake
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☑ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Bank hero point. Total: 12

Deck Upgrade Preferences:

No upgrades


Deck Handler

Turn Order: Ak, Seltyiel, Maznar, Augustille, Damiel, Jirelle

Out of Turn Updates: N/a

Turn: Turn 8 - Blessing of the Gods

Blessing of the Gods:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

SOT: N/a

Move: Move to Shrine to Norgorber

Explore: Pirate Entertainments

Pirate Entertainments:
Pirate Entertainments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Discard Blessing of the Spellbound to Bless check. Lucrehold reduces difficulty by 5.

Strength 7+6-5=8: 1d4 + 1d8 + 4 ⇒ (2) + (4) + 4 = 10

Defeated. Add Plunder to hand.

Plunder: 1d6 ⇒ 6 -> Choose Spell.

Recast:
Recast
SS
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card and choose a character to play a spell from his discard pile.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

Discard Fly to examine top card of Shrine to Norgorber and Tower.

Shrine to Norgorber - Blasting Pistol +2
Tower - Distance Musket +2

Then move to Tower.

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery:

-Fly: Arcane 10: 1d8 + 6 ⇒ (7) + 6 = 13

Board Status
Lucrehold When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
Ship: Kraken

Fort Hazard CLOSED
Augustille - Lucrehold CLOSED
Shrine to Norgorber 1-6 remain // 2=Blasting Pistol +2
Torture Pit 1-8 remain // 1=Teleportation Trap 2=Cannon Golem
Maznar, Damiel - Hall of Champions CLOSED 1-3 remain // Crossbow of Retribution plus 2 random weapons
Murder Hole CLOSED
Jirelle, Ak, Seltyiel - Tower 1-8 remain // 1=Distance Musket +1

Seltyiel wrote:

Hand: Gallivance, Recast, Helm of Electric Radiance, Phoenix Cloak, Annihilation Spectacles, Wayfarer, Blessing of Maat,

Displayed:
Deck: 10 Discard: 2 Buried: 4
Current Location: Tower
Hero Points: 11
6-1 Reroll: USED
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Arcana Theft, Blessing of Pharasma, Cleric of Nethys, Fire Snake
Recharged: Flaming Icy Axe +1, Demonbane Longsword +2, Cloudburst, Treacherous Teleport, Bottled Lightning, Create Mindscape,
Discard Pile: Blessing of the Spellbound, Fly,
Buried Pile: Golembane Hammer +2, Summon Hellhounds, Blessing of Sivanah, Blessing of the Lady of Graves,

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☑ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Ah, the ship is anchored at Lucrehold. So Maznar would not have been able to help. Ask Maznar for Pharasma's Knowing to Bless check vs Treasure Hunt.

Intelligence 13: 3 + 6 + 1 + 1d8 ⇒ 3 + 6 + 1 + (3) = 13

Defeated.

"Board Status
Most Recent BR Refresh

Ship: Kraken

Notes for Maznar: Used Pharasma's Knowing

Notes for Damiel: Recharge The Winged Serpent

Seltyiel - Fort Hazard CLOSED
Maznar, Augustille, Damiel, Jirelle, - Lucrehold 1-10 remain // 1=Draugr Captain 2=Fortified Breastplate
Shrine to Norgorber 1-10 remain // 1=Dire Shark 2=Sword Cane Pistol +2
Ak - Torture Pit 1-8 remain // 1=Teleportation Trap 2=Cannon Golem
Hall of Champions 1-10 remain // 1=Enervating Pistol +3 2=Flaming Longbow +2
Murder Hole 1-10 remain
Tower 1-10 remain // 1=Corlan 2=Pirate Sniper"


Deck Handler

Turn Order: Ak,Seltyiel, Maznar, Augustille, Damiel, Jirelle

Out of Turn Updates: N/a

Turn: Turn 2 - Blessing of Besmara

Blessing of Besmara:
Blessing of Besmara
SS
Blessing 1
Traits:
Divine
Besmara
To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

SOT: No Pirate card in hand so take Combat damage.

Combat damage: 1d4 - 1 ⇒ (1) - 1 = 0 No damage

Move: Move to Fort Hazard

Display Create Mindscape at Fort Hazard.

Explore: Treasure Hunt

Treasure Hunt:
Treasure Hunt
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.

Bury Fire Snake to use Arcane skill. Create Mindscape adds 1d4. Maznar adds 1d4+1. Replace highest die with d4.

Intelligence 7+6=13: 1d4 + 6 + 1d4 + 1d4 + 1 ⇒ (3) + 6 + (1) + (2) + 1 = 13

Defeated. Draw random item - Bottled Lightning

Bottled Lightning:
Bottled Lightning
SS
Item 5
Traits:
Liquid
Attack
Electricity
Ranged
Alchemical
To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

Discard Blesing of Sivanah to explore again. Have to Discard a card. Discard Golembane Hammer +2.

Explore 2: Draugr Captain

Draugr Captain:
Draugr Captain
SS
Henchman 6
Type: Monster
Traits:
Undead
Pirate
Captain
To Defeat:
Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.

Recharge all but 1 card. Keep Blessing of the Lady of Graves. Draw Helm of Electric Radiance, Fly, Annihilation Spectacles, Gallivance, and Summon Hellhounds.

For combat, reveal Gallivance and bury Summon Hellhounds to do Melee+Arcane+1d6+1. Discard Blessing of the Lady of Graves to Bless check twice. Maznar adds 1d4+1

Combat 27: 1d4 + 2d8 + 7 + 1d8 + 6 + 1d6 + 1 + 1d4 + 1 ⇒ (2) + (2, 7) + 7 + (8) + 6 + (4) + 1 + (2) + 1 = 40

Defeated. Can attempt to close location. Bury Discard pile. Then discard cards from the Hourglass.

Hourglass: 1d4 ⇒ 1

Discard 1 Blessing from Hourglass.

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery:

-Create Mindscape: Arcane 11: 1d8 + 6 + 1d4 + 1 ⇒ (5) + 6 + (2) + 1 = 14

Board Status
Most Recent BR Refresh

Ship: Kraken

Notes for Maznar: Treasure Hunt: can attempt Int/Know 13 check. Draw item if succesful (Create Mindscape adds +1d4)
Notes for Augustille: Treasure Hunt: can attempt Int/Know 13 check. Draw item if succesful (Create Mindscape adds +1d4)
Notes for Damiel: Recharge The Winged Serpent
Treasure Hunt: can attempt Int/Know 13 check. Draw item if succesful (Create Mindscape adds +1d4)

Notes for Jirelle: Treasure Hunt: can attempt Int/Know 13 check. Draw item if succesful (Create Mindscape adds +1d4)
Notes for Ak: Treasure Hunt: can attempt Int/Know 13 check. Draw item if succesful (Create Mindscape adds +1d4)

Maznar, Augustille, Damiel, Jirelle, Seltyiel - Fort Hazard CLOSED
Lucrehold 1-10 remain // 1=Draugr Captain 2=Fortified Breastplate
Shrine to Norgorber 1-10 remain // 1=Dire Shark 2=Sword Cane Pistol +2
Ak - Torture Pit 1-8 remain // 1=Teleportation Trap 2=Cannon Golem
Hall of Champions 1-10 remain // 1=Enervating Pistol +3 2=Flaming Longbow +2
Murder Hole 1-10 remain
Tower 1-10 remain // 1=Corlan 2=Pirate Sniper

Seltyiel wrote:

Hand: Gallivance, Fly, Helm of Electric Radiance, Phoenix Cloak, Annihilation Spectacles, Wayfarer, Blessing of the Spellbound,

Displayed:
Deck: 11 Discard: 0 Buried: 4
Current Location: w/ Everyone
Hero Points: 11
6-1 Reroll: USED
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fire Snake, Arcana Theft, Blessing of Maat, Blessing of Pharasma, Cleric of Nethys
Recharged: Flaming Icy Axe +1, Demonbane Longsword +2, Cloudburst, Treacherous Teleport, Bottled Lightning, Create Mindscape,
Discard Pile:
Buried Pile: Golembane Hammer +2, Summon Hellhounds, Blessing of Sivanah, Blessing of the Lady of Graves,

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☑ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Start with group

Fill empty armor slot with Phoenix Cloak

"

Seltyiel wrote:

Hand: Golembane Hammer +2, Flaming Icy Axe +1, Demonbane Longsword +2, Cloudburst, Fire Snake, Create Mindscape, Treacherous Teleport, Blessing of the Lady of Graves, Blessing of Sivanah,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: w/ Everyone
Hero Points: 11
6-1 Reroll: USED
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Arcana Theft, Cleric of Nethys, Gallivance, Helm of Electric Radiance, Annihilation Spectacles, Summon Hellhounds, Blessing of Pharasma, Fly, Phoenix Cloak, Blessing of Maat, Wayfarer, Blessing of the Spellbound
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☑ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).

"


Deck Handler

Spend Hero Point on Card Feat: Armor

Current Hero Point: 11

Deck Upgrade Preferences:

Armor 6: 1d1000 ⇒ 583 Phoenix Cloak


Deck Handler

Must do BYA Dex/Acrobatics check.

Dexterity 14: 1d6 ⇒ 3

Electricity damage: 1d4 + 1 ⇒ (1) + 1 = 2

Discard Golembane Hammer +2 and Fly as 2 Electricity damage.


Deck Handler

Turn Order: Augustille, Damiel, Jirelle, Ak, Seltyiel, Maznar

Out of Turn Updates: Must suffer Electricity damage

Electricity damage: 1d4 ⇒ 2

Rechage Helm of Electric Radiance to reduce damage by 2 to 0.

Would have Recharged Treacherous Teleport to move barge Onigumo.

Turn: Turn 11 - Blessing of Gorum

Blessing of Gorum:
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

SOT: N/a

Move: Stay at Widowmaker Isle

Explore: Pirate Entertainments

Pirate Entertainments:
Pirate Entertaiments
SS
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Discard Blessing of the Spellbound to bless check.

Strength 7+6=13: 2d8 + 4 + 1d4 + 1 ⇒ (3, 5) + 4 + (2) + 1 = 15

Defeated. Everyone but Augustille must encounter barrier.

Discard Wayfarer to explore location. Add 2d6 to checks.

Explore 2: Galvo

Galvo:
Galvo
SS
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

Everyone must do a Dexterity or Acrobatics 13 check or suffer Electricity damage. Mavaro adds 1d4+1. Wayfarer adds 2d6.

BYA Dexterity 13: 1d6 + 1d4 + 1 + 2d6 ⇒ (3) + (3) + 1 + (4, 3) = 14

For combat, reveal Flaming Icy Axe +1 to do Melee+1d12+1

Combat 18: 1d8 + 7 + 1d12 + 1 + 1d4 + 1 + 2d6 ⇒ (4) + 7 + (3) + 1 + (4) + 1 + (2, 1) = 23

Defeated by more than 4.

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery: N/a

Board Status
Most Recent BR Refresh

Ship: Kraken

Notes for Maznar: Encounter Pirate Entertainments
Must do Dex/Acro 13 or suffer 1d6 Electricity damage

Notes for Damiel: Encounter Pirate Entertainments
Must do Dex/Acro 13 or suffer 1d6 Electricity damage

Notes for Jirelle: Encounter Pirate Entertainments
Must do Dex/Acro 13 or suffer 1d6 Electricity damage

Notes for Ak: Encounter Pirate Entertainments
Must do Dex/Acro 13 or suffer 1d6 Electricity damage

Coastline 1-7 remain // Spellsword +2
Tempest Cay 1-6 remain
Windward Isle CLOSED
Rocky Cliff CLOSED
Fog Bank CLOSED
Holy Isle CLOSED
Maznar, Damiel, Jirelle, Ak, Seltyiel - Widowmaker Isle 3-7 remain // Onigumo is displayed here
Augustille - Lonely Island CLOSED

Seltyiel wrote:

Hand: Flaming Icy Axe +1, Golembane Hammer +2, Fly, Create Mindscape, Annihilation Spectacles, Blessing of Maat, Blessing of the Lady of Graves,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Current Location: w/ Everyone
Hero Points: 11
6-1 Reroll: USED
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Gallivance, Demonbane Longsword +2, Cloudburst, Arcana Theft, Summon Hellhounds, Cleric of Nethys, Blessing of Sivanah, Fire Snake, Helm of Electric Radiance, Treacherous Teleport,
Discard Pile: Blessing of Pharasma, Blessing of the Spellbound, Wayfarer,
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☑ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Turn Order: Augustille, Damiel, Jirelle, Ak, Seltyiel, Maznar

Out of Turn Updates: May draw card from moving to Windward Isle on Augustille's turn - chose not to.

Summon and encounter Buccaneer.

Buccaneer:
Buccaneer

SS-B, SS-C henchman (monster)
HumanPirateVeteran
Check to defeat
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.

For combat, reveal Gallivance to do Melee+1d6+1. Maznar adds 1d4+1. Two Divine Fortunes played.

Combat 8+6=14: 1d8 + 7 + 1d6 + 1 + 1d4 + 1 + 2d6 ⇒ (1) + 7 + (3) + 1 + (1) + 1 + (3, 5) = 22

Turn: Turn 5 - Blessing of Gorum

Blessing of Gorum:
Blessing of Gorum
SS
Blessing B
Traits:
Divine
Gorum
To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

SOT: N/a

Move: Stay at Fog bank

Explore: Hurricane Winds

Hurricane Winds:
Hurricane Winds
SS
Henchman 3
Type: Barrier
Traits:
Obstacle
Task
Weather
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.

Discard Fire Snake to Recovery to do Arcane instead. Discard Blessing of Pharasma to bless check twice.

Arcane 13: 3d8 + 6 + 1d4 + 1 ⇒ (4, 1, 4) + 6 + (4) + 1 = 20

Defeated. Close location by recharging hand, then draw same number of cards.

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery:

-Fire Snake: Arcane 8: 1d8 + 6 + 1d4 + 1 ⇒ (7) + 6 + (1) + 1 = 15

Board Status
Most Recent BR Refresh
Divine Fortune (Core) by Maznar; Divine Fortune displayed by Augustille;
Ship: Kraken

Notes for Maznar: Summon and encounter Buccaneer

Notes for Jirelle: On Jirelle's previous turn. Bury a card, and take 1d4 Electrcity Damage

Coastline 1-10 remain
Tempest Cay 1-10 remain
Windward Isle CLOSED
Rocky Cliff CLOSED
Jirelle, Maznar, Seltyiel, Ak, Augustille - Fog Bank CLOSED 1-4 remain // Onigumo is displayed here.
Holy Isle 1-10 remain // 10 = Animate Water
Widowmaker Isle 1-9 remain
Damiel - Lonely Island 1-7 remain

Seltyiel wrote:

Hand: Flaming Icy Axe +1, Fly, Treacherous Teleport, Create Mindscape, Helm of Electric Radiance, Wayfarer, Blessing of the Spellbound,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: w/ Everyone
Hero Points: 11
6-1 Reroll: USED
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Lady of Graves, Blessing of Maat, Golembane Hammer +2, Annihilation Spectacles
Recharged: Gallivance, Demonbane Longsword +2, Cloudburst, Arcana Theft, Summon Hellhounds, Cleric of Nethys, Blessing of Sivanah, Fire Snake,
Discard Pile: Blessing of Pharasma,
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☑ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Start with everyone.

Upgrade Spellsword +2 to Flaming Icy Axe +1

Seltyiel wrote:

Hand: Gallivance, Demonbane Longsword +2, Cloudburst, Arcana Theft, Summon Hellhounds, Fire Snake, Cleric of Nethys, Blessing of Pharasma, Blessing of Sivanah,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: w/ Everyone
Hero Points: 11
6-1 Reroll: USED
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fly, Treacherous Teleport, Blessing of the Lady of Graves, Annihilation Spectacles, Create Mindscape, Golembane Hammer +2, Blessing of the Spellbound, Wayfarer, Blessing of Maat, Flaming Icy Axe +1, Helm of Electric Radiance
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☑ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Hero Point: Int +1

Remaining Hero Points: 11

Deck Upgrade:
Weapon 6: 1d1000 ⇒ 191
Spell 6: 1d1000 ⇒ 171


Deck Handler

Turn Order: Seltyiel, Maznar, Augustille, Damiel, Jirelle, Ak

Out of Turn Updates: Draw card from moving to Windward Isle - Spellsword +2. Create Mindscape goes to Recovery.

Turn: Turn 13 - Blessing of Norgorber

Blessing of Norgorber:
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

SOT: N/a

Move: Stay at Theater of Corruption

Wisdom 9: 1d4 ⇒ 1

Random Open Location: 1d1 ⇒ 1 -> Theater of Corruption

Recharge random card - Treacherous Teleport.

Explore: Erinyes Devil

Erinyes Devil:
Erinyes Devil
SS
Henchman 5
Type: Monster
Traits:
Outsider
Devil
To Defeat:
Combat 19
The Erinyes Devil is Immune to the Fire and Poison traits.
If you play a boon that has the Divine trait, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.

For combat, reveal Gallivance and bury Old Salt's Rapier to do Melee+1d6+1+Arcane.

Combat 19: 1d8 + 6 + 1d6 + 1 + 1d8 + 6 + 1d4 + 1 ⇒ (2) + 6 + (6) + 1 + (1) + 6 + (1) + 1 = 24

Defeated. Can attempt to close.

Random other location: 1d8 ⇒ 6 -> Eye of Serenity

For closing, choose random other location and succeed at it's closing requirements. Eye of Serenity - summon and defeat Cyclops Oracle.

Cyclops Oracle:
Cyclops Oracle
SS-4 henchman (monster)
GiantCyclopsOracle
Check to defeat
Combat
20
Powers
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1.

Damage dealt by the Cyclops Oracle is dealt to each character at your location.

If defeated, you may immediately attempt to close the location this henchman came from.

BYA, examine top 3 cards of deck. Recharge Blessing of the Lady of Graves, discard Golembane Hammer +2, and Bury Arcana Theft.

For combat, reveal Gallivance and bury Spellsword +2 to do Melee+1d6+1+Arcane.

Combat 20: 1d8 + 6 + 1d6 + 1 + 1d8 + 6 + 1d4 + 1 ⇒ (4) + 6 + (1) + 1 + (5) + 6 + (1) + 1 = 25

Location is not closed as there is a villain. But all cards are removed!

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery:

-Create Mindscape: Arcane 11: 1d8 + 6 ⇒ (5) + 6 = 11

Board Status
Most Recent BR Refresh
Divine Fortune (Core) by Maznar
Ship: Kraken

Ruined Amphitheater CLOSED
Jirelle, Maznar, Damiel, Seltyiel, Ak, Augustille - Theater of Corruption 5 remain // 5=Kurida
Windward Isle CLOSED
Shrine to Norgorber CLOSED
Lucrehold CLOSED
Eye of Serenity CLOSED
Hall of Champions CLOSED 1-4 remain // Venomous Pike +2
Great Stone Bridge CLOSED

Seltyiel wrote:

Hand: Gallivance, Summon Hellhounds, Fire Snake, Helm of Electric Radiance, Wayfarer, Blessing of the Spellbound, Blessing of Maat,

Displayed:
Deck: 6 Discard: 5 Buried: 4
Current Location: Windward Isle
Hero Points: 11
6-1 Reroll: USED
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Demonbane Longsword +2
Recharged: Fly, Wizard's Hook, Treacherous Teleport, Blessing of the Lady of Graves, Create Mindscape,
Discard Pile: Blessing of Sivanah, Blessing of Pharasma, Cleric of Nethys, Annihilation Spectacles, Golembane Hammer +2,
Buried Pile: Cloudburst, Old Salt's Rapier +2 , Arcana Theft, Spellsword +2,

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☑ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card.

Dexterity 13: 1d6 + 1d6 + 1d4 + 1 ⇒ (5) + (1) + (2) + 1 = 9

Random Location: 1d8 ⇒ 3

Move to Windward Isle and discard Annihilation Spectacles


Deck Handler

Turn Order: Seltyiel, Maznar, Augustille, Damiel, Jirelle, Ak

Out of Turn Updates: Move everyone to Windward Isle via Fly from Augustille. Draw Blessing of Maat

Turn: Turn 7 - Blessing of the Gods

Blessing of the Gods:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

SOT: N/a

Move: Stay at Windward Isle

Wisdom 9: 1d43 ⇒ 14

Random Open Location: 1d5 ⇒ 3 -> Windward Isle

Recharge random card - Wizard's Hook.

Explore: Phantom Fog

Phantom Fog:
Phantom Fog
SS
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15
If undefeated, move to a random open location and shuffle this card into that location.

Ask Ak for Blessing of the Gods to Bless check.

Bury Cloudbust to roll Strength die instead of Survival. Augustille has Divine Fortune and Mazanar has a power.

Survival 15: 2d8 + 1d6 + 1d4 + 1 ⇒ (4, 5) + (3) + (2) + 1 = 15

Defeated. Discard Cleric of Nethys to examine top two cards, then explore again. Old Salt's Rapier +2 and Cannonade.
Keep as is.

Explore 2: Old Salt's Rapier +2

Old Salt's Rapier +2:
Old Salt's Rapier
SS
Weapon 6
Traits:
Rapier
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.

Melee 12: 1d8 + 6 + 1d6 + 1d4 + 1 ⇒ (8) + 6 + (3) + (3) + 1 = 21

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery: N/a

Board Status
Divine Fortune by Augustile
Ship: Kraken

Notes for Damiel: Windward Isle: May Draw 1,
Windward Isle: May Draw 1,

Notes for Jirelle: Windward Isle: May Draw 1,
Notes for Ak: Windward Isle: May Draw 1,
Windward Isle: May Draw 1,
Used BotGods

Ruined Amphitheater 1-10 remain
Theater of Corruption 1-10 remain
Augustille, Maznar, Ak, Damiel, Jirelle, Seltyiel - Windward Isle 3-6 remain // 3=Cannonade
Shrine to Norgorber 1-8 remain // 1=Will-o'-Wisp 2=Dweller in the Deeps
Lucrehold 1-7 remain
Eye of Serenity CLOSED
Hall of Champions CLOSED 1-4 remain // Venomous Pike +2
Great Stone Bridge CLOSED

Seltyiel wrote:

Hand: Gallivance, Summon Hellhounds, Treacherous Teleport, Helm of Electric Radiance, Annihilation Spectacles, Blessing of Maat, Old Salt's Rapier +2 ,

Displayed: Create Mindscape, (Lucrehold),
Deck: 10 Discard: 3 Buried: 1
Current Location: Windward Isle
Hero Points: 11
6-1 Reroll: USED
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Arcana Theft, Blessing of the Lady of Graves, Spellsword +2, Golembane Hammer +2, Fire Snake, Demonbane Longsword +2, Wayfarer, Blessing of the Spellbound
Recharged: Fly, Wizard's Hook,
Discard Pile: Blessing of Sivanah, Blessing of Pharasma, Cleric of Nethys,
Buried Pile: Cloudburst,

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☑ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Draw 1 from Windward Isle - Treacherous Teleport

Wisdom 10: 1d4 ⇒ 4

Auto-fail. Move to Eye of Serenity


Deck Handler

Start with Group

Upgrade Pyrotechnic Blast to Treacherous Teleport and Headband of Epic Intelligence to Annihilation Spectacles

Seltyiel wrote:

Hand: Gallivance, Summon Hellhounds, Cloudburst, Create Mindscape, Fly, Helm of Electric Radiance, Annihilation Spectacles, Blessing of Sivanah, Blessing of Pharasma,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: w/ Group
Hero Points: 11
6-1 Reroll: USED
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Arcana Theft, Blessing of the Spellbound, Blessing of Maat, Treacherous Teleport, Golembane Hammer +2, Blessing of the Lady of Graves, Cleric of Nethys, Fire Snake, Wayfarer, Demonbane Longsword +2, Spellsword +2
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☑ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).

Turn Order: Seltyiel, Maznar, Augustille, Damiel, Jirelle, Ak

Out of Turn Updates: N/a

Turn: Turn 1 - Blessing of the Gods

Blessing of the Gods:
Blessing of the Gods
SS
Blessing C
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

SOT: N/a

Move: Stay at Theater of Corruption

Wisdom 9: 1d4 ⇒ 3

Random Open Location: 1d8 ⇒ 5 -> Lucrehold

Recharge random card - Fly. Display Create Mindscape at Lucrehold.

Explore: Hull Damage

Hull Damage:
Hull Damage
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

Discard Blessing of Sivanah to Bless.

Craft 6+6=12: 2d8 + 4 + 1d4 ⇒ (4, 6) + 4 + (2) = 16

[ooc]Defeated. Discard Blessing of Pharasma to explore again.

Explore 2: Wizard's Hook

Wizard's Hook:
Wizard's Hook
SS
Item 5
Traits:
Accessory
Piercing
Magic
To Acquire:
Arcane
Melee
Divine 10
If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.

Arcane 10: 1d8 + 6 + 1d4 ⇒ (4) + 6 + (1) = 11

Acquired

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery: N/a

Board Status

Ship: Kraken

Notes for Maznar: Mastiff stolen from discard

Ruined Amphitheater 1-10 remain
Augustille, Jirelle, Maznar, Ak, Damiel - Theater of Corruption 1-10 remain
Windward Isle 1-10 remain
Shrine to Norgorber 1-10 remain
Seltyiel - Lucrehold 3-10 remain
Eye of Serenity 1-10 remain
Hall of Champions 1-10 remain
Great Stone Bridge 1-10 remain

Seltyiel wrote:

Hand: Gallivance, Summon Hellhounds, Cloudburst, Helm of Electric Radiance, Annihilation Spectacles, Wizard's Hook, Cleric of Nethys,

Displayed: Create Mindscape, (Lucrehold),
Deck: 11 Discard: 2 Buried: 0
Current Location: Lucrehold
Hero Points: 11
6-1 Reroll: USED
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Maat, Arcana Theft, Golembane Hammer +2, Treacherous Teleport, Demonbane Longsword +2, Spellsword +2, Fire Snake, Blessing of the Lady of Graves, Wayfarer, Blessing of the Spellbound
Recharged: Fly,
Discard Pile: Blessing of Sivanah, Blessing of Pharasma,
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☑ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Spend Hero Point on Power Feat:

Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☑ 3d6) and that card's traits to the check.

Deck Upgrade Preferences:

Spell 6: 1d1000 ⇒ 288 Treacherous Teleport
Weapon 6: 1d1000 ⇒ 58 Flaming Icy Axe +1
Item 6: 1d1000 ⇒ 74 Annihilation Spectacles


Deck Handler

Can attempt Treasure Hunt check.

Intelligence 13+2=15: 1d8 + 3 + 1d6 + 1d4 + 1 ⇒ (1) + 3 + (4) + (1) + 1 = 10


Deck Handler

Turn Order: Seltyiel, Maznar, Augustille, Damiel, Jirelle, Ak

Out of Turn Updates: N/a

Turn: Turn 7 - Blessing of Gozreh

Blessing of Gozreh:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

SOT: Ship is Wrecked. Reveal Headband of Vast Intelligence to add 2 to Craft/Intelligence checks.

Craft 7: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Must encounter Enemy Ship.

Enemy Ship:
Enemy Ship

Henchman
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Random Ship: 1d24 ⇒ 2 -> Goblin Weilding

When encountered, summon Ripdite Grindylow

Riptide Grindylow:
Riptide Grindylow
SS-1 henchman (monster)
AberrationGoblinAquatic
Check to defeat
Combat
11
Powers
The Riptide Grindylow may not be evaded.

If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.

If defeated, you may immediately attempt to close the location this henchman came from.

For combat, reveal Demonbane Longsword +2 to do Melee+1d8+2.

Combat 11: 1d8 + 6 + 1d8 + 2 ⇒ (1) + 6 + (2) + 2 = 11

Defeated. Now must encounter Goblin Weildling

Survival 4: 1d4 ⇒ 1

Discard Blessing of Maat to add 3 -> 4.

Defeated. Stash Plunder.

Plunder: 1d6 ⇒ 1 -> Weapon

Move: Move to Widowmaker Isle

Explore: Dweller in the Deeps

Dweller in the Deeps:
Dweller in the Deeps
SS
Monster 6
Traits:
Outsider
Aquatic
To Defeat:
Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.

Arcane 15: 1d8 + 6 + 2 ⇒ (2) + 6 + 2 = 10

Cannot play spells with the Attack trait.

For combat, reveal Demonbane Longsword +2 to do Melee+1d8+2. Recharge Cloudburst to add 2d6 and its traits to the check. Ask for Augustille's The Healing Light to bless check.

Combat 26+2=28: 2d8 + 6 + 1d8 + 2 + 2d6 ⇒ (8, 8) + 6 + (1) + 2 + (2, 5) = 32

Defeated. Heal one card from the blessing. Heal Create Mindscape

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery:

-Arcana Theft: Arcane 12: 1d8 + 6 + 1 ⇒ (5) + 6 + 1 = 12

Board Status
Mistmourn is Wrecked!
Divine Fortune displayed by Augustille

Notes for Maznar: BA: 1d4 Fire Damage
BA: 1d4 Fire Damage

Notes for Augustille: Seltyiel used Healing Light

Notes for Jirelle: Jirelle heals 5

Fog Bank CLOSED
Seltyiel - Widowmaker Isle 2-11 remain
Fringes of the Eye 1-11 remain
Raker Shoals CLOSED
Maznar, Ak, Jirelle, Augustille, Damiel - Gannet Island CLOSED
Cannibal Isle CLOSED
Gozreh's Flow CLOSED
Dagon's Jaws 1 1-7 remain
Dagon's Jaws 2 1-5 remain

Seltyiel wrote:

Hand: Demonbane Longsword +2, Pyrotechnic Blast, Summon Hellhounds, Headband of Epic Intelligence, Cleric of Nethys, Haneilius Fitch, Blessing of the Lady of Graves,

Displayed:
Deck: 6 Discard: 8 Buried: 3
Current Location: Widowmaker Isle
Hero Points: 11
6-1 Reroll: USED
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Sivanah, Fire Snake, Create Mindscape, Cloudburst, Helm of Electric Radiance
Recharged: Arcana Theft,
Discard Pile: Blessing of the Gods (acq), Blessing of the Spellbound, Blessing of the Gods 2 (acq), Blessing of Pharasma, Wayfarer, Gallivance, Baby Triceratops, Blessing of Maat,
Buried Pile: Fly, Golembane Hammer +2, Spellsword +2,

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Need to encounter Enemy Ship

Enemy Ship:
Enemy Ship

Henchman
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Random Ship: 1d24 ⇒ 5

Man's Promise:
Man's Promise
Ship 1
Class 1

Check to Defeat
Wisdom
Survival
6
OR
Charisma
Diplomacy
8

When Encountered
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding
You may discard a card from the blessings deck to explore your location.

Check to Repair
Craft
6

When Commanding (Wrecked)
Other characters may not move with this ship.

Ask Maznar for Blessing of Pharamsa to bless check.

Charisma 8: 2d6 ⇒ (3, 4) = 7

Fail, Jirelle reduces Structural damage by 1.

Structural Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Fire Damage: 1d4 - 2 ⇒ (2) - 2 = 0

Jirelle reduces Structural damage by 1. Still need to suffer 1 Structural damage.


Deck Handler

Turn Order: Seltyiel, Maznar, Augustille, Damiel, Jirelle, Ak

Out of Turn Updates: N/a

Turn: Turn 1 - Blessing of Sivanah

Blessing of Sivanah:
Blessing of Sivanah
SS
Blessing B
Traits:
Divine
Sivanah
To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

SOT: Display Create Mindscape at Cannibal Isle

Move: Stay at Cannibal Isle

Explore: Blessing of the Gods

Blessing of the Gods:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Auto-acquire. Discard to explore again.

Explore 2: Baby Triceratops

Baby Triceratops:
Baby Triceratops
SS
Ally 6
Traits:
Animal
To Acquire:
Wisdom
Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.

Bury Fly to use Strength die instead of Survival. Discard Blessing of Pharasma to bless.

Survival 13: 2d8 ⇒ (7, 3) = 10

Use reroll on the 3

Survival 13: 7 + 1d8 ⇒ 7 + (8) = 15

Acquired. Discard to explore again. Bury Spellsword +2

Explore 3: Haneilius Fitch

Haneilius Fitch:
Hanelius Fitch
SS
Ally 3
Traits:
Human
Surgeon
To Acquire:
Charisma
Diplomacy 9
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.

Charisma 9: 1d6 + 1d4 ⇒ (5) + (4) = 9

Acquired. Recharge to explore again.

Explore 4: Siren Caller

Siren Calle:
Siren Caller
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Ask Maznar for Blessing of Milani to bless check twice.

Wisdom 8+6=14: 3d4 + 1d4 ⇒ (3, 4, 3) + (4) = 14

Acquired. Discard Blessing of the Spellbound to explore again.

Explore 5: Blessing of the Gods

Blessing of the Gods:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Auto-acquire. Discard to explore again.

Explore 6: Lusca

Lusca:
Lusca
SS
Monster 6
Traits:
Animal
Aquatic
To Defeat:
Combat 20
THEN Combat 20
THEN Combat 20
Before you act, the Lusca deals 1d4+1 Structural damage to your ship.
If undefeated, the Lusca deals damage to each character at your location; then each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of his deck.

Display Arcana Theft to ignore powers that happen before you act and add 2 dice to checks.

For first combat, reveal Gallivance to do Melee+1d6+1. Ask Jirelle for Blessing of Zon-Kuthon to bless check.

Combat 20: 4d8 + 6 + 1d6 + 1 + 2d6 ⇒ (4, 3, 1, 1) + 6 + (3) + 1 + (3, 4) = 26

For second combat, reveal Gallivance and recharge Pyrotechnic Blast to do Melee+1d6+1+2d6

Combat 20: 3d8 + 6 + 1d6 + 1 + 2d6 ⇒ (3, 1, 8) + 6 + (4) + 1 + (5, 1) = 29

For last combat check, reveal Gallivance to do Melee+1d6+1 (will use Hero Point if fail).

Combat 20: 3d8 + 6 + 1d6 + 1 ⇒ (4, 6, 5) + 6 + (5) + 1 = 27

Defeated. Discard Wayfarer to explore again. Add 2d6 to checks this turn.

Explore 7: Oni Mariner

Oni Mainer:
Oni Mariner
None
Henchman 6
Type: Monster
Traits:
Giant
Outsider
To Defeat:
Combat 26
Before you act, a random character must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage.
If the check to defeat does not have the Acid or Fire trait, bury the top or bottom card of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Random Character: 1d6 ⇒ 4 -> Damiel

For combat check, reveal and discard Gallivance to do Melee+Arcana.

Combat 26: 2d8 + 6 + 1d6 + 1 + 1d8 + 6 ⇒ (4, 3) + 6 + (6) + 1 + (5) + 6 = 31

Defeated. Did not have Acid or Fire trait, so bury top card of deck - Golembane Hammer +2.

Can attempt to close location.

Melee 6: 1d8 + 6 ⇒ (5) + 6 = 11

Auto-close.

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery:

-Arcana Theft: Arcane 12: 1d8 + 6 ⇒ (3) + 6 = 9
-Create Mindscape: Arcana 11: 1d8 + 6 ⇒ (3) + 6 = 9

Board Status
Apparatus of the Octopus

Notes for Maznar: Seltyiel used BoMIlani

Notes for Damiel: Must do Dex/Acro 11 or suffer 1d4 Cold damage
Notes for Jirelle: Seltyiel used BoZon-Kuthon

Fog Bank 1-10 remain
Widowmaker Isle 1-10 remain
Fringes of the Eye 1-10 remain
Raker Shoals 1-10 remain
Damiel - Gannet Island 1-10 remain
Seltyiel - Cannibal Isle CLOSED
Gozreh's Flow 1-10 remain
Maznar, Ak, Jirelle, Augustille - Dagon's Jaws 1 1-6 remain
Dagon's Jaws 2 1-4 remain

Seltyiel wrote:

Hand: Demonbane Longsword +2, Cloudburst, Summon Hellhounds, Headband of Epic Intelligence, Cleric of Nethys, Blessing of Maat, Blessing of the Lady of Graves,

Displayed:
Deck: 5 Discard: 9 Buried: 3
Current Location: Cannibal Isle
Hero Points: 11
6-1 Reroll: USED
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Helm of Electric Radiance, Fire Snake, Blessing of Sivanah
Recharged: Haneilius Fitch, Pyrotechnic Blast,
Discard Pile: Blessing of the Gods (acq), Blessing of the Spellbound, Blessing of the Gods 2 (acq), Blessing of Pharasma, Wayfarer, Gallivance, Baby Triceratops, Arcana Theft, Create Mindscape,
Buried Pile: Fly, Golembane Hammer +2, Spellsword +2,

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Start at Cannibal Isle. Draw two extra cards.

Seltyiel wrote:

Hand: Spellsword +2, Gallivance, Create Mindscape, Pyrotechnic Blast, Fly, Arcana Theft, Wayfarer, Blessing of Pharasma, Blessing of the Spellbound,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Cannibal Isle
Hero Points: 11
5-5P Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fire Snake, Blessing of Sivanah, Cleric of Nethys, Blessing of the Lady of Graves, Blessing of Maat, Headband of Epic Intelligence, Summon Hellhounds, Golembane Hammer +2, Demonbane Longsword +2, Helm of Electric Radiance, Cloudburst
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Tier up to level 6.

Save hero point. Total 11

Upgrade: use scenario reward to draw Blessing 5 and take Blessing of the Lady of Graves


Deck Handler

Accidentally explored the Plunder Pile. Second explore should be Great White Shark

Great White Shark:
Great White Shark
SS
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.

Reveal Golembane Hammer +2 to do Melee+1d8+2

Combat 16: 1d8 + 6 + 1d8 + 2 ⇒ (6) + 6 + (2) + 2 = 16

Defeated. No change to turn


Deck Handler

Turn Order: Seltyiel, Maznar, Augustille, Damiel, Jirelle, Ak

Out of Turn Updates: Heal for 5 - Spellsword +2, Gallivance, Demonbane Longsword, Pyrotechnic Blast, and Cloudburst.

Display Create Mindscape at the Jungle

Encounter Werecrocodile with 1d4+5 to check to defeat.

Werecrocodile:
Werecrocodile

SS
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.

For combat, reveal Golembane Hammer +2 to do Melee+1d8+2.

Combat 18: 1d8 + 6 + 1d8 + 2 + 1d4 + 5 ⇒ (4) + 6 + (5) + 2 + (2) + 5 = 24

Defeated. Also, Jungle is closed. Create Mindscape goes to Recovery.

Turn: Turn 19 - Blessing of Gozreh

Blessing of Gozreh:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

SOT: N/a

Move: Move to Torture Pit

Explore: Wyvern Blade Trap

Wyvern Blade Trap:
Wyvern Blade Trap
SS
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.

Discard Fire Snake to use Arcana instead.

Arcana 10: 1d8 + 6 ⇒ (2) + 6 = 8

Recharge Cleric of Nethys to add 2 -> 10. Defeated. Discard Blessing of Pharasma to explore again.

Explore 2: Wand of Flame

Wand of Flame:
Wand of Flame
SS
Item 2
Traits:
Wand
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

Arcane 6: 1d8 + 6 ⇒ (3) + 6 = 9

Acquired.

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

EOT Constitution 10: 1d8 ⇒ 3

Bury top card of deck - Cloudburst

Recovery:

-Create Mindscape: Arcane 11: 1d8 + 6 ⇒ (6) + 6 = 12
-Fire Snake: Arcane 8: 1d8 + 6 ⇒ (2) + 6 = 8

Board Status
Apparatus of the Octopus

Notes for Damiel: Given Jirelle's Blessing of Besmara
Recharge The Winged Serpent

Seltyiel, Augustille - Jungle CLOSED
Tengu Rookery CLOSED // Ship Anchored;
Jirelle - Torture Pit 3-10 remain // Barracuda Aiger, Albatross, Shrouded Queen
Dinosaur Corral CLOSED
Maznar - Eye of Serenity CLOSED
Great Stone Bridge CLOSED
Ak - Ghol-Gan Ruins CLOSED // Storm displayed
Rocky Cliff CLOSED // Storm displayed

Seltyiel wrote:

Hand: Golembane Hammer +2, Pyrotechnic Blast, Blessing of the Gods, Blessing of Sivanah, Blessing of the Spellbound, Blessing of Maat, Ring of the Sea Strider,

Displayed:
Deck: 11 Discard: 4 Buried: 0
Current Location: Tortue Pit
Hero Points: 10
5-5P Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cloudburst, Headband of Epic Intelligence, Summon Hellhounds, Demonbane Longsword +2, Arcana Theft, Gallivance, Helm of Electric Radiance, Spellsword +2, Wayfarer, Fly
Recharged: Fire Snake,
Discard Pile: Seaborne Trident +1, Blessing of Pharasma, Cleric of Nethys, Create Mindscape,
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Seltyiel will suffer the 3 Structural damage from Storm. Discard Gallivance, Cloudburst, and Pyrotechnic Blast.

Seltyiel wrote:

Hand: Golembane Hammer +2, Fire Snake, Create Mindscape, Cleric of Nethys, Blessing of Pharasma, Blessing of Maat, Ring of the Sea Strider,

Displayed:
Deck: 9 Discard: 6 Buried: 0
Current Location: Jungle
Hero Points: 10
5-5P Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Headband of Epic Intelligence, Summon Hellhounds, Helm of Electric Radiance, Wayfarer, Blessing of the Spellbound, Blessing of Sivanah, Fly, Blessing of the Gods, Arcana Theft
Recharged:
Discard Pile: Seaborne Trident +1, Spellsword +2, Demonbane Longsword +2, Gallivance, Cloudburst, Pyrotechnic Blast,
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Turn Order: Seltyiel, Maznar, Augustille, Damiel, Jirelle, Ak

Out of Turn Updates: Take Ranged Combat damage.

Ranged Combat damage: 1d4 + 1 ⇒ (4) + 1 = 5

Recharge Helm of Electric Radiance to reduce damage by 2 to 3. Take 3 damage - discard Ring of the Sea Strider, Demonbane Longsword +2, and Arcana Theft.

Heal 3 cards - Arcana Theft, Blessing of the Gods, and Ring of the Sea Strider.

Turn: Turn 13 - Blessing of the Gods

Blessing of the Gods:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

SOT: Must encounter Storm.

Storm: 1d6 ⇒ 4

Ship is dealt 4 Structural damage. Jirelle reduces that by 1. Will consult with Discord.

Random Location: 1d8 ⇒ 8

Stays at Rocky Cliff

Move: Move to Jungle

Explore: Audessa Reyquio

Audessa Reyquio:
Audessa Reyquio
SS
Ally 4
Traits:
Human
Aristocrat
To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.

Dextertiy 7+5=12: 1d8 ⇒ 4

Not acquired.

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery: N/a

Board Status
Most Recent BR Refresh
Apparatus of the Octopus
Divine Fortune is displayed by Augustille

Notes for Jirelle: Discard Blessing of Maat

Seltyiel - Jungle 2-5 remain
Tengu Rookery CLOSED // Ship Anchored;
Torture Pit 1-10 remain // 1=Barracuda Aiger
Jirelle - Dinosaur Corral 1-3 remain
Eye of Serenity 1-5 remain // 1=Tentacle Slaver; 2=Will-o'-Wisp; 3=Ambush; 4=Safe Harbor; 5=Shackles Pirate
Damiel, Maznar, Augustille, Ak - Great Stone Bridge CLOSED
Ghol-Gan Ruins 1-8 remain // 1=Tentacle Slaver 2=Darkforest Anemone
Rocky Cliff CLOSED // Storm displayed

Seltyiel wrote:

Hand: Gallivance, Cloudburst, Pyrotechnic Blast, Create Mindscape, Cleric of Nethys, Blessing of Maat, Ring of the Sea Strider,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Current Location: Jungle
Hero Points: 10
5-5P Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fire Snake, Blessing of Sivanah, Blessing of the Gods, Blessing of Pharasma, Blessing of the Spellbound, Arcana Theft, Helm of Electric Radiance, Golembane Hammer +2, Wayfarer, Headband of Epic Intelligence, Fly, Summon Hellhounds
Recharged:
Discard Pile: Seaborne Trident +1, Spellsword +2, Demonbane Longsword +2,
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Turn Order: Seltyiel, Maznar, Augustille, Damiel, Jirelle, Ak

Out of Turn Updates: N/a

Turn: Turn 7 - Blessing of Milani

Blessing of Milani:
Blessing of MIlani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it

SOT: N/a

Move: Move to Rocky Cliff

Explore: Illusory Wall

Illusory Wall:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Arcane 6+5=11: 1d8 + 6 ⇒ (8) + 6 = 14

Defeated. Examine top card of deck - Giant Sea Anemone. Return to bottom of deck.

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery: N/a

Board Status
Most Recent BR Refresh
Apparatus of the Octopus, Divine Fortune (Core) displayed by Maznar

Notes for Maznar: Pharasma's Knowing stolen from Discard

Notes for Damiel: Recharge The Winged Serpent
Notes for Jirelle: Discard Blessing of Abadar

Damiel - Jungle 1-5 remain // Storm displayed
Maznar - Tengu Rookery CLOSED // Ship Anchored;
Torture Pit 1-10 remain // 1=Barracuda Aiger
Jirelle - Dinosaur Corral 1-6 remain
Augustille - Eye of Serenity 1-8 remain // 1=Blessing of the Gods 2=Control Weather 3=Manticore 6=Tentacle Slaver 7=Safe Harbor 8=Shackles Pirate
Great Stone Bridge 1-10 remain // 1=Sargassum Fiend
Ak - Ghol-Gan Ruins 1-8 remain
Seltyiel - Rocky Cliff 3-10,2 remain // 2=Giant Sea Anemone

Seltyiel wrote:

Hand: Gallivance, Demonbane Longsword +2, Cloudburst, Pyrotechnic Blast, Arcana Theft, Helm of Electric Radiance, Ring of the Sea Strider,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Current Location: Rocky Cliff
Hero Points: 10
5-5P Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Headband of Epic Intelligence, Summon Hellhounds, Create Mindscape, Wayfarer, Golembane Hammer +2, Blessing of the Spellbound, Cleric of Nethys, Fly, Fire Snake, Blessing of Pharasma, Blessing of Sivanah
Recharged: Blessing of Maat,
Discard Pile: Blessing of the Gods, Seaborne Trident +1, Spellsword +2,
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Turn Order: Seltyiel, Maznar, Augustille, Damiel, Jirelle, Ak

Out of Turn Updates: N/a

Turn: Turn 1 - Blessing of Erastil

Blessing of Erastil:
Blessing of Erastil
SS
Blessing B
Traits:
Divine
Erastil
To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

SOT: N/a

Move: Stay at Tengu Rookery

Explore: Seaborne Trident +1

Seaborne Trident +1:
Seaborne Trident +1
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee
Survival 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.

Melee 11: 1d8 + 6 + 1d4 + 1 ⇒ (3) + 6 + (2) + 1 = 12

Acquired. Discard Blessing of the Gods to explore again.

Explore 2: Ring of the Sea Strider

Ring of the Sea Strider:
Ring of the Sea Strider
SS
Item 5
Traits:
Accessory
Magic
Aquatic
To Acquire:
Constitution
Fortitude 10
Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.

Constitution 10: 1d8 + 1d4 + 1 ⇒ (5) + (2) + 1 = 8

Recharge Blessing of Maat to add 3. Acquired.

End Turn: Reset Hand. Discard down to handsize. Can attempt to recharge a discarded spell before reset

Recovery: N/a

Board Status
Most Recent BR Refresh
Apparatus of the Octopus

Gannet Island 1-10 remain
Damiel, Maznar, Ak, Seltyiel, Augustille, Jirelle - Tengu Rookery 3-10 remain // Ship Anchored
Torture Pit 1-10 remain
Dinosaur Corral 1-10 remain
Eye of Serenity 1-10 remain
Great Stone Bridge 1-10 remain
Ghol-Gan Ruins 1-10 remain
Rocky Cliff 1-10 remain

Seltyiel wrote:

Hand: Gallivance, Demonbane Longsword +2, Cloudburst, Pyrotechnic Blast, Arcana Theft, Helm of Electric Radiance, Ring of the Sea Strider,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Current Location: Rookery
Hero Points: 10
5-5P Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound, Wayfarer, Fire Snake, Create Mindscape, Golembane Hammer +2, Blessing of Sivanah, Blessing of Pharasma, Fly, Summon Hellhounds, Cleric of Nethys, Headband of Epic Intelligence
Recharged: Blessing of Maat,
Discard Pile: Blessing of the Gods, Seaborne Trident +1, Spellsword +2,
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Will start with everyone at the Rookery

Seltyiel wrote:

Hand: Gallivance, Demonbane Longsword +2, Spellsword +2, Cloudburst, Pyrotechnic Blast, Arcana Theft, Helm of Electric Radiance, Blessing of Maat, Blessing of the Gods,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Rookery
Hero Points: 10
5-5P Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wayfarer, Summon Hellhounds, Headband of Epic Intelligence, Fly, Golembane Hammer +2, Blessing of the Spellbound, Blessing of Pharasma, Create Mindscape, Fire Snake, Cleric of Nethys, Blessing of Sivanah
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Hero Point: Save

Total Hero Point: 10

Bonus Feat: Power Feat: INT +1

Extra boon: Blessing

Deck Upgrade Preferences: N/a


Deck Handler

Display Summon Hellhounds. May now attempt to guard. Summon and defeat Vrykolakas

Vrykolakas:
Vrykolakas

Henchman
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Reveal and Discard Gallivance to do Melee+Arcane+1d6+1. Banish Arcana Theft to add 2 dice.

Combat 20: 3d8 + 6 + 1d8 + 5 + 1d6 + 1 + 2d6 ⇒ (7, 8, 7) + 6 + (1) + 5 + (1) + 1 + (2, 2) = 40


Deck Handler

May draw card from Renewal - Gallivance.

May roll on the plunder table.

Plunder: 1d6 ⇒ 6

Choose weapon - draw Keen Falcata +1

Take 1 Ranged combat damage - Discard Keen Falcata +1.

Must succeed at a Strength, Melee, Constitution, or Fortitude check.

Melee 11: 1d8 + 6 + 2d4 + 1 ⇒ (3) + 6 + (2, 1) + 1 = 13

Success. Must encounter Pirate Entertainments.

Pirate Entertainments:
Pirate Entertainments. [/ooc]
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Banish Pyrotechnic Blast to Recovery to do Arcane+2d4. Headband of Epic Intelligence adds 2.

Arcane 7+6=13: 1d8 + 5 + 2d4 + 1d4 + 1 + 2 ⇒ (5) + 5 + (1, 2) + (3) + 1 + 2 = 19


Deck Handler

Turn Order: Seltyiel, Maznar, Augustille, Damiel, Jirelle, Ak

Out of Turn Updates: Wayfarer stolen from Discards.

Turn: Turn 13 - Blessing of Gozreh

Blessing of Gozreh:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

SOT: Must do Scenario Rule.

Melee 11: 1d8 + 6 + 1d4 + 1 ⇒ (6) + 6 + (3) + 1 = 16

Do not have to move.

Move: Stay at Gannet Island

Explore: Trident +2

Trident +2:
Trident +2
SS
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

Melee 10: 1d8 + 6 + 1d4 + 1 ⇒ (1) + 6 + (4) + 1 = 12

Acquired. Not more ways to explore.

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery: N/a

Board Status
Most Recent BR Refresh
Apparatus of the Octopus: Active, Divine Fortune displayed by Augustille;

Damiel, Maznar, Ak, Seltyiel, Augustille, Jirelle - Gannet Island 2-3 remain // Pearl of the Sirines is here. Blasting Pistol +2
Raker Shoals 1 remain // 1=Kraken Maw (VILLAIN!)
Shipwreck Graveyard CLOSED
Tempest Cay CLOSED
Gozreh's Flow 1-7 remain // Shackled Sorcerer
Fog Bank CLOSED
Fringes of the Eye CLOSED 1-4 remain
Dagon's Jaws 1 1-6 remain
Dagon's Jaws 2 1-4 remain // 1=Slip

Seltyiel wrote:

Hand: Golembane Hammer +2, Demonbane Longsword +2, Pyrotechnic Blast, Summon Hellhounds, Arcana Theft, Helm of Electric Radiance, Headband of Epic Intelligence,

Displayed:
Deck: 11 Discard: 5 Buried: 0
Current Location: Gannet Island
Hero Points: 9
5-5E Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Sivanah, Create Mindscape, Cloudburst, Spellsword +2, Blessing of the Gods, Fly, Blessing of Pharasma, Blessing of Maat, Gallivance
Recharged: Blessing of Norgorber, Cleric of Nethys,
Discard Pile: Blessing of Gozreh, Wayfarer, Blessing of the Spellbound, Blessing of Zon-Kuthon, Trident +2,
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Melee 11, Maznar, Pearl: 1d8 + 6 + 1d4 + 1 + 1d4 ⇒ (8) + 6 + (4) + 1 + (4) = 23

Constitution 8, divine fortune, Pearl, Maznar: 1d8 + 1d6 + 1d4 + 1d4 + 1 ⇒ (8) + (5) + (3) + (1) + 1 = 18

Melee 11, Maznar, Divine Fortune, Pearl: 1d8 + 6 + 1d4 + 1 + 1d4 + 1d6 ⇒ (2) + 6 + (3) + 1 + (2) + (2) = 16

Create Mindscape goes to Recovery


Deck Handler

Turn Order: Seltyiel, Maznar, Augustille, Damiel, Jirelle, Ak

Out of Turn Updates: Given Blessing of Zon-Kuthon. Must encounter Barroom Brawl.

Melee 5+5=10: 1d8 + 6 + 1d4 + 1 ⇒ (3) + 6 + (2) + 1 = 12

Turn: Turn 7 - Blessing of Milani

Blessing of Milani:
Blessing of MIlani
SS
Blessing B
Traits:
Divine
Milani
To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

SOT: Must do Scenario Rule.

Melee 11: 1d8 + 6 + 1d4 + 1 ⇒ (6) + 6 + (1) + 1 = 14

Do not have to move.

Move: Stay at Fog Bank

Explore: Shark-Eating Crab

Shark-Eating Crab:
Shark-Eating Crab
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.

For combat, reveal Golembane Hammer +2 to do Melee+1d8+2. Pearl of the Sirines adds 1d4. Discard Blessing of Zon-Kuthon to bless

Combat 18: 2d8 + 6 + 1d8 + 2 + 1d4 + 1 + 1d4 ⇒ (1, 3) + 6 + (2) + 2 + (4) + 1 + (3) = 22
Combat 18 w/ Forced Reroll: 2d8 + 6 + 1d8 + 2 + 1d4 + 1 + 1d4 ⇒ (1, 3) + 6 + (1) + 2 + (1) + 1 + (2) = 17

Recharge Cleric of Nethys to add 2 to defeat.

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Draw Create Mindscape and Display at Fog Bank.

Recovery: N/a

Board Status
Apparatus of the Octopus: Active, Divine Fortune (Core) displayed by Maznar;

Notes for Augustille: Encounters Barroom Brawl
Notes for Damiel: Encounters Barroom Brawl
Notes for Jirelle: Encounters Barroom Brawl

Gannet Island 1-10 remain // 1=Dire Shark;
Raker Shoals 1 remain // 1=Kraken Maw (VILLAIN!)
Shipwreck Graveyard CLOSED
Tempest Cay 1-10 remain // 1=Kraken Tentacle (henchman);
Gozreh's Flow 1-7 remain // Shackled Sorcerer
Damiel, Maznar, Ak, Seltyiel, Augustille, Jirelle - Fog Bank 2-8 remain // Pearl of the Sirines is displayed here. Blood Hag
Fringes of the Eye 1-10 remain
Dagon's Jaws 1 1-6 remain
Dagon's Jaws 2 1-4 remain

Seltyiel wrote:

Hand: Golembane Hammer +2, Demonbane Longsword +2, Pyrotechnic Blast, Summon Hellhounds, Arcana Theft, Headband of Epic Intelligence,

Displayed: Create Mindscape, (Fog Bank),
Deck: 11 Discard: 4 Buried: 0
Current Location: Fog Bank
Hero Points: 9
5-5E Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma, Cloudburst, Helm of Electric Radiance, Blessing of Maat, Spellsword +2, Blessing of Sivanah, Gallivance, Fly, Blessing of the Gods
Recharged: Blessing of Norgorber, Cleric of Nethys,
Discard Pile: Blessing of Gozreh, Wayfarer, Blessing of the Spellbound, Blessing of Zon-Kuthon,
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Must attempt BYA Strength, Melee, Constitution, or Fortitude check.

Kraken Tentacle:
Kraken Tentacle
None
Henchman 5
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 24
Before you act, your ship is dealt 1d4 Structural damage, then each character at your location must succeed at a Strength, Melee, Constitution, or Fortitude 11 check or be dealt 1d4 Combat damage and discard the top card of his deck.
If undefeated, move to a random other location and end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.

Maznar adds 1d4+1. Pearl of the Sirines adds 1d4.

Melee 11: 1d8 + 6 + 1d4 + 1 + 1d4 ⇒ (5) + 6 + (3) + 1 + (2) = 17


Deck Handler

"Turn Order: Seltyiel, Maznar, Augustille, Damiel, Jirelle, Ak

Out of Turn Updates: Forgot to draw 2 extra cards. Draw - Fire Snake and Arcana Theft.

Turn: Turn 1 - Blessing of Norgorber

Blessing of Norgorber:
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

SOT: Ship suffers 1 Structural damage, but Jirelle reduces by 1 to 0.

Must do Scenario Rule.

Melee 11: 1d8 + 6 + 1d4 + 1 ⇒ (4) + 6 + (2) + 1 = 13

Do not have to move.

Move: Stay at Raker Shoals

Ship is Wrecked. Will attempt to Repair it.

Craft 6: 1d8 + 3 + 1d4 + 1 ⇒ (2) + 3 + (1) + 1 = 7

Repaired!

Explore: Blessing of Gozreh

Blessing of Gozreh:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Survival 7: 1d4 + 1d4 + 1 ⇒ (2) + (4) + 1 = 7

Acquired. Discard to explore again.

Explore 2: Blessing of Norgorber

Blessing of Norgorber:
Blessing of Norgorber
SS
Blessing 5
Traits:
Divine
Norgorber
To Acquire:
Bury any card
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Divine 5: 1d4 + 1d4 + 1 ⇒ (4) + (2) + 1 = 7

Acquired. DiscardRecharge to explore.

Explore 3: Sandbar

Sandbar:
Sandbar
SS
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

All characters move to the location. Pearl of the Sirines adds 1d4 to check. Bury Fire Snake in Recovery to roll Arcane die instead of Strength

Strength 11: 1d8 + 5 + 1d4 + 1 + 1d4 ⇒ (2) + 5 + (3) + 1 + (1) = 12

Defeated. Discard Wayfarer to explore again, adding 2d6 to checks.

Explore 4: Goblin Keelhaulin'

Goblin Keelhaulin':
Golin Keelhaulin'
SS
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.

Discard Blessing of the Spellbound to Bless check.

Constitution 5+5+5=15: 2d8 + 1d4 + 1 + 2d6 ⇒ (2, 3) + (3) + 1 + (3, 3) = 15

Defeated. Stash 7 plunder cards.

Plunder: 7d6 ⇒ (1, 2, 3, 1, 6, 1, 4) = 18

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery: N/a

Board Status
Most Recent BR Refresh
Apparatus of the Octpus: Wrecked

Gannet Island 1-10 remain
Maznar, Ak, Damiel, Augustille, Seltyiel, Jirelle - Raker Shoals 5-10 remain // Pearl of the Sirines is displayed here.
Shipwreck Graveyard 1-10 remain
Tempest Cay 1-10 remain
Gozreh's Flow 1-10 remain
Fog Bank 1-10 remain
Fringes of the Eye 1-10 remain
Dagon's Jaws 1 1-6 remain
Dagon's Jaws 2 1-4 remain

Seltyiel wrote:

Hand: Golembane Hammer +2, Demonbane Longsword +2, Pyrotechnic Blast, Summon Hellhounds, Headband of Epic Intelligence, Cleric of Nethys, Arcana Theft,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Current Location: Raker Shoals
Hero Points: 9
5-5E Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma, Gallivance, Blessing of Maat, Cloudburst, Fly, Blessing of the Gods, Blessing of Sivanah, Helm of Electric Radiance, Create Mindscape, Spellsword +2
Recharged: Blessing of Norgorber,
Discard Pile: Blessing of Gozreh, Wayfarer, Blessing of the Spellbound,
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Start at Raker Shoals

Upgrade Wand of Flying to Headband of Epic Intelligence.

Seltyiel wrote:

Hand: Golembane Hammer +2, Demonbane Longsword +2, Pyrotechnic Blast, Summon Hellhounds, Wayfarer, Cleric of Nethys, Blessing of the Spellbound,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Raker Shoals
Hero Points: 9
5-5E Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Helm of Electric Radiance, Gallivance, Fly, Blessing of Pharasma, Arcana Theft, Blessing of the Gods, Blessing of Maat, Create Mindscape, Blessing of Sivanah, Headband of Epic Intelligence, Spellsword +2, Fire Snake, Cloudburst
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Hero Point:

Bank Hero Point. Total: 9

Deck Upgrade Preferences:

Item 5: 1d1000 ⇒ 172 Headband of Epic Intelligence


Deck Handler

Will attempt Treasure Hunt.

Treasure Hunt:
Treasure Hunt
SS
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.

Intelligence 7+5=12: 1d8 + 2 ⇒ (2) + 2 = 4


Deck Handler

Turn Order: Ak, Seltyiel, Maznar, Augustille, Damiel, Jirelle

Out of Turn Updates: Given Flaming Longbow +3 by Ak then take 3 Fire damage. Discard Fly, Arcana Theft, and Flaming Longbow +3.

Turn: Turn 14 - Blessing of Cayden Cailean

Blessing of Cayden Cailean:
Blessing of Cayden Cailean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

SOT: N/a

Move: Stay at Dagon's Jaws 1

Explore: Sea Serpent

Sea Serpent:
Sea Serpent
SS
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.

For combat check, reveal Golembane Hammer +2 to do Melee+1d8+2. Discard Blessing of Pharasma to bless check.

Combat 21: 2d8 + 6 + 1d8 + 2 ⇒ (2, 6) + 6 + (7) + 2 = 23

Defeated, but deal Structural damage. When Commanding Apparatus of the Octopus reduce Structural damage caused by Aquatic banes by 2.

Structural damage: 1d4 + 1 - 2 ⇒ (1) + 1 - 2 = 0

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery:

Arcana Theft: Arcana 12: 1d8 + 5 ⇒ (4) + 5 = 9

Board Status
Most Recent BR Refresh

The difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.

Notes for Jirelle: Discards Blessing of Besmara

Damiel - Fringes of the Eye 1-5 remain // Krelloort, Albatross Soup, Phantom Fog, Ambush
Mancatcher Cove CLOSED // Safe Harbor Displayed
Sharkskin Reef 1-10 remain // 1=Fortified Breastplate
Maznar, Augustille - Gozreh's Flow 1-5 remain // Pearl of the Sirines Displayed. 1=Storm
Jirelle - Torture Pit CLOSED
Fog Bank CLOSED
Hatchery CLOSED
Ak, Seltyiel - Dagon's Jaws 1 2-5 remain // No Story Banes
Dagon's Jaws 2 CLOSED

Seltyiel wrote:

Hand: Golembane Hammer +2, Gallivance, Fire Snake, Summon Hellhounds, Cleric of Nethys, Blessing of the Gods, Councilor's Ring,

Displayed: Safe Harbor, (Mancatcher Cove),
Deck: 11 Discard: 5 Buried: 1
Current Location: Dagon's Jaws 1
Hero Points: 8
5-5D Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound, Blessing of Hshurha
Recharged: Pyrotechnic Blast, Demonbane Longsword +2, Spellsword +2, Wand of Flying, Wayfarer, Protect, Blessing of Maat, Cloudburst, Create Mindscape,
Discard Pile: Blessing of Sivanah, Blessing of Pharasma, Flaming Longbow +3, Fly, Arcana Theft,
Buried Pile: Helm of Electric Radiance,

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Turn Order: Ak, Seltyiel, Maznar, Augustille, Damiel, Jirelle

Out of Turn Updates: Draw card during Maznar's turn - Blessing of Sivanah. Heal 3 - Blessing of Hshurha, Gallivance, Blessing of the Spellbound. Given Jirelle's Councilor's Ring. Given Safe Harbor on Ak's turn. May attempt Treasure Hunt.

Intelligence 7+5: 1d8 + 2 ⇒ (8) + 2 = 10

Turn: Turn 8 - Blessing of Cayden Cailean

Blessing of Cayden Cailean:
Blessing of Cayden Caliean
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

SOT: N/a

Move: Move to Mancatcher Cove

Explore: Sea Devil

Sea Devil:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.

Difficulty Increase: 1d12 ⇒ 3
Difficulty Increase: 1d10 ⇒ 1

For combat, reveal Golembane Hammer +2 to do Melee+1d8+2. Recharge Cloudburst to add 2d6 and its traits. . Maznar adds. 1d4+1. Pearl of the Sirines adds 1d4

Combat 13+3+1=17: 1d8 + 6 + 1d8 + 2 + 2d6 + 1d4 + 1 + 1d4 ⇒ (2) + 6 + (8) + 2 + (3, 1) + (4) + 1 + (1) = 28

Defeated. Now can attempt to close. Summon another Sea Devil. For combat, reveal Golembane Hammer +2 to do Melee+1d8+2. Maznar adds 1d4+1. Pearl pf the Sirines adds 1d4. Discard Blessing of Pharasma to Bless check once

Difficulty Increase: 1d12 ⇒ 9
Difficulty Increase: 1d10 ⇒ 1

Combat 13+9+1=23: 2d8 + 6 + 1d8 + 2 + 1d4 + 1 + 1d4 ⇒ (7, 6) + 6 + (5) + 2 + (2) + 1 + (3) = 32

Constitution 6: 1d8 + 1d4 + 1 ⇒ (1) + (2) + 1 = 4

Closed! Bury Helm of Electric Radiance. Someone can draw Pearl of the Sirines. Will display Safe Harbor at Mancatcher Cove.

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery:

Create Mindscape: Arcana 11: 1d8 + 5 + 1d4 + 1 ⇒ (3) + 5 + (3) + 1 = 12

Board Status
Most Recent BR Refresh
Divine Fortune (Core) displayed by Maznar. Divine Fortune displayed by Augustille.
The difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.

Notes for Maznar: Recharge Riding Allosaurus
May attempt Treasure Hunt on Ak's turn

Notes for Augustille: May attempt Treasure Hunt on Ak's turn
Notes for Damiel: May attempt Treasure Hunt on Ak's turn

Jirelle - Fringes of the Eye 1-7 remain // Phantom Fog
Ak, Maznar, Seltyiel - Mancatcher Cove CLOSED // Safe Harbor Displayed
Sharkskin Reef 1-10 remain // 1=Fortified Breastplate
Gozreh's Flow 1-10 remain // 1=Symbol of Insanity
Torture Pit 1-10 remain
Fog Bank CLOSED
Augustille - Hatchery CLOSED
Dagon's Jaws 1 1-6 remain
Damiel, - Dagon's Jaws 2 CLOSED

Seltyiel wrote:

Hand: Golembane Hammer +2, Arcana Theft, Fly, Fire Snake, Cleric of Nethys, Blessing of Pharasma, Councilor's Ring,

Displayed: Safe Harbor, (Mancatcher Cove),
Deck: 14 Discard: 1 Buried: 1
Current Location: Mancatcher Cove
Hero Points: 8
5-5D Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound, Summon Hellhounds, Blessing of the Gods, Blessing of Hshurha, Gallivance
Recharged: Pyrotechnic Blast, Demonbane Longsword +2, Spellsword +2, Wand of Flying, Wayfarer, Protect, Blessing of Maat, Cloudburst, Create Mindscape,
Discard Pile: Blessing of Sivanah,
Buried Pile: Helm of Electric Radiance,

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Turn Order: Ak, Seltyiel, Maznar, Augustille, Damiel, Jirelle

Out of Turn Updates: N/a

Turn: Turn 2 - Blessing of Gozreh

Blessing of Gozreh:
Blessing of Gozreh
SS
Blessing B
Traits:
Divine
Gozreh
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

SOT: Display Create Mindscape at Fog Bank

Move: Stay at Fog Bank

Explore: Protect

Protect:
Protect
SS
Spell 2
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Wisdom 6: 1d4 + 1d4 + 1 + 1d4 ⇒ (3) + (4) + 1 + (2) = 10

Acquired. Power: when acquire spell (or weapon), can explore again.

Explore 2: Illusory Wall

Illusory Wall:
Illusory Wall
SS
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Arcane 6+5=11: 1d8 + 5 + 1d4 + 1 + 1d4 ⇒ (6) + 5 + (1) + 1 + (2) = 15

Defeated. Examine top card of location deck - Sea Devil - a henchman, then shuffle deck due to location power. Discard Blessing of the Spellbound to explore again.

Explore, reroll 1,2: 1d8 ⇒ 8

Explore 3: Blessing of Hshurha

Blessing of Hshurha:
Blessing of Hshurha
SS
Blessing 2
Traits:
Divine
Hshurha
To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Wisdom 7: 1d4 + 1d4 + 1 + 1d4 ⇒ (1) + (4) + 1 + (4) = 10

Acquired. Discard to explore again.

Explore, reroll 1,2,8: 1d8 ⇒ 1
Explore, reroll 1,2,8: 1d8 ⇒ 3

Explore 4: Sea Devil

Sea Devil:
Sea Devil
SS
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.

Difficulty Increase: 1d12 ⇒ 7
Difficulty Increase: 1d10 ⇒ 2

For combat, reveal and discard Gallivance to do Melee+1d6+1+Arcane. Recharge Pyrotechnic Blast to add 2d6.

Combat 13+7+2=22: 1d8 + 6 + 1d6 + 1 + 1d8 + 5 + 2d6 + 1d4 + 1 ⇒ (5) + 6 + (2) + 1 + (1) + 5 + (1, 5) + (1) + 1 = 28

Defeated. Can attempt to close location. Recharge hand. Location is closed so re-draw 6 cards.

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery:

Create Mindscape: Arcane 11: 1d8 + 5 + 1d4 + 1 ⇒ (1) + 5 + (2) + 1 = 9

Board Status
Most Recent BR Refresh

Notes for Jirelle: Given Blessing of Lady Lastbreath 1

Fringes of the Eye 1-10 remain
Mancatcher Cove 1-6 remain
Sharkskin Reef 1-10 remain
Gozreh's Flow 1-10 remain
Torture Pit 1-10 remain
Ak, Damiel, Jirelle, Seltyiel, Maznar - Fog Bank CLOSED
Augustille - Hatchery 1-10 remain
Dagon's Jaws 1 1-6 remain
Dagon's Jaws 2 1-4 remain

Seltyiel wrote:

Hand: Golembane Hammer +2, Arcana Theft, Fly, Cloudburst, Fire Snake, Helm of Electric Radiance, Blessing of Pharasma,

Displayed:
Deck: 11 Discard: 4 Buried: 0
Current Location: w/ Maznar
Hero Points: 8
5-5D Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods, Blessing of Sivanah, Summon Hellhounds, Cleric of Nethys
Recharged: Pyrotechnic Blast, Demonbane Longsword +2, Spellsword +2, Wand of Flying, Wayfarer, Protect, Blessing of Maat,
Discard Pile: Blessing of the Spellbound, Blessing of Hshurha, Gallivance, Create Mindscape,
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Start with Maznar. Draw 2 extra cards

Seltyiel wrote:

Hand: Spellsword +2, Demonbane Longsword +2, Create Mindscape, Wand of Flying, Wayfarer, Blessing of the Spellbound, Blessing of Maat, Gallivance, Pyrotechnic Blast,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: w/ Maznar
Hero Points: 8
5-5D Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cleric of Nethys, Arcana Theft, Blessing of the Gods, Golembane Hammer +2, Cloudburst, Blessing of Pharasma, Blessing of Maat, Wayfarer, Fire Snake, Fly, Helm of Electric Radiance, Summon Hellhounds
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).


Deck Handler

Hero Point:

Spend on Card Feat: Ally

Deck Upgrade:

Ally 5: 1d1000 ⇒ 673 Wayfarer
Spell 5: 1d1000 ⇒ 113 Death's Touch


Deck Handler

Turn Order: Jirelle, Ak, Seltyiel, Maznar, Augustille, Damiel

Out of Turn Updates[/b]: Given Belt of Charging

Turn: Turn 15 - Blessing of the Gods

Blessing of the Gods:
Blessing of the Gods
SS
Blessing B
Traits:
Divine
Basic
To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

SOT: N/a

Move: Move to Shark Island

Explore: Goblin Pegleg

Goblin Pegleg:
Goblin Pegleg
SS
Weapon P
Traits:
Club
Melee
Bludgeoning
Poison
Swashbuckling
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate

Melee 8+5=13: 1d8 + 6 ⇒ (8) + 6 = 14

Acquired. Add to Victory Pile. Power: when weapon (or spell) is acquired, free explore.

Explore 2: Reflecting Buckler

Reflecting Buckler:
Reflecting Buckler
SS
Armor 5
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Constitution 10+5=15: 1d8 ⇒ 7

Not acquired. Banish Fly to Recovery to examine top card of Shark Island - Port Peril Corsair - and Fishing Village - Grayflame Mace +2. Then move to Fishing Village

End Turn: Reset Hand. Can attempt to recharge a discarded spell before reset

Recovery:

-Fly: Arcane 10: 1d8 + 5 ⇒ (7) + 5 = 12

Board Status

Victory Piles
Maznar: 3
Augustille: 5
Damiel: 5
Jirelle: 4
Ak: 5
Seltyiel: 5

Current Ship: Man's Promise anchored at Harbor
Harbor CLOSED None remain // Anchored Man's Promise;
Augustille - Sacred Spring CLOSED None remain
Sharkskin Reef 1-10 remain // Insanity Daemon, Jirelle's Councilor's Ring (Henchman - Proxy A)
House of Stolen Kisses 1-9 remain // 1=Lady Cerise Bloodmourn
Jirelle, Seltyiel - Fishing Village 1-8 remain // 1=Greyflame Mace +2
Ak, Damiel - Hall of Champions 1-4 remain // Pirate Guard
Shark Island 3-9 remain // 3=Port Peril Corsair (Displayed: Pearl of the Sirines)
Maznar - Tidewater Rock 1-2 remain // 1=Old Salt

Seltyiel wrote:

Hand: Spellsword +2, Golembane Hammer +2, Gallivance, Arcana Theft, Summon Hellhounds, Blessing of Maat, Belt of Charging,

Displayed:
Deck: 9 Discard: 4 Buried: 1
Current Location: Tidewater Rock
Hero Points: 8
5-5A Reroll: not used
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Setlyiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Create Mindscape, Fire Snake, Helm of Electric Radiance, Blessing of the Gods, Wand of Flying, Demonbane Longsword +2, Cleric of Nethys
Recharged: Pyrotechnic Blast, Fly,
Discard Pile: Blessing of the Spellbound, Blessing of Sivanah, Blessing of Pharasma, Avimar Sorrinash,
Buried Pile: Cloudburst,

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

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☐ or shuffle it into your deck) to add 1d6 (☑ 2d6) (☐ 3d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☐ If you succeed, you may put the card on top of your deck instead of recharging it.)
☐ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐ Add 2 (☐ 4) to your check to acquire a spell or a weapon.
☑ When you acquire a spell or a weapon on your turn, you may immediately explore again.
☑ Discard a spell to put a weapon from your discard pile into your hand (☑ or discard a weapon to put a spell from your discard pile into your hand).

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