Siwar Kurash

Siwar - MidnightLich's page

195 posts. Alias of MidnightLich.


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Hour 19 under the Blessing of the Gods...

Start of Turn check - Charisma 12: 1d12 + 4 + 1d4 + 1d4 + 2 ⇒ (4) + 4 + (3) + (4) + 2 = 17 (Charisma skill + Silver Flute + Bard Power) - Success! Draw a card.

I make my way over to the Pinnacle Atoll, hoping not to draw the attention of any Dragon Turtles or Weresharks.

I heal somebody based on if the Pirate Shade Haunts are scourges or not. Nok-Nok if not, Salim if yes. Healing: 1d4 + 1 ⇒ (2) + 1 = 3

Then I decide to test my luck and explore. Hirgenzosk?: 1d12 ⇒ 6 No! Fortunately, I find a Blessing of Cayden Cailean. Check to Acquire - Divine 5: 1d12 + 5 + 1d4 ⇒ (1) + 5 + (2) = 8. (Charisma die + Divine Skill + Silver Flute) - Success; acquired.

I decide to stop testing my luck.

Recovery: Check to Recharge Restorative Touch - Divine 10: 1d12 + 5 + 1d4 ⇒ (2) + 5 + (1) = 8 (Charisma die + Divine skill + Silver Flute) - Failed; discarded.

Siwar wrote:

Hand: Blessing of Erastil, Symbol of Fortune, Psychomitrist, Blessing of Cayden Cailen, Blessing of the Gods 2, Slip, Swipe,

Displayed:
Deck: 12 Discard: 4 Buried: 0
Notes: Two auto-bards (+1d4+2) available. Blessings aboud. I can add or subtract 3 after any check roll. I can reduce a Combat check difficulty by 3.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep:
Siwar moves over to Pinnacle Atoll.
If Restorative Toucch can remove Pirate Shade Haunts...
... Salim can remove up to 2 of them and heal 3...
... Otherwise, if not, Nok-Nok heals 3.
Pinnacle Atoll card #1 acquired.


Off Turn, take damage: Ranged Damage: 1d4 - 1 ⇒ (1) - 1 = 0. Looks like Siwar was spared.[/ooc]

Turn 14 under the Blessing of the Gods ...

Start of Turn Check - Charisma 12: 1d12 + 4 + 1d4 + 2 ⇒ (6) + 4 + (4) + 2 = 16 (Charisma skill + Bard song) - Success! Draw a card.

I head over to Raker Shoals to join Salim. Before getting too far, I summon a Holy Feast for us, allowing everyone at Raker Shoals to heal 3 cards.

Once the divine meal is done, I poke around a bit. I find a discarded holy symbol and gain a Blessing of the Gods. Knowing there might be a villain around here, I decide to wait for backup.

Upkeep:
Siwar moves to Raker Shoals.
Salim can heal 3.
Raker Shoals card #3 is acquired.


Continued (again)...

"I swear if another cultist jumps out of the fog..."

"Nothing like that, ma'am," says Isiem. "There are some Crawling Cyclops Hands ahead, and a Wereshark Pirate lying in wait behind the hands." (Discard Isiem to reveal the top 3 cards of the location deck, return them in any order, and then explore.)

I shudder at the thought of a shark... let alone a wereshark. So I turn towards the creepy hands to deal with them. Use Diplomacy instead of listed skill vs Skirmish barrier - Divine Diplomacy 10: 1d12 + 8 ⇒ (6) + 8 = 14 (Diplomacy skill). Success; banished!

With the hands dissipated, I take a rest and let someone else take on the Wereshark Pirate that awaits.

Siwar wrote:

Hand: Blessing of Erastil, Symbol of Fortune, Psychomitrist, Slip, Silver Flute, Restorative Touch, Holy Feast,

Displayed:
Deck: 9 Discard: 5 Buried: 0
Notes: Two auto-bards (+1d4+2) available. Healing available. Blessing (+2 Ranged) available. I can give +1d4 to all rolls at my location.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep:
Fog Bank card #2 is banished (defeated).
Fog Bank card #3 is banished (defeated).
Fog Bank card #4 is banished (defeated).
Fog Bank card #5 is known (Wereshark Pirate).


Continued...

Salim makes quick work of the Norgorber Cultist, and I take a moment to check in with my Vizier (discarding him to explore the location). As we talk, my senses tingle as another Norgorber Cultist jumps out to ambush us! Evade the bane for a random local character to encounter instead (1 Salim, 2 Korundo) - 1d2 ⇒ 2 - Korundo. This time, I roll towards Korundo who takes on the enemy.

Pausing for combat... again.


Turn 9 under the Blessing of the Gods

Start of Turn - Charisma 12: 1d12 + 4 + 1d4 + 2 ⇒ (6) + 4 + (1) + 2 = 13 (Charisma die + Bard song power). Success - draw a card.

Still feeling a pressure, I fight back with song and story and remain in place at the Fog Bank. Just as I get my bearings, an elven Norgorber Cultist jumps out to attack. Evade the bane for a random local character to encounter instead (1 Salim, 2 Korundo) - Coin Flip: 1d2 ⇒ 1 - Salim. I get just enough warning to dodge out of the way, and Salim jumps in to take care of business.

Pause for combat...


Turn 4 under the Blessing of Abadar...

Start of Turn check - Charisma 12: 1d12 + 4 + 1d4 + 2 ⇒ (11) + 4 + (2) + 2 = 19 (Charisma die + Bard song). Success, no effect.

Start of Move step check - Wisdom 7: 1d6 + 1d4 + 2 ⇒ (3) + (4) + 2 = 9 (Wisdom die + Bard song). Success, no effect.

After being tempted to dreamwalk and just plan walk away, I end up following the voices of my party to the Fog Bank. So naturally, I end up running into a pack of Crawling Cyclops Hands. Check to Defeat, using Diplomacy instead of listed skills - Divine Diplomacy 10: 1d12 + 7 ⇒ (3) + 7 = 10. I succeed in using my own forceful personality to convince the hands to find easier prey.

With the Blessing of Norgober (discarding it to explore), I decide to press forward. I find a Blessing of the Gods, and decide to continue to press my luck further into the Fog Bank (discarding it to explore again). Unfortunately for me, I wander into a Jellyfish Swarm. Conjuring forth my Swipe magic and the Blessing of Gozreh, along with my bardic power, I attempt to drive the swarm away. Check to Defeat - Combat 16 13: 1d12 + 5 + 1d12 + 1d8 + 1d4 + 2 ⇒ (1) + 5 + (11) + (3) + (2) + 2 = 24. Success; banished.

With that, I can barely hear Athnul and Salim, so I head back towards their voices to rejoin them.

Recovery: Check to Recover Swipe - Divine 10: 1d12 + 5 ⇒ (9) + 5 = 14. Success; recharge.

Siwar wrote:

Hand: Blessing of Erastil, Vizier, Symbol of Fortune, Psychomitrist, Slip, Isiem, Silver Flute,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: Four auto-bards (+1d4+2) available. I can reduce a combat difficulty by 3. Blessings (+2 Ranged) available. I can give +1d4 to all rolls at my location.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep: Siwar moves to the Fog Bank of her own volition.
Fog Bank card #3 is defeated (banished).
Fog Bank card #4 is acquired.
Fog Bank card #5 is defeated (banished).


I will start wherever the most number of other people start. If we're all spread out, I'll start with Korundo at Gozreh's Flow.

Siwar wrote:

Hand: Blessing of Erastil, Isiem, Symbol of Fortune, Blessing of Norgober 1, Blessing of Gozreh, Slip, Vizier, Swipe, Psychomitrist,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Four auto-bards (+1d4+2) available. I can reduce a combat difficulty by 3. Blessings abound (+2 Ranged, +2 to acquire items, +2 to close).
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.


Siwar is very happy with her current loadout, and passes on any upgrades.


Turn 22 under the Blessing of Milani...

With very few other options, Siwar heads back to the Sea Caves. Upon arrival, she finds her way to a trapped pirate, Arronax Endymion. Wary of a trap, she tries to size him up with both cunning and magic. Check to Acquire - Diplomacy 13: 1d12 + 5 + 1d4 + 2 ⇒ (8) + 5 + (2) + 2 = 17 (Charisma die + Diplomacy skill + Bard power). Success; acquired. And after happily establishing the human's presence here is not a trap, she invites him to join up with her friends.

They talk, and wait for the others to gather here to finish things.

Siwar wrote:

Hand: Blessing of Gozreh, Sorrowsoul, Arronax Endymion, Psychomitrist, Slip, Wall of Blades, Swipe,

Displayed:
Deck: 10 Discard: 5 Buried: 0
Notes: Four auto-bards (+1d4+2) available. I can reduce a combat difficulty by 3. Wall of Blades can allow recharging 2 cards to add +2d8 slashing damage to any attack. +2 dice to close a location.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep: Siwar moves to the Sea Caves.
Sea Caves card #1 is acquired.


Turn 17 under the Blessing of Milani...

Everyone looks like they're having fun at the Rocky Cliffs, so that's where I head. On my way to meet Korundo and Salim, I find a scroll of Wall of Blades hidden beneath a rock. Check to Acquire - Divine 11: 1d12 + 5 ⇒ (11) + 5 = 16. Success; acquired. I pick it up and stow it for later.

Further up the cliffs, I see a swarm of Crawling Cyclops Hands creeping towards my party. Yelling out a warning, I use my magic to enhance my voice in an attempt to dissuade the hands. Check to Defeat (using Diplomacy) - Diplomacy 10: 1d12 + 7 ⇒ (5) + 7 = 12. Success; defeated. Between my magical persuasion and the two very ready warriors, the hands decide against attacking and dissipate.

I make it to the top of the cliff to rejoin my team, and catch my breath.

Siwar wrote:

Hand: Blessing of Gozreh, Sorrowsoul, Psychomitrist, Master of the Gales, Slip, Wall of Blades, Swipe,

Displayed:
Deck: 10 Discard: 5 Buried: 0
Notes: Four auto-bards (+1d4+2) available. I can reduce a combat difficulty by 3. Wall of Blades can allow recharging 2 cards to add +2d8 slashing damage to any attack. +2 dice to close a location.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep:
Siwar moves to Rocky Cliffs.
Rocky Cliffs card #1 is acquired.
Rocky Cliffs card #2 is defeated (banished).


Turn 12 under the Blessing of Sivanah...

Never in my life have I wanted to go to a place known as a "Murder Hole," but yet... Salim headed over there, and as a supportive teammate, I decide to follow him. I set Lem's Silver Flute to play (and I really should give that back to him, someday) and immediately meet a talking parrot. Check to Acquire - Wisdom 8: 1d6 + 1d4 ⇒ (1) + (2) = 3. Failed; banished. Alas, the parrot doesn't fall for any of my charm and flies away.

Just then, I hear my Psychic Detective speak in my mind. "Boss, there's a Pirate Guard ahead." I catch Salim's eye, and he slinks around to encircle the dwarven foe. Discard ally to examine top card of location, then explore. Evade the encounter with Bard power.

After Salim makes quick work of the pirate, my Dreamstalker tells me there is someone I might want to meet. Discard ally to explore location. To my delight, it's an old friend and Master of the Gales. We get to chatting, and I end up asking if he'd like to join our quest. Check to Acquire - Diplomacy 14: 1d12 + 7 + 1d4 ⇒ (12) + 7 + (2) = 21. Success; acquired. He agrees to sign on, and we keep chatting until Salim comes up and joins us.

Siwar wrote:

Hand: Blessing of Gozreh, Sorrowsoul, Psychomitrist, Master of the Gales, Slip, Vizier, Swipe,

Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes: Five auto-bards (+1d4+2) available. +2 dice to close a location.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep: Siwar moves to Murder Hole.
Murder Hole card #1 is banished (failed to acquire).
Murder Hole card #2 is (presumably) defeated by Salim on my turn.
Murder Hole card #3 is acquired.


Turn 7 under the Blessing of the Gods...

I decide to follow Salim to Fort Hazard and set up in support of his efforts there. I hit him with a Restorative Touch (1d4 + 1 ⇒ (3) + 1 = 4 cards healed) before things get too crazy.

Digging around nearby, I find a Periscope, but can't figure out much use for it so I pass it by.

Not wanting to risk things further, I switch to support mode and await backup.

Recovery: Check to recharge Divine Fortune - Divine 13: 1d12 + 5 ⇒ (9) + 5 = 14 - Success, recharged.
Check to recharge Restorative Touch - Divine 10: 1d12 + 5 ⇒ (3) + 5 = 8 - Failed, discarded.

Siwar wrote:

Hand: Blessing of Gozreh, Sorrowsoul, Psychomitrist, Silver Flute, Dreamstalker, Slip, Psychic Detective,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Four auto-bards (+1d4+2) available. I can play Silver Flute to add +1d4 to all checks at my location on a turn.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep: Siwar moves to Fort Hazard.
Salim heals 4 cards.
Fort Hazard card #1 is banished (failed to acquire).


Turn 2 under the Blessing of Norgorber...

Given the horrible monster awaiting us at the Sea Fort, I make an equally dubious decision to head to Sharkskin Reef. Hopefully, everyone will come and join before the sharks circle too much. For good measure (and extra incentive), I call upon some Divine Fortune.

I find a really nice, but poorly hidden, Flaming Buckler Gun, but I lack the ability to use it, so I leave it be. Then, my ally Isiem comes forth to tell me there is a pair of Sniper Goggles ahead, and a Giant Spyglass Octopus guarding a Dead Man's Chest. Discard to examine top 3 cards of location deck, rearrange if desired, then explore. I pass by the goggles and make sure whomever left them won't be able to use them, then decide to wait for backup.

Siwar wrote:

Hand: Blessing of Gozreh, Sorrowsoul, Psychomitrist, Silver Flute, Dreamstalker, Slip, Restorative Touch,

Displayed: Divine Fortune,
Deck: 11 Discard: 1 Buried: 0
Notes: Add +1d6 to all checks at my location. Four auto-bards (+1d4+2) available. Healing available. I can play Silver Flute to add +1d4 to all checks at my location on a turn.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep:
Siwar moves to Sharkskin Reef.
Sharkskin Reef card #1 is banished (failed to acquire.)
Sharkskin Reef card #2 is banished (failed to acquire.)
Sharkskin Reef cards #3 and #4 are know.


Let's not split the party.

Siwar wrote:

Hand: Blessing of Gozreh, Sorrowsoul, Slip, Silver Flute, Isiem, Psychomitrist, Restorative Touch, Dreamstalker, Divine Fortune,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Five auto-bards (+1d4+2) available. Healing available. I can play Silver Flute to add +1d4 to all checks at my location on a turn.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.


Siwar passes on upgrades and feats are capped.


Turn 13 under the Blessing of the Gods...

Continuing my string of terrible decisions, I decide to follow Salim to the Torture Pit. I'll be in trouble there, but maybe I can help him. I immediately run into a set of Cryptic Runes. While I'm figuring out how to deal with them, my ally Arronax Endymion tells me to watch and learn. He steps forward and disables the runes, but very quickly after is disintegrated by another unseen trigger. Banish Arronax Endymion to succeed at a check to defeat a henchman.

The runes give us a vision of an Eel Skin Armor and Slip lying ahead. That will be good to know if I can't get us out of here now. I call upon the divine and my own magic to bolster my effort. Check to Close - Dexterity 11: 1d8 + 1d8 + 1d4 + 2 ⇒ (6) + (1) + (3) + 2 = 12 (Dexterity die + Blessing of Erastil + Bardic Power. Success!

We get out of the Torture Pit, though I realize I've lost a scroll down there. Bury a card (Symbol of Power) on closing. Time to refocus and regroup.

Recovery: Check to recover Divine Fortune: Divine 11: 1d12 + 5 ⇒ (3) + 5 = 8. Failed; discarded.

Siwar wrote:

Hand: Slip, Vizier, Dreamstalker, Singer's Solution, Silver Flute, Blessing of Gozreh, Isiem,

Displayed:
Deck: 10 Discard: 2 Buried: 1
Notes: Four auto-bards (+1d4+2) and one can be upgraded to a mega-bard (+1d12+2). I can play Silver Flute to add +1d4 to all checks at my location on a turn.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep: Siwar moves to Torture Pit.
Siwar defeats Torture Pit #1 (banished).
Siwar closes the Torture Pit.


Turn 8 under the Blessing of Milani...

For reasons I'm not sure I'll ever understand, I decide to go to the Murder Hole to back up Salim. Too late, I hear the Siren Caller's song and it's all I can do to throw up magical shields. Out of options, I cast Dominate on her. She brings me one of her victims, Arronax Endymion, who joins up with me thankfully.

Before the spell overwhelms her and she flees, she tells me that a Dweller in the Deeps and a Cannon Golem await us ahead. Then, the siren flees deeper into the Murder Hole.

Lovely. I decide to throw up my Divine Fortune to provide a bonus for Salim, at the very least. And knowing how ineffective I'm going to be in a fight right now, I decide to find Salim and let him know he's got backup.

Recovery: Check to recover Dominate - Arcane 14: 1d12 + 1d6 + 5 ⇒ (8) + (1) + 5 = 14. Success, recharged.

Siwar wrote:

Hand: Symbol of Fortune, Blessing of Erastil, Slip, Singer's Solution, Dreamstalker, Arronax Endymion, Vizier,

Displayed: Divine Fortune,
Deck: 12 Discard: 1 Buried: 0
Notes: Three auto-bards (+1d4+2) and one can be upgraded to a mega-bard (+1d12+2). +1d6 to all check at my location. I can add/subtract 3 after a roll.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep: Siwar moves to the Murder Hole.
Siwar encounters and then Dominates a Siren Caller...
...who goes and gets her an Ally 5. (Card #4 acquired.)
Known enemies: Siren Caller, Dweller in the Deeps, and Cannon Golem (Henchman).
Murder Hole must be shuffled.
Anyone present with Siwar gets +1d6 to all checks.


Turn 3 under the Blessing of Geryon...

Siwar follows Salim over to Fort Hazard, hoping to be of use. But first, she helps fish him out of the water and heals him up some. Restorative Touch - Healing: 1d4 + 1 ⇒ (4) + 1 = 5.

Then, she moves to scout around. Pick a random card from 3-10 - 1d8 + 2 ⇒ (7) + 2 = 9 - Draugr Captain. But she doesn't get far before a undead pirate tries to take off her head! She turns to see if Salim can back her up, but the pirate-ghost cuts her off - she's on her own.

So she summons up some magic and gives it her best. Before acting, recharge all cards but Swipe and redraw. Cast Swipe, lowering difficulty by 3. Then she summons her own power while Korundo calls down the Blessing of Achaekek, hoping it will be enough. Combat 24: 3d12 + 5 + 1d4 + 2 + 1d4 ⇒ (9, 7, 12) + 5 + (2) + 2 + (1) = 38 (Charisma die + Arcane skill + Bard power + Salim's aura + Blessing of Achaekek). Defeated; banished.

As the ghost dies, it rips part of her soul away. Bury discard pile to close. It'll heal with time, but isn't great right now. It also seems that we've lost some time. Discard blessings - 1d4 ⇒ 1.

Recovery: Check to recover Restorative Touch: Divine 10: 1d12 + 5 ⇒ (11) + 5 = 16. Success; recharged.
Check to recover Swipe: Divine 10: 1d12 + 5 ⇒ (4) + 5 = 9. Failed; discarded.

Siwar wrote:

Hand: Symbol of Fortune, Blessing of Erastil, Slip, Singer's Solution, Dreamstalker, Dominate, Divine Fortune,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: Three auto-bards (+1d4+2) and one can be upgraded to a mega-bard (+1d12+2). I can add/subtract 3 after a roll.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep:
Siwar moves to Fort Hazard.
Salim is healed for 5.
Siwar encounters Fort Hazard card #9 and defeats it.
Korundo uses Blessing of Achaekak.
Fort Hazard is closed.
Discard the top card of the blessings deck - next blessing is #5.


Turn 14 under the Blessing of Gorum...

Since Salim was kind enough to bring Onigumo to Widowmaker Isle, I figure I'll just stay here. I poke around a little and I find a Blessing of Norgorber, and figure I might as well try to get another deity on our side. Check to Acquire - Divine 5: 1d12 + 5 ⇒ (8) + 5 = 13. Success; acquired.

Once I do, I catch a whiff of the crab Salim is cooking. I decide to conjure up a Holy Feast to accompany it. Seafood without sides isn't really a meal, is it?

As we're finishing up, Isiem comes up to me with some intel about what lies ahead. There's a Treasure Hunt going on, some Hurricane Winds brewing, and a Sea Troll lurking nearby. I get directions to where the winds are being summoned and deal with them. Check to Defeat, using Diplomacy vs a Task instead of listed skills - Diplomacy 13: 1d12 + 7 + 1d4 + 2 ⇒ (11) + 7 + (4) + 2 = 24 (Charisma die + Diplomacy skill + Bard song). Success, defeated.

Just as the winds die down, and Enemy Ship appears in the distance. Random Ship: 1d18 ⇒ 9 - the Thresher. A shot rings out, and before I know it, Isiem is taken out of commission. I have to think fast. Check to Defeat - Knowledge 9: 1d8 + 4 + 1d4 + 2 ⇒ (7) + 4 + (1) + 2 = 14 (Intelligence die + Knowledge skill + Bard song). Success; defeated. Location closed.

Stash a plunder - Plunder die: 1d6 ⇒ 2 - Armor

With that done, I take Onigumo over to the Rocky Cliff so Athnul can get to where she'd like. Recharge a card to move Onigumo.

Siwar wrote:

Hand: Restorative Touch, Rotgut, Symbol of Fortune, Blessing of Norgober 2, Vizier, Psychomitrist, Swipe,

Displayed:
Deck: 15 Discard: 1 Buried: 2
Notes: Three (3) auto-bards (+1d4+2). I can +/- 3 after any check. I can reduce a Combat difficult by 3. Blessing available. Healing available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep: Widowmaker Isle card #3 is defeated.
Salim can heal 3.
Widowmaker Isle cards #4-6 is are revealed and rearranged so #5 is next.
Widowmaker Isle card #5 is defeated.
We stash an armor as plunder.
Widowmaker Isle is closed.
Siwar takes Onigumo to Rocky Cliff.


Turn 9 under the Blessing of Hshurha...

I limp over to the Windward Isle and then, having watched everyone else fly the dumb thing, power up Onigumo and fly it over to Rocky Cliff (recharging Slip to do so). Then, I set my Silver Flute to playing and channel the Blessing of Norgober to try and get Old Salt's Rapier +2. I give myself a little boost with my own magic, too. Check to Acquire - Strength 12: 3d4 + 1d4 + 1d4 + 2 ⇒ (1, 3, 2) + (1) + (4) + 2 = 13 (Strength die + Blessing + Silver Flute + Bard power). Success, acquired.

I get it, but it takes a lot of resources. I decide to pilot Onigumo over to Athnul's location, so I can either help her or so she can move where she'd like to be. (recharging Old Salt's Rapier +2 to do so.) As I land, I see there's a group about to go [b]Pirate Hunting, and make sure to let Athnul know.

Siwar wrote:

Hand: Restorative Touch, Rotgut, Vizier, Psychomitrist, Symbol of Fortune, Isiem, Holy Feast,

Displayed:
Deck: 13 Discard: 3 Buried: 1
Notes: Four (4) auto-bards (+1d4+2). I can +/- 3 after any check. Healing available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep: Rocky Cliff card #1 is acquired.
Siwar moves to Widowmaker Isle.
Widowmaker Isle card #1 (Pirate Hunting) is known.


Turn 3 under the Blessing of Sivanah...

I follow Salim to Tempest Cay, hoping to be of help. (And to stay with the flying ship.) Of course, I find him looking for some treasure. Because he's so focused on that, he missed the Hellknight Armor sitting right near him. I use a little magic to Swipe it (automatically succeed at a check to acquire an armor).

My Psychic Detective lets me know we're in danger of being Becalmed, so I get people to work. Discard to examine, then explore.[/b] [ooc]Check to Defeat (using Diplomacy vs a Task) - Diplomacy 8: 1d12 + 7 + 1d6 ⇒ (8) + 7 + (2) = 17. Success; banished.

Pressing on with a Blessing of Norgober (discarding it to explore), I find a scroll of Charm Animal. Check to Acquire - Divine 7: 1d12 + 5 + 1d6 ⇒ (7) + 5 + (5) = 17. Success; acquired. I decide to use it on the next animal I see - which happens to be a parrot named Rotgut.

With that, I decide to wait for others to catch up.

Recovery: Check to Recover Divine Fortune - Divine 13: 1d12 + 5 + 1d6 ⇒ (10) + 5 + (5) = 20 - Success; recharged!
Check to Recover Swipe - Arcane 10: 1d12 + 5 + 1d6 ⇒ (5) + 5 + (5) = 15 - Success; recharged!

Siwar wrote:

Hand: Restorative Touch, Psychomitrist, Vizier, Rotgut, Slip, Blessing of Norgober, Silver Flute,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes: Four (4) auto-bards (+1d4+2). If making multiple checks, I'll play Silver Flute to add +1d4 to all. Blessing available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep:
Tempest Cay card #3 is acquired.
Tempest Cay card #4 is defeated and banished.
Tempest Cay card #5 is acquired.
Random Ally #2 is acquired.


Siwar sees the wisdom in staying with the flying shi... I mean, with the party. She also starts at the Windward Isle.

Also, at the start of the 1st turn, she will play Divine Fortune to give everyone +1d6 on every check (until the start of her turn).

Siwar wrote:

Hand: Restorative Touch, Psychomitrist, Sorrowsoul, Psychic Detective, Slip, Symbol of Fortune, Blessing of Norgober, Vizier, Swipe,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Five (5) auto-bards (+1d4+2). Divine Fortune up at Windward Isle until start of my turn. Blessing available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.


Siwar takes the Spell 6 and upgrades Mistform > Dominate.

I believe she's capped on feats so takes nothing.

-crp


Closing text I missed:
Bury cards: 1d4 ⇒ 4
Draw cards: 1d4 ⇒ 3

Siwar wrote:

Hand: Heister, Singer's Solution, Slip, Blessing of Norgober, Holy Feast, Psychomitrist, Divine Fortune 1,

Displayed:
Deck: 9 Discard: 6 Buried: 5
Notes: Five (4) auto-bards (+1d4+2); one can be a mega-bard (+1d12+2). I play Divine Fortune at final location (+1d6 to all checks there). Blessing available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.


Turn 26 under the Blessing of the Gods...

I have the ship set sail, with everyone that wants to join aboard, back to the Theater of Corruption. Then, absolutely tired of being moved about, I set my Silver Flute to play and call up some of my own bardic magic. Check to Avoid Forced Move - Wisdom 9: 1d6 + 1d4 + 1d4 + 2 ⇒ (5) + (2) + (2) + 2 = 11 (Wisdom die + Silver Flute + Bard power [recharge Protect). Success!

Immediately, an Erinyes Devil jumps out at me and attacks. Without thinking, I grab the Wand of Flame I'd picked up earlier and channel power through it. Discard Safe Harbor to add my Arcane skill - Combat 19: 7d6 + 5 + 1d4 + 1d4 + 2 ⇒ (3, 6, 6, 1, 5, 5, 3) + 5 + (3) + (2) + 2 = 41 (Wand of Flame + Arcane Skill + Silver Flute + Bard power [reload Heister). Success; defeated. Both the devil, and the wand, disintegrate into ash. Banish any Divine cards played during check.

To close, choose a random other location - 1d6 ⇒ 1 - Ruined Amphitheater - Succeed at a Wisdom or Perception 9 check. . I use the Ruby of Charisma I "found" last time I was here to make sure the location is secured - with a bit of bardic magic to help. Check to Close, using Charisma instead - Charisma 9: 1d12 + 4 + 1d4 + 1d4 + 2 ⇒ (5) + 4 + (4) + (1) + 2 = 16. (Charisma + Silver Flute + Bard power [reload Slip). Success; closed.

Then, with time winding down, I take a moment to collect myself and prepare to support my allies.

Siwar wrote:

Hand: Heister, Swipe, Slip, Blessing of Norgober, Holy Feast, Psychomitrist, Divine Fortune 1,

Displayed:
Deck: 10 Discard: 6 Buried: 4
Notes: Five (4) auto-bards (+1d4+2). I play Divine Fortune at final location (+1d6 to all checks there). Blessing available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep:
Siwar moves to Theater of Corruption; anyone who's with her can join.
Theater of Corruption card #1 is defeated.
Theater of Corruption is closed.


Off Turn

I get pulled over to the Eye of Serenity, where I'm immediately attacked by a Cyclops Oracle. Fortunately, I'm on edge already, so I evade the enemy and Random other character: 1d4 ⇒ 1 - Athnul jumps in to fight it instead.

I'm not sure what the oracle was smoking, but I caught a whiff of it and see a Jellyfish Swarm under the Theater of Corruption.

Turn 21 under the Blessing of Milani

Can't pass the Wisdom check, so I'm whisked away to a random open location - 1d4 ⇒ 1 - Theater of Corruption and recharge a random card - 1d7 ⇒ 5.

Once there, I find a very useful Ruby of Charisma and attempt to "borrow" it from an unsuspecting theater attendee. Check to Acquire - Charisma 7: 1d12 + 4 ⇒ (6) + 4 = 10. Success; acquired.

Blending further into the crowd, discarding a Blessing of the Gods to explore again, I find a scroll of Safe Harbor. Check to Acquire - Arcane 8: 1d12 + 5 ⇒ (12) + 5 = 17. Success; acquired. It's all too easy.

Just then, I hear from my Psychic Detective that an old friend, Slip, is here. But then her voice suddenly goes quiet... odd. Discard banish Psychic Detective to explore again. Check to Acquire - Diplomacy 9: 1d12 + 7 ⇒ (6) + 7 = 13. But Slip and I get to talking, and he decides to stick around and help out some.

Slip offers some intel, but given his history and how much rum I smell on him, I decide to bide my time a little and wait for backup.

Siwar wrote:

Hand: Silver Flute, Swipe, Slip, Wand of Flame, Ruby of Charisma, Protect, Safe Harbor,

Displayed:
Deck: 11 Discard: 5 Buried: 3
Notes: Four (4) auto-bards (+1d4+2). If making 2+ checks, I can Silver Flute for +1d4 on each.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep:
Athnul has to fight a Cyclops Oracle at start of my turn.
Siwar ends up at the Theater of Corruption.
Theater of Corruption card #1 is acquired.
Theater of Corruption card #2 is acquired.
Theater of Corruption card #3 is acquired.


Turn 16 under the Blessing of Pharasma...

Start of turn, move to a random open location 1d5 ⇒ 3 - Lucrehold and recharge a random card 1d6 ⇒ 1 - Wand o Flame.

I find myself at the Lucrehold facing down a Daughter of Imerta, but entirely unprepared for such a thing. Fortunately, I have my scroll of Mistform so I evade her notice before she can act against me.

After I get away from her, I decide to heal myself a bit with a Restorative Touch. Healing: 1d4 + 1 ⇒ (1) + 1 = 2. Then, Slip reports back to me telling me there is a Random card, since location is shuffled: 1d7 ⇒ 3 Fortified Breastplate hidden nearby. Knowledge 7: 1d8 + 4 ⇒ (1) + 4 = 5. Failed; it goes to the bottom. Explore - Random card except for the bottom card: 1d6 ⇒ 5 - Giant Spyglass Octopus. Unfortunately, a Giant Spyglass Octopus comes up behind me and grabs me, its beak tearing into my body. Bury cards from top of deck - 1d4 ⇒ 3.

Ow.

Recovery: Check to recover Mistform: Divine 12: 1d12 + 5 ⇒ (8) + 5 = 13. Success; recharged.
Check to recover Restorative Touch: Divine 10: 1d12 + 5 ⇒ (12) + 5 = 17. Success; recharged.

Siwar wrote:

Hand: Silver Flute, Swipe, Psychic Detective, Wand of Flame, Blessing of Erastil, Protect, Blessing of the Gods,

Displayed:
Deck: 10 Discard: 4 Buried: 3
Notes: Three (3) auto-bards (+1d4+2). If making 2+ checks, I can Silver Flute for +1d4 on each. Blessings available (+2 dice Ranged Combat) or copy top of blessing discard.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Update: Siwar moves to Lucrehold.
Lucrehold must be shuffled.


Turn 11 under the Blessing of Besmara...

More illusions, and I end up getting tossed around like a rag doll. Move to a random location - 1d7 ⇒ 1 - Ruined Amphitheater - and recharge a random card 1d6 ⇒ 2 - Singer's Solution.

Washing up at the shores of a Ruined Amphitheater, I see that there are people everywhere digging up random pieces of dirt. Looks like I've found myself in the middle of a Treasure Hunt! I decide to have my Vizier help me and give it a shot. Check to Defeat (using Diplomacy vs a Task) - Diplomacy 13: 1d12 + 7 + 1d4 + 2 ⇒ (2) + 7 + (3) + 2 = 14 (Charisma die + Diplomacy skill + Bard power). Success; draw a random item - 1d5 ⇒ 5 - a Skeleton Anchor.

With the treasure hunt over, I decide to call upon the divine (discarding a Blessing of Norgober to explore) and poke around a little more. [ooc]Check to Acquire - Divine 6: 1d12 + 5 ⇒ (2) + 5 = 7. Success! I find a scroll that was dropped by a treasure seeker, and pocket it for myself.

Siwar wrote:

Hand: Wand of Flame, Restorative Touch, Mistform, Protect, Dreamstalker, Vizier, Slip,

Displayed:
Deck: 14 Discard: 3 Buried: 0
Notes: Four (4) auto-bards (+1d4+2). Healing available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep:
Siwar moves to the Ruined Amphitheater.
Everyone encounters Treasure Hunt and draws an item if they defeat it.
Siwar acquires Item #5.
Ruined Amphitheater card #1 is defeated.
Ruined Amphitheater card #2 is acquired.


Turn 6 under the Blessing of the Gods...

I'd just caught up to Korundo when he got pulled away this damned distracting magic, and just when I was preparing to deal with pirates, I get pulled over to the Windward Isle. Wisdom 9: 1d6 ⇒ 6. Failed; cast Symbol of Fortune for a +3 after the roll to pass instead. Just as I feel the pull of the magic, I cast a spell to augment my will and decide that I've had just about enough of that, thank you.

Instead, I wander around a bit, and stumble upon a discard Wand of Flame. Check to Acquire - Arcane 6: 1d12 + 5 ⇒ (1) + 5 = 6. Success; acquired. It's not terribly useful, but I'd rather us have it than anyone else. Just then, my Dreamstalker floats by and tells me I'd best make sure the men aboard ship are keeping their eyes out. Discarding the ally to explore again, I head back aboard to make sure Lookout Duty is being kept. Check to Defeat (using Diplomacy vs a Task) - Diplomacy 12: 1d12 + 7 ⇒ (9) + 7 = 16. Success! It's a good thing I got everyone in place, because I spot one of those Magaav Assassins sneaking up on everyone. I yell a warning, then get ready to help everyone out.

Oh, and I summon a quick Holy Feast for everyone to enjoy before the big battle. Because I'm nice, and a little hungry.

Recovery: Check to Recover Symbol of Fortune - Arcane 16: 1d12 + 5 ⇒ (11) + 5 = 16. Success; recharged.

Siwar wrote:

Hand: Wand of Flame, Singer's Solution, Blessing of Norgober, Restorative Touch, Vizier, Dreamstalker, Mistform,

Displayed:
Deck: 14 Discard: 1 Buried: 0
Notes: Three (3) auto-bards (+1d4+2); one can be a mega-bar (+1d12+2). Healing available. +2 dice on acquiring boons.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Recovery:
Windward Isle card #1 is acquired.
Windward Isle card #2 is banished (defeated).
Windward Isle card #3 is known.
Everyone at Windward Isle can heal 3.


Turn 1 under the Blessing of the Gods

Well, I wanted a nice day at the theater, but given that the Theater of Corruption has a reputation for murder and most of my allies aren't keen on being murdered, I decide to head over to join Korundo at the Lucrehold instead. Hopefully, we can work together to clear it out before the pirates show up.

But of course, as soon as I arrive, something goes wrong. I feel a strange compulsion to wander, so I decide to focus myself. I sigh, take a drink from my flask, and set Lem's Silver Flute to playing. My Psychomitrist grabs a scroll of Holy Feast from my belt, and suddenly, I feel very wise. Just to make myself feel a little better still, I start humming an old song to focus my will. Check to Defeat - Wisdom 9: 1d12 + 4 + 1d4 + 1d4 + 2 ⇒ (2) + 4 + (1) + (2) + 2 = 11 (Charisma-as-Wisdom + Silver Flute + Bardsong.) Success!

Looking around, I spot a Sargassum Fiend has set up camp and is trying to trick me - along with everyone else - to an untimely demise. I keep humming my old song and try to out-think this fiend. Wisdom 12: 1d12 + 4 + 1d4 + 1d4 + 2 ⇒ (6) + 4 + (2) + (2) + 2 = 16 (Charisma-as-Wisdom + Silver Flute + Bardsong.) Success!

Realizing my will is too formidable (and not realizing it's enhanced by magic and a stiff drink), the fiend runs from the field of battle. Just then, I feel the little pressure in my head that tells me my Psychic Detective is about to make herself known. "Boss," she says, "there's a Teleportation Trap ahead. Be careful!" Discard her to examine the top card, then explore.

Focusing, squinting my eyes as if it matters at all for arcane sight, I can just make out the edge of the trap. I sigh again, drink again, and cast Mistform to help me move through the trap without activating it - a great benefit to disabling it. Check to Defeat - Arcane 13: 1d12 + 5 + 1d4 + 2d12 ⇒ (1) + 5 + (3) + (11, 5) = 25 (Charisma die + Arcane skill + Silver Flute + Mistform). Success; defeated. I briefly think about using the teleportation magic, but decide to just let it dissipate.

I leave the flute to recharge, rearrange my gear, and run to join Korundo. He's always fun.

Recovery: Check to recover Mistform - Divine 12: 1d12 + 5 + 1d4 ⇒ (4) + 5 + (2) = 11 (Charisma die + Divine skill + Silver Flute). Failed; discarded.
Discard Psychometrist to draw Holy Feast.
Recharge Silver Flute.

Siwar wrote:

Hand: Symbol of Fortune, Holy Feast, Blessing of Norgober, Dreamstalker, Vizier, Singer's Solution, Restorative Touch,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: Three (3) auto-bards (+1d4+2); one can be a mega-bar (+1d12+2). Healing available. I can +/-3 after a check. +2 dice on acquiring boons.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep: Siwar moves over to Lucrehold.
Lucrehold card #1 is defeated (banished).
Lucrehold card #2 is defeated (banished).


My upgrade is to replace a Sharper (1) with Isiem (6). I'll take a card feat:

You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([X] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.

Self barding, activate!


Random Ship: 1d19 ⇒ 12 - The Kraken is seized.
Plunder: 1d6 ⇒ 6 - Choice - Ally

Fortune favors Siwar's plunder - please add an Ally!

I believe I'm capped on feats - someone correct me if I'm wrong, but I'm 6/6/6. So probably just a hero point for me.

As for card upgrades, I have great Spell 6s and Ally 6s. I'd be happy with either (or none).


Turn 18 under the Blessing of Pharasma...

"Sails, ahoy!" yells someone, and I really need to learn some more curse words because I've cycled through all the ones I know at least twice. Summon a random Enemy Ship - 1d18 ⇒ 13 - Sanbalot. Before I can do anything, I see cannons flash and the beach explodes. Before acting, all characters at Cannibal Isle take Ranged damage - 1d4 - 1 ⇒ (2) - 1 = 1. Nothing hits me directly, but one of my spell scrolls goes missing in the scramble.

I call down some Divine Fortune and try to summon up a distraction for the approaching ship. I also set my Silver Flute to playing for some extra inspiration. Check to Defeat - Wisdom 7: 2d6 + 1d4 ⇒ (1, 4) + (2) = 7. Success; stash a plunder - Plunder: 1d6 ⇒ 2 - Spell!

I'm not sure exactly what I did, but the Sanbalot sails off for a more tempting target. I pull power from my Pearl of Magic to restore some of my spells. Pearl of Magic - Divine: 1d4 + 1 ⇒ (2) + 1 = 3 Just then, I run into an old pirate ally, Ederleigh Baines, clearly hiding from the bombardment. I decide to have a chat with him and see if he wants to join up. Check to Acquire - Diplomacy 10: 1d12 + 1d6 + 1d4 + 7 ⇒ (2) + (3) + (2) + 7 = 14. Success - acquired.

He signs on, and immediately trades some intel on the island for some time below decks to rest. Good deal. Discard the ally to explore. Well, a good deal for him, as a Sea Troll charges at me. Fortunately, I have one last handy spell - Mistform. I vanish into mist, leaving the troll very confused until he wanders off.

Recovery - Mistform - Divine 12: 1d12 + 1d6 + 1d4 + 5 ⇒ (6) + (6) + (1) + 5 = 18 - Success; recharged.

There are no allies in my and for cannibals to eat.

Siwar wrote:

Hand: Mistform, Singer's Solution, Blessing of Erastil, Blessing of the Gods, Blessing of Norgober, Sorrowsoul, Psychic Detective,

Displayed: Divine Fortune 1,
Deck: 9 Discard: 4 Buried: 2
Notes: Currently, get +1d6 on all checks present with me. Use blessings! Two auto-bards (+1d4+2) available, and one can be upgraded mega-bard (+1d12+2). HP: 2. Box re-roll available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([ ] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep:
Korundo takes 1d4-1 Ranged Combat damage.
Stash a spell as plunder.
Cannibal Isle card #1 is acquired.
Cannibal Isle card #2 is a Sea Troll and is evaded.
Shuffle Cannibal Isle.
Divine Fortune is up at Siwar's location, add +1d6 to all checks.


Hour 13 under the Blessing of Gorum...

"Sails ahead!" yells someone. It's hard to tell on account of all of the screaming and cannon fire. I don't know why I didn't expect this, it is a naval battle after all. Random ship: 1d16 ⇒ 6 - Wormwood. She's much too close and much too well armed... when a faint glimmer of an idea pops into my head. I grab my Psychometrist and tell him to whip up an illusion of us sinking.

Display Psychometrist with Mistform to gain Wisdom equal to Charisma. Then, Check to Defeat - Wisdom 19: 1d12 + 4 + 1d12 + 1d4 ⇒ (9) + 4 + (11) + (2) = 26 (Charisma die + skill + Blessing + Salim's ally). Success; banished! Plunder: 1d6 ⇒ 6 - I pick Ally.

That was the right call - a gorgeous image of us sinking appears where we were, just as we break away towards a nearby island.

"Where are we"? I yell. Not at anyone specifically, I just felt like yelling.

"Cannibal Isle," someone yells back. Probably because we're at freaking Cannibal Isle.

"Make landfall and patch us up," I order. Naturally, we arrive to be faced with an Ambush. Check to Defeat, using my power to use Diplomacy vs a Skirmish - Diplomacy 15: 1d12 + 1d12 + 7 ⇒ (1) + (11) + 7 = 19 (Charisma die + Diplomacy skill + Blessing of Norgober). Success; defeated.

I whisper a quick prayer to Norgober and yell out, "These Oni don't care about you! You're pawns! Join up with us, liberate your homeland, and there's plenty of gold and liquor in it for you!" Let's just say the Oni commander didn't last long, and the Ambush wasn't a problem for long either.

Explore again because I defeated the Ambush. Out of the corner of my eye, I see a woman trying to slip away in all of the chaos, and I recognize her - Audessa Reyquio - an old contact. She's got a huge lead on me, but if I am quick enough and lucky enough, I might catch her. Check to Defeat #1 - Dexterity 7: 1d8 ⇒ 4. Failed; banished. Alas, I lose her in the crowd and she gets away.

Rather than pushing my luck, I cast a Restorative Touch (Healing: 1d4 + 1 ⇒ (3) + 1 = 4) to give myself a boost, and head back to the ship to get back into the fight.

Recovery: Check to recharge Restorative Touch - Divine 10: 1d12 + 5 ⇒ (9) + 5 = 14. Failed; discarded.

Siwar wrote:

Hand: Mistform, Singer's Solution, Pearl of Magic, Silver Flute, Divine Fortune 1, Symbol of Fortune,

Displayed:
Deck: 10 Discard: 5 Buried: 1
Notes: If exploring multiple times, I'll use Silver Flute to give you +1d4 on all checks. Please ask for auto-bards (+1d4+2) or a single mega-bard (+1d12+2). I can add or subtract 3 after a check. HP: 2. Box re-roll available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([ ] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Just then, I realize that my Vizier is missing. Maybe there really are cannibals here? After resetting hand, bury an ally.

Upkeep: Siwar defeats an Enemy Ship and stashes an Ally as plunder.
Someone needs to use a blessing.
Siwar moves to Cannibal Island.
Cannibal Island card #1 is banished (defeated).
Cannibal Island card #2 is banished (failed to acquire).


Turn 8 under the Blessing of Erastil...

"Enemy Ship ahoy!" yells someone. It's hard to hear in the chaos of the battle, but I look up and see a ship baring straight towards us.

Random Ship: 1d18 ⇒ 18 - Filthy Lucre

"S*!*," I whisper under my breath. I whisper a quick Blessing of Gozreh in the hopes I can talk our way out of a fight. Check to Defeat - Diplomacy 13: 2d12 + 7 ⇒ (5, 2) + 7 = 14 (Charisma die + Blessing + Diplomacy skill). Success; defeated. Plunder: 1d6 ⇒ 6. I'll pick a Spell.

With that out of the way, I set us towards Gannet Island to join Salim. As soon as we disembark, I see a Wand of Flame glinting in the sand. Check to Acquire - Arcane 6: 1d12 + 5 ⇒ (4) + 5 = 9. Success; acquired. Just then, my Sharper yells for me and tells me it's actually a polymorphed item. Random Item: 1d5 ⇒ 5 - Pearl of Magic. After working his magic, he hands me a small pearl practically pulsating with power. I stash that away for later.

Just then, my Vizier (discarding the ally to explore again) holds up a fancy looking crossbow he found in the sand, asking me if it's worth anything. Check to Acquire - Dexterity 11: 1d8 ⇒ 8. Failed; banished.

"How in the Nine Hells would I know?" I reply, quickly moving further inland to try and catch Salim before he kills every damn thing on this island. I takes me a few minutes before I realize something is wrong, just as the Sorrowsoul (discarding the ally to explore again) floats up to me.

"There is an Illusory Wall blocking you," it says.

I sigh. "Of course there is," I reply. I pull out some spell components and see if I can find my way past it. Check to Defeat - Arcane 12: 1d12 + 5 ⇒ (11) + 5 = 16. Success; defeated. Now that it's been pointed out to me, I see the magical borders of the illusion. Behind it, an Oni Mariner lies in wait.

With the illusion no longer blocking me, I silently move towards Salim and inform him about the nearby foe. Then I spent a few minutes preparing myself to aid the inquisitor.

Siwar wrote:

Hand: Mistform, Sharper, Psychomitrist, Singer's Solution, Pearl of Magic, Blessing of Norgober, Restorative Touch,

Displayed:
Deck: 10 Discard: 6 Buried: 0
Notes: Blessing available (+2 dice to acquire). Four (4) auto-bards (+1d4+2); one can be upgraded to a mega-bard (+1d12+4). Healing available. HP: 2. Box re-roll available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([ ] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep:
Enemy Ship defeated; stash a Spell as plunder.
Siwar moves to Gannet Island.
Gannet Island card #1 is acquired, but then banished via Sharper.
Random Item #5 (Pearl of Magic) is acquired instead.
Gannet Island card #2 is banished (failed to acquire).
Gannet Island card #3 is defeated.
Gannet Island card #4 is revealed.


On Salim's turn, take damage - Fire damage: 1d8 ⇒ 7. Damiel throws me a potion to protect me from some of it, reducing it by 3. Discard four (4) cards to soak up the damage.

Turn 3 under the Blessing of Abadar

Just as I think that can't get any worse, I see an Enemy Ship come towards us. Random ship: 1d16 ⇒ 14 - Blood Moon. Great - lycanthrope pirates. Fortunately, the full moon isn't out. I set Lem's Silver Flute to playing, and try to hide us from the werewolves. Check to Defeat (+3 from Allies in Discard Pile) - Arcane 14: 1d12 + 1d4 + 5 ⇒ (12) + (4) + 5 = 21 (Charisma die + Silver Flute + Divine skill). Success; defeated. Stash a plunder - Plunder: 1d6 ⇒ 5 - Ally.

Well, that was an exciting start. I summon up a Holy Feat so everyone can recover a little bit of that fire damage. It's just then I hear the frantic screaming from the ship, and realize we've suffered some Hull Damage. I run towards the ship, asking for the favor of the Blessing of Erastil, hoping we can patch it up before we lose the Roaring Dragon at the start of the battle. Check to Defeat (+1 from Allies in Discard Pile) - Intelligence 13: 2d8 + 1d4 + 2 ⇒ (4, 7) + (4) + 2 = 17 (Intelligence die + Blessing + Silver Flute).

We manage to get the hull damaged patched up, and reinforced. I think the ship is a little stronger now than she was before. In any case, I decide its best to rest.

Siwar wrote:

Hand: Mistform, Vizier, Sorrowsoul, Sharper, Psychomitrist, Singer's Solution, Blessing of Gozreh,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: Blessing available (+2 dice to close). Four (4) auto-bards (+1d4+2); one can be upgraded to a mega-bard (+1d12+4). HP: 2. Box re-roll available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([ ] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep:
Everyone at Widowmaker Isle can heal three (3).
Widowmaker Isle card #1 is banished (defeated).


Siwar joins Korundo and Salim at the Widowmaker Isle to help.

Siwar wrote:

Hand: Mistform, Psychic Detective, Slip, Blessing of Erastil, Sharper, Silver Flute, Vizier, Psychomitrist, Holy Feast,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Blessing available (+2 Ranged Combat). Four (3) auto-bards (+1d4+2). If making 3+ checks in a turn, use my Silver Flute to get +1d4 to all. HP: 2. Box re-roll available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([ ] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.


No upgrades for Siwar!

-crp


Turn 21 under the Blessing of Gozreh ...

I choke and cough on sea water before another rip current pulls me away from the Fog Bank. Move to a random location - 1d6 ⇒ 3 - Shipwreck Graveyard, then roll a d4 - 1d4 ⇒ 3 - Discard a random card (Swipe)..

When I finally stop drowning, I realize I'm back with the wrecked ships. I can still see Salim in the distance, so I swim back towards Gozreh's Flow to try and recover. Alas, all my usual accoutrements have been lost, and Salim tells me the damn Kraken is here. So I decide to count my blessings and rest, even without the protection of the Pearl. Hopefully, I can be of aid to my friends.

Siwar wrote:

Hand: Slip, Singer's Solution, Blessing of Erastil, Symbol of Fortune, Restorative Touch, Psychomitrist, Mistform,

Displayed:
Deck: 8 Discard: 5 Buried: 1
Notes: Blessing available (+2 Ranged Combat). Three (3) auto-bards (+1d4+2), one can become a mega-bard (+1d12+2). Can +/- 3 after the roll. Healing available. HP: 2. Box re-roll available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([ ] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

End of turn, bury top card of deck - Blessing of Norgoberger.


On Athnul's turn...

Unable to deal with the tentacle, it smacks me around. Again. Combat damage: 1d4 ⇒ 1. Then, bury the top card of the deck. I feel the loss of my just-acquired blessing and see my Sharper pulled away by the current.

With a moment to rest, I cast a Restorative Touch on someone as determined by the Google chat. Healing: 1d4 + 1 ⇒ (1) + 1 = 2.

Upkeep (Athnul's turn): Check to recharge Restorative Touch - Divine 10: 1d12 + 5 ⇒ (4) + 5 = 9. Failed; spell is discarded.

Siwar wrote:

Hand: Dreamstalker, Sorrowsoul, Swipe,

Displayed:
Deck: 9 Discard: 8 Buried: 1
Notes: Two auto-bards (+1d4+2) available. I can reduce a combat difficulty by 3. HP: 2. Box re-roll available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([ ] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.


Turn 16 under the Blessing of the Gods...

Can't pass the start of turn check, so I move to a random location 1d6 ⇒ 1 - Gannet Island - and then 1d4 ⇒ 3 - discard a random card from hand - 1d4 ⇒ 3 - Blessing of Gozreh.

Pulled away by another riptide, I'm getting really tired of being badgered around like a rag doll. At least I can make out where I was, so I swim back towards Korundo and Salim at the Fog Bank. Once there, I feel a small Blessing of the Gods come over me, and I happily accept it. But given how beat up I am, I decide not to push my luck.

Siwar wrote:

Hand: Sharper, Psychomitrist, Dreamstalker, Sorrowsoul, Swipe, Blessing of the Gods, Restorative Touch,

Displayed:
Deck: 8 Discard: 5 Buried: 1
Notes: Blessing if needed. Four auto-bards (+1d4+2) available. Healing available. I can reduce a combat difficulty by 3. HP: 2. Box re-roll available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([ ] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep: Fog Bank card #1 is acquired.


Vrykolakas Poison Damage: 1d4 ⇒ 2

Turn 11 under the Blessing of Gorum

After getting coated with poison from the Vrykolakas, I'll pulled away from everyone by another riptide. Move to a Random Other Location (ignoring Dagon's Jaws Lower) - 1d7 ⇒ 7 - Fog Bank. Then, random effect: 1d4 ⇒ 2 - Damage - Combat Damage: 1d4 ⇒ 4.

I smash hard into a Fog Bank, torn up and bleeding from the poison and then the riptide. I stand up - or try to - and realize I'm stuck in a Sandbar. Fortunately, everyone else seem to have been pulled with me, and we work together to try and get me out. Check to Defeat (Using Diplomacy) - Diplomacy 11: 1d12 + 7 ⇒ (10) + 7 = 17. Success!

Well, I'm battered and bruised. I pull out a flask of the good whiskey, take a big swig, and rest.

Siwar wrote:

Hand: Sharper, Psychomitrist, Dreamstalker, Sorrowsoul, Silver Flute, Blessing of Gozreh, Swipe,

Displayed:
Deck: 8 Discard: 4 Buried: 1
Notes: Blessing of Gozreh available. Four auto-bards (+1d4+2) available. If you're going to make a lot of checks, use my Silver Flute to add +1d4 to all of them. I can reduce a combat difficulty by 3. HP: 2. Box re-roll available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([ ] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep: Everyone moves to the Fog Bank (forced).
Fog Bank card #1 is defeated (banished).


Siwar wrote:

Hand: Sharper, Psychomitrist, Dreamstalker, Sorrowsoul, Mistform, Blessing of Norgober, Symbol of Fortune,

Displayed:
Deck: 11 Discard: 1 Buried: 1
Notes: Blessing of Norg available. Four auto-bards (+1d4+2) available. HP: 2. Box re-roll available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([ ] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.


Turn 6 under the Blessing of the Gods...

Siwar can't handle the start of turn check, so she moves to Random Location, Ignoring 2: 1d7 ⇒ 4 - Tempest Cay - and then 1d4 ⇒ 4 - Bury a random card from your discard pile. Random card in discard pile: 1d4 ⇒ 4 - Divine Fortune.

Well, that was a ride. At least I had the wisdom to grab the Pearl of the Sirines before being bandied about. Finding myself at Tempest Cay, I decide to have a look around. I immediately stumble into another Kraken Tentacle. Fortunately, some of my party came along with me, and Random other character: 1d3 ⇒ 1 - Salim - jumps forward to fight instead.

It still smacks me around a bit, doing Damage: 1d4 ⇒ 3.

Pausing...


Turn 1 under the Blessing of the Gods...

Knowing that the currents are going to pull us apart, I cast Divine Fortune and start Lem's Silver Flute playing, which is oddly beautiful under the water. Then, I steel myself against the currents as Nok-Nok sends a blessing my way. Start of Turn - Strength 11: 1d4 + 1d4 + 1d4 + 1d6 ⇒ (1) + (3) + (1) + (4) = 9 (Strength die + Blessing of the Quartermaster + Silver Flute + Divine Fortune). Failed; I'll use a HP to re-roll all the dice: Strength 11: 1d4 + 1d4 + 1d4 + 1d6 ⇒ (3) + (3) + (3) + (3) = 12. Success!

I manage to hold my place, but end up losing the benefit of the Divine Fortune. Oh well; at least I still have the Silver Flute. Then, I spend some time studying and repairing the magic of our octopus-like ship. Check to Repair - Arcane 6: 1d12 + 1d4 + 5 ⇒ (8) + (2) + 5 = 15. Success! With a little magical reinforcement, we're good as new.

Except, now we have to deal with a band of sub-mariners looking for Pirate Entertainments. Lovely. Not really able to provide the kind of entertainment they're looking for, I end up escaping their notice, though it costs me Slip and Sharper (2 Combat Damage).

The rest of the party has to deal with Pirate Entertainments now.


I will also start at Raker Shoals.

Siwar wrote:

Hand: Sharper, Divine Fortune 1, Dreamstalker, Holy Feast, Silver Flute, Vizier, Slip, Psychomitrist, Psychic Detective,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: If doing multiple checks in a turn, I'll play Silver Flute to give +1d4 to each. Divine Fortune (+1d6 to all) available. Six auto-bards (+1d4+2) available. HP: 3. Box re-roll available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([ ] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

I have a lot of help in hand. Silver Flute can give +1d4 to all checks on a player's turn. Divine Fortune can give +1d6 to all checks until the start of my turn. And I have six (6) auto-bards available that each give +1d4+2.


HP banked, no upgrade for me.


Off turn check - Constitution 6: 1d4 ⇒ 4. Failed - bury Dreamstalker.

Turn 20 under the Blessing of the Gods...

With Mancatcher Cove secured, I head over to Dagon's Jaws the Greater to join and help Korundo. I immediately run afoul of an Electricity Arc Trap; fortunately, I have and cast Mistform so I can better access the workings and shut it off. Check to Defeat - Arcane 14: 3d12 + 5 ⇒ (9, 12, 7) + 5 = 33 (Charisma die + Mistform + Arcane skill). Success, defeated.

With that out of the way for Korundo, and being out of resources myself, I rest a moment and prepare to assist my friends again.

Recovery: Check to recover Swipe: Divine 10: 1d12 + 5 ⇒ (4) + 5 = 9. Failed; discarded.
Check to recover Mistform: Divine 12: 1d12 + 5 ⇒ (4) + 5 = 9. Failed; discarded.

Siwar wrote:

Hand: Sharper, Sorrowsoul, Slip, Psychic Detective, Divine Fortune 1, Singer's Solution, Blessing of Norgober,

Displayed:
Deck: 9 Discard: 5 Buried: 1
Notes: Blessing available. I can give a +1d6 to all checks until the start of my turn. Four (4) auto-bards available (+1d6+2); one can be upgraded to a mega-bard (+1d12+2). HP: 2. Box re-roll available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([ ] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep: Siwar moves to Dagon's Jaws.
Dagon's Jaws card #1 is defeated and banished.


Turn 15 under the Blessing of Sivanah...

Not feeling terribly confident about most of the remaining locations, I head over to Mancatcher Cove to join Nok-Nok and Salim. Seeing that Salim is wounded, I give him a Restorative Touch, healing 1d4 + 1 ⇒ (4) + 1 = 5 cards.

Still not feeling confident, I decide not to press my luck and remain in support of my peers.

Upkeep: Check to recover Restorative Touch - Divine 10: 1d12 + 5 ⇒ (7) + 5 = 12. Success; recharged.

Siwar wrote:

Hand: Dreamstalker, Slip, Swipe, Sharper, Sorrowsoul, Psychic Detective, Mistform,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes: I can lower a local Combat difficulty by 3. Five (5) auto-bards available (+1d6+2). HP: 2. Box re-roll available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d4 [ ] +1
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +3
Divine: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
Proficient with: [ ] Weapons
Powers:
You may recharge a card to add 1d4 ([X] +1) ([X] +2) to a check by ([ ] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead.
When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check.
[ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location.
[X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
[ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it.

Upkeep: Siwar moves to Mancatcher Cove.
Salim is healed for 5.


Turn 10 under the Blessing of the Gods...

At the Fringes of the Eye, I run into an old Besmaran Priest friend. Check to Acquire - Diplomacy 6: 1d12 + 7 ⇒ (10) + 7 = 17. Success; acquired. It doesn't take much convincing to have him join us, and he fills us in on the area when he does.

Discard Besmaran Priest to explore. With his help, we find a shrine to Milani, and I take a moment to pray there. Check to ACquire - Divine 5: 1d12 + 5 ⇒ (4) + 5 = 9. Success; acquired. She quickly bestows her blessing on us. It's turning out to be quite a day.

Discard the Blessing of Milani to explore. Naturally, that's when the Sea Devil attacks. Evade! Random other local character: 1d2 ⇒ 2 - Athnul encounters the henchman instead. Fortunately, Athnul and I have done this dance before, and she takes on the merfolk.

Upkeep:
Fringes of the Eye card #1 acquired.
Fringes of the Eye card #2 acquired.
Athnul encounters Sea Devil on my turn.

Organized Play Characters



Grand Lodge Maddox McJagger

Male Elf 5 Magus (0 posts)
Tsadok Goldtooth
The Exchange Zolomon Sulu

Male Orc 1st Bar (0 posts)

Liberty's Edge Dagna Stronghide

Male Drawf Druid (0 posts)
Kutholiam Vuere
The Exchange Troy Stallion

Male Aasimar (0 posts)

Dark Archive BroBario*

Elf Oracle 6 (0 posts)

Silver Crusade Xello McJagger

Male Half-elf (0 posts)

Sovereign Court Bobby FiFi
(0 posts)
High Clockmother Athenth Llanalir
Scarab Sages Vplitletz

Male Aasmar (0 posts)
Armistril
Dark Archive Buigi
(0 posts)

The Exchange Cid Barett Akonik
(0 posts)

Grand Lodge Timon
(0 posts)

Silver Crusade Barbuk
(0 posts)

Silver Crusade Chu-Son
(0 posts)

Liberty's Edge Snacks AppleKore
(0 posts)

The Exchange Doc AKA Not A Real Doctor
(0 posts)

Liberty's Edge Mordekay MacJagger
(0 posts)

Grand Lodge Timon AppleKore II
(0 posts)

The Exchange Nweet AppleKore
(0 posts)

Liberty's Edge Sunnie AppleKroe
(0 posts)

Grand Lodge Dominick Privette 995
(0 posts)

The Exchange Jack Swagger Macjagger
(0 posts)

Grand Lodge Sir Justus Jr
(0 posts)

Exo-Guardians Wrunt Urdnot
(0 posts)

Acquisitives Mickey Yen Sid
(0 posts)

Wayfinders Karsh nebula
(0 posts)
Chung Po
Dark Archive Sid Barett Akonik

Male Human Monk (0 posts)

Grand Lodge Kill bot
(0 posts)

Liberty's Edge Timon AppleKore
(0 posts)

Aliases



Shadow Lodge BroBario
(0 posts)

Dominick Privette
(0 posts)

Silver Crusade Dominick Privette 52
(0 posts)