Red Rage:
1 mark, banishing 2 cards - Master of Masters, and Toxic Blunderbuss, both are less than Adv 4, so just adding them back.
XP:
Tier 6, XP 5
HP:
Spent 1 to go to 15, gained and saving 3 to go to 18.
Deck Upgrade:
Not seeing anything better than what I have
Thanks all for being willing to try one of these unofficial PACS scenarios. I had a ton of fun!
Skizza, Tunnel Rat wrote:
Hand:
Displayed: Deck: 23 Discard: 0 Buried: 0
Hero Points: 18
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Use blessings as needed
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Alkenstar Pistol, Great White Shark, Blessing of Achaekek, Blessed Bullet, Blessing of Alkenstar, Enervating Pistol, Toxic Blunderbuss +1, Old Salt, Ghostbane Shotgun +2, Flaming Musket +2, Master of Masters, Blessing of Abadar, Blessing of Alkenstar 2, Ambrosia, Clockwork Owl, Dragonbreath Shot, Elixir of Focus, Blessing of Milani, Elixir of Healing, Laboratory Coat, Fuse Grenade, Mountaineer, Blasting Pistol +2
Recharged: Discard Pile: Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza heads over to the Hall of Champions which appears to be the final place where Horrus can possibly be hiding. On arrival he finds a flaming bow that someone has left behind in their hurry to escape.
Flaming Longbow+2-CtA: Ranged 13:1d10 + 6 ⇒ (7) + 6 = 13Success. Draw Mountaineer for success at Hall.
Skizza is more than a little familiar with ranged weapons and that definitely has the fine craftmanship of a good one, he packs it up, knowing it will sell for something decent.
As he finds Vika, he passes over some Ambrosia to help heal her for the inevitable confrontation.
Vika Heal:1d4 + 1 ⇒ (4) + 1 = 5
Discard Mountaineer to explore.
Skizza has no sooner completed that then they turn the corner and find Horrus waiting in his seat of power. He gets up and rushes the pair!
Vika's Str added to CtD:1d10 ⇒ 6
Vika handles the first. (Recharging Flaming Longbow+2) for that.
For Skizza's combat, bury Ghostbane Shotgun +2 for combat, utilize Dragonbreath Shot, spending BoAchaekek on second check, Vika's spear as well.
Skizza allows Vika to engage him Horrus first as he lines up the perfect shot. Skizza sights carefully on Horrus's left eye and when Vika disengages slightly and before Horrus can rush them again, Skizza fires cleanly through the eye, and then the dragonbreath shot goes off. It's not pretty, but highly effective.
Skizza feels the curse fade away as he resumes his natural form!
Skizza hears that there is a party going on over at the Torture Pit, Skizza is a bit afraid of what sort of party that might be, but decides to go check it out.
Skizza finds out it's the type of party where your friends invite you over to play with the recently lycanthroped Paralictor Valeria Asperixus. She greets Skizza with a mace to the face.
BYA-Combat Damage:1d4 ⇒ 2Skizza buries Old Salt and Elixir of Healing due to scenario effect.
Skizza is not a fan of the new and improved Valeria and pulls a pair of pistols as he tries to put a final end to her.
"Bury" Alkenstar Pistol for combat, Master of Masters to bless and a Divine Fortune I almost forgot about...oh and Enervating Pistol since I'm going to be burying cards left in hand.
Skizza quick draws his trusty Alkenstar pistol and fires. It's a solid hit, but he's surprised to see her still standing. He backpaddles quickly reloading the pistol just in time as she regains her feet and charges. The second shot, Skizza aims in the exact same place and strikes true. This time when she goes down she stays down.
Skizza takes a moment to lock down the Torture Chamber, clambering in and amongst the instruments to find the right tools to bar the way.
Skizza pretty quickly identifies the necessary components needed to lock down the torture chamber and sets to work doing so, but just being in this room weighs on him as he quickly goes about crafting the necessary defenses to lock it down permenantly.
EoT at Torture Chamber: Constitution 10:2d6 ⇒ (5, 4) = 9Failure, bury top card of deck, Fuse Grenade.
Displayed:Blessed Bullet, Dragonbreath Shot, Great White Shark,
Deck: 8 Discard: 3 Buried: 3
Hero Points: 16-1=15
Box Reroll Used: Y
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Use blessings as needed
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): 0
Recharged: Mountaineer, Conchobhar Turlach Shortstone, Blessing of Alkenstar 2, Clockwork Owl, Toxic Blunderbuss +1, Blessing of Milani, Enervating Pistol, Flaming Musket +2,
Discard Pile: Alkenstar Pistol, Blasting Pistol +2, Master of Masters, Buried Pile: Elixir of Healing, Old Salt, Fuse Grenade,
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Displayed:Blessed Bullet, Dragonbreath Shot,
Deck: 15 Discard: 1 Buried: 0
Hero Points: 16-1=15
Box Reroll Used: Y
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Enervating Pistol - decrease combat difficulty by 2d4
Use blessings as needed
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Ambrosia, Blessing of Abadar, Elixir of Focus, Great White Shark, Laboratory Coat, Blessing of Achaekek, Fuse Grenade, Ghostbane Shotgun +2
Recharged: Blessing of Alkenstar, Mountaineer, Conchobhar Turlach Shortstone, Blessing of Alkenstar 2, Clockwork Owl, Toxic Blunderbuss +1, Blessing of Milani,
Discard Pile: Blasting Pistol +2, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza thanks Varril for the heal and the assistance and takes a look around the island to determine the next point of weakness. Skizza spots a Bridge not too far off that he should be able to hold down fairly easily with a little good positioning, he heads off to see what damage he can do.
Free Explore - Pirate Hunting, not on the ship, so random monster - Dire Shark.
Dire Shark:
SS
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
Skizza barely has time to find a good sniper nest before the first wereshark pirate crosses the bridge...Skizza is a bit puzzled as this particular wereshark looks way more sharky than is normal. Skizza shrugs it off and takes aim.
Displayed:Blessed Bullet,
Deck: 13 Discard: 3 Buried: 0
Hero Points: 16
Box Reroll Used: Y
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Enervating Pistol - decrease combat difficulty by 2d4
Use blessings as needed
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of Abadar, Blessing of Achaekek, Elixir of Focus, Laboratory Coat, Ambrosia, Ghostbane Shotgun +2, Great White Shark, Fuse Grenade
Recharged: Blessing of Alkenstar, Mountaineer, Conchobhar Turlach Shortstone, Blessing of Alkenstar 2, Clockwork Owl,
Discard Pile: Toxic Blunderbuss +1, Blasting Pistol +2, Blessing of Milani, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Displayed:Blessed Bullet,
Deck: 16 Discard: 1 Buried: 0
Hero Points: 16
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Use blessings as needed
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Master of Masters, Enervating Pistol, Blessing of Achaekek, Fuse Grenade, Elixir of Focus, Laboratory Coat, Ghostbane Shotgun +2, Dragonbreath Shot, Ambrosia, Old Salt, Blessing of Abadar, Great White Shark
Recharged: Blessing of Alkenstar, Mountaineer, Conchobhar Turlach Shortstone, Blessing of Alkenstar 2,
Discard Pile: Toxic Blunderbuss +1, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza discards Toxic Blunderbuss for structural damage during Vika's turn, and Mountaineer for structural damage during Athnul's turn.
Items added during Shrine Closure:1d6 ⇒ 5
----------
Turn 4, Blessing of Achaekek
From his last minute vantage point, Skizza sees the team effectively eliminate the threats at the Shrine, with that point of strength neutralized, Skizza turns his attention to the other early identified area and heads off to Fort Hazard.
BoAlkenstar to make this happen.
Conchobhar Turlach Shortstone-CtA: Charisma 7:1d6 + 1d12 ⇒ (4) + (5) = 9Success by less than 6, Blessing recharges.
On the way, Skizza runs into a bard, Skizza isn't entirely certain what he is doing on this island...in the middle of this particular fight, but he clearly isn't a threat so maybe he has some intel. Skizza listens to the gnome drone on and on for awhile, but eventually picks up the intel to cautiously move forward.
Discard Conchobhar to explore.
Skizza spots Barefoot Samms Toppin guarding the entrance, thanks to Conchobhar's intel, he knows this particular pirate can be bought, but Skizza knows he isn't the one for that. So he sneaks up and knocks them out instead. Much better than trying to explain himself.
Auto-Fail check to acquire Toppin, banished.
Skizza takes a moment to hide Toppin, while waiting for the rest of the party.
Displayed:Blessed Bullet,
Deck: 13 Discard: 3 Buried: 0
Hero Points: 16
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Use blessings as needed
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of Abadar, Ghostbane Shotgun +2, Blessing of Achaekek, Laboratory Coat, Dragonbreath Shot, Old Salt, Great White Shark, Enervating Pistol, Ambrosia, Elixir of Focus, Master of Masters, Fuse Grenade
Recharged: Blessing of Alkenstar,
Discard Pile: Toxic Blunderbuss +1, Mountaineer, Conchobhar Turlach Shortstone, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Displayed: Deck: 16 Discard: 0 Buried: 0
Hero Points: 16
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of Alkenstar 2, Old Salt, Blessing of Abadar, Enervating Pistol, Elixir of Focus, Fuse Grenade, Laboratory Coat, Great White Shark, Blessing of Achaekek, Flaming Musket +2, Clockwork Owl, Ghostbane Shotgun +2, Master of Masters, Blessing of Milani, Dragonbreath Shot, Ambrosia
Recharged: Discard Pile: Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Powderpot is clearly a smart alchemist as he aims his firebomb right in the perfect spot to set off Skizza's Fuse Grenade. He's blown clean off his feat. Unfortunately for Powderpot, it also really pisses Skizza off and he slips into murderous red haze, fully embracing his lycanthopic nature.
Skizza fights with Lycanthrope card, with 1 mark. Divine Fortune adds a die, BoEternal Rose adds 1d12, Shadow Cat adds 1d10+4 and Mantle of Faith.
Skizza pounces on the alchemist, rending him with his teeth! Some shadowy form also joins him, but Skizza is unconcerned since it seems focused on the alchemist as well. Unfortunately bombs and potions fly everywhere in the process.
After defeat, Craft 11:1d10 + 3 + 1d6 ⇒ (10) + 3 + (6) = 19No more local fire damage.
AYA Poison damage at Murder/Lucre/Tele:1d3 ⇒ 1Murder Hole, takes 1d4 poison. Not that I think it matters.
Skizza finishes off Powderpot and finds a prize amongst the wreckage - Hurricane Crown. He brings himself back under control, places the crown on his head and gives Varril a thumbs up.
With that threat dealt with, Skizza heads over to the Teleportation Chamber since that was where the villain was last spotted.
Free explore - Powderpot
Skizza gets the alchemist battle he was somewhat hoping for as Powderpot is quickly spotted sneaking up on Varril! Skizza signals that he has been found and pauses a moment before charging in.
Skizza finds himself in a different location than he remembers it's pretty odd, but Athnul seems like she has it covered for now so he heads back to the Eye of Serenity to finish up his work.
Free Explore - Pearl of Magic.
Skizza is pretty sure he picked one of these pearl things up earlier, so it's less exciting the second time around.
Pearl of Magic-CtA: Intelligence 10:1d10 + 3 ⇒ (4) + 3 = 7Banish.
As he examines it carefully he finds some pretty obvious signs this is a fake and the real one is already in his possession. He leaves this one behind for the suckers.
Discard BoAlkenstar to explore.
Finally Skizza has tracked down the elusive Jakaw Razorbeak, the Tengu seems pretty chatty and the two strike up a bit of a conversation...
Skizza sees through the subterfuge and realizes its a ploy to rob him! Fortunately Skizza was adequately prepared and the potion helped to heighten his senses. Before the sticky fingered Tengu can make off with any of his stuff, Skizza introduces him to his little friend.
Discard Ghostbane shotgun for combat, 1's will count as 2.
Shotgun is enough to prevent Jakaw from being any amount of future threat but does cause enough sound to bring Cyclops Oracle running to avenge his friend.
Cyclops Oracle:
Henchman
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1. Damage dealt by the Cyclops Oracle is dealt to each character at your location. If defeated, you may immediately attempt to close the location this henchman came from.
BYA examine top 3 4 card of deck - Toxic Blunderbuss (bury), Clockwork Owl (recharge), Blasting Pistol (discard), Elixir of Healing (reload?)
Skizza is mighty sick of people messing with his things, he gives the Oracle a bit of something special.
Reveal Flaming Musket for combat, adding Poisoned Bullet to the check.
Skizza starts to pull himself together and decides maybe before taking part in any more of the fun he should patch himself up. He downs a couple quick potions to try and top off.
Elixir of Healing:1d4 + 1 ⇒ (3) + 1 = 4Skizza, Tunnel Rat is healed for 4: (Master of Masters, Geyser, Mountaineer, Fuse Grenade (SS)). Deck shuffled.
Ambrosia:1d4 + 1 ⇒ (4) + 1 = 5Skizza, Tunnel Rat is healed for 5: (Poisoned Bullets, Blessing of Achaekek, Blasting Pistol +2, Elixir of Focus, Old Salt). Deck shuffled.
Displayed:Blessed Bullet, Great White Shark,
Deck: 11 Discard: 7 Buried: 1
Current Location: Floating Shipyard
Hero Points: 15
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Fuse Grenade - 2d8 (bludgeoning/fire) to local Combat/Lock/Obstacle/Skirmish
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Elixir of Focus, Poisoned Bullets, Blessing of Achaekek, Blasting Pistol +2, Mountaineer, Old Salt, Enervating Pistol, Fuse Grenade (SS), Master of Masters, Geyser, Clockwork Owl
Recharged: Discard Pile: Blessing of Abadar, Pearl of Magic, Laboratory Coat, Ghostbane Shotgun +2, Blessing of Alkenstar, Elixir of Healing, Ambrosia, Buried Pile: Toxic Blunderbuss +1,
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza opts to keep exploring the Eye of Serenity, despite it not giving Skizza much Serenity...
Instead it give Skizza a Pirate, in a rage that is intent on harming Skizza. Skizza looks at his inventory to see if he has anything piratical that might throw this guy off, but nothing looks like it will do the trick. Guess it's time for explosion!
Port Peril Corsair-BYA Damage:1d4 - 1 ⇒ (3) - 1 = 2"Bury" Lab Coat to soak the damage.
Fuse Grenade (SS) for combat.
Port Peril Corsair-CtD: Combat 25 (13+6+6):1d10 + 6 + 4d6 ⇒ (2) + 6 + (2, 6, 4, 3) = 23When you would fail a combat check... Skizza's last chance power:1d8 + 23 ⇒ (5) + 23 = 28Success...and now the fire.
Skizza Fire Damage:1d4 ⇒ 1Skizza reduces fire damage his powers cause by 1. No damage.
Skizza remembers to light and hold the grenade for the requisite time before chucking it. It gives a solid whomp on the initial blast. Skizza gets a bit closer to see if Corsair is still up and moving, and the secondary explosion he forgot about goes off.
Displayed:Blessed Bullet, Poisoned Bullets,
Deck: 8 Discard: 9 Buried: 0
Current Location: Floating Shipyard
Hero Points: 15
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Elixir of Focus - add your Int/Craft to local non-combat check
Fuse Grenade - 2d8 (bludgeoning/fire) to local Combat/Lock/Obstacle/Skirmish
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Great White Shark, Toxic Blunderbuss +1, Clockwork Owl, Blasting Pistol +2, Elixir of Healing, Blessing of Alkenstar 2
Recharged: Ambrosia, Enervating Pistol,
Discard Pile: Master of Masters, Old Salt, Mountaineer, Geyser, Blessing of Achaekek, Blessing of Abadar, Pearl of Magic, Fuse Grenade (SS), Laboratory Coat, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza is a bit confused when all he spots is a bird at the location Athnul is at. He attempts to befriend it, but it doesn't like the look of him or something and flies off. Skizza shrugs and walks a little further.
Discard Mountaineer to explore.
Explore:1d5 + 1 ⇒ (4) + 1 = 5Geyser
Sure that Athnul had to have seen something else, he walks further and eventually finds a scroll...Skizza pretty sure Athnul isn't afraid of paper.
Skizza looks it over and finds it's more than just a piece of paper, there is a spell there, not that he thinks it is likely to aid him, but he might be able to sell it eventually. He pockets it and then sighs.
Nothing here was worth the trip and his Fuse Grenade still hasn't been tried...maybe later.
Displayed:Blessed Bullet, Poisoned Bullets,
Deck: 10 Discard: 7 Buried: 0
Current Location: Floating Shipyard
Hero Points: 15
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Elixir of Focus - add your Int/Craft to local non-combat check
Fuse Grenade - 2d8 (bludgeoning/fire) to local Combat/Lock/Obstacle/Skirmish
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of Alkenstar, Clockwork Owl, Ghostbane Shotgun +2, Toxic Blunderbuss +1, Elixir of Healing, Great White Shark, Blasting Pistol +2, Blessing of Alkenstar 2
Recharged: Ambrosia, Enervating Pistol,
Discard Pile: Master of Masters, Old Salt, Mountaineer, Geyser, Blessing of Achaekek, Blessing of Abadar, Pearl of Magic, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza checks his pack, but isn't able to find another gun, must have left it back on the ship. Skizza decides it might be wise to do some repair on his current weapons after that explosion so he heads back to see what's going on at the Fury.
Assuming Varril came back to the ship with Athnul to make more use of the Divine Fortune.
On arrival Skizza finds someone has left a Pearl laying around.
Pearl of Magic-CtA: Intelligence 10:1d10 + 3 + 1d6 ⇒ (8) + 3 + (5) = 16Acquired.
Skizza isn't sure exactly what it's good for, but he can feel some sort of power coming from it. He scoops it up and heads below deck to stash it somewhere more secure.
Discard BoAchaekek to explore.
As he is heading down into the hold, he finds a breastplate that has come unsecured.
Unfortunately it looks to have been running around for awhile and some saltwater got to it. Skizza finds several holes that render it not usable. He chucks it into the scrap metal pile.
Discard BoAbadar to explore.
Skizza gets to his workshop and as he's rummaging around for his tools he finds a present he has been working on for Horrus! Skizza looks it over to see if it's reached maximum effective strength yet.
Recharge Clockwork Owl to add dice to non-combat Int check.
Skizza's eyes light up as he does some quick tests on the powder, knowing it's time to give this thing a proper test. He picks it up and prepares to head back out.
Just as he hits the deck to head out again, Varril comes up, sees the scorch marks and smells the singed fur. He places a hand on Skizza who suddenly feels better.
Skizza Rejuvenation:2d4 ⇒ (1, 1) = 2Skizza, Tunnel Rat is healed for 2: (Alkenstar Pistol, Blasting Pistol +2). Deck shuffled.
Displayed:Blessed Bullet, Poisoned Bullets,
Deck: 9 Discard: 7 Buried: 0
Current Location: Floating Shipyard
Hero Points: 15
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Toxic Blunderbuss +1, Blessing of Milani, Blasting Pistol +2, Blessing of Alkenstar, Blessing of Alkenstar 2, Great White Shark, Clockwork Owl, Elixir of Healing, Ghostbane Shotgun +2
Recharged: Discard Pile: Master of Masters, Old Salt, Enervating Pistol, Ambrosia, Blessing of Achaekek, Blessing of Abadar, Pearl of Magic, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza was looking really smug as he puts one right between the creatures eyes...and then he noticed it glow brighter and brighter until it explodes in a full on inferno!
Skizza tries to backpedal, but the heat is enough to set off all his guns and roast a whisker or two. Skizza takes a moment to ponder the wisdom of challenging the Murder Hole!
Displayed:Blessed Bullet, Poisoned Bullets,
Deck: 9 Discard: 6 Buried: 0
Current Location: Floating Shipyard
Hero Points: 15
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of Alkenstar, Flaming Musket +2, Toxic Blunderbuss +1, Blessing of Milani, Ghostbane Shotgun +2, Blessing of Alkenstar 2, Great White Shark, Elixir of Focus, Elixir of Healing
Recharged: Discard Pile: Master of Masters, Old Salt, Alkenstar Pistol, Blasting Pistol +2, Enervating Pistol, Ambrosia, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Displayed: Deck: 16 Discard: 0 Buried: 0
Current Location: Floating Shipyard
Hero Points: 15
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Elixir of Healing, Blessing of Alkenstar 2, Flaming Musket +2, Blessing of Alkenstar, Ghostbane Shotgun +2, Laboratory Coat, Blessing of Milani, Poisoned Bullets, Great White Shark, Mountaineer, Blessing of Achaekek, Fuse Grenade, Blessing of Abadar, Clockwork Owl, Toxic Blunderbuss +1, Elixir of Focus
Recharged: Discard Pile: Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Displayed:Poisoned Bullets,
Deck: 14 Discard: 2 Buried: 0
Current Location: Floating Shipyard
Hero Points: 15
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Great White Shark, Blessing of Milani, Toxic Blunderbuss +1, Laboratory Coat, Blessing of Alkenstar 2, Blessing of Achaekek, Blasting Pistol +2, Old Salt, Blessed Bullet, Alkenstar Pistol, Mountaineer, Blessing of Abadar, Ghostbane Shotgun +2, Elixir of Focus
Recharged: Discard Pile: Ambrosia, Fuse Grenade, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza heads into the Tower, thinking he can use it for a sniper's nest. Inside he's greeted with a scroll carefully laid out on a desk. He glances at it, but it's not something he has any interest in, he leaves it be and heads up the stairs.
Auto-Banish Righteousness, not worth the resource spend.
Discard Old Salt to explore. Figure might as well make the most of the resources while I have a heal to get them back.
On the first landing is a Galvo...on land...not exactly where Skizza expects to see a person made up of electric eels... While distracted it takes advantage and forces Skizza to attempt to avoid the initial shock it sends his way.
Galvo-BYA: Dexterity 13:1d10 + 4 ⇒ (7) + 4 = 11Don't really want to spend the resources when I have lab coat. Electric Damage:1d6 ⇒ 1Reveal Lab Coat to reduce by 1.
Reveal Enervating Pistol for combat.
Galvo-CtD: Combat 18:1d10 + 6 + 1d8 + 3 ⇒ (8) + 6 + (5) + 3 = 22Forgot about the fact it was a swarm, but rolled well enough to outright defeat it.
The new Enervating Pistol packs a sufficient punch to disrupt whatever was holding that thing together, it falls apart and doesn't move...Skizza moves gingerly past and runs straight into a Draugr Captain!
Discard BoMilani to explore. Save Pistol and recharge the other 3 cards - Alkenstar Pistol, Poisoned Bullets, Ambrosia are returned.
Skizza takes a moment to refresh himself with a swig of Ambrosia.
Ambrosia:1d4 + 1 ⇒ (3) + 1 = 4Skizza, Tunnel Rat has all cards in their discard pile healed: (Blessing of Achaekek, Old Salt, Blessing of Milani, Alkenstar Pistol). Deck shuffled.
Looking at the hour glass, we have a BotG next and then a Milani, I'll swap those so we delay dealing with Horrus until Vika's turn.
Displayed:Poisoned Bullets,
Deck: 14 Discard: 1 Buried: 0
Current Location: Floating Shipyard
Hero Points: 15
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Great White Shark, Alkenstar Pistol, Mountaineer, Old Salt, Blessing of Alkenstar 2, Blessed Bullet, Blessing of Abadar, Elixir of Focus, Toxic Blunderbuss +1, Laboratory Coat, Blessing of Milani, Ghostbane Shotgun +2, Blasting Pistol +2, Blessing of Achaekek
Recharged: Discard Pile: Ambrosia, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Displayed: Deck: 16 Discard: 0 Buried: 0
Current Location: Floating Shipyard
Hero Points: 15
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Elixir of Focus - add Int/Craft to local non-combat check
Elixir of Healing - local heal 1d4+1
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Clockwork Owl, Mountaineer, Ambrosia, Alkenstar Pistol, Master of Masters, Poisoned Bullets, Ghostbane Shotgun +2, Blasting Pistol +2, Toxic Blunderbuss +1, Blessed Bullet, Flaming Musket +2, Blessing of Abadar, Blessing of Alkenstar, Blessing of Alkenstar 2, Great White Shark, Fuse Grenade
Recharged: Discard Pile: Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza can pitch a gun from hand to cover 1 of the Raker Shoals 4. So Varril can take back a blessing.
Skizza looks on as their twice defeated dragon foe rises from the depths and blasts Varril with lightning and then lands in the midst of Vika and Athnul. Tail lashing out, lightning strikes pounding the ground, and very large pointy teeth lash out at the two. Skizza wishes he had packed a better gun to assist.
Skizza manages to calm it with significant assistance from scruffy but very nice man. Unfortunately he falls silent as he spots an Albatross that lands on the ship.
Ally 5, not worth spending resources, autobanish.
Skizza takes a moment to shoo off the bird before perusing the rest of the hold.
Ambrosia to heal up:1d4 + 1 ⇒ (3) + 1 = 4Skizza, Tunnel Rat is healed for 4: (Mountaineer, Blessing of Abadar, Blessing of Alkenstar 2, Elixir of Healing). Deck shuffled.
Displayed:Poisoned Bullets, Dire Shark,
Deck: 13 Discard: 2 Buried: 0
Current Location: Floating Shipyard
Hero Points: 15
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Elixir of Focus - add Int/Craft to local non-combat check
Ambrosia - local heal 1d4+1
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Old Salt, Flare Shot, Blessing of Alkenstar, Master of Masters, Blessing of Milani, Flaming Longbow +2, Enervating Pistol, Elixir of Healing, Blessing of Alkenstar 2, Fuse Grenade, Blessing of Achaekek, Blasting Pistol +2, Blessing of Abadar
Recharged: Discard Pile: Elixir of Focus, Ambrosia, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Henchman
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.
Reveal Ghostbane Shotgun for combat.
Buccaneer-CtD: Combat 14:1d10 + 6 + 2d4 + 2 ⇒ (2) + 6 + (2, 1) + 2 = 13Fortunately on this gun, 1's count as 2s...so just enough. Defeated, barrier is defeated regardless of what happens on other encounters. Good luck! Overcharged?:1d12 ⇒ 9Gun retained.
Rinse and repeat on next Buccaneer... AYA Buccaneer-CtD: Combat 14:1d10 + 6 + 2d4 + 2 ⇒ (7) + 6 + (2, 1) + 2 = 18 Overcharged?:1d12 ⇒ 2Gun retained.
Displayed:Poisoned Bullets,
Deck: 12 Discard: 3 Buried: 0
Current Location: Floating Shipyard
Hero Points: 15
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Elixir of Focus - add Int/Craft to local non-combat check
Ambrosia - local heal 1d4+1
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Flaming Longbow +2, Old Salt, Blasting Pistol +2, Enervating Pistol, Flare Shot, Laboratory Coat, Blessing of Achaekek, Fuse Grenade, Blessing of Milani, Dire Shark, Master of Masters, Blessing of Alkenstar
Recharged: Discard Pile: Blessing of Alkenstar 2, Elixir of Healing, Blessing of Abadar, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza takes a look around the neighboring islands and wrecks and decides to check out the Windward Isle. As he heads over, he takes the time to clean up some gunk that got stuck in his Toxic Blunderbuss. As they pull into up to the beach, he's gotten it back in working order. Fully resupplied he heads in to see what he can find.
What he can find is a Skeleton Anchor, he gives it a curious look, but it doesn't seem to be worth his time trying to drag it back to the crew so he passes it by. Auto-Fail and banished.
Discard BoAlkenstar to explore, can reroll a die this encounter.
He doesn't get too far before something in the back of his brain triggers and he notices a perfect choke point ahead that if he was defending this place would be a place he'd set a trap. A little investigation turns up an Electricity Arc Trap just waiting for him.
Clearly he still has the knack as the trap quickly is broken down and stored for later use. He chuckles to himself thinking of people twitching in a future use of the trap.
Discard BoAlkenstar2 to explore.
Moving just past the trapped location, Skizza finds a small cache of weapons. Most of them look like typical junk, but there is a bow that looks like it might be worth something.
A closer look reveals it definitely is a solid weapon, not really his thing...but coin is also good, he packs it away and then takes a quick sip of an Elixir of Healing to refresh himself.
Elixir of Healing:1d4 + 1 ⇒ (1) + 1 = 2Skizza, Tunnel Rat is healed for 2: (Blessing of Alkenstar, Flaming Longbow +2). Deck shuffled.
Displayed:Poisoned Bullets,
Deck: 13 Discard: 2 Buried: 0
Current Location: Floating Shipyard
Hero Points: 15
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Elixir of Focus - add Int/Craft to local non-combat check
Ambrosia - local heal 1d4+1
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of Achaekek, Flaming Longbow +2, Dire Shark, Master of Masters, Blasting Pistol +2, Fuse Grenade, Mountaineer, Laboratory Coat, Enervating Pistol, Flare Shot, Blessing of Milani, Blessing of Alkenstar, Old Salt
Recharged: Discard Pile: Blessing of Alkenstar 2, Elixir of Healing, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza packs a lunch and heads over to Raker Shoals to see what damage he can do. On arrival he sees a giant Dragon rise out of the Ocean! The fabled Hirgenzosk exists and he is seriously annoyed with Skizza being in this part of the ocean.
Flareshot to evade! Since he can't be defeated and the scenario text doesn't override it, looks like we have to guard this one or fight the villain here.
Skizza does the math, realizes that even if he wounds this creature enough to drive it away it's only going to continue to hang about. He pops a flareshot in his pistol and aims right at the creatures eyes and fires. In the blinding light that follows, Skizza makes a hasty retreat.
Skizza ponders poking about this area some more, but doesn't really see the point, so he waits for a little assistance from the tide before heading back to the Fury.
Skizza, Tunnel Rat ends their turn. Skizza, Tunnel Rat attempts to recover all cards in their Recovery pile. Flare Shot: Craft 6:1d10 + 3 ⇒ (4) + 3 = 7 -> Flare Shot recharged . Skizza, Tunnel Rat resets their hand.
Displayed:Poisoned Bullets,
Deck: 14 Discard: 0 Buried: 0
Current Location: Floating Shipyard
Hero Points: 15
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Elixir of Focus - add Int/Craft to local non-combat check
Ambrosia/Elixir of Healing - local heal 1d4+1
BoAlkenstar - bless for your choice of 1d4, 1d6, 1d8, 1d12, with a recharge/reload shot
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Master of Masters, Blasting Pistol +2, Laboratory Coat, Fuse Grenade, Clockwork Owl, Blessing of Milani, Mountaineer, Dire Shark, Blessing of Achaekek, Toxic Blunderbuss +1, Old Salt, Blessing of Abadar, Enervating Pistol
Recharged: Flare Shot,
Discard Pile: Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza ponders the way forward, and decides to head off to Raker Shoals, but will wait until the ship gets a little closer. No point rowing further than necessary.
Skizza will start at Abrogail's Fury and head off to Raker Shoals on his turn.
Displayed: Deck: 15 Discard: 0 Buried: 0
Current Location: Floating Shipyard
Hero Points: 15
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Fuse Grenade, Ambrosia, Dire Shark, Enervating Pistol, Mountaineer, Toxic Blunderbuss +1, Laboratory Coat, Blessing of Milani, Master of Masters, Blasting Pistol +2, Clockwork Owl, Blessing of Achaekek, Old Salt, Blessing of Abadar, Blessing of Alkenstar
Recharged: Discard Pile: Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Red Rage:
0 marks, banishing 1 cards - Old Salt. Just going to bring that one back.
XP:
Tier 6, XP 1
HP:
Spending HP for Power Feat - upgrading the d6 to d8. (When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (■ 1d8)...)
Displayed:Hammerhead Shark,
Deck: 13 Discard: 4 Buried: 0
Current Location: Floating Shipyard
Hero Points: 15
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Clockwork Owl, Toxic Blunderbuss +1, Ghostbane Shotgun +2, Old Salt, Blessing of Alkenstar, Flaming Buckler Gun, Elixir of Healing, Blessing of Achaekek, Ambrosia, Blessing of Alkenstar 2, Corlan, Elixir of Focus, Masterwork Tools
Recharged: Discard Pile: Laboratory Coat, Master of Masters, Blasting Pistol +2, Blessing of Abadar, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza heads deeper into the Floating Shipyard to try and avoid any pursuit from the disastrous acquisition of gunpower in route he spots a stall that is selling a really nice looking Buckler Gun...
BoAlkenstar to nudge the percentage up a bit. Flaming Buckler Gun-CtA: Ranged 10:1d10 + 6 + 1d4 ⇒ (3) + 6 + (2) = 11Success, within 6 so BoAlkenstar recharges
Skizza does a lot of haggling offering up various bits of advice and expertise as well as some of his loot, and eventually comes away with a shiny new gun. Only at the end does he remember it's an armor and not a weapon, but he's not too troubled by that.
Armed with a new toy, Skizza heads deeper into the Shipyard looking for trouble.
Discard BoAbadar to explore.
And finding it in the form of a Shackles Pirate who looks non-too-pleased to see Skizza. He pulls steal and charges. Skizza pulls his Alkenstar Pistol and fires.
Skizza drops him and twirls his pistol a bit before returning it to it's holster.
Skizza takes a moment to reload before moving on, recharging his new buckler gun to make sure he can have room for an Elixir of Healing he's feeling the need for.
Will chug that on Varril's SoT.
Elixir:1d4 + 1 ⇒ (2) + 1 = 3Skizza, Tunnel Rat is healed for 3: (Blessing of Achaekek, Toxic Blunderbuss +1, Elixir of Focus). Deck shuffled. Discard Elixir.
Displayed:Hammerhead Shark,
Deck: 9 Discard: 8 Buried: 0
Current Location: Floating Shipyard
Hero Points: 15
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Elixir of Focus, Masterwork Tools, Ghostbane Shotgun +2, Flaming Buckler Gun, Blessing of Achaekek, Old Salt, Clockwork Owl, Blessing of Alkenstar, Toxic Blunderbuss +1
Recharged: Discard Pile: Laboratory Coat, Blessing of Alkenstar 2, Ambrosia, Corlan, Master of Masters, Blasting Pistol +2, Blessing of Abadar, Elixir of Healing, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza heads back to the Floating Shipyard to continue his repairs. On arrival he meets with a Smuggler who he's heard has been able to procure some of Skizza's more explosive creations.
The smuggler is insistent on Skizza talking him through some of his alchemical mixtures and after proving he knows what he is doing, offers to lead him further into the shipyard to where the merchandise is hid.
Discard Corlan to explore - Cannonade!
Spend Master of Masters and Elixir of Focus to not get blown up.
Skizza is more than a little alarmed as the hiding place explodes, launching barrels and shrapnel at the ship. He throws some retardant on the fire from his kit and does his best to initiate a bucket brigade to reduce the damage. He then grabs Corlan and heads quickly out of the area before someone gets more curious about what happened.
Displayed: Deck: 8 Discard: 8 Buried: 0
Current Location: Floating Shipyard
Hero Points: 15
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Elixir of Healing, Flare Shot, Hammerhead Shark, Poisoned Bullets, Lucky Rifle +2
Recharged: Ghostbane Shotgun +2, Masterwork Tools, Clockwork Owl,
Discard Pile: Laboratory Coat, Toxic Blunderbuss +1, Blessing of Alkenstar 2, Ambrosia, Corlan, Elixir of Focus, Master of Masters, Blasting Pistol +2, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza hears a bunch of things happening out in the area around him and decides maybe it would be a good time to focus some effort. He calls in the Fury and hops aboard and then swings by to pick up everyone else.
With the full party aboard he heads into the hold to see what's what.
Not two steps into the hold he runs smack into a Magaav Assassin! He scrambles back trying to put a little distance between the two of them.
Reveal Ghostbane Shotgun for combat, 2 divine fortunes running!
Skizza pulls out his shotgun and lets the fiend have it. While technically designed to end ghostly threats, works well enough in a pinch. Magaav Assassin goes down and Skizza sets about locking down the Fury.
Skizza does a full sweep of the Fury and finds nothing else untoward. He locks the hold and prepares to head out.
Before that, he notices Vika and Athnul are both looking a little injured, he takes out his Ambrosia and patches up Athnul, assuming that Varril can take care of the Vika.
Displayed: Deck: 11 Discard: 4 Buried: 0
Current Location: Floating Shipyard
Hero Points: 16
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Lucky Rifle +2, Mountaineer, Blessing of Achaekek, Flare Shot, Poisoned Bullets, Hammerhead Shark, Old Salt, Elixir of Healing
Recharged: Ghostbane Shotgun +2, Masterwork Tools, Clockwork Owl,
Discard Pile: Laboratory Coat, Toxic Blunderbuss +1, Blessing of Alkenstar 2, Ambrosia, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza heads into the Floating Shipyard, intent on putting his crafting skills to good use. Unfortunately, someone is very unhappy with some of his previous work and strikes out at him on sight!
Port Peril Corsair-BYA: Combat Damage:1d4 - 1 ⇒ (3) - 1 = 2"Bury" Labcoat to soak all damage.
Skizza grumbles as his nicely laundered Labcoat again takes the brunt of the damage. Skizza repays in kind, launching an attack at the man's face.
Skizza's attack packs just enough punch to end that particular threat. All of Skizza's customers are happy in the end...or at least he hears no complaints.
Discard BoAlkenstar to explore.
Skizza loots the body, like all good adventures and finds a scroll. He takes it out and checks it over.
Auto-Fail, banish Find Traps.
At least this guy was not one for littering, Skizza takes it and throws the consumed scroll in the nearest barrel fire.
Displayed: Deck: 12 Discard: 3 Buried: 0
Current Location: Floating Shipyard
Hero Points: 16
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Old Salt, Blessing of Alkenstar, Blessing of Abadar, Lucky Rifle +2, Blessing of Achaekek, Flare Shot, Blasting Pistol +2, Mountaineer, Poisoned Bullets, Elixir of Focus, Elixir of Healing, Hammerhead Shark
Recharged: Discard Pile: Laboratory Coat, Toxic Blunderbuss +1, Blessing of Alkenstar 2, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Displayed: Deck: 15 Discard: 0 Buried: 0
Current Location: Floating Shipyard
Hero Points: 14
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Flare Shot, Ambrosia, Lucky Rifle +2, Blessing of Abadar, Blessing of Milani, Master of Masters, Elixir of Healing, Mountaineer, Old Salt, Poisoned Bullets, Blessing of Achaekek, Hammerhead Shark, Elixir of Focus, Blasting Pistol +2, Blessing of Alkenstar
Recharged: Discard Pile: Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Red Rage:
2 marks, banishing 3 cards - Alkenstar Pistol (B), Ghostbane Shotgun (4), Master of Masters (3). Just pick them all back up as they are all the best things and are just in range of less than or equal to Adv -2.
XP:
Tier 5, XP 5 > spend all 5 xp to move to Tier 6.
HP Bank:
Bank the HP - 15 > 16
Upgrade:
Pick up Blessing 5 Blessing of Nethys replaces Blessing of Achaekek. Passing on other upgrade.
Displayed:Hammerhead Shark, Poisoned Bullets, Flare Shot,
Deck: 7 Discard: 6 Buried: 1
Hero Points: 13
Box Reroll Used: N
Lycanth Marks 2
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Lucky Rifle - add 1d4+1 to a failing combat check at a distant location
Mountainer - reveal to add 2d8 to any Survival check
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Clockwork Owl, Elixir of Healing, Blessing of Achaekek
Recharged: Blessing of Alkenstar 2, Blessing of Milani, Elixir of Focus, Toxic Blunderbuss +1,
Discard Pile: Blessing of Alkenstar, Ghostbane Shotgun +2, Master of Masters, Old Salt, Alkenstar Pistol, Blessing of Abadar, Buried Pile: Blasting Pistol +2,
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza hops into the water and swims over to the Floating Shipyard.
Random Explore:1d10 ⇒ 6Erinyes Devil!
Skizza arrives just in time to spot a Erinyes Devil sneaking up on Athnul. That's definitely not something that will end well, so Skizza pulls out his Alkenstar Pistol and fires a couple shots into the creature before it can get any closer.
Despite his sight having changed dramatically in this altered form, he still is able to compensate and fires true, dropping the Erinyes Devil.
The threat disposed of, Skizza sets about locking down the Floating Shipyard, but that can only be done by fixing the couple boats that are in the yard.
Recharge Toxic Blunderbuss to add 1d10 to close check mostly to hand cycle since Devils are immune to poison...plus Divine Fortune.
Skizza sets to work, and quickly finishes up all the necessary repairs and then convinces everyone to take the rest of the day off while the party hunts down their target.
Displayed:Hammerhead Shark, Poisoned Bullets, Flare Shot,
Deck: 8 Discard: 4 Buried: 0
Hero Points: 13
Box Reroll Used: N
Lycanth Marks 2
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Lucky Rifle - add 1d4+1 to a failing combat check at a distant location
Mountainer - reveal to add 2d8 to any Survival check
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Clockwork Owl, Elixir of Healing, Blessing of Achaekek, Blasting Pistol +2
Recharged: Blessing of Alkenstar 2, Blessing of Milani, Elixir of Focus, Toxic Blunderbuss +1,
Discard Pile: Blessing of Alkenstar, Ghostbane Shotgun +2, Master of Masters, Old Salt, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
With the Dominator secured, Skizza swings over to Abrogail's Fury to assist Varril.
No sooner does he arrive than he spots the Fury heading directly towards some Jagged Shoals. He rushes to the helmsman and attempts to point out the danger.
Fortunately, the Chelish helmsman is distracted by the Shoals and doesn't pay too much attention to the messenger and the ship narrowly misses the obstacle. Skizza fades off into the background, following in the wake of a seasoned sailor.
Discard Old Salt to explore.
Skizza doesn't get very far before running into a design scrawled on a door that draws his attention.
Discard Elixir of Focus to add craft. BoMilani discard to bless twice.
Symbol of Insanity-CtD: Wisdom 14:3d6 + 1d10 + 3 ⇒ (1, 4, 4) + (5) + 3 = 17Success, banished.
Skizza's mind starts to haze out a bit so he takes out a potion and chugs it to focus on the task at hand. He quickly recognizes the danger and notes the other sailors studiously avoiding looking in this area. He takes out his dagger and scratches a couple extra lines and feels the compulsion ebb.
Skizza takes a moment to duck into the hold to resupply from his initial exploration.
Displayed:Hammerhead Shark, Poisoned Bullets,
Deck: 7 Discard: 6 Buried: 0
Hero Points: 13
Box Reroll Used: N
Lycanth Marks 1
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Clockwork Owl, Blessing of Achaekek, Elixir of Healing, Ambrosia, Blasting Pistol +2, Lucky Rifle +2
Recharged: Blessing of Alkenstar 2,
Discard Pile: Blessing of Alkenstar, Ghostbane Shotgun +2, Master of Masters, Old Salt, Elixir of Focus, Blessing of Milani, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza heads down into the hold of the Dominator to see what loot needs to be packed away.
Free explore Breastplate of the Deep - autofail and banished.
Skizza finds a breastplate tucked into a corner that someone used to plug up a hole. It's clearly seen too much seawater and has rusted through in places. He chucks it overboard and patches up the hole properly.
Discard BoAchaekek to explore.
Skizza heads deeper into the hold and is more than a little surprised to find a stowaway. A Sentinel Devil charges out of the shadow at Skizza, who quickly pulls down his Ghostbane Shotgun and fires.
Displayed:Poisoned Bullets, Hammerhead Shark,
Deck: 11 Discard: 2 Buried: 0
Hero Points: 13
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blasting Pistol +2, Flare Shot, Blessing of Abadar, Elixir of Healing, Blessing of Achaekek, Mountaineer, Clockwork Owl, Ambrosia, Lucky Rifle +2, Alkenstar Pistol
Recharged: Blessing of Alkenstar 2,
Discard Pile: Blessing of Alkenstar, Ghostbane Shotgun +2, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Displayed: Deck: 15 Discard: 0 Buried: 0
Hero Points: 13
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Old Salt, Clockwork Owl, Blessing of Alkenstar, Blessing of Milani, Flare Shot, Hammerhead Shark, Blessing of Abadar, Blasting Pistol +2, Mountaineer, Master of Masters, Ambrosia, Alkenstar Pistol, Elixir of Healing, Lucky Rifle +2, Laboratory Coat
Recharged: Discard Pile: Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza meets with local tribe on Tidewater Rock and does his best to convince them to put on their war paint and drive anyone who approaches the island away.
Discard Master of Masters to bless my check twice, recharge alchemical (Toxic Blunderbuss) to add 1d10.
Displayed: Deck: 12 Discard: 3 Buried: 0
Hero Points: 13
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blasting Pistol +2, Blessing of Alkenstar, Masterwork Tools, Blessing of Abadar, Hammerhead Shark, Laboratory Coat, Ambrosia, Flare Shot, Shock Musket +1
Recharged: Blessing of Alkenstar 2, Old Salt, Clockwork Owl,
Discard Pile: Poisoned Bullets, Blessing of Milani, Elixir of Focus, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza gets to the main barracks of the Fort and finds nothing but a lone pike left behind. For some reason, this fort is clearly abandoned. He leaves the pike behind, finds the main gate's opening mechanism and sets about disabling it by wedging the buckler he found into it. Skizza steps back to survey his work...good enough for now. Time to get back to some fighting.
Free explore - Icy Boarding Pike +1, not worth spending resources on, autofail.
Displayed: Deck: 14 Discard: 1 Buried: 0
Hero Points: 13
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blasting Pistol +2, Blessing of Achaekek, Masterwork Tools, Laboratory Coat, Ambrosia, Alkenstar Pistol, Blessing of Abadar, Flare Shot, Hammerhead Shark, Shock Musket +1, Blessing of Alkenstar
Recharged: Blessing of Alkenstar 2, Old Salt, Clockwork Owl,
Discard Pile: Poisoned Bullets, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Discard Clockwork Owl and Old Salt to soak 2 of 3 structural damage during Athnul's turn.
----------
Turn 4, Blessing of Gorum
Skizza cautiously approaches Sea Fort, and finds a Buckler covering a hole in the side of the fort. It looks like someone wedged it there and used some sort of alchemical mixture to glue it in place.
BoAlkenstar to help acquire armor I need to close. =)
Benevolent Buckler-CtA: Constitution 5:1d6 + 1d8 ⇒ (1) + (8) = 9Success by less than 6, recharge BoAlkenstar.
Pulling out his own alchemical tools, Skizza dissolves the adhesive, and tucks the buckler into his pack.
Skizza is about to head onward but decides its better to replenish supplies before diving headlong into an enemy fortification.
Displayed: Deck: 14 Discard: 2 Buried: 0
Hero Points: 13
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Flare Shot, Ghostbane Shotgun +2, Blasting Pistol +2, Blessing of Abadar, Hammerhead Shark, Alkenstar Pistol, Laboratory Coat, Shock Musket +1, Blessing of Alkenstar, Blessing of Achaekek, Ambrosia, Masterwork Tools, Elixir of Healing
Recharged: Blessing of Alkenstar 2,
Discard Pile: Clockwork Owl, Old Salt, Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Skizza identifies the Sea Fort as their strongest fortification in the area. If that's neutralized it should give them an advantage against the patrolling ships.
Displayed: Deck: 15 Discard: 0 Buried: 0
Hero Points: 14
Box Reroll Used: N
Lycanth Marks 0
NOTES: Available Support: Any Alchemical/Firearm - 1d10 to close
Movement: Skizza will always move back to the boat when someone else does, unless setting up to Guard
Other: Feel free to use blessing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Master of Masters, Poisoned Bullets, Ghostbane Shotgun +2, Laboratory Coat, Flare Shot, Ambrosia, Blessing of Abadar, Blessing of Alkenstar, Alkenstar Pistol, Blessing of Achaekek, Blasting Pistol +2, Masterwork Tools, Shock Musket +1, Elixir of Healing, Hammerhead Shark
Recharged: Discard Pile: Buried Pile:
Favored Card: Item or Weapon Hand Size: 5 ☑ 6☑ 7 Proficiencies: Light Armor, Weapons POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. (■ If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, (■ or a check to defeat a barrier that has the Lock, Obstacle, or Trap trait), you may add 1d6 (□ 1d8)(□ 1d10) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. (□ If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
□ If another character would fail a combat check, you may recharge a card to add 1d4 (□ 1d8) and the Fire trait to the check. After the encounter, each character at that character's location is dealt 1d4 Fire damage.
■ When a character attempts a check to close a location, you may recharge a card that has the Alchemical or Firearm trait to add 1d10; if you do, each character at that location is dealt 1 Fire damage.
■ When one of your character powers deals Fire damage, reduce that damage by 1 (□ 2).
Red Rage:
2 marks, banish 3 cards - Toxic Blunderbuss (2), Dragonbreath Shot (4), Master of Masters (3). Sigh, pick up Poisoned Bullet for Dragonbreath shot. Toxic Blunderbuss and Master of Masters I'll just pick back up since their Adv is low enough.
Tier 5, XP 3
Skizza will spend HP on Skill Feat - Int
Spent 1 HP during scenario, and then banking one, overall no change: Bank 14.