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Pathfinder Adventure Path, Card Game, Class Deck, Pawns, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber. FullStarFullStarFullStarFullStar Venture-Captain, Maryland— Baltimore 56 posts. No reviews. No lists. No wishlists. 38 Organized Play characters.


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Liberty's Edge

Maznar strides into the Sea Caves, Chompy at his side and Zaptongue on his shoulder. He finds a lost Cabin Boy. Perhaps he needs to be helped out of the cave?

Charisma 4: 1d6 + 1d4 ⇒ (1) + (2) = 3
Wow. Just wow.

The Cabin Boy is apparently intimidated by so many reptiles, and flees deeper into the caves. What an odd lad. Chompy, meanwhile, wanders off down a side passage and returns with some Wooden Armor in his mouth.

Discard Dwarf Caiman to explore again, and encounter Wooden Armor. Can't fail a Fort 3. We're fine for time for now, so I'll save my blessing in case someone needs it. Discarding Wooden Armor and ending turn.

Maznar wrote:

Hand: Blessing of the Gods 2, Erutaki Coat, Blessing of the Green Faith 1, Amulet of Mighty Fists, Shock Lizard, Cure,

Displayed:
Deck: 5 Discard: 3 Buried: 2
Notes: Characters at my location may add 1d4 to any of their checks. I have a Cure and two blessings if anyone needs them.

Skills and Powers:
SKILLS

Strength d8 □+1 □+2 □+3
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Fortitude: Constitution +1
Intelligence d6 □+1 □+2
Wisdom d10 [x]+1 □+2 □+3 □+4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 □+1 □+2
Hand Size 6 □ 7
Proficient With Light Armors □ Weapons
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (□+1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (□ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Liberty's Edge

Maznar keeps watch at the front of the ship, Chompy at his side, as they begin sailing around the various Riptide Coves looking for their items that were stolen by those meddlesome grindylows. Seriously, who decided to name 5 different coves all the Riptide Cove? At least they're close to one another.

I explore the first of the Riptide Coves. It's a Riptide Grindylow. That was easy.

Suddenly, Maznar sees two of the foul creatures ahead in the water. He points a hand at one, and a blast of freezing air shoots out at the the first grindylow.

Combat 11: 1d10 + 4 + 3d4 ⇒ (2) + 4 + (1, 2, 4) = 13
Divine 8: 1d10 + 4 + 1d4 ⇒ (6) + 4 + (3) = 13

Having no more magic to call to bear at the other, Maznar leaps from the ship, Chompy just behind him, to engage the creature in the single combat. He draws upon the power of his amulet and mutters a quick prayer to gods as he attempts to deck the irritating thing.

Close check is to defeat another Grindylow.
Combat 11: 2d8 + 2d4 ⇒ (1, 5) + (3, 3) = 12

Maznar grabs two of his party's missing possessions, and hauls them back onto the boat. He's pretty sure the other grindylows are in a different cove.

The first Riptide Cove is closed, and the top two items of the stolen pile are returned to their owner.

Ending turn now.

Maznar wrote:

Hand: Blessing of the Gods 2, Erutaki Coat, Dwarf Caiman, Amulet of Mighty Fists, Shock Lizard, Cure,

Displayed:
Deck: 5 Discard: 1 Buried: 3
Notes: Characters at my location may add 1d4 to any of their checks. I have a Cure and a Blessing of the Gods if anyone needs them.

Skills and Powers:
SKILLS

Strength d8 □+1 □+2 □+3
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Fortitude: Constitution +1
Intelligence d6 □+1 □+2
Wisdom d10 [x]+1 □+2 □+3 □+4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 □+1 □+2
Hand Size 6 □ 7
Proficient With Light Armors □ Weapons
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (□+1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (□ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Liberty's Edge

Starting Hand:

Maznar wrote:

Hand: Blessing of the Gods 1, Erutaki Coat, Dwarf Caiman, Amulet of Mighty Fists, Frigid Blast, Cure,

Displayed:
Deck: 6 Discard: 0 Buried: 3
Notes: Characters at my location may add 1d4 to any of their checks. I have a Cure if anyone needs it.

Skills and Powers:
SKILLS

Strength d8 □+1 □+2 □+3
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Fortitude: Constitution +1
Intelligence d6 □+1 □+2
Wisdom d10 [x]+1 □+2 □+3 □+4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 □+1 □+2
Hand Size 6 □ 7
Proficient With Light Armors □ Weapons
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (□+1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (□ or your discard pile) for an ally that has the Animal trait and put it in your hand.

And those nasty grindylows stole:
Fireblade
Quarterstaff
Charm Animal
from Maznar while he was asleep! Those monsters.

Liberty's Edge

I think I owe two skellie fights? Luckily, no one expects an icy boarding pike with a lizard on the end.

Combat 10: 2d8 + 1 + 2d4 ⇒ (6, 4) + 1 + (3, 2) = 16
Combat 10: 2d8 + 1 + 2d4 ⇒ (1, 8) + 1 + (2, 4) = 16

So many restless dead. What is wrong with this place? Time to head to the other end of the ship, make sure everything is under control there.

Well, everything seems calm for once, but the deck is filthy. It needs a good Swabbing.

Fort 7: 1d8 + 1 + 1d4 ⇒ (7) + 1 + (3) = 11

Decks Swabbed! [ooc]Discarding Amulet of Mighty Fists since I have a pike now, and drawing up.

Maznar wrote:

Hand: Shock Lizard, Rage, Frigid Blast, Cure, Icy Boarding Pike +1, Leather Armor,

Displayed:
Deck: 5 Discard: 8 Buried: 0
Notes: Characters at my location may add 1d4 to any of their checks. I have a Cure if anyone needs it.

Skills and Powers:
SKILLS

Strength d8 □+1 □+2 □+3
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Fortitude: Constitution +1
Intelligence d6 □+1 □+2
Wisdom d10 □+1 □+2 □+3 □+4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 □+1 □+2
Hand Size 6 □ 7
Proficient With Light Armors □ Weapons
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (□+1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (□ or your discard pile) for an ally that has the Animal trait and put it in your hand.

EDIT: Oops, forgot the start of turn Survival check. Adding now.
Survival 5: 1d10 + 2 + 1d4 ⇒ (8) + 2 + (1) = 11

And done.

Liberty's Edge

Maznar begins patrolling the ship, looking for any other threats. Instead he finds some Leather Armor that must have fallen off of somebody, and picks it up.

I can't fail a Fort 2 to acquire the Leather Armor. I discard Dwarf Caiman to explore again.

Maznar then notices that Chompy, the last of his animal companions, appears to be trying to pull out a pike that got stuck into the side of the ship during all the fighting. Maznar heads over to assist.

Strength 10: 1d8 + 1d4 ⇒ (8) + (4) = 12
That was unlikely.

Maznar wrenches the pike free. Chompy saunters off, going about his own business. Luckily, Zaptongue remains to help everyone with future issues.

Discard Rage and end turn.

Maznar wrote:

Hand: Shock Lizard, Amulet of Mighty Fists, Frigid Blast, Blessing of the Elements, Icy Boarding Pike +1, Leather Armor,

Displayed:
Deck: 7 Discard: 6 Buried: 0
Notes: Characters at my location may add 1d4 to any of their checks. I have a Blessing of the Elements if people need it.

Skills and Powers:
SKILLS

Strength d8 □+1 □+2 □+3
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Fortitude: Constitution +1
Intelligence d6 □+1 □+2
Wisdom d10 □+1 □+2 □+3 □+4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 □+1 □+2
Hand Size 6 □ 7
Proficient With Light Armors □ Weapons
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (□+1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (□ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Liberty's Edge

More skellies? Let's try to save that Frigid Blast for later.

Combat 10: 1d8 + 2d4 + 1 ⇒ (7) + (4, 1) + 1 = 13

Bam. Go home skeleton man.

Liberty's Edge

Sorry for the long delay on my turn, but I'm back now, and shouldn't have these problems again for a while. I think I owe a skelly fight still, and have a Fireblade.

Combat 10: 1d10 + 3 + 2d4 + 1d4 ⇒ (10) + 3 + (1, 2) + (3) = 19
Divine 8: 1d10 + 3 + 1d4 ⇒ (9) + 3 + (3) = 15

Now, onto my turn.

Maznar brushes off his shirt after his most recent skeleton fight, and looks up to see a Harpoon gun pointed directly at him. Luckily, he visited the Quartermaster this morning, and equipped Zaptongue with everything he needs to quickly disassemble a Harpoon Trap.

Yoon, I used your BotQuartermaster, but it's not combat, so it's a recharge.
Disable 6: 3d4 ⇒ (1, 3, 4) = 8

It worked! Maznar knew he sent Zaptongue to those rogue lessons for a reason. It's time to leave this cursed Cay and set sail for any other part of the sea.

Close check, since my location is empty. Using BotGods to copy Sivanah from the blessings discard pile.
Intelligence 6: 3d6 + 1d4 ⇒ (4, 1, 1) + (2) = 8
That was closer than it should have been. Tempest Cay is closed, and we all move to ...
Random open location: 1d4 ⇒ 4
Rocky Cliff! Hooray? Ending turn.

Maznar wrote:

Hand: Shock Lizard, Amulet of Mighty Fists, Frigid Blast, Blessing of the Elements, Dwarf Caiman, Rage,

Displayed:
Deck: 6 Discard: 5 Buried: 0
Notes: Characters at my location may add 1d4 to any of their checks. I have a Blessing of the Elements if people need it.

Skills and Powers:
SKILLS

Strength d8 □+1 □+2 □+3
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Fortitude: Constitution +1
Intelligence d6 □+1 □+2
Wisdom d10 □+1 □+2 □+3 □+4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 □+1 □+2
Hand Size 6 □ 7
Proficient With Light Armors □ Weapons
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (□+1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (□ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Liberty's Edge

Something's causing all these skeletons to burst into Maznar's cabin, and it's probably nothing good. Muttering to himself, he climbs the stairs back onto the deck and surveys the scene. The first thing he notices is that Donahan looks a little worse for wear, so he walks over the horse, draws on the power of the Green Faith, and heals him. Alain may have gotten some healing as well.

Casting Cure on Alain at the start of my turn. You can roll your own d4+1.
Divine 8: 1d10 + 3 + 1d4 ⇒ (4) + 3 + (4) = 11

Yoon didn't seem interested in this goblin scroll, so Maznar performs a brief ritual to call another animal friend, destroying the scroll in the process. Soon, Zaptongue, his shock lizard friend arrives, ready to help.

I discard Vomit Twin to search through my deck for Shock Lizard, and then finally explore.

As he's finishing up, Maznar notices that among bones and other detritus from the battles, is what looks to be another scroll.

Explore to find Rage. Attempt to acquire.
Intelligence 6: 1d6 + 1d4 ⇒ (4) + (3) = 7

Hmm. Another Arcane scroll. It's odd that so many things are carrying these things around. Smaug seems tired, so perhaps it's time to send him back to the cabin for a bit, now that Zaptongue is here to help out. Wait, who's that over there? Is that a deckhand from the enemy ship we just encountered. Let's see if he can be helpful.

Discard Frilled Lizard to explore again. I encounter a Deckhand.
Charisma 6: 1d6 + 1d4 ⇒ (1) + (3) = 4

He wasn't very forthcoming. Oh well.

End turn and draw up.

Maznar wrote:

Hand: Shock Lizard, Amulet of Mighty Fists, Fireblade, Blessing of the Gods 2, Dwarf Caiman, Rage,

Displayed:
Deck: 7 Discard: 4 Buried: 0
Notes: Characters at my location may add 1d4 to any of their checks.

Skills and Powers:
SKILLS

Strength d8 □+1 □+2 □+3
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Fortitude: Constitution +1
Intelligence d6 □+1 □+2
Wisdom d10 □+1 □+2 □+3 □+4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 □+1 □+2
Hand Size 6 □ 7
Proficient With Light Armors □ Weapons
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (□+1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (□ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Liberty's Edge

First, deal with Elemental Treaty
Divine 6: 1d10 + 3 + 1d4 ⇒ (1) + 3 + (1) = 5
I ... alright. This bodes well for the rest of this out of turn stuff.

Maznar looks up from the Erutaki Coat he's patching, and notices a crab slip in under the door. Then two. Then four. This is ridiculous. He just starts stomping them all.

Combat 8: 1d8 + 2d4 ⇒ (1) + (3, 4) = 8
Combat 8: 1d8 + 2d4 ⇒ (4) + (4, 3) = 11

That'll teach those crabs. As he begins to sit back down, another skeleton bursts into the room. "Is this whole Tapestry filled with undead?" Learning his lesson from last time, he conjures a blade of fire and smites the stupid thing.

Combat 10: 1d10 + 3 + 3d4 ⇒ (6) + 3 + (2, 2, 1) = 14
Divine 8: 1d10 + 3 + 1d4 ⇒ (10) + 3 + (4) = 17

Combats dealt with. Hand update:

Maznar wrote:

Hand: Amulet of Mighty Fists, Cure, Vomit Twin, Frilled Lizard,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Characters at my location may add 1d4 to any of their checks. Also, I have a Cure if anyone needs it.

Skills and Powers:
SKILLS

Strength d8 □+1 □+2 □+3
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Fortitude: Constitution +1
Intelligence d6 □+1 □+2
Wisdom d10 □+1 □+2 □+3 □+4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 □+1 □+2
Hand Size 6 □ 7
Proficient With Light Armors □ Weapons
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (□+1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (□ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Liberty's Edge

A skeleton bursts into Maznar's cabin. Without thinking, Maznar calls on the power of his amulet, and punches the Skeleton in the face, while Smaug bites at the skeleton's feet.

I reveal Amulet of Mighty Fists and Frilled Lizard so I can save my spell for my turn.
Combat 10: 1d8 + 2d4 ⇒ (3) + (2, 3) = 8

He takes the skeleton down, but not before it takes a bite out of his arm.

Combat Damage: 1d4 - 1 ⇒ (2) - 1 = 1

The skeleton bites a big hole into Maznar's coat, but doesn't manage to pierce his flesh. Maznar mutters under his breath as he sits down to begin patching his coat.

I recharge Erutaki Coat to reduce the damage by 1, to 0. Hand update:

Maznar wrote:

Hand: Amulet of Mighty Fists, Fireblade, Cure, Vomit Twin, Frilled Lizard,

Displayed: Elemental Treaty,
Deck: 9 Discard: 1 Buried: 0
Notes: Characters at my location may add 1d4 to any of their checks. Also, I have a Cure if anyone needs it.

Skills and Powers:
SKILLS

Strength d8 □+1 □+2 □+3
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Fortitude: Constitution +1
Intelligence d6 □+1 □+2
Wisdom d10 □+1 □+2 □+3 □+4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 □+1 □+2
Hand Size 6 □ 7
Proficient With Light Armors □ Weapons
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (□+1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (□ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Liberty's Edge

It's ok everyone, I have a deck, and can finally take my turn. I'll join everyone at the Fog Bank, as is tradition. Starting hand:

Maznar wrote:

Hand: Erutaki Coat, Amulet of Mighty Fists, Fireblade, Elemental Treaty, Blessing of the Green Faith 1, Frilled Lizard

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Characters at my location may add 1d4 to all their checks

Skills and Powers:
SKILLS

Strength d8 □+1 □+2 □+3
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Fortitude: Constitution +1
Intelligence d6 □+1 □+2
Wisdom d10 □+1 □+2 □+3 □+4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 □+1 □+2
Hand Size 6 □ 7
Proficient With Light Armors □ Weapons
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (□+1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (□ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Especially relevant in this scenario, where we are always together, characters at my location can add 1d4 to their checks as long as I have an animal to reveal, like my lizard friend. That may have changed the outcome of the previous two turns, but I'll leave that up to them if they want to retcon. Anyway,

Maznar steps up from below deck, where his communion with nature was interrupted by all this commotion on the deck. Seeing all the fog, he mutters a quick prayer to Green Faith to protect the ship from the elements.

Elemental Treaty is now displayed next to the Fog Bank.

Before he can see why everyone else is shouting so much, he remembers that it's his shift for lookout duty, so he heads up to the crow's nest, where Smaug, his faithful frilled lizard, is already lounging on the rail.

First explore is Lookout Duty.
Wisdom 6: 1d10 + 1d4 ⇒ (7) + (1) = 8
Success! I examine the top card of the location deck, it's Vomit Twin, of all things.

Maznar leans against the railing and squints into the fog, hoping in vain to see anything. After a few moments, he sees what looks like the skeletal remains of a goblin clutching some driftwood. It looks like there's a piece of paper of some kind in the goblin's hand. Some sort of scroll, perhaps? It merits investigation. He clambers down to take a look, and pulls the scroll from the dead goblin's grasp. Is this a spell written by a goblin? That is some truly grotesque imagery.

BoGF to explore and encounter Vomit Twin
Fortitude 6: 1d8 + 1 + 1d4 ⇒ (2) + 1 + (4) = 7 Success!

Resisting the urge to throw the disgusting paper into the sea, Maznar gets through it, and concludes that it might be a useful spell. It requires an understanding of arcane magic, though. He'll show it to Yoon later, see if she's interested in it. For now, though, he needs a drink after reading that. He heads back below deck.

Yoon, if you want Vomit Twin, I can give it to you next turn, if not, I'll discard it to summon another animal from my deck. Ending my turn here.

Maznar wrote:

Hand: Erutaki Coat, Amulet of Mighty Fists, Fireblade, Cure, Vomit Twin, Frilled Lizard,

Displayed: Elemental Treaty,
Deck: 8 Discard: 1 Buried: 0
Notes: Characters at my location may add 1d4 to any of their checks. Also, I have a Cure if anyone needs it.

Skills and Powers:
SKILLS

Strength d8 □+1 □+2 □+3
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Fortitude: Constitution +1
Intelligence d6 □+1 □+2
Wisdom d10 □+1 □+2 □+3 □+4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 □+1 □+2
Hand Size 6 □ 7
Proficient With Light Armors □ Weapons
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (□+1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (□ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Liberty's Edge

Pathfinder Adventure Path, Card Game, Class Deck, Pawns, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber
Keith Richmond wrote:
Generally speaking, we tend to assume Organized Play draws a more dedicated fanbase that will try to optimize their characters and want more of a challenge.

I wasn't aware of that assumption, and it's the exact opposite of my experience. I use Organized Play as a way to draw in new players. I run it on the same day that a local store runs AL, and occasionally snipe waitlisted players that end up not getting seated. I also sometimes get PFS RPG players that want to play to check boxes on their Faction Journal Cards, two of which had PACG goals this past year.

Conversely, I only play the box APs with my friends who already know how to play the game, many of whom were introduced to the game via Organized Play.

Liberty's Edge

Pathfinder Adventure Path, Card Game, Class Deck, Pawns, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

lammars summed my plan up pretty well.

Liberty's Edge

I don't have my deck on me, but I'm pretty sure that weapon 2 is my first choice.

Liberty's Edge

Oh, that poor misguided Cultist. Why would he foolishly attack Crowe? He will learn his folly. And, because this is theoretically his last combat of the scenario, he'll spend some mythic charges to make this really silly. Lightning Touch plus bloodrage!

Combat 14: 2d20 + 6 + 2d4 ⇒ (1, 13) + 6 + (1, 2) = 23
Arcane 6: 1d8 + 4 ⇒ (1) + 4 = 5

A 1 on a d20? How dare it. And I fail to recharge? What is the nonsense? Well, Gray Garrison is temp closed regardless.

Not that it matters, I'll recharge and draw back up for funsies.

Crowe wrote:

Hand: Scimitar +1, Blackjacket, Spellcharger Jerkin,

Displayed: Blood of Eustoyriax,
Deck: 8 Discard: 7 Buried: 0
Notes: I have a blessing for people.

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 [x]+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

No blessings, sadly.

Liberty's Edge

I guess it's time to draw up, hoping for more blessings, and let TH take us home.

Crowe wrote:

Hand: Lightning Touch, Compass, Gallivance, Blessing of the Gods 1, Blessing of the Gods 4,

Displayed: Blood of Eustoyriax,
Deck: 7 Discard: 6 Buried: 0
Notes: I have 2 blessings for people.

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 [x]+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

OK, I have two blessings to help with villain fighting and temp closing.

Liberty's Edge

Pathfinder Adventure Path, Card Game, Class Deck, Pawns, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I'll take one. Badge name is Randy Cronin, and I arrive Thursday afternoon.

Liberty's Edge

I discard one of my lesser weapons (A Longsword, if you're curious).

Out of turn hand update:

Crowe wrote:

Hand: Lightning Touch, Gallivance, Hammer, Blessing of the Gods 4,

Displayed: Blood of Eustoyriax,
Deck: 9 Discard: 5 Buried: 0
Notes: I have a blessing if people need it.

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 [x]+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

Liberty's Edge

Blessed by Pulura. Fancy.

Anyway, I charge head long into the Gray Garrison, and find a poorly spelled Wrecker Demon. I'm going to use my Flame Staff to turn Unerring Weapon into an Attack spell, then recharge one of my weapon to bloodrage.

Combat 14: 1d8 + 6 + 1d8 + 1d10 ⇒ (1) + 6 + (6) + (8) = 21

...That was the necessary amount of force. On the plus side, this frees up a lot of space in my hand to hopefully draw some explores for next turn. Let's see how it goes.

Crowe wrote:

Hand: Lightning Touch, Longsword, Gallivance, Hammer, Blessing of the Gods 4,

Displayed: Blood of Eustoyriax,
Deck: 9 Discard: 4 Buried: 0
Notes: I have a blessing if people need it.

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 [x]+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

Hey, I got one!

Liberty's Edge

Blessed by the Ascension, Crowe explores, and finds a Giant Cockroach. I ignore the BYA since I'm alone, and smack it with my Hammer, since the Bludgeoning trait adds another d8.

Combat 8: 1d12 + 4 + 1d6 + 1d8 ⇒ (2) + 4 + (2) + (6) = 14

That's taken care of. I'm out of explores, and am going to discard my newly found Greathelm when I reset my hand in the hopes of getting another explore.

Crowe wrote:

Hand: Flame Staff, Rapier, Gallivance, Hammer, Unerring Weapon,

Displayed: Blood of Eustoyriax,
Deck: 10 Discard: 3 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 [x]+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

Nope. Oh well.

Liberty's Edge

Sorry, this week is strange. I've only really been able to check on this once a day, and I checked yesterday before Eliandra's turn. Hopefully things will get better later in the week. Anyway, starting hand:

Crowe wrote:

Hand: Flame Staff, Blessing of the Gods 3, Gallivance, Hammer, Unerring Weapon,

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

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 [x]+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

And off, into the Gray Garrison. It's Blood of Eustoyriax. It's a Temptation, and not a very good one. I'll dutifully display it, and probably ignore it for the rest of the scenario. BotG to explore again. Blessing of Abadar. There's a small chance I get it. Let's see what happens.

Dexterity 6: 1d6 ⇒ 6

Hey, I got it! Awesome. In a game with fewer players, I'd hang onto it in case a nasty barrier showed up. But, with six players, you need to just explore forever, so I'll use my new blessing for one more explore.

Imperial Army Greathelm. It's an Armor 2, which is interesting. Charisma is an option to acquire, and I'm Mythic in that. Let's see what happens.

Charisma 8: 1d8 + 3 ⇒ (8) + 3 = 11

Apparently it's all max rolls for me today. And I got an Armor 2, which'll be good for someone. I'm out of explores, so I'm ending my turn here.

Crowe wrote:

Hand: Flame Staff, Imperial Army Greathelm, Gallivance, Hammer, Unerring Weapon,

Displayed: Blood of Eustoyriax,
Deck: 11 Discard: 2 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 [x]+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

Liberty's Edge

I'll start at the Gray Garrison. I have no strong opinion on where Queen Galfrey starts. Oh, and I don't really want any of the remaining upgrades.

Liberty's Edge

Sorry, it's been a crazy weekend. I told CMB that I wanted an Arcane spell. For the sake of moving forward, I'll find one from the pile. The first Arcane spell I found is sadly Sagacity, which is a B. I'm going to take a Cha feat, because once I get Ultimate Magic, and have access to more Attack spells, I'm going to be casting a lot more. I'll also cash in my 1-P reward to get Sword of Iomedae.

Oh, and I of course support one more game.

Liberty's Edge

Blessed by the Ascension, I press on in the Occult Library. Not sure why the Wand of Cancellation that Eliandra failed to acquire is on top, so I'll ignore it and encounter the card under it. It's a Cultist of Baphomet, which is actually the top card of the villain pile.

It's Jeslyn. BYA someone at my location has to fight a Demonling. I can handle it. I have a spell with the Attack trait, so bloodraging is just a recharge.

Combat 11: 1d8 + 3 + 2d4 + 1d10 ⇒ (7) + 3 + (4, 3) + (5) = 22
Arcane 6: 1d8 + 3 ⇒ (6) + 3 = 9

Now, onto the real fight. Time to use Gallivance.

Combat 13: 1d12 + 2 + 1d6 + 1 + 1d10 ⇒ (6) + 2 + (1) + 1 + (3) = 13

Wow. My d10 and my d6 betrayed me. Luckily, the the d12 did just enough to make up for them. Sadly, AYA, Eliandra and I both have to recharge a card with the Corrupted trait or bury the top card of our decks. I'm stuck with the second option. But, more importantly, Occult Library is closed, and Jeslyn moves to the bottom of the villain deck. Time to end my turn.

Crowe wrote:

Hand: Leather Armor, Gallivance, Blessing of the Gods 3, Blessing of the Gods 4, Scimitar +1,

Displayed:
Deck: 6 Discard: 2 Buried: 5
Notes: I have two blessings if people need them.

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

Liberty's Edge

That is a tragedy. I even had a Longsword sitting around to close. Oh well. Since the villains auto-close, the closing conditions don't really matter anymore, so off to the Occult Library for me.

I find a Worm Demon. Time to smack it with Gallivance.

Combat 10: 1d12 + 2 + 1d6 + 1 ⇒ (4) + 2 + (3) + 1 = 10

Exactly enough. I'll take it. I'll use my Compass to explore again. It's a Cave Lizard, which is weirdly slightly stronger than a Worm Demon. Oh well.

Combat 11: 1d12 + 2 + 1d6 + 1 ⇒ (8) + 2 + (6) + 1 = 17

Cave Lizard gives me a free explore when defeated, so I'll press on.

A Longsword. You can never have too many swords, I guess. Not worth spending resources on. Let's see what happens.

Melee 6: 1d12 + 2 ⇒ (2) + 2 = 4

Nope. Oh well. I'm out of explores, so I'll end here.

Crowe wrote:

Hand: Leather Armor, Gallivance, Frigid Blast, Flame Staff, Longsword,

Displayed:
Deck: 8 Discard: 2 Buried: 3
Notes:

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

Nice. An Attack spell. Someone's gonna get smote.

Liberty's Edge

Armed with only three cards, I'm going to join Yoon at the Watchtower, since it's the one I'm generally most able to close. I explore.

A Giant Fly. I'll stab it with Gallivance.

Combat 9: 1d12 + 2 + 1d6 + 1 ⇒ (8) + 2 + (3) + 1 = 14

This means it gets shuffled into a random other open location.

Location: 1d3 ⇒ 2

Giant Fly gets shuffled into the Occult Library. I have a Blessing, so I'll explore again.

Leather Armor. I can't fail to acquire that. And then I'm done.

Crowe wrote:

Hand: Leather Armor, Gallivance, Compass, Flame Staff, Longsword,

Displayed:
Deck: 9 Discard: 1 Buried: 3
Notes:

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

Liberty's Edge

Two Demonlings, two failed BYA checks, two combat 11s. Luckily, Gallivance is here to help.

Combat 11: 1d12 + 2 + 1d6 + 1 + 1d10 ⇒ (8) + 2 + (1) + 1 + (5) = 17
Combat 11: 1d12 + 2 + 1d6 + 1 + 1d10 ⇒ (3) + 2 + (1) + 1 + (7) = 14

Easy peasy.

Liberty's Edge

I don't think I ever posted my starting hand. Here it is:

Crowe wrote:

Hand: Spellcharger Jerkin, Unerring Weapon, Rapier, Flame Staff, Hammer,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

Anyway, on to the exploring. It's a previously revealed Pitborn Scoundrel. Luckily, I'm not alone, so no BYA damage. He is still increased by 6, though. I'll cast Unerring Weapon, Bloodrage, and poke it with my Rapier.

Combat 18: 1d4 + 1d12 + 2 + 2d4 + 1d10 ⇒ (2) + (8) + 2 + (3, 2) + (7) = 24

Sadly, I have no explores. But I made some room in my hand for what will hopefully be some explores. Oh, and I roll to recharge Unerring Weapon.

Arcane 6: 1d8 + 3 ⇒ (3) + 3 = 6

Nice.

Crowe wrote:

Hand: Spellcharger Jerkin, Gallivance, Rapier, Flame Staff, Blessing of the Gods 1,

Displayed:
Deck: 11 Discard: 0 Buried: 1
Notes: I have a blessing if people need it.

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

Well, one extra explore, at least. And Gallivance. All will feel my wrath.

Liberty's Edge

I feel like we need to get rid of the Abattoir early, because the last thing we want to do is fight one of the villains there. To that end, I'll start there. If I find Gallivance, I should be able to handle most of the things at the higher difficulty.

Liberty's Edge

I head to the Laboratory and explore. It's a Codex. It's impossible for me to acquire, and not particularly useful. Moving on. Compass for a hopefully more interesting explore.

Frigid Blast? An Arcane Attack spell? The kind that the Magus deck desperately needs more of? And a check I can't possibly fail, thanks to my +3 Arcane? It's the greatest day! Except the villain isn't a combat check. And I don't know if I'll encounter any other monsters before the end of scenario. Oh well. Discarding one of my many swords to fish for blessing on the way out.

Crowe wrote:

Hand: Scimitar +1, Frigid Blast, Blackjacket, Blessing of the Gods 1, Gallivance,

Displayed:
Deck: 5 Discard: 4 Buried: 2
Notes:

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

It worked! Whenever the villain is found, I have a blessing.

Liberty's Edge

Blessed by Baphomet, I head over to the final Guardpost, and explore. It's Magic Half-Plate. Let's see how it goes.

Fort 4: 1d6 + 2 ⇒ (4) + 2 = 6

Magic Half-Plate gets added to the stack. Sadly, I have no way to explore again, so I'm going to discard a card or two before I draw up in the hopes of getting some.

Crowe wrote:

Hand: Scimitar +1, Compass, Blackjacket, Longsword, Gallivance,

Displayed:
Deck: 6 Discard: 2 Buried: 2
Notes:

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

Well, I got one extra explore, as least.

Liberty's Edge

1 person marked this as a favorite.

Blessed by the concept of Ascension, Crowe charges past two empty Guardposts to number 4. Thanks to the scouting report from Korundo, I know there's a Corrupted Solider coming. I don't have Unerring Weapon this time, so I'll be burying some cards to make sure this fight goes well.

Combat 11: 1d12 + 2 + 1d6 + 1 + 1d10 ⇒ (9) + 2 + (2) + 1 + (2) = 16

Hooray! I can attempt to close! Oh look, another Corrupted Soldier!

Combat 11: 1d12 + 2 + 1d6 + 1 + 1d10 ⇒ (12) + 2 + (4) + 1 + (5) = 24

Both times I could have gotten away without the rage, but it's better to be sure. Also, two turns in, and all I've done is fight a total 5 Corrupted Soldiers. I'm starting to question that other cards exist. There are no boons; only Corrupted Soldiers. But, hey, at least they're not Demonic Hordes. Guardpost 4 is closed.

Crowe wrote:

Hand: Scimitar +1, Spellcharger Jerkin, Blackjacket, Hammer, Gallivance,

Displayed:
Deck: 8 Discard: 0 Buried: 2
Notes:

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

Liberty's Edge

1 person marked this as a favorite.

Start of my turn, I fight a Corrupted Soldier. I cast Unerring Weapon on myself, and use Gallivance.

Combat 11: 1d12 + 2 + 1d6 + 1 + 1d4 ⇒ (1) + 2 + (6) + 1 + (4) = 14

The d4 saves me. Time to explore. It's a Corrupted Solider. I fight both it and deja vu. Luckily, Unerring Weapon lasts for the whole turn.

Combat 11: 1d12 + 2 + 1d6 + 1 + 1d4 ⇒ (3) + 2 + (5) + 1 + (2) = 13

Defeated. That means I can immediately attempt to close. Which means I fight have to fight a Corrupted Soldier. This is a new thing that I have never done before.

Combat 11: 1d12 + 2 + 1d6 + 1 + 1d4 ⇒ (9) + 2 + (4) + 1 + (3) = 19

The first Guardpost is closed. Also, a total of three weapons get added to the pile. On closing, I end my turn, which means it's time to recharge Unerring Weapon.

Arcane 6: 1d8 + 3 ⇒ (7) + 3 = 10

Hooray!

Crowe wrote:

Hand: Scimitar +1, Spellcharger Jerkin, Rapier, Flame Staff, Gallivance,

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

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

Liberty's Edge

Shoot, quick correction. I looked through the Magus deck and saw a useful ally, and completely forgot that I actually don't have any ally slots (at least until I get a card feat), so I can't have that Ally 1. I don't want any of the other upgrades. Sorry for the confusion, everyone.

Anyway, I'm fine starting at the unnumbered Guardpost with everyone. Here's my starting hand:

Crowe wrote:

Hand: Unerring Weapon, Spellcharger Jerkin, Rapier, Flame Staff, Gallivance,

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

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

Liberty's Edge

I'll choose Armor, then notice that I already have both B armors in my deck, roll randomly on a table of one card, and get my Blackjacket! What are the odds?

The only one of those cards I'm really interested in is the ally, but it's pretty low priority. If someone else wants it, they can have it.

Liberty's Edge

OK, if I'm reading this right, I still have my blessing, because the part where I lost it was retconned. Also, as a quick note, my last hand update said I had the Explorer's Staff in it, but that's the card I got rid of with my last deck upgrade when I got Gallivance; I just apparently didn't update it in the spreadsheet. So, that's what I have in hand there.

Which is perfect, because unsurprisingly, I found the villain on my explore. People at open locations need to temp close. I'll hide how my fight goes behind spoilers, so people can attempt the temp close and then look. I don't think I'll need my blessing on my fight, and TH's dice have been betraying him a lot, so I'll let him have mine for his fight.

Spoiler:

1 Ranged Combat BYA. I'll recharge my jerkin to deal with that. I'll use Gallivance as my weapon, discard it to add my Arcane skill, then bury my Flame Staff to add a d10 and the Force trait.

Combat 15: 1d12 + 2 + 1d6 + 1 + 1d8 + 3 + 1d10 ⇒ (1) + 2 + (2) + 1 + (5) + 3 + (6) = 20

I beat it. So, assuming everyone temp closed, we win! If not, I get to take one AYA damage. If things go wrong and I have to finish my turn, here's what my hand will be:

Crowe wrote:

Hand: Rapier, Scale Mail, Blessing of the Gods 1, Hammer, Blessing of the Gods 2,

Displayed:
Deck: 2 Discard: 6 Buried: 2
Notes: I have 2 blessings, but am also hurting.

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

Liberty's Edge

Alright, I set off down the path into the Wounded Lands, feeling blessed by Shelyn. I find Baleful Shadows. Normally, I'd ignore it and just fight the Wight, but that scenario text about losing turns makes me sad. I will use Deni's BoG, copy the Shelyn on the top of the discard pile. I will also use Eliandra's fox to help, since it's just a recharge. And it's not me playing the Ally, so I can do it.

Wisdom 11: 3d6 + 1d4 ⇒ (6, 2, 1) + (3) = 12

Whew, I needed all that. I'll use my Compass to explore again. A Mongrel Ranger. Oh joy, BYA damage.

Ranged Combat Damage: 1d4 - 1 ⇒ (1) - 1 = 0

Hooray! Drawing Random Monster 1, it's a Mandragora, which makes my check to defeat an 11. Since I have this brand new Arcane skill, I'll cast Lightning touch on it, and recharge Unerring Weapon to bloodrage.

Combat 11: 1d8 + 3 + 1d4 + 1d10 ⇒ (5) + 3 + (1) + (10) = 19
Arcane 6: 1d8 + 3 ⇒ (2) + 3 = 5

That'll teach him. I'll use my Blessing to explore one last time. It's a Giant Bat! I'll decline the BYA check, and just fight him at the increased difficulty.

Combat 13: 1d12 + 2 + 1d6 + 1 + 1d10 ⇒ (5) + 2 + (3) + 1 + (10) = 21

OK, time for me to try to close. Parody, if you don't mind, I'll take your blessing on the close check. Thanks to Shelyn, it'll give me two dice.

Survival 8: 3d6 + 3 ⇒ (3, 6, 4) + 3 = 16

That was overkill, but the important thing is that Wounded Lands is closed, which means I need to bury a card. Luckily, my hand is empty. Ending turn here.

Crowe wrote:

Hand: Explorer's Staff, Longsword, Spellcharger Jerkin, Flame Staff, Blessing of the Gods 3,

Displayed:
Deck: 6 Discard: 3 Buried: 1
Notes: I have a blessing if people need it.

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

Liberty's Edge

And now I've read the spoiler, and so am trying to temp close. It's early enough that I don't think it's worth expending any resources on, so I'll just roll and see what happens.

Survival 8: 1d6 + 3 ⇒ (1) + 3 = 4

I didn't get it. Oh well.

Liberty's Edge

I'll start at Wounded Lands, since I have Survival. Here's my starting hand:

Crowe wrote:

Hand: Lightning Touch, Unerring Weapon, Scimitar +1, Blessing of the Gods 4, Compass,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: I have a blessing if people need it.

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
[x] You gain the skill Arcane: Charisma +3.

Liberty's Edge

My 1 spells are kind of meh, and I actually have no allies in my deck to start. So, my wishlist is:

1) Weapon B (Gallivance)
2) Item B (Spellguard Bracers)
3) Blessing B (Blessing of Kols)

Liberty's Edge

I'll take Monster #2 from the stack, since the Mandragora has already been used. It's a Cambion, which has some spell-related BYA stuff that I don't care about. I'll play Scimitar +1 and bury Hammer to bloodrage.

Combat 12: 1d12 + 2 + 1d6 + 1 + 1d10 ⇒ (12) + 2 + (1) + 1 + (1) = 17

Alright, now let's see if I can temp close. I pull a Quarterstaff from the box. It's a Melee 3, which I can't fail.

Armory is temp closed.

Liberty's Edge

Nodding sagely to the advice given to him by Alase, the party's tactician, and feeling blessed by Iomedae herself, Crowe heads to the Armory to explore. En route, he stops, mutters to a prayer to all the gods on behalf of his good friend Yoon, and continues.

Who would just leave a Sickle lying on the floor like this?

Melee 5: 1d12 + 2 ⇒ (2) + 2 = 4

That's fine. We didn't really need that. I'll discard the Fortune-Teller to explore again. Or do I? Let's find out.

scenario power: 1d6 ⇒ 1

Of course not. Why would it actually be a Fortune-Teller? It's was a Demonling the whole time. The BYA check is certianly a thing that could happen. Anyway, I smack it.

Combat 11: 1d12 + 2 + 1d6 + 1 ⇒ (10) + 2 + (2) + 1 = 15

That's dealt with, but I guess I don't get to explore after all. Drawing up.

Crowe wrote:

Hand: Spellcharger Jerkin, Longsword, Compass, Hammer, Scimitar +1,

Displayed:
Deck: 5 Discard: 6 Buried: 4
Notes:

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
□ You gain the skill Arcane: Charisma +3.

Liberty's Edge

Alase at my side, I continue into Defender's Heart. There's a Cambion in there. I ignore that BYA check as I haven't quite mastered that whole Arcane thing yet (soon...). My blood boils seeing this creature here (I bury my Lightning Touch) as I hit it with my scimitar +1, adding the Force trait.

Combat 12: 1d12 + 3 + 1d6 + 1d10 ⇒ (4) + 3 + (5) + (6) = 18

And now there's no Cambion left. And I use my Blessing to explore. It's a Cultist of Baphomet. I was going to take Robert's blessing so I'd have another explore, but it looks like I may not need it now. It's not the first explore of my turn, so that's nice. I slice through the Cultist with my magic Scimitar, burying my Hammer along the way.

Combat 11: 1d12 + 3 + 1d6 + 1d10 ⇒ (5) + 3 + (3) + (9) = 20

Hooray! I immediately get to close. Grabbing a random ally from the pile CMB laid out, it's a Fortune Teller. Time for Robert to cast Eloquence, and I use his blessing for another die. Since this is a check to close, and I'd like to be sure, I'm also going to use Deni's blessing.

Charisma 11: 3d8 + 3 ⇒ (1, 5, 6) + 3 = 15

Made it, and it looks like I needed both blessings. Incidentally, the Fortune Teller is an Ally 1, which is nice. Oh, and Defender's Heart is closed. Ending my turn now.

Crowe wrote:

Hand: Spellcharger Jerkin, Fortune-Teller, Blessing of the Gods 4, Hammer, Scimitar +1,

Displayed:
Deck: 7 Discard: 5 Buried: 3
Notes: I have a blessing if people need it.

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
□ You gain the skill Arcane: Charisma +3.

Liberty's Edge

Alright, let's get this party started. First explore at Defender's Heart. It's a Wrecker Demon. And it's misspelled to throw me off its scent. I'll take Robert's Blackwing Librarian, in accordance with the plan. Now, on to the fight. Luckily, I have this shiny new magic Scimitar. And, I'll take a recharged blessing from Robert, as well.

Combat 14: 2d10 + 2 + 1d6 + 1 ⇒ (4, 5) + 2 + (1) + 1 = 13

That's not how that was supposed to go. The Wrecker Demon gets shuffled back in. I'll recharge Scale Mail to reduce the damage, and I don't have an item in hand to lose to its power. I'll use the Blackwing Librarian to attempt to redeem myself with another explore. Or, at least, I'll attempt to.

scenario power: 1d6 ⇒ 5
card from location deck: 1d9 ⇒ 3

The librarian wasn't a secret demon, and it's a Force Shortbow +1, which is a nice upgrade, but also a Dex check to acquire. My dex is a d6, and it's a bit too early in the scenario for me to be throwing two blessings at a check to give myself a decent chance at it.
I'll just discard my blessing for an explore.

card from location: 1d9 ⇒ 6

It's a Mongrel Ranger. Luckily, a bunch of random monsters have been summoned. Monster 1 is a Worm Demon, which is a 10 to defeat. I'll take Robert's other blessing. Let's see if my scimitar will do me better this time.

Combat 10: 1d10 + 2 + 1d6 + 1 ⇒ (2) + 2 + (6) + 1 = 11

That'll do it. Now I'll use the blessing that I stole for one last explore.

card from location: 1d7 ⇒ 3

Quadnys Orlun. That's apparently a name. In one more scenario, when I get Arcane, this would be an easy check. As it is, I'll just roll my Charisma and hope.

Charisma 6: 1d8 ⇒ 6

Hey, I got them. That's an ally 1, which is pretty great. And also one more explore, unless it's actually a demon. Let's find out.

scenario power: 1d6 ⇒ 2
card from location: 1d6 ⇒ 5

Oh good, a Demonling in disguise. Guess that second die roll doesn't really matter. I'll fail the BYA check, and bloodrage and smite with my Explorer's Staff.

Combat 11: 1d10 + 2 + 1d6 + 1d10 ⇒ (7) + 2 + (3) + (7) = 19

Ok, now I'm out of explores. Time to end my turn.

Crowe wrote:

Hand: Spellcharger Jerkin, Blessing of the Gods 1, Lightning Touch, Hammer, Scimitar +1,

Displayed:
Deck: 8 Discard: 4 Buried: 2
Notes: I have a blessing if people need it.

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
□ You gain the skill Arcane: Charisma +3.

Liberty's Edge

Thanks for the weapon everyone. As previously established, I'm starting at Defender's Heart. Here's my opening hand:

Crowe wrote:

Hand: Spellcharger Jerkin, Scale Mail, Explorer's Staff, Blessing of the Gods 3, Scimitar +1,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: I have a blessing if people need it.

Skills and Powers:
SKILLS

Strength d12 [x]+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
□ You gain the skill Arcane: Charisma +3.

Liberty's Edge

Alright, sorry for the delay. First, I'll choose weapon, and roll for my reward

Spoiler:
1. Dwarven Clawhammer
2. Gallivance
3. Scimitar +1
4. Sword Cane
5. Djinni Quarterstaff

1d5 ⇒ 1 Dwarven Clawhammer. Not especially useful. Since that wasn't great, my first choice of an upgrade would be the weapon 1, with the armor as my second choice.

I'll be taking the Strength feat for now, though I will also probably start taking Charisma feats after I get my first power feat.

Robert, sure, I'll join you at Defeneder's Heart to start. I'll wait to post my starting hand until after I find out if I'm getting a weapon or an armor. I'm fine with keeping the same order, or rolling. It doesn't really matter to me.

I think that's everything for now.

Liberty's Edge

Alright, Crowe has one last chance to get out of this Maze. Let's see how it goes.
...
..
I'm sorry everyone. It's a Demonic Horde. I've ruined everything. I also don't know what the best way to do this online. I guess I'll steal the turn order list and roll on that. If there's no objections, rather than everyone showing up to roll one die and wait again, I'll roll six times, and we can see what we're dealing with.

1. Yoon
2. Uliah
3. Angban
4. Alase
5. Korundo
6. Crowe

Character: 1d6 ⇒ 5
Character: 1d6 ⇒ 6
Character: 1d6 ⇒ 1
Character: 1d6 ⇒ 3
Character: 1d6 ⇒ 4
Character: 1d6 ⇒ 5

Looks like Korundo is stuck dealing with two, and Uliah gets off scott free.

OK, time to fight a Demonling. Not even going to attempt the BYA check. Since this is likely my last combat, I'll use my Longsword and my bury ability (adding Force, not Electricity, thanks to immunities).

Combat 11: 1d12 + 1 + 1d8 + 1d10 ⇒ (12) + 1 + (7) + (4) = 24

That'll do it. Hopefully it goes well for everyone else. I'm going to hang onto a weapon, and discard most of the rest of it, in the hopes of getting cards that help people.

Crowe wrote:

Hand: Holy Water Grenade, Hammer, Blessing of the Gods 3, Flame Staff, Quarterstaff,

Displayed:
Deck: 4 Discard: 6 Buried: 2
Notes: I have a blessing for whoever needs it. Can't be used during your Demonic Horde fight, since I didn't have it yet at that point

Skills and Powers:
SKILLS

Strength d12 □+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
□ You gain the skill Arcane: Charisma +3.

Liberty's Edge

Here am I, minding my own business, not even my turn, when suddenly...

<OUT OF TURN CULTIST COMBAT>

It's not the first combat of my turn. It's not the anything of my turn. I'll compulsively smack it with whatever I have on hand.

Combat 11: 1d12 + 1 + 1d6 ⇒ (7) + 1 + (6) = 14

Defeated. And that was just a reveal, so my hand is unchanged.

Liberty's Edge

I'm not a handwipe away from death. I'm a handwipe away from peak efficiency. That said, I will happily take healing if that's the consensus. But first, time to explore. Good thing I wasn't planning on leaving, as I'm nowhere near smart enough to.

Anyway, top card is a Giant Fly. Apparently some high-level caster took the time to cast Maze on a fly. Well, whatever, I'll solve this the only way I know how.

Combat 9: 1d12 + 1 + 1d8 ⇒ (10) + 1 + (5) = 16

Apparently the force of the blow was enough for the Fly to make its Intelligence check to escape the Maze.

other open location: 1d4 ⇒ 3

And the Giant Fly gets punted right back to the Abyssal Rift. Sadly, I have no more explores. And based on a unanimous vote (with a couple abstaining), I will discard the top card of the blessings deck to heal at the end of my turn.

Healing: 1d4 + 1 ⇒ (2) + 1 = 3

Crowe wrote:

Hand: Spellcharger Jerkin, Longsword, Lightning Touch, Leather Armor, Quarterstaff,

Displayed:
Deck: 8 Discard: 3 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d12 □+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
□ You gain the skill Arcane: Charisma +3.

Liberty's Edge

Giving my BoG to Robert. Baphomet blesses me. I have to deal with a Corrupted Soldier at the start of my turn. I'll smack him with my Longsword.

Combat 11: 1d12 + 1 + 1d8 ⇒ (8) + 1 + (5) = 14

Alright, that's out of the way. I'll move to the Maze, since I have weapons and that gives us the appropriate location spread. Let's see what I've got. Leather Armor. I've got Fortitude, so I can't fail a check of difficulty 2, so that's mine now. Now I'll discard my Compass for another explore.

Holy Water Grenade. Wisdom 6. And my Wisdom is a d6. It could happen. Let's see if it does.

Wisdom 6: 1d6 ⇒ 6

Apparently I got it. Sadly, the Veteran-ness of the Outsider henchmen makes them too strong to be defeated with it, so I'll discard it and draw back up at the end of my turn.

Crowe wrote:

Hand: Spellcharger Jerkin, Longsword, Lightning Touch, Leather Armor, Quarterstaff,

Displayed:
Deck: 5 Discard: 6 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d12 □+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
□ You gain the skill Arcane: Charisma +3.

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