Zilvazaraat

TheAmazingRando's page

Pathfinder Adventure, Adventure Path, Card Game, Pawns, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber. FullStarFullStarFullStarFullStarFullStar Venture-Captain, Maryland— Baltimore 79 posts. No reviews. No lists. No wishlists. 39 Organized Play characters.


RSS

1 to 50 of 79 << first < prev | 1 | 2 | next > last >>
Liberty's Edge

Pathfinder Adventure, Adventure Path, Card Game, Pawns, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Weirdly, it got added to my downloads more or less on time. Not sure why I'm special.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Card Game, Pawns, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
Meirril wrote:

I think the easiest solution is to beat it down and then set up a 24/7 mining operation to extract anything valuable from the still living flesh.

But seriously, think of the burger stand you could have. Tarskburger where they never skimp on the meat.

There's a whole third party campaign setting devoted to this exact premise, called Salt in the Wounds or something similar.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Card Game, Pawns, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
Scott Wilhelm wrote:

Do seasons on Golorian even work the same way as on Earth? Just because we have a near circular orbit and a 23.5 degree axial tilt doesn't mean that they do. What if Golorian just has a more highly elliptical orbit? What if Golorian is in a Ptolemic Universe with its Sun orbiting Golorian? What if that orbit is irregular or elliptical?

Or what if Golorian is actually in a miracle-based universe as opposed to ours which is a law-based universe? Is Golorian a spherical world at all? Does Gravity work on Golorian in anything like the same way?

Actually, I think Paizo has answered most of those questions throughout the years.

Pathfinder: Distant Worlds makes it clear that Golarion orbits its Sun. There's a great video of Golarion spinning in this year's Paizocon preview banquet, where it appears to be more or less spherical. Distant Worlds doesn't explicitly say that Golarion's gravity is the same as Earth's, but Starfinder's CRB does.

I don't know if they ever go into the specifics of the seasons, but they definitely talk about them in the fiction like each year contains all 4 of them, in the order we expect.

Scott Wilhelm wrote:
I seem to recall falling damage is 1d6/10' you fall, where on Earth it's 32'/sec^2: not the same rules.

One is the amount of damage taken from a fall, the other is acceleration due to gravity. They're different formulas because they're formulas for different things.

Liberty's Edge

Maznar continues his exploration of the final Scar Bay. A Tiger Shark jumps onto the deck of the ship. Maznar hits it with his Hatchet.

Combat 11: 1d10 + 3 + 1d6 + 1d4 ⇒ (1) + 3 + (5) + (3) = 12

It dies. Ew, that's a lot of mess on the deck of the ship. Maznar sends Zaptongue out to look for more things in the area. He returns with some Caltrops, which he tosses at Maznar.

Dexterity 4: 2d4 ⇒ (4, 3) = 7

Maznar manages to safely catch the Caltrops, and puts them away for later. He offers a quick prayer to the Gods and continues on. He immediately gets attacked by a Shackles Pirate.

Combat 10: 1d10 + 3 + 1d6 + 1d4 ⇒ (8) + 3 + (4) + (2) = 17

Another enemy falls to Maznar's Hatchet. This time Maznar invokes a prayer to the elements as he continues on. He runs into Heartbreak Hinson.

Dex 4: 2d4 ⇒ (4, 2) = 6
And Potion of Glibness to finish the job.

They become fast friends. Maznar sends Hinson out to see what else is out there. A few minutes later, Hinson comes running back, being chased by a Skeleton.

Combat 11: 1d10 + 3 + 1d6 + 1d4 ⇒ (5) + 3 + (2) + (2) = 12

Maznar makes quick work of the skeleton, despite the Hatchet not being the best tool for the job. It's tiring enough that Maznar decides to rest.

Scar Bay: 1d5 ⇒ 1
Good. Nowhere that matters. Drawing up.

Maznar wrote:

Hand: Hatchet, Caltrops, Charm Animal, Fire Gecko, Blessing of the Green Faith 1, Amulet of Mighty Fists,

Displayed:
Deck: 2 Discard: 10 Buried: 1
Notes: Characters at my location may add 1d4 to any of their checks. I have a blessing that is a recharge if someone else uses 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 [x] 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.

Oh, I'll use my Charm Animal at the start of the next turn. Nice! The only Animal ally in the random stack is Coral Capuchin, which is a 1!

Liberty's Edge

Maznar heads to the last Scar Bay, and heals Alain, who isn't at a closed location, unlike Salim. I bury Frigid Blast so Alain can heal 1d4.

Maznar sends Rocky, his Stone Weasel friend, out to go exploring. He picks a fight with a Crocodile, who Maznar hits with his Hatchet.

Combat 13: 1d10 + 3 + 1d6 + 1d4 ⇒ (2) + 3 + (3) + (4) = 12

And apparently he fails by 1. Luckily, he was wearing his Erutaki Coat, to reduce the damage.

With no more explores, I end here, having accomplished little.
Scar Bay: 1d5 ⇒ 1

Well, at least that goes nowhere that matters.

Maznar wrote:

Hand: Hatchet, Blessing of the Gods, Shock Lizard, Fire Gecko, Potion of Glibness, Blessing of the Elements,

Displayed:
Deck: 5 Discard: 6 Buried: 1
Notes: Characters at my location may add 1d4 to any of their checks. If anyone at my location needs to pass a Diplomacy check, I've got a potion for that. Also, some blessings.

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 [x] 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 proceeds to the next Scar Bay, oddly alone. The moment he arrives, he runs into an Old Salt, and tries to make friends with him.

Diplomacy 7: 1d6 + 1d4 ⇒ (3) + (3) = 6

The Old Salt is not interested in joining Maznar on his journey. He, for some reason, invokes the name of Lamashtu and continues on. But, first, he remembers it's his shift for Lookout Duty.

Wisdom 7: 1d10 + 1 + 1d4 ⇒ (7) + 1 + (4) = 12

He sees an Emerald in the distance, but it's still a ways off in the distance. Examined the top card of the location deck from Lookout Duty. It's an Emerald of Dexterity. I'm out of explores, and ending my turn.

Scar Bay: 1d5 ⇒ 4

Never mind, a monster gets shuffled into the location. But, there's an emerald in there somewhere.

Maznar wrote:

Hand: Hatchet, Erutaki Coat, Stone Weasel, Fire Gecko, Potion of Glibness, Frigid Blast,

Displayed:
Deck: 7 Discard: 5 Buried: 0
Notes: Characters at my location may add 1d4 to any of their checks. If anyone at my location needs to pass a Diplomacy check, I've got a potion for that.

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 [x] 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, Maznar hacks at a Skelly with his hatchet.

Combat 10: 1d10 + 3 + 1d6 + 1d4 ⇒ (5) + 3 + (1) + (4) = 13

No problem. Now, Maznar joins Alain at the next Scar Bay. The first thing he notices is a Dwarf Caiman that reminds him of his good friend Chompy. He endeavors to make friends with it.

Survival 6: 1d10 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6

The caiman seems reluctant, but eventually comes around. Maznar sends it off scouting. Instead, it makes a mess all over the deck. Time for some Swabbing.

Fortitude 7: 1d8 + 1 + 1d4 ⇒ (8) + 1 + (4) = 13

I discard Fireblade to search through my deck for an ally with the Animal trait. Maznar then sends Smaug out scouting. Smaug comes back with some sort of mysterious liquid.

Int 4: 1d6 + 1d4 ⇒ (4) + (4) = 8

Turns out it's a Potion of Glibness! That may come in handy later.

Drawing up and ending turn.
Random Scar Bay: 1d5 ⇒ 2

Nice! The second Scar Bay is closed. Take that, scenario rules.

Maznar wrote:

Hand: Hatchet, Erutaki Coat, Blessing of Lamashtu, Fire Gecko, Potion of Glibness, Frigid Blast,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: Characters at my location may add 1d4 to any of their checks. I have a Bless of Lamashtu if people need it. If anyone at my location needs to pass a Diplomacy check, I've got a potion for that.

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 [x] 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

Sorry for the delay, everyone. I should be updating more regularly going forward. Starting hand:

Maznar wrote:

Hand: Blessing of the Green Faith 2, Erutaki Coat, Blessing of Lamashtu, Fire Gecko, Fireblade, Frigid Blast,

Displayed:
Deck: 10 Discard: 0 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 [x]+1 □+2 □+3 □+4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 □+1 □+2
Hand Size 6 □ 7
Proficient With Light Armors [x] 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.

Maznar decides to join Salim at the first of the Scar Bays, with his new found (and as yet unnamed) Fire Gecko on his shoulder. After a few minutes, a part of the ship in Maznar's blind spot bursts into flames. It certainly wasn't his gecko's fault, was it? Regardless, time to join the Bucket Brigade.

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

Maznar managed to put that fire out precisely as quickly as he needed to. He mutters a prayer to the Green Faith that the next thing he comes across will be useful, and continues looking around. He stumbles upon a Master of Arms, and attempts to get him to join the crew.

Charisma 8: 1d6 + 1d4 ⇒ (3) + (2) = 5

The Master of Arms is unconvinced, and wanders away. Maznar declares the day a bust and returns below decks. Ending my turn here.

Random Scar Bay: 1d5 ⇒ 3

Sadly, Salim also has to make the check to defeat the Bucket Brigade.

Maznar wrote:

Hand: Hatchet, Erutaki Coat, Blessing of Lamashtu, Fire Gecko, Fireblade, Frigid Blast,

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Characters at my location may add 1d4 to any of their checks. I have a Bless of Lamashtu 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 [x]+1 □+2 □+3 □+4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 □+1 □+2
Hand Size 6 □ 7
Proficient With Light Armors [x] 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

In order of preference:

Weapon 1: 1d1000 ⇒ 134
Ally 1: 1d1000 ⇒ 467
Ally B: 1d1000 ⇒ 53

Liberty's Edge

Maznar continues to explore the Tower. He finds what appears to be a potion bottle on the ground.

Intelligence 7: 1d6 + 1d4 ⇒ (1) + (1) = 2

What could the liquid in the bottle be? Certainly not a Potion of Heroism! Maznar throws the liquid aside and continues on.

Ending my turn here because there are only a few cards left in locations and BoLamashtu may come in handy.

Maznar wrote:

Hand: Dwarf Caiman, Hatchet, Frigid Blast, Blessing of Lamashtu, Erutaki Coat, Noxious Bomb,

Displayed:
Deck: 6 Discard: 6 Buried: 1
Notes: Characters at my location may add 1d4 to any of their checks. I have a blessing 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 [x] 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 strides off to the old Tower, where he is immediately attacked by a zombie Smuggler. He grabs something of Maznar's before the fight can begin.

Display random card: 1d6 ⇒ 4 Blessing of Lamashtu

Specifically, the zombie grabbed the unholy symbol of Lamashtu that Maznar had been carrying around for some reason. He hacks at the Sumggler with his Hatchet.

Combat 9: 1d10 + 3 + 1d6 + 1d4 ⇒ (8) + 3 + (1) + (4) = 16

Maznar chops the zombie down and takes his unholy symbol back. He stops for a moment to catch his breath.

I could use BoLamashtu to explore again, but we're doing fine for time, and that's a really useful Blessing. Ending turn.

Maznar wrote:

Hand: Dwarf Caiman, Hatchet, Frigid Blast, Blessing of Lamashtu, Erutaki Coat, Noxious Bomb,

Displayed:
Deck: 6 Discard: 6 Buried: 1
Notes: Characters at my location may add 1d4 to any of their checks. I have a blessing 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 [x] 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, weary from a day's adventuring, heads to the Festhall to relax. He settles down at a table, and notices that there's a small device sitting on it already.

Intelligence 5: 1d6 + 1d4 ⇒ (5) + (3) = 8

It looks like a Bomb that can be thrown at an enemy to emit Noxious vapors. He'll hang onto it for now. As he's sitting at the Festhall, feet up on the table, Chompy decides to join him. Maznar sends his new Snow Leopard friend up to the bar to get the next round. It instead comes back with a Blunderbuss.

Dex 8: 2d4 ⇒ (4, 2) = 6

He was never really a fan of guns, so Maznar just tosses it aside as the Snow Leopard wanders off to do its own thing.

Maznar wrote:

Hand: Dwarf Caiman, Hatchet, Frigid Blast, Blessing of Lamashtu, Erutaki Coat, Noxious Bomb,

Displayed:
Deck: 6 Discard: 6 Buried: 1
Notes: Characters at my location may add 1d4 to any of their checks. I have a blessing 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 [x] 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 continues to explore the Sea Fort, and comes across some old Chain Mail. Can't fail a Fort 3 with d8+d4+1. He picks it up and puts it into his pack. He then mutters a quick prayer to the Gods in general and continues exploring.

He comes across a Dagger. Why is the place filled with abandoned equipment?
Dexterity 3: 2d4 ⇒ (4, 2) = 6

Guess he'll stuff that into his pack, too. In the tradition of the Green Faith, he says a prayer to the Elements before continuing on.

Suddenly, a Saltwater Ogre strides around the corner and waves its club menacingly at Maznar. Maznar raises his Hatchet in return to try to strike down this monster.

Combat 14: 1d10 + 3 + 1d6 + 1d4 ⇒ (10) + 3 + (1) + (1) = 15

Working with his new leopard friend, Maznar quickly takes down the Ogre, and continues on his way. Free explore at the Sea Fort since I fought a monster.

Around the next corner, Maznar is set upon by some sort of undead Ruffian. That is, he looked like a rough sort even before the whole zombie thing started.

Combat 8: 1d10 + 3 + 1d6 + 1d4 ⇒ (3) + 3 + (4) + (4) = 14

Turning a corner, Maznar finds the entrance. He jams the Chain Mail he found into the locking mechanism, preventing it from being opened again.

Banish Chain Mail to close. Sea Fort is now closed.

Maznar wrote:

Hand: Dwarf Caiman, Hatchet, Frigid Blast, Blessing of Lamashtu, Erutaki Coat, Snow Leopard,

Displayed:
Deck: 6 Discard: 5 Buried: 1
Notes: Characters at my location may add 1d4 to any of their checks. I have a blessing 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 [x] 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 wrote:

Hand: Cure, Hatchet, Blessing of Lamashtu, Blessing of the Green Faith 1, Erutaki Coat, Charm Animal,

Displayed:
Deck: 9 Discard: 0 Buried: 0

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 [x] 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.

I'll start at Sea Fort for now, because I have an armor to banish. Weirdly, I didn't start with an animal Ally. I did start with Charm Animal, though. And, conveniently, the very first card in the random ally stack is an animal. Anyway...

Maznar sails off to the Sea Fort. The first thing he does after he gets off the boat is make friends with one of the local Snow Leopards. Seems like a useful ally to have. He then meets one of the locals, a woman named Rosie Cusswell. He asks if she's interested in join the crew. The still as-yet unnamed leopard looks at her imploringly.

Charisma 6: 1d6 + 1d4 ⇒ (6) + (4) = 10

She agrees to come along for a bit, and Maznar sends her forward to further explore the area, buckling her swash all along the way. She returns a moment later being chased by a zombie Pirate Captain. Maznar draws his hatchet and rushes at the undead monstrosity.

Combat 13: 1d10 + 3 + 1d6 + 1d4 ⇒ (8) + 3 + (4) + (4) = 19

Maznar makes quick work of it, but not before it inflicts some damage to the ship.

Ending my turn here.

Maznar wrote:

Hand: Blessing of the Gods, Hatchet, Blessing of the Elements, Blessing of Lamashtu, Erutaki Coat, Snow Leopard,

Displayed:
Deck: 8 Discard: 2 Buried: 1
Notes: Characters at my location may add 1d4 to any of their checks. I have several 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 [x] 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

I'll roll for the 1 weapon, but I'm unlikely to get it.

Weapon 1: 1d1000 ⇒ 957

That is a very high number that would normally be quite good, but it's not 994. Luckily, I have a B Blessing of Lamashtu in UW that is also quite good.

Liberty's Edge

1d4 - 1 ⇒ (1) - 1 = 0

That wave wasn't as bad as the ones before it. Now, to sail to Shark Island, where are are probably a lot of sharks. Suddenly, an unreasonable number of Rats come Swarming from below decks. Maznar readies his Hatchet, and Chompy readies his chompers.

Combat 8: 1d10 + 3 + 1d6 + 1d4 ⇒ (2) + 3 + (6) + (4) = 15

Well, that's taken care of. Now to take a quick nap until the ship actually gets to Shark Island.

No real way to explore again, other than Chompy, which is ridiculous, so I'm ending my turn. 1d4 ⇒ 3 cards get washed to1d3 ⇒ 1 Cannibal Isle. That location is getting far too big, and I don't like what it does to my animals.

Maznar wrote:

Hand: Hatchet, Amulet of Mighty Fists, Dwarf Caiman, Cure, Blessing of Erastil, Frigid Blast,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: Characters at my location may add 1d4 to any of their checks. I have a Cure and a blessing 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 [x] 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 sails off toward more adventure, and promptly gets hit by a wave.
Wave: 1d4 - 1 ⇒ (2) - 1 = 1Survival: 1d10 + 3 + 1d4 ⇒ (7) + 3 + (1) = 11

Maznar steers quickly to minimize damage, and now finds himself having to wrench the wheel in the other direction to avoid a Shipwreck (which is extra hard in the Fringes). He mutters a prayer to Cayden Cailean, and remains thankful that the ever vigilant Chompy is at his side.

Fortitude 9: 3d8 + 1 + 1d4 ⇒ (3, 3, 1) + 1 + (2) = 10
That was closer than it should have been. Now, I add a plunder card to my hand. Plunder: 1d6 ⇒ 1. The top weapon of the random stack is Whip, apparently. And now to close, the top barrier from that pile, Pirate Hunting.

As Maznar expertly brings the ship about to prevent it from from being wrecked,a whip suddenly gets washed onto the deck of the ship, as though the storm was trying to give it to him. As he puzzles over this development, he ship comes sailing from around the Fringes. Maznar decides it's time for some Pirate Hunting.

Ship: 1d7 ⇒ 3

It's the scurvy pirate vessel, The Man's Promise. Luckily, in this storm, Maznar's knowledge of nature gives him an edge for the foolish pirates.

Survival 6: 1d10 + 3 + 1d4 ⇒ (5) + 3 + (2) = 10
Plunder: 1d6 ⇒ 1
Turns out, the only plunder is weapons. This one goes to the pile, though. Also, Fringes of the Eye is closed. No cards in location to wash to another location. Ending turn.

EDIT: There's a When Permanently Closed at Fringes, apparently.
Barriers: 1d4 ⇒ 3 Blessings: 1d4 ⇒ 4

Those seven cards are in the location deck now. 1-3 I randomly encounter a barrier, 4-7 it's a blessing.
1d7 ⇒ 6

It's a Blessing of Erastil. I actually can't fail a Divine 5 with Chompy's help.

OK, so there are 3 blessings and 3 barriers randomly shuffled together into this location. Then end of turn nonsense moves 1d4 ⇒ 4 of them to 1d4 ⇒ 2 Shark Island. Ending turn for real this time.

Maznar wrote:

Hand: Hatchet, Blessing of the Green Faith 1, Dwarf Caiman, Cure, Blessing of Erastil, Frigid Blast,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: Characters at my location may add 1d4 to any of their checks. I have a Cure and a blessing (it's only a recharge if you use it) if anyone needs them. I'll be Curing myself at the start of my turn if no one uses 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 [x] 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

Structural Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Survival 6: 1d10 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12

The waves are rough in this storm, but with Maznar at the helm and Chompy there to help, the ship remains unscathed. He begins exploring the Fringes of the Eye, and finds a shrine dedicated to Cayden Cailean. He pauses for a moment and offers a brief prayer.

Divine 5: 1d10 + 4 + 1d4 ⇒ (5) + 4 + (4) = 13

Maznar feels blessed by the Lucky Drunk, though he offers a prayer to all the gods before continuing. Blessing of the Gods to explore again. He comes across a Quartermaster, and who he asks to join the crew of the Feathered Devil.

Charisma 8: 1d6 + 1d4 ⇒ (4) + (1) = 5

The Quartermaster has other business to attend to. Maznar offers another prayer to the gods and continues exploring the Fringes. And by exploring, he of course means he's going Pirate Hunting!

Random Ship: 1d7 ⇒ 5

Maznar sees the Sea Chanty off in the distance, and decides to hunt those pirates down.

Survival 6: 1d10 + 3 + 1d4 ⇒ (7) + 3 + (1) = 11

In taking down the ship, Maznar also found some plunder.

Plunder die: 1d6 ⇒ 5

Ending turn. Rolling for end of turn card moving shenanigans.
Number of cards: 1d4 ⇒ 1
Location: 1d6 ⇒ 1

The top card of Fringes is shuffled into Cannibal Isle.

Maznar wrote:

Hand: Hatchet, Blessing of the Green Faith 1, Dwarf Caiman, Cure, Blessing of Cayden Cailean, Frigid Blast,

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: Characters at my location may add 1d4 to any of their checks. I have a Cure and 2 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 [x] 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 will join Salim at the Fringes of the Eye, even though it's a bad place that no one should ever go to.

Maznar wrote:

Hand: Blessing of the Gods 1, Blessing of the Green Faith 1, Dwarf Caiman, Cure, Blessing of the Gods 2, Frigid Blast,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Characters at my location may add 1d4 to any of their checks. I have a Cure and 3 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 [x] 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

As much as I want a fancier animals, and I do, the Power Feat gives me weapon proficiency, which means I can take the Hatchet, which lets me use my Survival to attack. Since there are four B weapons, I'm not sure why Alain is rolling for it, but whatever.

weapon B: 1d1000 ⇒ 62

Liberty's Edge

Well, I have two cards in hand, and only 5 in my deck. I'm going to forgo my first exploration and bury my blessing to heal 1d4, then draw up and end my turn.

Healing: 1d4 ⇒ 2

Technically a net profit of one card in my deck. On the plus side, I drew up Chompy, so my perpetual d4 is back.

Maznar wrote:

Hand: Dwarf Caiman, Wooden Armor, Blessing of the Green Faith 1, Amulet of Mighty Fists, Fireblade, Cure,

Displayed:
Deck: 3 Discard: 1 Buried: 6
Notes: Characters at my location may add 1d4 to any of their checks. I have a Cure and a blessing 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

The final Grindylow. Throw all the things at it. Amulet, reveal Zaptongue for my power, recharge him for another d4 (and Electricity), and throw a blessing on top, because why not?

Combat 11: 2d8 + 3d4 ⇒ (2, 1) + (1, 1, 4) = 9

...So that's a thing that happened. I guess the villain flees to here, and we keep going. Sorry everyone. Bury Erutaki Coat to reduce damage. Now a Fort check, I guess.

Fortitude 6: 1d8 + 1 ⇒ (4) + 1 = 5

...Of course.

Cards buried: 1d4 ⇒ 4

Sigh. Time to cast Cure on myself, I suppose.

Cure: 1d4 + 1 ⇒ (1) + 1 = 2
Divine 8: 1d10 + 3 ⇒ (3) + 3 = 6

That may have been the single worst series of rolls I've ever made. Maznar may quit and decide the Shackles aren't for him.

Liberty's Edge

Maznar sails off to the last of the Riptide Coves, alone except for his animal friends. He finds a Master-At-Arms hanging out of the beach, and say hello.

Charisma 8: 1d6 + 1d4 ⇒ (4) + (4) = 8
Charisma 8: 1d6 + 1d4 ⇒ (5) + (1) = 6
Stupid Riptide Cove making me roll twice.

At first, it seems like the Master-At-Arms cannot resist the charm of Zaptongue, but then he decides to go his own way after all. Saddened by this course of events, Maznar heads back below decks.

Didn't get any cards back, but I'm ready to temp close, and have blessings to help people.

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: 6 Discard: 3 Buried: 1
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 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, Adventure Path, Card Game, Pawns, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society 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, Adventure Path, Card Game, Pawns, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society 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, Adventure Path, Card Game, Pawns, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society 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.

1 to 50 of 79 << first < prev | 1 | 2 | next > last >>