Echo Wood Scout

The FNCG Red Raven's page

185 posts. Alias of SirRogue.


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Since we're done, can this campaign be marked "inactive"? I'm excited to have my "Campaigns" page finally down to a single row. ;)


NOK-NOK BE PRAISED!!!


OFFTURN: Aric is healed for 4: (Blessing of Maat, Find Traps, Shadowless Sword 1, Secret Broker). Deck shuffled.

Aric discards a card (Mask of the Red Raven) to temporarily close his location.

Turn 18, under Blessing of Norgorber...

[ooc]Start of turn, exchange Psychometrist for Sawtooth Sabre +2.

Aric moves to the Treacherous Cave, carefully detailing his strategy of routing villains towards the Warrens so we wouldn't push monsters out to other locations because of the Warrens' properties. Grazzle nods, then runs to the Warrens and fights a monster, pushing a monster to Aric's location. *blink*

Nevermind, then. The Red Raven will dispatch them all! Bring on the Card 0: Hill Giant!

Hill Giant CtD Combat 15: 1d10 + 7 + 1d6 + 4 ⇒ (3) + 7 + (1) + 4 = 15 Wow, s~@~ty roll, but luckily a success!

On to actual business then. Isiem the 2nd to explore Card 1: Killing Blade.

Killing Blade BYA Con 12: 1d8 + 2 ⇒ (3) + 2 = 5 Failure! be dealt 1d4 Fire damage. Will just eat it on the Red Leathers.

Reveal then discard Sawtooth Sabre +2, discard Blessing of Abadar, reveal Belt of Physical Might.

Killing Blade CtD Combat 28: 2d10 + 7 + 1d6 + 2 + 1d8 + 6 + 2 ⇒ (4, 4) + 7 + (1) + 2 + (3) + 6 + 2 = 29 Success! Difficulty of sequential checks is reduced by 5!

Reveal then discard Corrosive Backsword +4. Will ask for either of Grazzle's blessings for 1 die.

THEN Killing Blade CtD Combat 30 25: 2d10 + 7 + 1d6 + 4 + 2d6 + 2 ⇒ (9, 1) + 7 + (2) + 4 + (1, 3) + 2 = 29 Success!

It takes nearly all The Red Raven's resources (and some others'), but the Killing Blade is defeated, if not slain. It limps down the only path it has left, corraling all three Blades at the Warrens...

Red Raven wrote:

Hand: Belt of Physical Might, Crystal Ball, Blessing of the Spy 2, Shadowless Sword 1,

Displayed:
Kit: Fortune Teller, Psychometrist, Shadowless Sword 2,
Deck: 12 Discard: 6 Buried: 1
NOTES:
Other: Box reroll for 2-6E is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.
===================================
ARIC: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.

UPKEEP:
Treacherous Cave Card 0 (random monster) BANISHED.
Treacherous Cave Card 1 DEFEATED, moves to WARRENS.
Treacherous Cave CLOSED.


Turn 14, under Blessing of the Gods...

Aric continues to pick his way through the Warren, trying not to scare any of the monsters to other locations. Actually, that's probably a better job for The Red Raven. Creeping up to a perch overlooking an adjacent cavern, he spies a [ooc]Card 1: Occluding Field set up to catch the weak and weary.

As he lurks in the shadows, the Fortune Teller's face creeps close to his ear and loudly whispers, "CARE to know your FORTUNE??? I seeeeeee.... a... a..."

Sighing indignantly, The Raven mutters, "Bane--"

"BAAAAAAAYYYYNah in your future!!!" She waggles her finger mystically as he pushes past her, drawing his Corrosive Backsword to slice through the magicks of the barrier.

Occluding Field CtD Con Melee 15: 1d10 + 7 + 1d6 + 4 ⇒ (8) + 7 + (2) + 4 = 21 Success! If defeated, shuffle the barrier into a random other open location deck.

random location: 1d2 ⇒ 2 Treacherous Cave The trap is no match for Trap Hacker, but he can feel like it relocated elsewhere. No time to worry, as the momentum carries TRR forward and into a waiting Card 2: Elder Water Elemental!

Elder Water Elemental CtD Melee 18: 1d10 + 7 + 1d6 + 4 ⇒ (5) + 7 + (1) + 4 = 17 Failure! Blessing of Maat makes it a success!

The blade is aimed just shy of a killing blow on the difficult to anticipate torrent of water, but Maat nudges The Raven's aim back on target and the elemental collapses in a torrent of liquid.

The Crimson Crusader grimaces as he hears the tiny tidal wave disturb some creatures elsewhere in the Warrens and they run off to harry the rest of his party, but it cannot be helped.

Weary of driving more monsters to other locations, TRR takes flight with his Skyplate Armor and descends on the Treacherous Cave to clean up his mess, guided by the Secret Broker to a random monster Succubus.

Succubus CtD Combat 17: 1d10 + 7 + 1d6 + 4 ⇒ (9) + 7 + (1) + 4 = 21 Success!

The Raven cuts down the errant demon without remorse, and pauses to consider his future advancement examine at end of turn.

random card - 1: villain that was here, 2: barrier that was moved here: 1d2 ⇒ 1. The Killing Blade!

The vigilante is tempted to jump the creature now, but Grazzle would be caught in the fray, and he could really stand to resupply. Standing down, The Raven allows Aric to arrange their rest.

Calculating the number of barriers left on the table (the last one being under a villain), I'll discard Find Traps before reset.

Aric wrote:

Hand: Corrosive Backsword +4, Blessing of Abadar, Mask of the Red Raven, Psychometrist, Belt of Physical Might, Red Leathers, Isiem the 2nd,

Displayed:
Kit: Fortune Teller, Sawtooth Sabre +2, Shadowless Sword 2,
Deck: 11 Discard: 5 Buried: 0
NOTES:
Available Support: Blessing of Abadar
Other: Box reroll for 2-6E is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Warren Card 1 DEFEATED, shuffled into Treacherous Cave.
Warren Card 2 BANISHED.
Random monster reloaded onto Treacherous Cave and Deeper Dungeons.
Treacherous Cave Card 0 (reloaded random monster) BANISHED.
Treacherous Cave Card 1 Killing Blade KNOWN.
Treacherous Cave Card 2 Occluding Field KNOWN.


Turn 10, under Blessing of Iomedae...

Before doing anything, Aric stashes his one-too-many Shadowless Sword and summons Elyana to join him. Consulting the Fortune Teller, he guesses there's a monster at the mouth of the Warrens, already knowing that he's right, but in a bold move, uses his surprise to hurl his other Shadowless Sword over the monster to distract it while he sneaks by! [ooc]Discard a card to evade a bane Aric encounters so it doesn't summon more and send them to all the locations.[ooc]

Free to wander, Aric randomly selects a direction and strikes out down the path to find a random card: 1d10 ⇒ 4 [ooc]Card 4: Shortspear +3. While of fine make, Aric has no interest in it, and asks Elyana to show him down another path. She scouts a random card: 1d10 ⇒ 5 scroll of Card 5: Find Traps. Deciding The Red Raven would be better suited to picking that up, Aric hangs back.

Find Traps CtA Skill 10: 1d8 + 2 ⇒ (7) + 2 = 9 Success!

The Raven secures the scroll in his belt then stops to rest.

Aric wrote:

Hand: Corrosive Backsword +4, Find Traps, Skyplate Armor, Psychometrist, Secret Broker, Fortune Teller, Blessing of Maat,

Displayed:
Kit: Red Leathers, Sawtooth Sabre +2, Shadowless Sword 2,
Deck: 11 Discard: 5 Buried: 0
NOTES:
Available Support: Blessing of Maat
Other: Box reroll for 2-6E is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Warren Card 1 KNOWN, shuffled in.
Warren Card 4 BANISHED.
Warren Card 5 ACQUIRED.


OFFTURN, Aric is healed for 5: (Secret Broker, Blessing of Zon-Kuthon, Blessing of Maat, Shadowless Sword 1, Dreamstalker). Deck shuffled. Praise the Lizard Gawds!

Turn 6, under Blessing of Calistria...

Aric's friends abandon him at the Crypts of Gluttony, but that's okay. It just means there's more for him and The Red Raven. Anticipating completing the feast alone, TRR swaps his Red Leathers for the Striking Wing Scimitar to fly away afterwards!

Peering around to see if there is anyone to get in the way of their gorging, TRR spots a [ooc]Card 1: Warden of Runes. Armed with this intel, TRR lurks, ignoring the obvious opportunity to attack skip regular explore and waits for it to pass Blessing of the Spy before attacking at a vulnerable moment! The creature courses with Electricity, but TRR ignores it as it is ground out by his armor, moving in to strike!

Warden of Runes CtD Combat 23: 2d10 + 7 + 1d6 + 4 ⇒ (10, 2) + 7 + (1) + 4 = 24 Success!

Slaying the warden has soured The Raven's stomach enough to want to leave. He dons the Quick-Change Mask to secure the area.

Crypts of Gluttony CtC Wis 12: 2d10 + 6 ⇒ (4, 10) + 6 = 20 Success!

Closing off the crypt, TRR feels a brief wave of nausea as its influence passes, and then another wave as his gluttony catches up with him and he empties his stomach at the crypt's threshold.

Feeling strangely improved from the purge, The Raven pulls the Striking Wing Scimitar and flicks wrist towards the Warrens to begin closing the next on the three villains. Pulling the Crystal Ball forth, the Crimson Crusader divines the way ahead, spying


Card 1: Elven Sharpshooter
Card 2: Shadow
Card 3: Monkey

The Raven knows his strengths, and skulks into the shadows to allow Aric to use his, allowing Appleslayer to lead the way.

Elven Sharpshooter CtA Dip 12: 1d10 + 7 ⇒ (3) + 7 = 10 Failure!

Aric is doing well as usual, charming the sharpshooter, but then tries to get fancy and spout an Elven proverb of wisdom and the archer's face wrinkles up at Aric's horrible pronunciation.

Alas, Aric pauses to review his Elvish pronunciation guide before moving on.

Aric wrote:

Hand: Corrosive Backsword +4, Shadowless Sword 2, Skyplate Armor, Psychometrist, Shadowless Sword 1, Fortune Teller, Blessing of Maat,

Displayed:
Kit: Red Leathers, Sawtooth Sabre +2, Elyana,
Deck: 12 Discard: 3 Buried: 0
NOTES:
Available Support: Blessing of Maat
Other: Box reroll for 2-6E is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Crypts of Gluttony Card 1 BANISHED.
Crypts of Gluttony CLOSED.
Warrens Card 1 BANISHED.
Warrens Card 2 KNOWN.
Warrens Card 3 KNOWN.


Turn 2, under Blessing of Lamashtu... [ooc]Lamashtu be praised!

Aric does some quick math based on his now-copious experiences in the Ravenous Crypts of Gluttony. Calculating that there are very likely some monsters ahead, Aric skulks behind a sarcophagus and and The Red Raven takes point, charging headlong into a Card 6: Gamigin.

Gamigin CtD Combat 22: 1d10 + 7 + 1d6 + 4 + 1d8 ⇒ (1) + 7 + (5) + 4 + (2) = 19 Failure! Blessing of Maat for +3...Success!

The Raven lunges with his backsword, bur the creature is so misshapen, he mistakenly aims for the side. Maat guides the vigilante's blade back on target and monster is mortally wounded. The Raven steps aside so Myrtle can do her work download something fun.

Following the Dreamstalker ahead, TRR confronts a Card 7: Hungerer lurking in the next room. Seeing it drip with its own acidic secretions, Aric sheathes his backsword and draws his Shadowless Sword to strike, twisting as he goes for extra damage.

Hungerer CtD Combat 22: 1d10 + 7 + 1d8 + 2 + 1d6 + 6 ⇒ (3) + 7 + (4) + 2 + (3) + 6 = 25 Success! If defeated, attempt a Dexterity or Acrobatics 14 check.

Hungerer CtD Acro 14: 1d10 + 6 + 2 ⇒ (7) + 6 + 2 = 15 Success! If you succeed, the Hungerer deals 1 Acid damage to you.

The Hungerer seems to be made of stomach acid, and it explodes everywhere as it is gutted. The Raven deftly spins in the air, avoiding most of the fluid, but a small bit splashes on the Secret Broker who retreats to tend to his wounds discarded.

Myrtle draws forth some glass vials to harvest some stomach acid as the crimson crusader has Isiem do some scrying ahead...

Card 8: Spiny Shield
Card 9: Mirror Image
Card 10: Warden of Runes

TRR starts to charge off towards the henchman, then realizes he could put the party in jeopardy. Instead, he stalls, looking over a shield he has no intention of picking up auto-fail to give the party time to disperse.

Swap back to Aric during examine, then reset.

Aric wrote:

Hand: Corrosive Backsword +4, Appleslayer, Red Leathers, Shadowless Sword 2, Skyplate Armor, Quick-Change Mask, Blessing of the Spy 1, Psychometrist, Crystal Ball,

Displayed:
Kit: Striking Wing Scimitar, Sawtooth Sabre +2, Elyana,
Deck: 7 Discard: 6 Buried: 0
NOTES:
Other: Box reroll for 2-6E is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Ravenous Crypts of Gluttony Card 6 BANISHED.
Ravenous Crypts of Gluttony Card 7 BANISHED.
Ravenous Crypts of Gluttony Card 8 BANISHED.
Ravenous Crypts of Gluttony Card 9 KNOWN, MOVE TO BOTTOM.
Ravenous Crypts of Gluttony Card 10 KNOWN, MOVE TO TOP.


It's hard to argue with the lizard gawds' teachings, so Aric joins the party at the Crypt.

Aric wrote:

Hand: Corrosive Backsword +4, Shadowless Sword 1, Red Leathers, Mask of the Red Raven, Secret Broker, Isiem, Dreamstalker, Blessing of Zon-Kuthon, Blessing of Maat,

Displayed:
Kit: Striking Wing Scimitar, Sawtooth Sabre +2, Elyana,
Deck: 13 Discard: 0 Buried: 0
NOTES:
Available Support: Blessing of Maat
Zon-Kuthon: 2 dice to Con or Finesse
Other: Box reroll for 2-6E is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.


I'm pretty happy with my deck. Ready to ride it into the final round! Happy to take an extra feat, though!

Skill Feat: Int (Aric) / Wisdom (TRR)


Turn 12, under Blessing of Pharasma...

Aric regroups with Grazzle at Ravenous Crypts of Gluttony #2 to face the last barrier (literally) to our escape: an [ooc]Card 1: Occluding Field, and after a glance, opts to let The Red Raven handle it with his Corrosive Backsword +4.

Occluding Field CtD Combat 10: 1d10 + 7 + 1d6 + 4 + 2 ⇒ (9) + 7 + (5) + 4 + 2 = 27 Success! Grazzle has to face it too, but it doesn't say we all have to win to defeat it. Worst case, he takes some damage before I banish it.

Stabbing his way out of whatever phantom crypt dimension we've been stuck in, The Red Raven leads the party out of this nightmare and into VICTORY.


Aric has all cards in his discard pile healed: (Secret Broker, Isiem the 2nd, Blessing of Sarenrae, Wayfinder, Dreamstalker, Appleslayer, Mask of the Red Raven, Isiem). Deck shuffled.

Turn 9, under Blessing of Irori...

After feeling the healing power of the lizard gods, Aric is refreshed and turns his gaze towards his oracle friend. Noting Grazzle scouting some difficult obstacles for him ahead at the Ravenous Crypts of Gluttony #6, The Red Raven leaps into action, standing against the [ooc]Card 2: Skull Ripper on his behalf.

Brandishing his Corrosive Backsword +4 with lumbar support from his Belt of Physical Might, TRR attacks!

Skull Ripper CtD Combat 14: 1d10 + 7 + 1d6 + 4 + 2 ⇒ (1) + 7 + (1) + 4 + 2 = 15 Success! Damn, thank you, BeltOPM!

The Raven stumbles, his swing nearly a miss, but thanks to the proper posture supported by his belt, he corrects and cuts true.

Knowing the difficulty of the ledge ahead thanks to Grazzles foresight, TRR uses his own intel as well to try and skirt another Card 3: Icy Ledge, stabbing his backsword into the rock face for added stability.

Icy Ledge CtD Dexterity Melee 14: 2d10 + 7 + 1d6 + 4 + 2 ⇒ (7, 5) + 7 + (4) + 4 + 2 = 29 Success! Backsword defeats a barrier, may examine top card of location.

Nearing the end of this crypt, TRR can see a Card 4: Blessing of Calistria hidden in a rocky nook exposed by his backsword. Taking a moment to swap his Sawtooth Sabre +2 for his Striking Wing Scimitar, The Raven then uses his on intel BotSpy to plan his surge ahead and try to escape the crypt.

Blessing of Calistria CtA Dex 4: 2d10 + 6 ⇒ (5, 5) + 6 = 16 Success!

Ravenous Crypts of Gluttony #6 CtC Wis 12: 2d8 + 2 ⇒ (5, 1) + 2 = 8 Failure! Reroll...
Reroll the 1: 1d8 ⇒ 5

(5, 1 5) + 2 = 8 12 Success!

Claiming the blessing removed the last vestige of good from the crypt and it collapses under its own evil. That is surely what happened. Expending the flight of his Striking Wing Scimitar, TRR throws Grazzle a salute and wings off to Ravenous Crypts of Gluttony #1 to assist Myrtle. Callistria guides him just in time, as a Card 1: Cave Bear rears up to attack!

Cave Bear CtD Combat 16: 1d10 + 7 + 1d6 + 4 + 2 ⇒ (3) + 7 + (2) + 4 + 2 = 18 Success!

The Raven uses the backsword in its titular anatomy and the bear falls with a flumpf. The tussle attracts the attention of Myrtle's Shadowcat, who stands ready to assist.

Elyana points out a generic divine boon left on an empty bier. TRR claims the Card 2: Mlessing of the Gods and uses its energy to fuel his exploration of the next chamber. A resounding boom sounds as a Card 3: Crushing Door comes down to block his path. As he backs up, it lifts, waiting to chomp down again...

Crushing Door CtD Dex Melee 13: 1d10 + 7 + 1d6 + 4 + 2 ⇒ (3) + 7 + (3) + 4 + 2 = 19 Success! Backsword defeats a barrier, may examine top card of location.

The vigilante is pretty sure he could dive through safely and disable it from the other side, but it is an unnecessary risk. Probing around with the blade of his Corrosive Backsword, he eventually finds the part of the adjacent wall housing the mechanism for the door and melts through it. The door crashes down again, then topples to one side of the doorway out of harm's way. Through the hole in the wall, The Raven can see an Card 4: Occluding Field spring up blocking the exit from the next chamber.

This looks like it could be tough to pass, and TRR lacks the stamina to take it out himself just now. Using the opportunity to draw that scroll from his kit, The Raven stashes his extra sword to focus on casting unfamiliar magic. He also spies a Harpy and some Magic Studded Leather Armor elsewhere in the crypt, but focuses on finding a path around the barrier.

During the examination, swap Shadowless Sword 2 for Augury in kit, then banish to cast for barriers, sending them to bottom.

With one last look around EoT examine, The Red Raven spots a Card 1d5 + 4 ⇒ (5) + 4 = 9: Wand of Treasure Finding down a concealed path and points Myrtle in that direction.

[/b]

[/ooc]

BANE CtD Combat 10: 1d10 + 7 + 1d8 + 2 ⇒ (1) + 7 + (2) + 2 = 12 [ooc]Success Failure!

BOON CtA Skill 10: 1d10 + 6 ⇒ (6) + 6 = 12 Success Failure!

At the end of your turn, roll 1d10. If the result is less than or equal to the number of open locations, roll 1d6; banish that number of cards from your location deck and each character at your location is dealt that amount of Combat damage.

Collapse?: 1d10 ⇒ 9 Nope! Yep!
Banish and damage!: 1d6 ⇒ 1

Aric wrote:

[b]Hand: Isiem the 2nd, Red Leathers, Belt of Physical Might, Appleslayer, Corrosive Backsword +4, Skyplate Armor, Blessing of Maat, Blessing of Sarenrae, Secret Broker,

Displayed:
Kit: Sawtooth Sabre +2, Potion of Energy Resistance, Shadowless Sword 2,
Deck: 13 Discard: 5 Buried: 0
NOTES:
Available Support: Blessing of Maat
Blessing of Sarenrae: 2 dice to Con
Other: Box reroll for 2-6D is USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Ravenous Crypts of Gluttony #6 Card 2 BANISHED.
Ravenous Crypts of Gluttony #6 Card 3 BANISHED.
Ravenous Crypts of Gluttony #6 Card 4 ACQUIRED.
Ravenous Crypts of Gluttony #6 CLOSED.
Ravenous Crypts of Gluttony #1 Card 1 BANISHED.
Ravenous Crypts of Gluttony #2 Card 1 ACQUIRED.
Ravenous Crypts of Gluttony #3 Card 1 BANISHED.
Ravenous Crypts of Gluttony #1 SHUFFLED.
Ravenous Crypts of Gluttony #4 Card 1 RECHARGED.
Ravenous Crypts of Gluttony #9 Card 1 RELOADED, KNOWN.


Turn 4, under Blessing of Torag...

The Red Raven is not keen on staying here any longer than necessary, splits off the group to try and clear out the Ravenous Crypts of Gluttony #4. Spying the [ooc]Card 1: Ambush before it comes, TRR prepares to dodge through the coming attacks.

Ambush CtD Acro 9 + AD 6 = 15: 1d10 + 6 + 2 + 2 ⇒ (9) + 6 + 2 + 2 = 19 Success! If defeated, you may immediately explore again.

After ducking through their prepared attacks, the unseen assailants seem unwilling to face The Raven directly and flee. One of them drops a scroll of Card 2: Augury on the way out.

Augury CtA Wis 6: 1d8 + 2 ⇒ (7) + 2 = 9 Success!

Quickly stashing the scroll, TRR follows intel form the Secret Broker to explore.

Card 3: Blessing of the Gods Auto-acquire! Spend to explore.

The path narrows into an Card 4: Icy Ledge here. Using the ice cleats and climbing spikes he acquired from his goblin friend (BotQ from Nok-Nok), The Raven attempts to shimmy across.

Icy Ledge CtD Dex 14: 2d10 + 4 + 2 ⇒ (7, 8) + 4 + 2 = 21 Success!

at last across the ledge, the vigilante has the wizard Isiem scout ahead, swap Augury for Mask of Red Raven in kit during examination., and skips ahead in the path to an errant Card 6: Blessing of Sarenrae.

Blessing of Sarenrae CtA Con 4: 1d6 + 2 ⇒ (3) + 2 = 5 Success!

The Raven recovers the boon and follows his Wayfinder to Card 7: Sneak Isiem told him was hiding around the corner.

Sneak BYA Perception 8: 1d8 + 5 + 1d8 ⇒ (3) + 5 + (4) = 12 Success!

Sneak CtD Combat 9 + AD6 = 15: 1d10 + 7 + 1d8 + 2 + 2 ⇒ (10) + 7 + (5) + 2 + 2 = 26 Success!

Sneaking up on the sneak and pushing him off the icy ledge, TRR uses the Blessing of Sarenrae to explore further and finds a Card 5: Potion of Energy Resistance the sneak dropped.

Potion of Energy Resistance CtA Int 4: 1d8 ⇒ 4 Success!

Scooping it up, he then follows the Dreamstalker's haunting voice to a hidden Card 8: Winged Shield in a rocky alcove.

Winged Shield CtA Con 10: 1d6 ⇒ 5 Failure!

It proves too weighty for the finesse fighter and he leaves it be, instead following the barking Appleslayer, who runs ahead and returns with barking directions. Swap Potion for Isiem in kit during examination. Guarding the exit of the crypt is a Card 9: Wyvern, and The Red Raven makes sure his Shadowless Sword is ready.

Wyvern CtD Combat 16: 1d10 + 7 + 1d8 + 2 + 2 ⇒ (10) + 7 + (5) + 2 + 2 = 26 Success!

The Red Raven ends his gluttonous frenzy only because there is nothing left to attack or acquire.

At the end of your turn, roll 1d10. If the result is less than or equal to the number of open locations, roll 1d6; banish that number of cards from your location deck and each character at your location is dealt that amount of Combat damage.

Collapse?: 1d10 ⇒ 4 Yep!
Banish and damage!: 1d6 ⇒ 2

The ground lurches beneath him as he exits the crypt, though he cannot tell if from the instability in it or himself. Debris batters him, dislodging his spare Mask of the Red Raven and Isiem contact. He pauses to sort that out. As he rests, the crypt seems to close up behind him and ahead of him a new crypt entrance appears. *sigh*

Aric wrote:

Hand: Shadowless Sword 2, Red Leathers, Belt of Physical Might, Elyana, Corrosive Backsword +4, Blessing of the Spy 2, Blessing of Maat, Sawtooth Sabre +2, Blessing of the Spy 1,

Displayed:
Kit: Striking Wing Scimitar, Potion of Energy Resistance, Augury,
Deck: 8 Discard: 8 Buried: 0
NOTES:
Available Support: Blessing of Maat
Other: Box reroll for 2-6D is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Ravenous Crypts of Gluttony #4 Card 1 BANISHED.
Ravenous Crypts of Gluttony #4 Card 2 ACQUIRED.
Ravenous Crypts of Gluttony #4 Card 3 ACQUIRED.
Ravenous Crypts of Gluttony #4 Card 4 BANISHED.
Ravenous Crypts of Gluttony #4 Card 5 ACQUIRED.
Ravenous Crypts of Gluttony #4 Card 6 ACQUIRED.
Ravenous Crypts of Gluttony #4 Card 7 BANISHED.
Ravenous Crypts of Gluttony #4 Card 8 BANISHED.
Ravenous Crypts of Gluttony #4 Card 9 BANISHED.
Ravenous Crypts of Gluttony #4 CLOSED.


Agreed, Aric will also head out on his own, to Crpyts #4.

Aric wrote:

Hand: Shadowless Sword 2, Red Leathers, Belt of Physical Might, Wayfinder, Isiem the 2nd, Secret Broker, Blessing of Maat,

Displayed:
Kit: Striking Wing Scimitar, Isiem, Mask of the Red Raven,
Deck: 15 Discard: 0 Buried: 0
NOTES:
Available Support: Blessing of Maat
Other: Box reroll for 2-6D is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.


Okay, I guess I'll finally give up my Psychic Detective, since Isiem does the same thing but better.


My item 6 would be Deadened Shadows Cloak. Ally 6 would maybe go Eyebiter, but it's hard to argue with getting a second Isiem. I'm fine with either (or neither, if others have strong desires for these card types).


Vaguely interested in Item or Ally, but not chomping for either. Happy to select after others have first choices.


Turn 14, under Blessing of Gorum...

Endgame at hand, Aric takes cover as The Red Raven leaps back to the Festering Maze of Sloth to dispatch [ooc]Card 1: Nosferatu with the Head Drum.

The Raven perches on a branch, biding his time, waiting to use Blessing of the Spy to take maximum advantage of his intel. At the opportune moment, he signals Nok-Nok to follow shortly behind, then lunges!

Villain fight 1:

Reveal and discard Sawtooth Sabre, extra die for BotSpy, 1d8 after recharging an accessory (Quick-Change Mask).

Nosferatu CtD Combat 25: 2d10 + 7 + 1d6 + 2 + 1d8 + 1d8 ⇒ (5, 6) + 7 + (6) + 2 + (5) + (5) = 36 Success! [b]The difficulty of Nok-Nok's check is decreased by 5.

The Raven ducks under the vampire's reach and drags a vicious cut across its midsection, raking the teeth in a jagged slice that slows the monster's advance, and distracts it as the godlin king pounces to finish it...


OFFTURN Aric heals 2. Lizard gawds be praised!

Turn 10, under Blessing of Desna...

The weight of the Runewell weighs heavily upon Aric, and he briefly loses faith in Zon Kuthon, rendering his boon useless [ooc](bury BoZK). Sinking into a corner, Aric makes way for The Red Raven to scout ahead, spotting Card 2: Boots of Teleportation ahead.

Before he can proceed, the Fortune Teller shakes her jangly wraps for attention as she bellows, "LO, HERO! I SEE YOUR PATH! AHEAD OF YOU LIES...LIES A..."

"boon."

"BOON AHEAD! YES! BE WATCHFUL FOR THE OPPORTUNITY!"

The Red Raven rolls his eyes, though he is thankful for the advantageous encounter before starting his normal exploring.

Boots of Teleportation CtA Stealth 9: 1d10 + 6 ⇒ (5) + 6 = 11 Success!

The Raven pulls the comfy boots on and deftly moves ahead to find yet another Card 3: Baykok blocking his path. TRR reaches for his blade...and grasps nothing.

F+%~.

Signalling for help, The Raven can feel the strength of the Demon Queen fill him, and the curse of the lizard gods weaken his enemy. Clenching his fists, the Crimson Crusader mutters, "Let's do this," and leaps at the creature.

Three dice from BotDemonQueen, d6+1 from Sacred Killer, Make them all d8s with Maat, Grazzle reduces difficulty by d6+1.

Baykok CtD Combat 24 22: 5d8 + 1 ⇒ (8, 4, 6, 2, 2) + 1 = 23 Success!

Baykok AYA Ranged Combat damage: 1d4 ⇒ 4 Ouch! Bury Skyplate to soak it all.

The Raven summons all his strength backed up with divine enhancement to punch the Baykok into oblivion. It launches its death curse spikes at the vigilante, who is able to pivot in time to take it all on the armor. TRR is unscathed, but the armor will need serious repair before it is useful again.

With its guardian defeated, the Runewell door begins to slowly seal itself. Rather than run for it, The Red Raven clicks his heels together and teleports to the Shimmering Veils to thank Grazzle and Nok-Nok for their assistance. As he ports in, he sees a Card 4: Mercenary waiting in the shadows. TRR has an opportunity to ambush the ambusher, but without a weapon he opts to keep to the shadows himself and allow Aric to amble out and greet the party.

Aric wrote:

Hand: Quick-Change Mask, Sawtooth Sabre +2, Shadowless Sword 1, Fortune Teller, Skyplate Armor, Blessing of the Spy 1, Corrosive Backsword +4,

Displayed:
Kit: Elyana, Blessing of the Spy 2, Mask of the Red Raven,
Deck: 16 Discard: 1 Buried: 1
NOTES:
Available Support: Maat: +/-3 or all dice d8s
Zon Kuthon: 2 dice on Con or Finesse
Other: Box reroll for 2-6B is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Runewell Card 2 ACQUIRED.
Runewell Card 3 BANISHED.
Runewell CLOSED.
Runewell Card 4 KNOWN.


OFFTURN: Aric has 5 cards in his discard pile healed: (Blessing of Zon-Kuthon, Corrosive Backsword +4, Dreamstalker, Blessing of the Spy 1, Isiem). Deck shuffled.

Turn 6, under b]Blessing of Norgorber [/b]...

Flip to TRR, Fortune Teller: bane. Free encounter! Swap Elyana for Belt of Physical Might in Kit.

Ravenous Crypts of Gluttony [ooc]Card 1: Corroded Lock

Use Blessing of Abadar.

Corroded Lock CtD Dex 15: 3d10 + 4 ⇒ (7, 8, 2) + 4 = 21 Success! If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck. Card 2: Lightning Bolt; send to bottom of location deck.

Regular explore:
Card 3: Baykok

Baykok CtD Combat 24: 1d10 + 7 + 1d8 + 2 + 1d6 + 6 + 2 + 1d8 ⇒ (1) + 7 + (4) + 2 + (5) + 6 + 2 + (4) = 31 Success!

Baykok AYA Combat damage: 1d4 ⇒ 2 Reveal Skyplate Armor to reduce by 2.

Asking for Grazzle's Blessing of Gozreh.

Ravenous Crypts of Gluttony CtD Wisdome 12: 3d8 + 2 ⇒ (8, 6, 5) + 2 = 21 Success!

Recharge Wayfinder to move to Runewell and examine two cards already known, swap Mask otRR for Psychic Detective, and recharge it to explore. Flip to Aric, use Psychometrist vs. Card 1: Demon Armor, displaying Skyplate Armor to gain Fort equal to Dip.

Demon Armor CtA Fort 11: 1d10 + 7 ⇒ (8) + 7 = 15 Success Failure!

Secret Broker to explore, picking up Conna the Wise in the process.

Warhammer +1 CtA Str 10: 1d6 ⇒ 6 Failure!

Use displayed Conna the Wise to examine the top 3 cards of a location deck.

Card 3: Vicious Trident +1
Card 4: Blessing of Gozreh
Card 5: Wand of Scorching Ray

On examine, swap Demon Armor for Mask of the Red Raven and end turn.

Recharge Wayfinder to move to Runewell and examine Card 6: Bewilder and Card 7: Scorching Ray, swap Mask otRR for Psychic Detective, and recharge it to explore.

Autofail, banished.

Aric wrote:

Hand: Quick-Change Mask, Blessing of Maat, Blessing of Zon-Kuthon, Fortune Teller, Skyplate Armor, Blessing of the Spy 1, Sacred Killer,

Displayed:
Kit: Elyana, Blessing of the Spy 2, Mask of the Red Raven,
Deck: 15 Discard: 2 Buried: 0
NOTES:
Available Support: Maat: +/-3 or all dice d8s
Zon Kuthon: 2 dice on Con or Finesse
Other: Box reroll for 2-6B is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Ravenous Crypts of Gluttony Card 1 BANISHED.
Ravenous Crypts of Gluttony Card 2 RECHARGED.
Ravenous Crypts of Gluttony Card 3 BANISHED.
Ravenous Crypts of Gluttony CLOSED.
Runewell Card 6 BANISHED.
Runewell Card 7 KNOWN.
Grazzle's Blessing of Gozreh spent.


OFFTURN: Aric has 5 cards in his discard pile healed: (Blessing of Zon-Kuthon, Corrosive Backsword +4, Dreamstalker, Blessing of the Spy 1, Isiem). Deck shuffled.

Turn 6, under b]Blessing of Norgorber [/b]...

Flip to TRR, Fortune Teller: bane. Free encounter! Swap Elyana for Belt of Physical Might in Kit.

Ravenous Crypts of Gluttony [ooc]Card 1: Corroded Lock

Use Blessing of Abadar.

Corroded Lock CtD Dex 15: 3d10 + 4 ⇒ (5, 10, 5) + 4 = 24 Success! If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck. Card 2: Lightning Bolt; send to bottom of location deck.

Regular explore:
Card 3: Baykok

Baykok CtD Combat 24: 1d10 + 7 + 1d8 + 2 + 1d6 + 6 + 2 + 1d8 ⇒ (7) + 7 + (1) + 2 + (6) + 6 + 2 + (3) = 34 Success!

Baykok AYA Combat damage: 1d4 ⇒ 1 Reveal Skyplate Armor to reduce by 2.

Asking for Grazzle's Blessing of Gozreh.

Ravenous Crypts of Gluttony CtD Wisdome 12: 3d8 + 2 ⇒ (6, 5, 4) + 2 = 17 Success!

Recharge Wayfinder to move to Ravenous Crypts of Gluttony and examine two cards already known, swap Mask otRR for Psychic Detective, and recharge it to explore. Flip to Aric, use Psychometrist vs. Card 1: Demon Armor, displaying Skyplate Armor to gain Fort equal to Dip.

Demon Armor CtA Fort 11: 1d10 + 7 ⇒ (10) + 7 = 17 Success Failure!

Secret Broker to explore, picking up Conna the Wise in the process.

Warhammer +1 CtA Str 10: 1d6 ⇒ 5 Failure!

Use displayed Conna the Wise to Banish this card to examine the top 3 cards of a location deck.

Card 3: Vicious Trident +1
Card 4: Blessing of Gozreh
Card 5: Wand of Scorching Ray

On examine, swap Demon Armor for Mask of the Red Raven and end turn.

Aric wrote:

Hand: Quick-Change Mask, Blessing of Maat, Blessing of Zon-Kuthon, Fortune Teller, Skyplate Armor, Mask of the Red Raven, Sacred Killer,

Displayed:
Kit: Elyana, Blessing of the Spy 2, Demon Armor,
Deck: 15 Discard: 2 Buried: 0
NOTES:
Available Support: Maat: +/-3 or all dice d8s
Zon Kuthon: 2 dice on Con or Finesse
Other: Box reroll for 2-6B is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Ravenous Crypts of Gluttony Card 1 BANISHED.
Ravenous Crypts of Gluttony Card 2 RECHARGED.
Ravenous Crypts of Gluttony Card 3 BANISHED.
Ravenous Crypts of Gluttony CLOSED.
Runewell Card 1 ACQUIRED.
Runewell Card 2 BANISHED.
Runewell Card 3 ACQUIRED BANISHED.
Runewell Card 4 KNOWN.
Runewell Card 5 KNOWN.
Grazzle's Blessing of Gozreh spent.


Realized I still had my Quick-Change Mask in my hand, which I had recharged last game (thanks, deck handler alert!), and also that I was gluttonous. Here is my revised hand starting my turn.

"

Aric wrote:

Hand: Shadowless Sword 2, Psychometrist, Blessing of Abadar, Fortune Teller, Skyplate Armor, Mask of the Red Raven, Secret Broker, Wayfinder, Elyana,

Displayed:
Kit: Belt of Physical Might, Blessing of the Spy 2, Psychic Detective,
Deck: 9 Discard: 5 Buried: 0
NOTES:
Available Support: Abadar: 2 dice vs. barrier
Other: Box reroll for 2-6B is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

"


Turn 1, under Blessing of DIETY...

Aric hoards a platter of pastries in the corner while The Red Raven swings over to the Iron Cages of Lust. As he swings by, he spies a [ooc]Card 1: Sacred Killer in the cage nearest the doorway examine at end of move step, and swap Psychic Detective for Appleslayer from kit, and swap back to Aric.

Making friends is clearly Aric's forte, so TRR holds back and summons the dining dandy. Pausing to consult with the Fortune Teller, she shakes her jangly wrap and bangles her bangly bracelets as she dramtically consults a crystal ball... "I foresee... you will face... a..."

Aric, sotto voce: "*boon*"

FT: "BOOOOON in your future!!!"

Aric claps his hands at the parlor trick and stops to chat up the caged orc before beginning his normal exploration.

Sacred Killer CtA Dip 12: 1d10 + 7 + 2 ⇒ (3) + 7 + 2 = 12 Success! [X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)

The orc is rather pleased to be let out of his cage, complaining that the local denizens were not respecting his safe word. He points out a doorway nearby where the local Baykok holds court.

This is really a job for The Red Raven, but he couldn't talk his way out afterwards, and then they'd have to fight all the way through the place to get out. Reluctantly, Aric draws the backsword, counting on good intel Blessing of the Spy to win the day...

Reveal backsword, then discard for +2d6, extra die for BotSpy, +2 for belt, recharge Sacred Killer for 1d6+1.

Baykok CtD Combat 24: 2d6 + 1d6 + 4 + 2d6 + 2 + 1d6 + 1 ⇒ (1, 5) + (2) + 4 + (3, 2) + 2 + (4) + 1 = 24Success! After you act, the Baykok deals 1d4 Ranged Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Ranged damage: 1d4 ⇒ 2 Discard Dreamstalker and Blessing of the Spy 1.

Aric is cut up a bit, but the noble tries to remember his academy fencing training and fends off enough of the monster's attacks to land some critical stabs of his own. The Sacred Killer lands a crucial strike and the henchman falls.

Iron Cages of Lust CtD Dip 12: 2d10 + 7 ⇒ (7, 8) + 7 = 22 Success!

"Now I know you are all having fun here, but it really is time to get going. It's a bit dangerous right now, even more so than you might like."

The patrons and workers leave and lock the doors behind them. Aric saddles up Appleslayer with a jaunty laugh and rides over to the Ravenous Crypts of Gluttony to rejoin the feast party and see what's there. While everyone's busy eating, the pup yaps at a Card 1: Shadow lurking behind the pillars. Aric sidles over to the banquet table while The Red Raven exchanges his Belt of Physical Might for the Shadowless Sword in his kit.

Shadow CtD Combat 13: 1d10 + 7 + 1d8 + 2 ⇒ (5) + 7 + (3) + 2 = 17 Success!

Dispelling the Shadow this the sword of light, The Raven stops to consult with Isiem. The wizard scrunches his eyes in concentration and identifies three potential paths from here:

Card 2: Invasion Plans
Card 3: Lightning Bolt
Card 4: Corroded Lock

Will change order and switch to Aric on examination:

Card 2: Invasion Plans
Card 4: Corroded Lock
Card 3: Lightning Bolt

Aric hopes to put the intel of these Card 2: Invasion Plans to use by viewing them through the lens of his Quick-Change Mask

BOON CtD Wis Dip 13: 1d10 + 7 ⇒ (6) + 7 = 13 Success! If defeated, you may examine the top 3 cards of the location deck and return them in any order.

Card 4: Corroded Lock
Card 3: Lightning Bolt
Card 5: Blessing of Gozreh

Change to:

Card 5: Blessing of Gozreh
Card 4: Corroded Lock
Card 3: Lightning Bolt

Aric considers how to proceed but gets distracted as a new cask of wine is tapped.

Aric wrote:

Hand: Shadowless Sword 2, Quick-Change Mask, Blessing of Abadar, Fortune Teller, Skyplate Armor, Mask of the Red Raven, Secret Broker,

Displayed:
Kit: Belt of Physical Might, Blessing of the Spy 2, Psychic Detective,
Deck: 12 Discard: 5 Buried: 0
NOTES:
Available Support: Abadar: 2 dice vs. barrier
Other: Box reroll for 2-6B is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Iron Cages of Lust Card 1 ACQUIRED.
Iron Cages of Lust Card 2 BANISHED.
Iron Cages of Lust CLOSED.
Ravenous Crypts of Gluttony Card 1 BANISHED.
Ravenous Crypts of Gluttony Card 2 BANISHED.
Ravenous Crypts of Gluttony Card 3 KNOWN, is third.
Ravenous Crypts of Gluttony Card 4 KNOWN, is second.
Ravenous Crypts of Gluttony Card 5 KNOWN, is on top.


(Nok-Nok is always cool...)


Aric will also be gluttonous for similar reasons.

Aric wrote:

Hand: Corrosive Backsword +4, Quick-Change Mask, Belt of Physical Might, Fortune Teller, Psychic Detective, Dreamstalker, Isiem, Blessing of the Spy 1, Blessing of Zon-Kuthon,

Displayed:
Kit: Shadowless Sword 2, Blessing of the Spy 2, Appleslayer,
Deck: 13 Discard: 0 Buried: 0
NOTES:
Available Support: Zon-Kuthon: 2 dice to Finesse or Con
Other: Box reroll for 2-6B is NOT used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.


I'll take one of the Ally 5s then.

Jelani --> Fortune Teller.


Aric will happily take another high-level ally. We can let fate decide!

Ally 6: 1d1000 ⇒ 76

Um, wow. I'd say I lost for sure, but I've seen our party roll before, so who knows!


Aric will also take an Ally 6 for first upgrade.

Zealot --> Isiem


Turn 13, under Blessing of the Gods...

Aric consults his Crystal Ball before doing anything else, spying the road ahead at the Glassworks...

Card 1: Black Arrow Ranger
Card 3: Arcane Lock
Card 4: Frost Longbow +1

Armed with foreknowledge, Aric joins the party at the Glassworks to secure the final location, immediately befriending the [ooc]Card 2: Black Arrow Ranger posted there.

Black Arrow Ranger CtA Dip 7: 1d10 + 6 - 1 ⇒ (5) + 6 - 1 = 10 Success!

The ranger joins the retinue, and Aric has words (thoughts?) with the Psychic Detective who reminds him of the Card 3: Arcane Lock up ahead. Aric contemplates the burning orange glob of molten sand in the kiln as The Red Raven sneaks out from around the kiln to plunge his Corrosive Backsword into the lock.

Arcane Lock CtD Arcane Melee 13: 1d10 + 7 + 1d6 + 4 + 2 - 1 ⇒ (8) + 7 + (3) + 4 + 2 - 1 = 23 Success! If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

The lock burns away without triggering any bad magicks. Passing through it offers TRR a vision of the Card 4: Frost Longbow +1 he saw in the crystal ball, but The Raven opts to have it magicked away by the lock as he deals with more pressing matters.

The ranger advises the vigilante that a mosnter was last seen in the next chamber. Drawing his blade, the Raven charges the Card 5: Sinspawn Axeman as soon as it is in sight.

Sinspawn Axeman CtD Combat 19: 1d10 + 7 + 1d6 + 4 + 2 - 1 ⇒ (10) + 7 + (6) + 4 + 2 - 1 = 28 Success!

The Raven slashes the axeman while charging by him, ducking his axe cut. The axeman looks like he might swing again, but the slice across his belly begins to sizzle as acid eats into his entrails and he collapses.

As he pauses to rest, TRR spots a Card 6: Potion of Energy Resistance undamaged amongst the cultist's otherwise worthless belongings. Perhaps someone else will pick it up.

Aric wrote:

Hand: Corrosive Backsword +4, Shadowless Sword 1, Blessing of Zon-Kuthon, Wayfinder, Red Leathers, Belt of Physical Might, Mask of the Red Raven,

Displayed: Cannibal Haunt,
Kit: Sawtooth Sabre +2, Shadowless Sword 2, Allying Dart +1,
Deck: 13 Discard: 7 Buried: 3
NOTES:
Available Support: Zon-Kuthon: 2 dice to Finesse or Con
Other: Box reroll for 2-6A is USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Glassworks Card 2 ACQUIRED.
Glassworks Card 3 BANISHED.
Glassworks Card 4 RECHARGED.
Glassworks Card 5 BANISHED.
Glassworks Card 6 KNOWN.


Turn 9, under Blessing of Gozreh...

Knowing what is ahead, and what taking it could mean, The Red Raven continues into the Vault of Greed and does not make a great effort to take the [ooc]Card 1: Potion of Healing.

Potion of Healing CtA Craft 5: 1d4 ⇒ 1 Failure!

In fact, his limited knowledge of its creation makes such a thing impossible, so that works out. Unfortunately, TRR is running a bit heavy with gear right now, and can't push on much further. He peeks around one corner just to be sure, and finds a Card 2: Cannibal Haunt waiting in the next chamber!

Well, maybe just a little further, he thinks with a smirk. He moves to attack, but the chill of its presence freezes him in his tracks. The Frost Longbow +1 he had been drawing turns to ash in his hands, completely disintegrating.

Vault of Greed Ctc Perception 12: 2d8 + 5 ⇒ (2, 8) + 5 = 15 Success!

The Red Raven knows when to walk away, and when to run. Chilled by the Haunt, he departs the scene and spots the door trap trigger on the way out, slapping it as he passes. He even goes so far as to use his Skyplate Armor to take flight, not stopping until he lands at the Glassworks.

Aric wrote:

Hand: Corrosive Backsword +4, Shadowless Sword 1, Psychic Detective, Crystal Ball, Red Leathers, Belt of Physical Might, Blessing of Maat,

Displayed: Cannibal Haunt,
Kit: Sawtooth Sabre +2, Shadowless Sword 2, Allying Dart +1,
Deck: 15 Discard: 4 Buried: 3
NOTES:
Available Support: Maat: +/- 3
Maat: change all dice to d8s
Crystal Ball: Scout top 3 location cards
Other: Box reroll for 2-6A is USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Intelligence +2 (5)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Perception: Wisdom +2 (5)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Vault of Greed Card 1 BANISHED.
Vault of Greed Card 2 DISPLAYED NEXT TO ARIC/TRR.
Vault of Greed Card CLOSED.


Turn 8, under Blessing of Irori...

With the Gluttony hall closed, The Red Raven turns to combat the next deadly sin at the Vault of Greed and raises his sword against...a scroll of [ooc]Card 1: Mirror Image.

Mirror Image CtA Int 6: 1d6 ⇒ 2 Failure! After a moment's hesitation, TRR lets his blade continue and shreds the scroll to ribbons. Better than having it used against him.

A Zealot points to a rack with a Card 2: Belt of Giant Strength displayed.

Belt of Giant Strength CtA Str 5: 1d6 ⇒ 2 Failure! Again, The Raven lets his blade fly against the leather, remembering his last foray into the vault and its affect on items.

The Secret Broker relays intel of some Card 3: Chainmail of Cold Resistance in a hidden alcove.

Chainmail of Cold Resistance CtA Con 8: 1d6 ⇒ 3 Failure!

Again, The Raven hacks at the item to make it unusable for anyone else. Trusting Abadar to guide him on, the crusader grins as he turns the corner to find a Card 4: Troll baring down on him! The vigilante readies his Corrosive Backsword, but not before hurling a Venomous Dagger at the beast.

Troll CtD Combat 18: 1d10 + 7 + 1d6 + 4 + 1d4 + 2 ⇒ (8) + 7 + (2) + 4 + (3) + 2 = 26 Success! Corrosive Backsword has Acid trait, so defeated!

Hearing the sizzle of acid outpacing the monster's regenerative powers, The Red Raven settles in to scout briefly, and seeing only a Card 5: Potion of Healing in the immediate vicinity, skulks into the shadows, allowing Aric a moment of respite to resupply.

Aric wrote:

Hand: Corrosive Backsword +4, Shadowless Sword 1, Frost Longbow +1, Skyplate Armor, Red Leathers, Belt of Physical Might, Blessing of Maat,

Displayed:
Kit: Sawtooth Sabre +2, Shadowless Sword 2, Allying Dart +1,
Deck: 15 Discard: 4 Buried: 3
NOTES:
Available Support: Frostbow: 1d4+1 Cold to distant combat

Other: Box reroll for 2-6A is USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Intelligence +2 (3)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Perception: Wisdom +2 (3)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Vault of Greed Card 1 BANISHED.
Vault of Greed Card 2 BANISHED.
Vault of Greed Card 3 BANISHED.
Vault of Greed Card 4 BANISHED.
Vault of Greed Card 5 KNOWN.


Turn 1, under Blessing of Gorum...

Fighting the hunger rampant in the Ravenous Crypts of Gluttony, Aric looks around furiously for a distraction from the delicious feast and spots a [ooc]Card 1: Blessing of the Gods. He immediately grabs it, but finds he can't hold it and still carry all his other gear, and opts to drop (bury) it.

Looking for other distractions, Aric peers into his Crystal Ball to view the surrounding area of the crypt and spies:

Card 2: Bolstering Armor
Card 3: Ranger Stash
Card 4: Werewolf

Knowing what's ahead, Aric feigns interest in a painting around the corner and The Red Ravenemerges to deal with danger.

What's up, danger?

Elayna suggests taking the Card 2: Bolstering Armor, but even if he could carry it, TRR feels the phantom pull of this place weighing the armor down, and opts to pass.

TRR uses his Wayfinder to direct him to the Card 3: Ranger Stash, and his Corrosive Backsword to pick apart and/or dissolve the detritus masking its presence.

Ranger Stash CtD Dex 12: 1d10 + 7 + 1d6 + 4 ⇒ (2) + 7 + (6) + 4 = 19 Success! If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.

Stash: 1d4 + 1 ⇒ (3) + 1 = 4

Frost Longbow +1
Longbow +1
Allying Dart +1
Venomous Dagger +2

The Raven arms himself to the teeth with new weapons, and peering through the remains of the stash, he spies the lycanthrope, and swaps one of his new weapons for some valueable intel (botspy). He then calls on Zon-Kuthon to lead him to the Card 4: Werewolf he knows is lurking nearby.

Werewolf CtD Combat 13: 1d10 + 7 + 1d6 + 4 ⇒ (4) + 7 + (2) + 4 = 17 Success!

Beaten, the wolf fades to a bewildered man, who scampers away. The Psychic Detective points out a leaf of a Card 5: Blessing of Gozreh the man left behind.

Blessing of Gozreh CtA Wisdom 7: 1d8 + 3 ⇒ (5) + 3 = 8 Success! Bury Longbow +1.

TRR palms the divine boon, dropping the lesser of the bows he recently found. Using the leaf, it guides him to a scroll of Card 6: Find Traps, but he opts to leave it be.

Following his last bit of intel botspy, The Raven comes across a hidden treasure, the Card 7: Headband of Alluring Charisma. Something better left to Aric, but there is no time...

Headband of Alluring Charisma CtA Cha 5: 2d4 ⇒ (4, 3) = 7 Success!

The crown is heavy, and The Raven's brow is not troubled, so he puts it in the bottom of his bag (buried).

Posting up in a defensive position, TRR checks the area for monsters one last time, but spies only a Card 8: Cryptic Message etched in one wall. He'll leave it to the party, or dissolve it with his sword after a short rest.

Aric wrote:

Hand: Corrosive Backsword +4, Shadowless Sword 1, Frost Longbow +1, Venomous Dagger +2, Red Leathers, Secret Broker, Blessing of Maat,

Displayed:
Kit: Sawtooth Sabre +2, Shadowless Sword 2, Allying Dart +1,
Deck: 12 Discard: 7 Buried: 3
NOTES:
Available Support: Frostbow: 1d4+1 Cold to distant combat
Allying Dart: 1d4+1 to local combat
Other: Box reroll for 2-6A is USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
Knowledge: Intelligence +2 (3)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Perception: Wisdom +2 (3)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Ravenous Crypts of Gluttony Card 1 ACQUIRED.
Ravenous Crypts of Gluttony Card 2 BANISHED.
Ravenous Crypts of Gluttony Card 3 BANISHED.
Ravenous Crypts of Gluttony Card 4 BANISHED.
Ravenous Crypts of Gluttony Card 5 ACQUIRED.
Ravenous Crypts of Gluttony Card 6 BANISHED.
Ravenous Crypts of Gluttony Card 7 ACQUIRED.
Ravenous Crypts of Gluttony Card 8 KNOWN.


Weapon 6 would be my first choice for the first pick. Seems like we have enough Item 6s that I can safely say that will definitely be my bonus upgrade.
HP: skill feat, since I still haven't hit Tier+1 on that.

Also noticed that I somehow took two Card feats and no skill feats last AD like a cheater, so I'll have to drop the extra Armor feat and swap it to skill feat like it should have been.

So tentatively:

Weapon 6: Sawtooth Saber +2 --> Corrosive Backsword +4
Item 6: Shadow Victim Ring --> Belt of Physical Might
<s>Armor Feat: Armor of Skulls[/s] --> Skill Feat: Int (Aric) / Wisdom (TRR)
This HP: Skill Feat: Int (Aric) / Wisdom (TRR)


The Red Raven with swoop in from behind to attack the godling's weakened foe, taking advantage of Myrtle's puff of cloud to obscure his approach.

Party blessing for extra die, reveal and discard Shadowless Sword for extra d6+#, reveal Belt for +2, then recharge it (accessory) for 1d8 (power), 1d6 from Nok-Nok's splashbolt, plus MM weakening.

Baykok Lord CtD Combat 28: 2d10 + 7 + 1d8 + 2 + 1d6 + 6 + 2 + 1d8 + 1d6 + 1d12 ⇒ (1, 6) + 7 + (1) + 2 + (6) + 6 + 2 + (1) + (4) + (7) = 43 Success!


Looks like I forgot to recharge my Quick-Change Mask when I used it to close last turn; recharging now and drawing Mask of the Red Raven to fill what would have been an open hand slot at reset.

Turn 12, under Blessing of Sarenrae...

Knowing he cannot best the locked door, Aric hangs back around the corner and The Red Raven descends upon the Heptaric Locus, stashing his Mask and drawing his Sawtooth Sabre from kit. Looking at the [ooc]Card 1: Corroded Lock, he could spend the time to try and jimmy it open, but it seems more expedient to smash. Hopefully Myrtle can also staff-zap it while we're at it.

Reveal and discard Shadowless Sword for 1d8+2+1d6+#, +2 for Belt of Physical Might, recharge an accessory (Ring of Sihedron) to add 1d8 (power).

Corroded Lock CtD Combat 35: 1d10 + 7 + 1d8 + 2 + 1d6 + 6 + 2 + 1d8 + 1d12 ⇒ (3) + 7 + (7) + 2 + (4) + 6 + 2 + (1) + (4) = 36 Success! If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Peering through the new hole in the door, TRR spots a Card 2: Deathbane Shield propped against the inside of the door. Giving it a quick kick, the door swings open and the shield goes rolling back into the Locus and around a corner somewhere (bottom of deck).

Appleslayer trots off to relieve himself, but the trunk he chose to mark turns out to be a Card 3: Horror Tree! Yipe yipe yipe!

Horror Tree CtD Combat 22: 1d10 + 7 + 1d6 + 2 + 2 + 1d8 + 6 ⇒ (5) + 7 + (4) + 2 + 2 + (8) + 6 = 34 Success!

The vigilante carves the initials "R.R." in the middle of a bird shape on the trunk of the Horror Tree, and it rustles irritably and stops trying to entangle the pup.

The crimson crusader peers around the next maze hedge and spies a Card 4: Skulking Vampire lying in wait. Having already expended two swords on two Bane 6s, The Raven opts to pull back for the moment, but resets his gear in anticipation of more trouble ahead.

Red Raven wrote:

Hand: Armor of Skulls, Dreamstalker, Belt of Physical Might, Shadowless Sword 2,

Displayed:
Kit: Striking Wing Scimitar, Mask of the Red Raven, Force Sling +3,
Deck: 17 Discard: 4 Buried: 0
NOTES:
Available Support: Armor of Skulls: local character can evade a non-villain bane.
Other: Box reroll for 2-6A is USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2 (3)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.
===================================
ARIC: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2 (3)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.

UPKEEP:
Heptaric Locus Card 1 BANISHED.
Heptaric Locus Card 2 RECHARGED.
Heptaric Locus Card 3 BANISHED.
Heptaric Locus Card 4 KNOWN.


Turn 8, under Blessing of Pharasma...

Knowing what awaits him in the Vault of Greed, Aric again secrets himself away so that The Red Raven can take down the [ooc]Card 1: Faceless Stalker, first swapping his Armor of Skulls for his Skyplate Armor.

Faceless Stalker BYA Wis 7: 1d8 + 1 ⇒ (6) + 1 = 7 Success!

Faceless Stalker CtD Combat 12: 1d10 + 7 + 1d8 + 2 ⇒ (5) + 7 + (3) + 2 = 17 Success!

The stalker's eerie presence threatens to irk The Raven, but he overcomes his revulsion to dispatch the beast handily.

Following his Wayfinder to the end of the Vault, he finds a final, unlocked chest. Within lies a Card 1: Belt of Physical Might!

Belt of Physical Might CtA Dex 9: 1d10 + 4 ⇒ (6) + 4 = 10 Success!

The belt is secured with electrified wire that could be unwound if you could endure the electrified pain, or ignored if you could just rip the belt free. Instead, The Raven spots a tiny deactivation switch and is able to deftly reach past the shock points to switch it off without getting zapped. Huzzah!

No sooner does he celebrate than a bolt from the chest shoots out and zaps one of The Raven's belt pouches, destroying his Crystal Ball. The Vault giveth, and the Vault taketh away.

Time to get out of here.

Slipping on his Quick-Change Mask, The Red Raven attempts to slip past the threshold defenses and trigger them from the outside to seal this place off.

Vault of Greed CtC Perception Stealth 12: 2d10 + 6 ⇒ (1, 10) + 6 = 17 Success!

With some divine assistance from the Head Drum, TRR is able to sneak out the door, deliberately triggering defenses at that last minute to seal the door behind him.

Noting his party's locations, TRR uses his Skyplate Armor to leap over to the Heptaric Locus to find the way obstructed by a Corroded Lock. Best to rest up for now, then.

Aric wrote:

Hand: Appleslayer, Striking Wing Scimitar, Belt of Physical Might, Quick-Change Mask, Psychometrist, Shadowless Sword 1, Sihedron Ring,

Displayed:
Kit: Armor of Skulls, Sawtooth Sabre +2, Force Sling +3,
Deck: 15 Discard: 3 Buried: 0
NOTES:
Available Support: Zon-Kuthon: 2 dice to Con or Finesse check.
Other: Box reroll for 2-6A is USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2 (3)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2 (3)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Vault of Greed Card 1 BANISHED.
Vault of Greed Card 1 ACQUIRED.
Vault of Greed CLOSED.
Heptaric Locus Card 1 KNOWN.


Turn 4, under Blessing of the Gods...

Aric [ooc]skips his move step and ambles around the Courtyard kicking rocks, then pauses as one of them looks like a Card 1: Greater Luckstone.

Greater Luckstone CtA Skill 5: 1d8 ⇒ 2 Failure!

Not has lucky as he'd hoped. Aric gives it a swift kick and Appleslayer takes off after it. The pup pauses, staring at something out of Aric's sight, then barks twice back at the noble, two short, clipped arfs that mean "danger."

Aric disappears into the verge and The Red Raven emerges from the rooftop above, descending upon the Card 2: Warrior of Wrath as it rounds the corner (ans swapping Secret Broker for Strikewing Scimitar in the process).

Courtyard before Combat Acro 12: 1d10 + 6 + 2 ⇒ (9) + 6 + 2 = 17 Success!

Warrior of Wrath BYA Acro 12: 1d10 + 6 + 2 ⇒ (9) + 6 + 2 = 17 Success!

Discard Sawtooth Saber for extra 1d8+#).

Warrior of Wrath CtD Combat 20: 1d10 + 7 + 1d6 + 2 + 1d8 + 6 ⇒ (6) + 7 + (3) + 2 + (4) + 6 = 28 Success!

The Red Raven is able to easily scramble across the treacherous gravel of the Courtyard, dodge the flaming projectile launched by the warrior, then snickers snack with his Sawtooth Saber. It bends a bit as it cuts the henchman down; will have to get that repaired.

Courtyard CtC Acro 10: 1d10 + 6 + 2 ⇒ (10) + 6 + 2 = 18 Success!

TRR again scrambles out of the Courtyard and secures the location from escape, then grasps the Strikewing Scimitar to move to the Thassilonian Library. Landing on a sill, he consults the Dreamstalker, who spots a Card 1: Merchant perusing the shelves. The Raven backs into the shadows, and Aric strolls into the building and makes conversation.

Merchant CtA Skill 7: 1d10 + 7 ⇒ (6) + 7 = 13 Success!

The merchant takes to Aric immediately, and shows him the fascinating book he's admiring that details how to cast Card 2: Haste.

Haste CtA Int 8: 1d8 + 1 ⇒ (6) + 1 = 7 Failure!

Aric smiles and nods and lets the merchant go back to reading. He could charge ahead a bit more, but without a weapon on hand, it seems brash, even for him. Instead he plays the (blessing of the) spy to get intel to others. Peering into a side chamber of the library, Aric eyes what look like Card 3: Invasion Plans spread out on a conference table.

Someone probably ought to take a closer look, he thinks, as he finds a cushy chair and puts his feet up to read.

Aric wrote:

Hand: Psychic Detective, Red Leathers, Crystal Ball, Shadowless Sword 1, Blessing of the Spy 1, Jelani, Sawtooth Sabre +2,

Displayed:
Kit: Shadow Victim Ring, Secret Broker, Blessing of Bastet,
Deck: 17 Discard: 1 Buried: 0
NOTES:
Other: Box reroll for 2-5B is available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2 (3)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2 (3)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Courtyard Card 1 BANISHED.
Courtyard Card 1 BANISHED.
Courtyard Card 1 CLOSED.
Thassilonian Library Card 1 ACQUIRED.
Thassilonian Library Card 1 BANISHED.
Thassilonian Library Card 1 KNOWN.


I am interested in in an Armor 5 and Weapon 4, but only if no one else wants them.


On Nok-Nok's turn, BOON CtA Acro 8: 1d10 + 6 ⇒ (7) + 6 = 13 Success!

Turn 7, under Blessing of Abadar...

With the Courtyard secure, the Academy is the only remaining location. Thanks to Grazzle's intel, we know the [ooc]Card 1: Alu-Demon Sister is waiting at the threshold, so Aric falls back and lets The Red Raven advance.

Thanks to the intel of the Lizard Gawds, TRR forgoes his standard exploration and uses the extra time to properly prep his gear, pulling out his SVRing, telling the Zealot to hang back, and planning his attack with the intel on hand Blessing of the Spy to explore and for extra die, reveal then discard Shadowless Sword for extra d6+#, recharge SVR with power for extra d8.

Alu-Demon Sister CtD Combat 10: 2d10 + 7 + 1d8 + 2 + 1d6 + 5 + 1d8 ⇒ (7, 8) + 7 + (1) + 2 + (1) + 5 + (1) = 32 Success!

With the final sister defeated, all that is left to do is secure the location before something else escapes! TRR isn't great at this, but he planned ahead (BotSpy) and will hope for an assist from an ally (several blessing left in party).

Academy CtC Int 6: 3d6 ⇒ (3, 1, 6) = 10 Success!

The Red Raven knows enough to trigger the mundane failsafe lock on the magical lockdown wards, keeping whatever is left in the Academy contained.

VICTORY!


On a previous turn, Myrtle casts Restoration on Aric, drawing himn Striking Wing Scimitar and Quick-Change Mask.

Turn 3, under Blessing of Sarenrae...

Nok-Nok broke them out of the Prison before Aric could make friends with any of the inmates, so he saunters off towards the Festering Maze of Sloth. He doesn't hold out much hope of making new friends here, though, so he quickly loses himself in the maze, and The Red Raven stalks out of the shadows to face down its evil.

He does not have to stalk long when an [ooc]Card 1: Alu-Demon Sister blocks his path and attacks! TRR draws his new Saw-toothed Saber and attacks aggressively (discard for extra d8+#).

Alu-Demon Sister CtD Combat 17: 1d10 + 7 + 1d6 + 2 + 1d8 + 5 ⇒ (1) + 7 + (4) + 2 + (1) + 5 = 20 Success! If defeated, you may immediately attempt to close this location.

The Raven senses an opportunity to end this quickly and returns to the entrance. A poison plant waits to sting any who try to pass, but it can only sting what is can see. The Red Raven dons his Quick-Change Mask, whispers a plea to Abadar, and attempts to sneak by the final guardian.

Festering Maze CtC Con Stealth 12: 2d10 + 6 ⇒ (5, 9) + 6 = 20 Success!

TRR stealths out of the maze and sets the entrance ablaze. That should keep anyone from escaping this way. Grasping the hilt of his Strikewing Scimitar, The Raven flies off to the Courtyard.

Almost immediately he is confronted with his Card 1: Shadow. He draws his Shadowless Sword, and the Shadow finds his hand empty, which just seems unfair.

Shadow CtD Combat 13: 1d10 + 7 + 1d8 + 2 ⇒ (3) + 7 + (4) + 2 = 16 Success!

The Raven doesn't dwell on it much as he dispatches the shade, then checks in with his Psychic Detective, who points out some Card 2: Chainmail of Cold Resistance in a nearby crate. TRR consults with the Secret Broker on how best to approach it.

Chainmail of Cold Resistance CtA Con 8: 1d6 + 2d12 ⇒ (5) + (4, 7) = 16 Success!

Donning the armor over his gambeson, TRR peers into the other crate and spies a Card 3: Headband of Inspired Wisdom as he settles in to watch the area.

Scenario EoT Con 9: 1d6 ⇒ 5 Failure! Reduce hand size by 1.

Aric wrote:

Hand: Chainmail of Cold Resistance, Shadowless Sword 1, Blessing of the Spy 2, Elyana, Blessing of Zon-Kuthon, Zealot,

Displayed: Gambeson,
Kit: Captain's Cutlass +1, Shadowless Sword 2, Shadow Victim Ring,
Deck: 13 Discard: 4 Buried: 0
NOTES:
Available Support: Abadar: 2 dice vs barrier
Other: Box reroll for 2-5B is available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2 (3)
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3 (7)

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2 (3)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard ([X] or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Festering Maze of Sloth Card 1 BANISHED.
Festering Maze of Sloth CLOSED.
Courtyard Card 1 BANISHED.
Courtyard Card 2 ACQUIRED.
Courtyard Card 3 KNOWN.


Turn 3, under Blessing of Nettlemaze...

Grazzle alerts Aric that monsters already await him at the threshold of the Nettlemaze, so he ducks out and The Red Raven confers with Mother Myrtle before heading in, gratefully quaffing the Potion of Heroism she provides before facing down the [ooc]Card 1: Shadow with his Shadowless Sword.

Shadow CtD Combat 13: 1d10 + 7 + 1d8 + 2 + 1d6 ⇒ (4) + 7 + (2) + 2 + (1) = 16 Success!

Dispatching the shade, TRR follows Jelani to ambush the Card 2: Sneak.

Sneak BYA Perception 8: 1d8 + 3 + 1d8 + 1d6 ⇒ (8) + 3 + (7) + (5) = 23 Success!

Sneak CtD Combat 9 + AD5 = 14: 1d10 + 7 + 1d8 + 2 + 1d6 ⇒ (4) + 7 + (6) + 2 + (5) = 24 Success!

The Raven spots the Sneak's trick easily and dispatches it before any harm can come to us. Elyana points to a Card 3: Staff of Minor Healing that the sneak dropped when it fell.

Staff of Minor Healing CtA Wisdom 7: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (1) = 5 Failure! Unfortunately the sneak fell ON the staff, snapping it in twain and ruining its magic.

Checking his Wayfinder, TRR turns a corner of the maze to encounter Card 4: Shining Child.

Shining Child CtD Combat 20: 1d10 + 7 + 1d8 + 2 + 1d6 ⇒ (9) + 7 + (5) + 2 + (4) = 27 Success!

Ask for Potion of Restoration from Mother Myrtle, draw Captain's Cutlass and Blessing of Abadar, then the Secret Broker charges TRR for the extremely obvious information that a Card 5: Stone Giant is stomping this way.

Stone Giant CtD Combat 16: 1d10 + 7 + 1d8 + 2 + 1d6 ⇒ (9) + 7 + (8) + 2 + (5) = 31 Success!

Dispatching the giant, The Raven exchanges his favor with Zon Kuthon for warning that there is an Card 6: Ambush nearby.

Ambush CtD Perception 9 + AD5 = 14: 1d8 + 3 + 1d6 + 1d8 ⇒ (5) + 3 + (6) + (6) = 20 Success! If defeated, you may immediately explore again.

We thwarted the ambush by the Card 7: Warrior of Wrath and ambush him back! recharge Captain's Cutlass for 1d6 on the Acro BYA check.

Warrior of Wrath BYA Acro 12: 1d10 + 6 + 1d6 + 1d6 ⇒ (3) + 6 + (2) + (4) = 15 Success!

Warrior of Wrath CtD Combat 20: 1d10 + 7 + 1d8 + 2 + 1d6 ⇒ (5) + 7 + (6) + 2 + (2) = 22 Success! If defeated, you may immediately attempt to close this location.

To secure the Nettlemaze, the Raven will face down its final, random protector...

Zombie Giant CtD Combat 13: 1d10 + 7 + 1d8 + 2 + 1d6 ⇒ (2) + 7 + (6) + 2 + (4) = 21 Success !

The Crimson Crusader fells the monster across the exit to the maze as he and Myrtle pass through. This team-up worked out well, as he watches the alchemist juggle all the potions she's concocted with the ingredients from his fallen foes.

He consults with her on her preferred next destination, Festering Maze of Sloth, then uses his new crimson armored Skyplate wings to fly him there. Grazzle has already informed them of the Card 1: Warlord lying in wait, so The Raven uses that knowledge Blessing of the Spy to eplore and catch him off guard.

Warlord CtD Combat 9 + AD5 = 14: 2d10 + 7 + 1d8 + 2 + 1d6 - 3 ⇒ (1, 7) + 7 + (1) + 2 + (3) - 3 = 18 Success!

Settling into his customary watcher position, TRR peers about and points out a Card 2: Wand of Treasure Finding to Myrtle before stopping to rest.

Red Raven wrote:

Hand: Shadowless Sword 1, Blessing of Abadar, Quick-Change Mask, Psychometrist, Shadowless Sword 2, Striking Wing Scimitar, Appleslayer,

Displayed:
Kit: Captain's Cutlass +1 TOO, Red Leathers, Zealot,
Deck: 8 Discard: 7 Buried: 0
NOTES:
Available Support: 2 dice vs. barrier
Other: Box reroll for 2-5B is available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2 (3)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
===================================
ARIC: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. ([X] If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.

UPKEEP:
Nettlemaze Card 1 BANISHED.
Nettlemaze Card 2 BANISHED.
Nettlemaze Card 3 BANISHED.
Nettlemaze Card 4 BANISHED.
Nettlemaze Card 5 BANISHED.
Nettlemaze Card 6 BANISHED.
Nettlemaze Card 7 BANISHED.
Nettlemaze is CLOSED.
Festering Maze of Sloth Card 2 BANISHED.
Festering Maze of Sloth Card 2 is KNOWN.


Offturn, Aric is reinvigorated for 4 cards of delicious lizard gawd healing.

Turn 14, under Blessing of Lamashtu...

Informed of the weapon ahead, Aric hands back as Myrtle moves further into the Nettlemaze, and The Red Raven attempts to delicately scoop up the [ooc]Card 1: Venomous Dagger +2.

Venomous Dagger +2 CtA Dex 11: 1d10 + 4 ⇒ (4) + 4 = 8 Failure!

The dagger is a bit dangerous, and not particularly helpful to the party, so The Raven doesn't expend a great deal of effort to obtain it, and instead kicks it further into the nettles to keep away from bad hands.

what's next? he thinks, peering into his Crystal Ball...


Card 2: Sinspawn Axeman
Card 3: Zombie Giant
Card 4: Ogre

scenario bury effect: 1d6 ⇒ 2Crystal Ball not buried.

This maze is full of monsters, it seems. Not seeing a point to beating around the nettlebush, TRR uses the gathered intel to his advantage discards Blessing of the Spy and attacks the Card 2: Sinspawn Axeman!

Reveal Shadowless Sword, extra die from BotSpy.

Sinspawn Axeman CtD Combat 19: 2d10 + 7 + 1d8 + 2 - 2 ⇒ (4, 9) + 7 + (6) + 2 - 2 = 26 Success!

TRR cuts the axeman down, then follow the Cat around the corner, knowing the Card 3: Zombie Giant is waiting.

Reveal Shadowless Sword.

Zombie Giant CtD Combat 13: 1d10 + 7 + 1d8 + 2 - 2 ⇒ (3) + 7 + (5) + 2 - 2 = 15 Success!

Knowing what's to come, TRR retires to the shadows to allow Aric to recover.

Aric wrote:

Hand: Shadowless Sword 1, Red Leathers, Quick-Change Mask, Secret Broker, Blessing of Abadar, Blessing of Zon-Kuthon, Captain's Cutlass +1,

Displayed:
Kit: Short Sword +1, Blessing of Bastet, Elyana,
Deck: 13 Discard: 7 Buried: 0
NOTES:
Other: Box reroll for 2-5B is available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2 (3)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Nettlemaze Card 1 BANISHED.
Nettlemaze Card 2 BANISHED.
Nettlemaze Card 3 BANISHED.
Nettlemaze Card 4 KNOWN.


Offturn, Aric takes 3 healing from Grazzle.

Turn 10, under Blessing of Sarenrae...

Aric falls back as The Red Raven springs to the Thassilonian Dungeon to assist Mother Myrtle with a [ooc]Card 1: Large Chest that she has heated up.

Large Chest CtD Dex 10 + AD5 = 15: 1d10 + 4 + 2d6 ⇒ (6) + 4 + (5, 1) = 16 Success !

TRR kicks the smoldering lock in and the chest pops open to reveal Large Chest weapons: 1d4 ⇒ 1 a Short Sword +1. he ambivalently retrieves the weapon, and Jelani points out a pair of Card 2: Boots of Elvenkind in a false bottom of the chest.

Boots of Elvenkind CtA Acro 5: 1d10 + 6 ⇒ (9) + 6 = 15 Success!

The Raven slips the boots on, then receives a note from his Secret Broker that the Card 3: Adherer is here. TRR searches his pouches for anything with the Aberration trait, but comes up empty. Alas.

Reveal Shadowless Sword, discard boots (clothing) to add 1d8 (power).

Adherer CtD Combat 18: 1d10 + 7 + 1d8 + 2 + 1d8 - 2 ⇒ (5) + 7 + (2) + 2 + (6) - 2 = 20 Success Failure!

Reveal Shadowless Sword, discard ring(accessory) to add 1d8 (power).

THEN Adherer CtD Combat 18: 1d10 + 7 + 1d8 + 2 + 1d8 - 2 ⇒ (4) + 7 + (2) + 2 + (6) - 2 = 19 Success! May attempt to close.

Thassilonian Dungeon CtC Int 7: 2d8 ⇒ (8, 3) = 11 Success!

The Red Raven draws on the abomination and slices deftly, using his outfit to his advantage in distracting the creature. He uses the creatures bulk to block the entrance and motions for Myrtle to exit with him so he can seal the way.

With noting to survey, The Raven grasps his Strikewing Scimitar and flies to the Nettlemaze where he settles in to sentinel duty. He spots a Card 1: Sneak, but opts to not yet attack, swapping his new shortsword to his kit in exchange for his Quick-change Mask and settling in to recover.

Aric wrote:

Hand: Shadowless Sword 1, Red Leathers, Blessing of Zon-Kuthon, Quick-Change Mask, Crystal Ball, Cat, Blessing of the Spy 2,

Displayed:
Kit: Short Sword +1, Blessing of Bastet, Elyana,
Deck: 12 Discard: 8 Buried: 0
NOTES:
Other: Box reroll for 2-5B is available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2 (3)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Thassilonian Dungeon Card 1 BANISHED.
Random Weapon 1 ACQUIRED.
Thassilonian Dungeon Card 2 ACQUIRED.
Thassilonian Dungeon Card 3 BANISHED.
Thassilonian Dungeon CLOSED.
Nettlemaze Card 1 KNOWN.


Turn 2, under Blessing of Gorum...

Aric wanders the Shimmerglens hoping to make friends and is istead confronted with a [ooc]Card 1: Mercenary.

Recharge Mask of the Red Raven, reveal then discard Captain's Cutlass.

Mercenary CtD Combat 10 + AD5 = 15: 1d10 + 7 + 1d6 + 1 + 1d8 ⇒ (6) + 7 + (4) + 1 + (5) = 23 Success!

The Red Raven dispatches the merc with ease, but the conflict dulls the blade beyond use and will need repair. Absent a means of combat, TRR pulls out his Crystal Ball to examine the way ahead.


Card 2: Detect Evil
Card 3: Door Spike
Card 4: Sneak

Seeing the Way, TRR bypasses the scroll, leaving it for Grazzle, then uses his intel (BotSpy) to take care of the Card 3: Door Spike.

Door Spike CtD Dex 12: 2d10 + 4 ⇒ (1, 10) + 4 = 15 Success!

The Raven deliberately triggers the trap, then dodges the resulting spike lever as it shoots out at him, and prevents the trap from resetting so no one else will have to deal with it.

TRR pauses to rest, and would scout, but already knows what is there. The knowledge gives him security enough to back into the shadows and allow Aric to emerge and reset.

Aric wrote:

Hand: Psychometrist, Red Leathers, Blessing of Abadar, Appleslayer, Dreamstalker, Secret Broker, Striking Wing Scimitar,

Displayed:
Kit: Quick-Change Mask, Blessing of Bastet, Elyana,
Deck: 12 Discard: 3 Buried: 0
NOTES:
Available Support: Abadar: 2 dice vs. barrier

Other: Box reroll for 2-5B is available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2 (3)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Shimmerglens Card 1 BANISHED.
Shimmerglens Card 2 KNOWN.
Shimmerglens Card 3 BANISHED.
Shimmerglens Card 5 KNOWN.


Forgot to discard a card, per scenario text last time; pitch Shadow Victim Ring.

Turn 10, under Blessing of Iomedae...

STart of turn, Aric will yield to The Red Raven, then summon and encounter

Bandit:
.
Henchman
Type: Monster
Traits: Human Bandit
To Defeat: Combat 8
Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.

Recharge Blessing of Bastet, then reveal Shadowless Sword.

Bandit CtD Combat 8: 1d10 + 7 + 1d8 + 2 ⇒ (7) + 7 + (6) + 2 = 22 [ooc]Success!

Following Grazzle's intel around the Guard Tower and tries to retrieve the Card 2: Giantbane Dagger +1.

Giantbane Dagger +1 CtA Dex 10: 1d10 + 4 ⇒ (3) + 4 = 7 Failure!

The dagger prooves too unwieldy for The Raven, and he leaves it behind. TRR follows Jelani's directions the Card 3: Magic Full Plate Grazzle spotted.

Magic Full Plate CtA Con 6: 1d6 ⇒ 1 Failure!

Again, too heavy for his style, and he leaves it behind. Hoping to whittle it down before going there, TRR asks the Dreamstalker for a glimpse of the Warrens and spots a Card 1: Dancing Scimitar +2 in a heavily guarded stash. He nods to the Dreamstalker, who teleports it to the Guard Tower before them.

Armed with this foreknowledge, TRR yields to Aric, who dons his Quick-Change Mask and attempts to charm the boogie blade.

Dancing Scimitar +2 CtA Melee Dip 12: 1d10 + 7 ⇒ (6) + 7 = 13 Success!

It takes a bit of effort, but Aric is able to sing a song of battle, and the dancing blade beings to groove to Aric's tune instead of its own, and by the time it is over, the pair are dancing in unison and the blade allows Aric to take hold of its hilt and claim the weapon.

Aric wrote:

Hand: Dancing Scimitar +2, Shadowless Sword 1, Blessing of Abadar, Red Leathers, Appleslayer, Vreva Jhafae, Psychometrist,

Displayed:
Kit: Zealot, Captain's Cutlass +1, Striking Wing Scimitar,
Deck: 9 Discard: 8 Buried: 0
NOTES:
Movement: 2 dice vs. barriers

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2 (3)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Guard Tower Card 2 BANISHED.
Guard Tower Card 3 BANISHED.
Warrens Card 1 ACQUIRED.


Turn 2, under Blessing of the Gods...

Aric's hopes of befriending some locals at the City Gate are discouraged when he sees the [ooc]Card 1: Mammoth blocking his path. Aric slinks of the trail and a figure wearing the Mask of the Red Raven descends upon the beast with a Shadowless Sword, discarding for extra d6 + #.

Mammoth CtD Combat 16: 1d10 + 7 + 1d8 + 2 + 1d6 + 5 ⇒ (5) + 7 + (1) + 2 + (1) + 5 = 21 Success!

The Raven lands atop the creature, plunging his blade into its hide. It topples, making the blade difficult to retrieve.

You've got more company than that, Dearie, the Psychic Detective warns. The alert gives TRR time to swap his Zealot summons for his extra Shadowless Sword before turning to face the Mammoth's Card 2: Mercenary wrangler.

Mercenary CtD Combat 10 + AD5 = 15: 1d10 + 7 + 1d8 + 2 ⇒ (10) + 7 + (4) + 2 = 23 Success!

The Red Raven cuts the thug down and he falls next to his charge. Drawing his Wayfinder, TRR spots a Card 3: Cat near the gates and opts to let Aric handle the feline.

Display Psychometrist and Shadowless Sword (CTA: Arcane).

Cat CtA Arcane 8: 1d10 + 4 ⇒ (5) + 4 = 9 Success!

With some help vibing from the arcane power in his sword, Aric is able to appeal to the cat's sense of magic and enlist her help. The feline mews at Aric after some scritches, then leads Aric to her master, (examine after successful acquire) Card 4: Jakardros Sovark.

Jakardros Sovark CtA Dip 6: 1d10 + 7 ⇒ (5) + 7 = 12 Success!

Aric quickly sways the ranger to his side, and (examine after successful acquire) he excitedly points out a Card 5: Stone Head on the other side of the gate.

The ranger is eager to fight, but Aric is not. Bidding his time for the Crimson Crusader to return, Aric rechecks his supplies.

Aric wrote:

Hand: Captain's Cutlass +1, Shadowless Sword 1, Jakardros Sovark, Blessing of Abadar, Blessing of Bastet, Elyana, Crystal Ball,

Displayed: Psychometrist,
Kit: Zealot, Striking Wing Scimitar, Diviner's Blight,
Deck: 12 Discard: 3 Buried: 0
NOTES:
Available Support: 2 dice vs. barrier
Movement: Blessing of rerolls

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2 (3)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
City Gate Card 1 BANISHED.
City Gate Card 2 BANISHED.
City Gate Card 3 ACQUIRED.
City Gate Card 4 ACQUIRED.
City Gate Card 5 KNOWN.


Turn 21, under Blessing of the Gods...

The goblin is up to something again, so Aric follows him to the Shrine of Lamashtu. He thinks he's lucky picking up a [ooc]Card 1: Blessing of the Gods, but Lamashtu immediately smites him for his presumption, going right through his armor, making him drop it and this ring.

Prodding his Psychic Detective, s/he warns of a Card 2: Explosive Runes ahead. Aric balks, and takes a seat in a pew (pew pew!) while The Red Raven steps up to dodge some explosions. Calling on The Gods, TRR back handsprings through the trapped area, buoyed by his Red Leathers.

Explosive Runes CtD Acro 10 + AD4 = 14: 2d10 + 6 + 2 ⇒ (2, 3) + 6 + 2 = 13 Failure! Bury greater luck stone for +2. Success!

TRR can feel his balance being thrown off by the big rock in his pocket; he almost falls into the runes, but twists in a way to knock the rock out of his pocket and sticks the dismount.

He spies the Haste scroll ahead and glares at the goblin as Aric is supplicant to the host god as he rests.

Aric wrote:

Hand: Shadowless Sword 1, Jelani, Breastplate of Fire Resistance, Red Leathers, Quick-Change Mask, Crystal Ball, Dreamstalker,

Displayed:
Kit: Shadowless Sword 2, Throwing Axe, Diviner's Blight,
Deck: 14 Discard: 6 Buried: 1
NOTES:
Movement: Abadar: 2 dice vs. barrier

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2 (6)
Stealth: Dexterity +2 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2 (3)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Shrine Card 1 ACQUIRED.
Shrine Card 1 BANISHED.
Shrine Card 1 KNOWN.


Turn 17, under Blessing of Shelyn...

Aric feels the refreshing if slightly scaly hands of the lizards gods massage his shoulders and he feels a little more at ease [ooc](3 healing from Grazzle).

Then, The Red Raven follows that duplicitous goblin as he sneaks off to the Thassilonian Library His suspicions are confirmed when he spies an obviously sabotaged Card 1: Falling Bell about to land in the same spot where he was going to...

Reveal Shadowless Sword to add 1d8 to Perception.

Falling Bell BYA Perc 10: 1d8 + 3 + 1d8 ⇒ (1) + 3 + (6) = 10 Success Failure!

Knowing the bell is coming is enough warning for TRR to veer off and only be clipped by the bell, knocking his cutlass across the foyer of the library (can't fail Acro 6, 1 combat damage for success).

Elyana confirms The Raven's suspicions with news that a Card 2: Goblin Warrior is waiting to ambush him.

Treachery.

Elyana preps a zipline allowing The Red Raven to escape to the Courtyard (examine, then you may move, then you may explore).

Card 1: Wand of Force Missile

Wand of Force Missile CtA Int 7: 1d8 ⇒ 4 Failure!

Knowing a wand is hidden in the foliage, The Raven cares not for it, but lands on it with a crunch to keep anyone else from having it.

Entreating Abadar for guidance leads the vigilante to a hidden Card 2: Elven Chain Shirt.

Elven Chain Shirt CtA Con 6: 1d6 ⇒ 6 Success! It fits just right, so he takes it.

Preparing to settle in to watch, the Crimson Crusader spots a Card 3: Siren stalk into the yard. He cannot let her just lie in wait to ambush another. She must meet justice. Examine top of location at the end of turn; if monster, may encounter.

Hoping Nok-Nok's Quartermaster can help, no matter their differences.

Siren CtD Wisdom 8: 1d8 + 1 + 1d8 ⇒ (8) + 1 + (3) = 12 Success!

The Raven overcomes her wiles to banish her from the Courtyard, then sits on a bench to reorder his pack.

Aric wrote:

Hand: Shadowless Sword 1, Elven Chain Shirt, Shadow Victim Ring, Red Leathers, Quick-Change Mask, Greater Luckstone, Psychic Detective,

Displayed:
Kit: Shadowless Sword 2, Throwing Axe, Diviner's Blight,
Deck: 17 Discard: 3 Buried: 0
NOTES:
Available Support: SVR: after another local character defeats a monster on their turn, recharge to allow them to explore.
Movement: Abadar: 2 dice vs. barrier

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2 (3)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Thassilonian Library Card 1 BANISHED.
Thassilonian Library Card 2 KNOWN.
Courtyard Card 1 BANISHED.
Courtyard Card 2 ACQUIRED.
Courtyard Card 3 BANISHED.
NOK-NOK also needs to face Falling Bell.


Turn 13, under Blessing of Gorum...

Aric follows Nok-Nok to the Courtyard, but can't find him when he arrives. Instead he gets divebombed by a Card 1: Roc! Aric hits the deck, rolling into some bushes, while The Red Raven emerges from behind the foliage (having recharged Mask of the[/dice] and swipes at the monster on its next pass, hurling his headband [ooc](discard accessory for 1d8) to distract the bird.

Roc CtD Combat 17: 1d10 + 7 + 1d8 + 2 + 1d8 ⇒ (4) + 7 + (8) + 2 + (5) = 26 Success!

The Raven is able to show the Roc who the real bird of prey is, but the battle is exhausting. TRR spots a Card 2: Wand of Force Missile under a nearby bench, but resolves to check it out later, instead melding into the shadows so that Aric can roll back out from the bushes to collect himself.

Aric wrote:

Hand: Shadowless Sword 1, Captain's Cutlass +1, Shadow Victim Ring, Red Leathers, Elyana, Greater Luckstone, Blessing of Abadar,

Displayed:
Kit: Shadowless Sword 2, Throwing Axe, Diviner's Blight,
Deck: 12 Discard: 7 Buried: 0
NOTES:
Available Support: SVR: after another local character defeats a monster on their turn, recharge to allow them to explore.
Movement: Abadar: 2 dice vs. barrier

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2 (3)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Courtyard Card 1 banished.
Courtyard Card 2 known.


Turn 9, under Blessing of Runewell's Echo first random blessing:) the Gods...

Aric notices that the rest of the party has gathered at the Dungeon and feels a surge of jealousy; he starts to charge over there, but he also notices that with all of them there, none of them are anywhere else, and he hatches an avaricious plan.

The Red Raven moves to join the party at the Thassilonian Dungeon, spotting a Card 3: Spyglass in a loot pile nearby. He points it out to the party and while they scramble to decide whose it is, he swaps his Diviner's Blight for his Strikewing Scimitar, and immediately thrusts it into the air and flies over to the Throne Room[b] to discover a scroll of Card 1: [b]Toxic Cloud.

Toxic Cloud CtA Skill 8: 1d8 ⇒ 5 Failure!

TRR has no interest in spells, would only be picking it up for his party, and why would he give them anything anyway? Greedy bastards!

Following the Dreamstalker, he examines and explores Card 2: Throwing Axe

Throwing Axe CtA Dex 6: 1d10 + 4 ⇒ (3) + 4 = 7 Success!

Tucking the axe in his belt, The Red Raven settles in to watch over what is left in the Throne Room, including that Card 3: Heavy Crossbow near the door (examine top card at end of turn; will swap characters and cards during examine). As TRR melds into the shadows, Aric settles into one of the many smaller thrones around the edge of the room, stashing the new axe and settling the charming Headband back on his head.

Aric wrote:

Hand: Shadowless Sword 1, Captain's Cutlass +1, Shadow Victim Ring, Red Leathers, Headband of Alluring Charisma, Greater Luckstone, Mask of the Red Raven,

Displayed:
Kit: Shadowless Sword 2, Throwing Axe, Diviner's Blight,
Deck: 13 Discard: 6 Buried: 0
NOTES:
Available Support: SVR: after another local character defeats a monster on their turn, recharge to allow them to explore.
Movement: `

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may instead recharge it.
[X] When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
===================================
THE RED RAVEN: SKILLS AND POWERS

Spoiler:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2 (3)
Charisma d4 ☐ +1

Favored Card: None
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3 (+7).
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster ([X] or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Thassilonian Dungeon Card 3 KNOWN.
Throne Room Card 1 banished.
Throne Room Card 2 acquired.
Throne Room Card 3 KNOWN.


Wisdom 7 check or poke a colleague

Check 1

Spoiler:
1d8 + 1 ⇒ (4) + 1 = 5 Failure.

Check 2

Spoiler:
1d8 + 1 ⇒ (2) + 1 = 3 Failure.

Check 3

Spoiler:
1d8 + 1 ⇒ (8) + 1 = 9 Success.

Check 4

Spoiler:
1d8 + 1 ⇒ (3) + 1 = 4 Failure.

Check 5

Spoiler:
1d8 + 1 ⇒ (4) + 1 = 5 Failure.

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