Pugnan Longwater

Tontelizi - Izdrix's page

63 posts. Alias of Izdrix.


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Fighter

I'll keep Blessing of Abadar (blessing 1) for the blessing card feat slot.


Fighter

Tontelizi will tier up.

Looks like there's still an item 1 that isn't at the top of anyone's list, so I'll take that and add a Handy Haversack.

Tier card feat: Item
Adventure Card Feat: Blessing

I'll fill with the above item 1 and rolling for a random blessing: 1d9 ⇒ 5 Blessing of Abadar

Finally, boon roll: 1d20 ⇒ 8


Fighter

Hourglass: Blessing of Iomedae

Explore: Find Light Crossbow
Dexterity DC4: 1d6 ⇒ 2
Failure!
Ugh more bows! These are so shoddy and useless.

Discard Soldier to explore

Explore: Find Potion of Ghostly Form
Intelligence DC4: 1d4 ⇒ 4
Success! Acquire Potion of Ghostly Form
Hmm, what's this liquid? Doesn't look very tasty, I guess I'll hold onto it for now.

Discard Standard Bearer to explore

Explore: Find Shadow
Reveal Shock Glaive +1 to add 1d10 +1 for combat check
Strength (Melee) DC13: 1d8 + 1d10 + 5 ⇒ (8) + (3) + 5 = 16
Defeat Shadow
That was spooky, but my trusty glaive struck true!

Reset hand, draw: Acolyte

Tontelizi wrote:

Hand: Potion of Ghostly Form, Blessing of Gorum, Blessing of the Gods (1), Acolyte, Shock Glaive +1,

Displayed:
Deck: 10 Discard: 7 Buried: 0
Notes: Feel free to use my blessing on close checks, villains, or henchmen, or if they're rechargeable. Also feel free to use the potion of ghostly form for any barriers if you don't think you can beat it easily (can only be used at same location).
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Fighter

Hourglass: Blessing of the Gods

Move to Cavern
Hello? These tunnels seem easy to get lost in. I hope I come across Rooboo...

Explore: encounter Scout
Before you act: take 1d4 - 1 ⇒ (4) - 1 = 3 damage
Discard
Ranseur, Longspear, Glaive
Reveal Shock Glaive +1 to add 1d10 +1
Strength (Melee) DC10: 1d8 + 1d10 + 5 ⇒ (7) + (2) + 5 = 14
Defeat Scout
Rooboo, is that you in the shadow? Ack! You're not a friend, take this!

Reset hand, draw: Standard Bearer, Blessing of the Gods, Soldier

Tontelizi wrote:

Hand: Standard Bearer, Blessing of Gorum, Blessing of the Gods (1), Soldier, Shock Glaive +1,

Displayed:
Deck: 11 Discard: 5 Buried: 0
Notes: Feel free to use my blessing on close checks, villains, or henchmen, or if they're rechargeable
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Fighter

Attempt to close location, as only the person who defeated the henchman may try
Wisdom DC6: 1d8 ⇒ 6
Success! Recharge Conch Shell


Fighter

Hourglass: Blessing of Shelyn

Encounter Lightning Elemental
Reveal and recharge Lucerne Hammer to add 1d12 + 1d8
Discard Blessing of the Gods to add 1d8
Strength (Melee) DC17: 3d8 + 1d12 + 4 ⇒ (7, 8, 8) + (9) + 4 = 36
Defeat Lightning Elemental

Reset hand, draw: Blessing of Gorum, Ranseur

Tontelizi wrote:

Hand: Glaive, Blessing of Gorum, Longspear, Ranseur, Shock Glaive +1,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Notes: Feel free to use my blessing on close checks, villains, or henchmen
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Fighter

Hourglass: Blessing of Irori

Forgo exploration again to reveal another puzzle piece
I think we've got all these weird words figured out! But it seems like there's still more messages around here.

Reset hand, no change.

Tontelizi wrote:

Hand: Glaive, Blessing of the Gods (2), Longspear, Lucerne Hammer, Shock Glaive +1,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes: Feel free to use my blessing on close checks, villains, or henchmen
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Fighter

Encounter Zombie Minion
Reveal Shock Glaive +1[/ooc] to add 1d10 +1 for combat check[/ooc]
Strength (Melee) DC9: 1d8 + 1d10 + 5 ⇒ (4) + (8) + 5 = 17
Defeat Zombie Minion


Fighter

Recharge Staff of Minor Healing for Mother Myrtle:
Always happy to help! Now, just a little taste while she's not looking....

Hourglass: Blessing of Shuffles

Move to Desecrated Vault
Hello Rooboo, my spear is at your service!

Forgo exploration to search for clues and acquire a puzzle piece
Hmm, there seems to be something else written here. I wonder what it means?

Reset hand, draw: Blessing of the Gods

Tontelizi wrote:

Hand: Glaive, Blessing of the Gods (2), Longspear, Lucerne Hammer, Shock Glaive +1,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes: Feel free to use my blessing on close checks, villains, or henchmen
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Fighter

Heal from Mother Myrtle: Quartermaster, Merchant, Acolyte, Blessing of the Gods (2), Ranseur
Thanks! Oh, how I've missed this soup....

Hourglass: Blessing of Abadar

Give a card: give Sage to Mother Myrtle
Hey magic guy! I think you'll get along better with her than with me.

Explore: Find Enchanter
Before the encounter, take 1 Force Damage, discard Conch Shell
Reveal Shock Glaive +1 to add 1d10 +1 for combat check
Strength (Melee) DC10: 1d8 + 1d10 + 5 ⇒ (6) + (1) + 5 = 12
Defeat Enchanter
After the encounter, take 1 Fire Damage, discard Snake
Yowch! That hurt, but now you'll never zap anyone again!

Reset hand, draw: Staff of Minor Healing, Longspear, Lucerne Hammer

Summary: Give Sage to Mother Myrtle, defeat an Enchanter

Tontelizi wrote:

Hand: Glaive, Staff of Minor Healing, Longspear, Lucerne Hammer, Shock Glaive +1,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Fighter

Heal: 1d4 + 1 ⇒ (2) + 1 = 3
Night Watch, Blessing of the Gods, Ilsoari Gandethus

Land at Scorched Ruins

Forgo exploration for a piece of the puzzle

End turn. Reset hand, no change.

Tontelizi wrote:

Hand: Glaive, Sage, Conch Shell, Snake, Shock Glaive +1,

Displayed:
Deck: 12 Discard: 5 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Fighter

Continuing with turn after defeating Zombie Horde

Discard Blessing of the Gods to explore

Explore: Find Sage
Charisma (Diplomacy) DC6: 1d8 + 2 ⇒ (6) + 2 = 8
Acquire Sage

Discard Sage to explore

Explore: Find Attic Whisperer
Before you act: Wisdom DC4: 1d8 ⇒ 3
Failure! Discard
Ranseur
Reveal Shock Glaive +1 to add 1d10 +1 for combat check
Strength (Melee) DC10: 1d8 + 1d10 + 5 ⇒ (5) + (9) + 5 = 19
Defeat Attic Whisperer
Take that, spook! I'm- I'm not afraid of any ghosts....

Boon removal >3: 1d10 ⇒ 1 No change to location.

Reset hand, draw: Sage, Conch Shell

Tontelizi wrote:

Hand: Glaive, Sage, Conch Shell, Snake, Shock Glaive +1,

Displayed:
Deck: 9 Discard: 8 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Fighter

Hourglass: Blessing of Pharasma

Explore: Find Zombie Horde
Each character at an open location summons and encounters Zombie Minion
Reveal Shock Glaive +1 to add 1d10 +1 for combat check
Strength (Melee) DC9: 1d8 + 1d10 + 5 ⇒ (5) + (1) + 5 = 11
Defeat Zombie Minion

Awaiting Lazzero's combat before continuing.


Fighter

Random open location: 1d5 ⇒ 5
...aaaaaaAAAAAAHHHHHHHHHHHHHHHH

With a scream and a crash, Tontelizi lands at Collapsing Bridge #5.

Not again...and we were so close too. Well, time to see who and what is around here!

Hourglass: Blessing of Desna

Recharge Staff of Minor Healing: recharge Lucerne Hammer

Explore: Find Snake
Wisdom (Survival) DC6: 1d8 + 1 ⇒ (7) + 1 = 8
Acquire Snake
They may call me "Legbreaker", but you don't have any legs. I guess that means we have to get along!

Discard Quartermaster to explore

Explore: Find Merchant
Charisma (Diplomacy) DC7: 1d8 + 2 ⇒ (8) + 2 = 10
Acquire Merchant
What are you selling? Why don't we walk and talk a bit about your fine wares?

Discard Merchant to explore

Explore: Find Zombie Nest
Summon and encounter Zombie Minion
Reveal Shock Glaive +1 to add 1d10 +1 for combat check
Strength (Melee) DC9: 1d8 + 1d10 + 5 ⇒ (6) + (8) + 5 = 19
Defeat Zombie Minion, banish Zombie Nest

Boon removal >6: 1d10 ⇒ 2 No change to location

Reset hand, draw Blessing of the Gods

Tontelizi wrote:

Hand: Glaive, Blessing of the Gods (2), Ranseur, Snake, Shock Glaive +1,

Displayed:
Deck: 11 Discard: 6 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


2 people marked this as a favorite.
Fighter

Heal from Grazzle: Soldier

The gnome continues to spring forward, now visibly somehow even more excited at having the goal within sight.

Look everyone, we're nearly there! C'mon, I'll lead the wayYYYYAAAAAAAAAAAAAaaaaaahhhhhhhhhhhhh.......

Once again, Tontelizi hurtles away...


Fighter

Hourglass: Blessing of Torag

Offturn heal from Grazzle: Quartermaster, Sage

Explore: Find Slashing Blade
Dexterity DC9: 1d6 ⇒ 6
Failure! Take 1d4 ⇒ 4 damage, discard Acolyte, Lucerne Hammer, Blessing of the Gods, Ilsoari Gandethus
Augh, not this again....

Boon removal >3: 1d10 ⇒ 10 Boons already removed from the deck.

Reset hand, draw: Glaive, Staff of Minor Healing, Ranseur, Quartermaster

Tontelizi wrote:

Hand: Glaive, Staff of Minor Healing, Ranseur, Quartermaster, Shock Glaive +1,

Displayed:
Deck: 9 Discard: 6 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Fighter

Hourglass: Blessing of the Gods

Move to Collapsing Bridge #5
Things are falling apart very quickly! Let's see who we can rescue over here.

Explore: Find Soldier
Strength (Melee) DC8: 1d8 + 4 ⇒ (7) + 4 = 11
Acquire Soldier
Hello friend! Let's continue on, shall we?

Discard Soldier to explore

Explore: Find Ghoul
Reveal Shock Glaive +1 to add 1d10 +1 for combat check
Strength (Melee) DC11: 1d8 + 1d10 + 5 ⇒ (2) + (4) + 5 = 11
Defeat Ghoul
Stabbity stab, crunchity crunch! Defeat all the monsters with time left for lunch!

Discard Night Watch to explore

Explore: Find Acolyte
Charisma (Diplomacy) DC6: 1d8 + 2 ⇒ (7) + 2 = 9
Acquire Acolyte
I'm not great with magic myself...but I've met some new friends who I'm sure you'd get along great with!

Boon removal >6: 1d10 ⇒ 8 Remove all boons from the deck. Remaining cards are Zombie Horde, Diseased Rats, Slashing Blade

Reset hand, no change.

Summary: Acquired Acolyte and Soldier, defeated Ghoul, bridge collapsed leaving one monster (Diseased Rats) and two barriers (Zombie Horde, Slashing Blade).

Tontelizi wrote:

Hand: Lucerne Hammer, Blessing of the Gods (1), Ilsoari Gandethus, Acolyte, Shock Glaive +1,

Displayed:
Deck: 11 Discard: 4 Buried: 0
Notes: I'll give the Acolyte in my hand to anyone who can make use of recharging it for their spells or Magic checks.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Fighter

Hourglass: Blessing of the Gods

Heal from Grazzle: Standard Bearer, Buckler, Glaive
Oh no, a giant lizard! Wait, you're....healing me? Thanks!

Explore: Find Giant Gecko
Reveal Shock Glaive +1 to add 1d10 +1 for combat check
Strength (Melee) DC8: 1d8 + 1d10 + 5 ⇒ (8) + (8) + 5 = 21
Defeat Giant Gecko
Hello Mr. Giant Lizard, I've already met your compatriot Gra- agh! I thought the lizards here were friendly, but maybe not all of them are...

Boon removal >1: 1d10 ⇒ 3 Remove all boons from the deck, only Sneak remains.

Reset hand, no change.

Tontelizi wrote:

Hand: Lucerne Hammer, Blessing of the Gods (1), Ilsoari Gandethus, Night Watch, Shock Glaive +1,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: I'll be out til Sunday, if anyone wants to bot my turn to keep things flowing please have me explore wherever until I wouldn't discard in case of acquiring boons.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Fighter

Hourglass: Blessing of Torag

Movement: Move to Collapsing Bridge #2
Well, might as well go through these in order! Let's see if there are more survivors after that shakeup.

Explore: Find Blessing of Iomedae
Wisdom DC7: 1d8 ⇒ 1
Failure! Take 1d4 ⇒ 1 damage, discard Glaive
Waugh! I'm falling agaaaaaaaaaaainnnnnnnnn!
Location shuffles, end turn.
Boon removal >9: 1d10 ⇒ 10 Remove all boons from the deck.

Reset hand, draw: Night Watch

Tontelizi wrote:

Hand: Lucerne Hammer, Blessing of the Gods (1), Ilsoari Gandethus, Night Watch, Shock Glaive +1,

Displayed:
Deck: 7 Discard: 6 Buried: 0
Notes: Feel free to use blessing if it's on a recharge
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Fighter

Random open location: 1d6 ⇒ 3
...aaaaaaAAAAAAHHHHHHHHHHHHHHHH

With a scream and a crash, Tontelizi lands at Collapsing Bridge #3. Standing up, he dusts himself off and surveys his new surroundings.

That was quite a fall! Anyone around here?

Tontelizi wrote:

Hand: Lucerne Hammer, Blessing of the Gods (1), Ilsoari Gandethus, Glaive, Shock Glaive +1,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes: Feel free to use blessing if it's on a recharge
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Fighter

Encounter Goblin Raider
Reveal Shock Glaive +1 to add 1d10 +1 for combat check
Strength (Melee) DC8: 1d8 + 1d10 + 5 ⇒ (7) + (6) + 5 = 18
Defeat Goblin Raider
Haha, take that! ....Whoah, things are really falling apa-

Tontelizi hurtles away....


Fighter

Hourglass: Blessing of the Gods

Stay at Collapsing Bridge D

Explore: Find Sage
Charisma (Diplomacy) DC6: 1d8 + 2 ⇒ (6) + 2 = 8
Acquire Sage
Hey there pal! Wanna come along for some adventure?

Discard Sage to explore

Explore: Find Ilsoari Gandethus
Charisma (Diplomacy) DC6: 1d8 + 2 ⇒ (8) + 2 = 10
Acquire Ilsoari Gandethus
More friends are always welcome for the journey!

Discard Quartermaster to explore

Explore: Find Standard Bearer
Charisma (Diplomacy) DC6: 1d8 + 2 ⇒ (4) + 2 = 6
Acquire Standard Bearer

Discard Standard Bearer to explore

Explore: Find Trapped Locker
Strength (Melee) DC11: 1d8 + 4 ⇒ (6) + 4 = 10
Failure! Discard 1d4 - 1 ⇒ (3) - 1 = 2 from top of deck: Blessing of the Gods, Buckler
Choose to banish Trapped Locker
Yowch! Thought I was strong enough to bust that open.

Collapsing Bridge >2: 1d10 ⇒ 9
Banish all boons, shuffle. Remaining card is Skinsaw Ritual

Reset hand, recharge Elven Breastplate, draw Blessing of the Gods

EDIT: Somehow I missed card 3 and skipped straight to 4. Goblin Snake will stay in the deck as well post shuffle.

Tontelizi wrote:

Hand: Lucerne Hammer, Blessing of the Gods (1), Ilsoari Gandethus, Glaive, Shock Glaive +1,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes: Feel free to use blessing if it's on a recharge
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Fighter

Starting Hand: Lucerne Hammer, Quartermaster, Elven Breastplate, Glaive, Shock Glaive +1

Tontelizi wrote:

Hand: Lucerne Hammer, Quartermaster, Elven Breastplate, Glaive, Shock Glaive +1,

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

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


1 person marked this as a favorite.
Fighter

Zhaleh roll because I have to by my own constraints: 1d1000 ⇒ 843

With the win, I'll elect to pass Zhaleh on to Mother Myrtle for team based reasons as discussed in discord.


Fighter

Woops, messed up thinking adventure deck number and character tier were the same thing, so I can't take the Scythe +1. I'll instead take the armour 1, and replace Chain Mail with Elven Breastplate.


Fighter

I'll take the weapon 2 if no one actually wants it, upgrading Ranseur to a Scythe +1. I'll also take my upgrade chosen last time, changing Signal Whistle to a Staff of Minor Healing.

I agree that we should probably take Zhaleh, as the permanent skill feat seems to be stronger. If no one actually wants to be the person to take it, I think we should roll off; however, if someone wants to just take it I have no problem deferring as well.


Fighter

First combat check on Zhaleh Setat
Before action: recharge Ranseur
Examine top card, discard Shock Glaive +1
Reveal Glaive to add 1d10
Recharge Mother Myrtle's Blessing of the Elements to add 1d8
Strength (Melee) DC15: 2d8 + 1d10 + 4 ⇒ (6, 5) + (4) + 4 = 19
Success! Now waiting for subsequent check

Tontelizi wrote:

Hand: Ranseur, Signal Whistle, Glaive, Buckler,

Displayed:
Deck: 2 Discard: 11 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
<Power 3>
<Power 4>
<Power 5>


Fighter

Hourglass: Blessing of the Gods

Movement Check: Dexterity DC11: 1d6 ⇒ 4
Failure! Slip n' Slide time: 1d2 ⇒ 2
Move to
Thassilonian Dungeon

Encounter Zhaleh Setat (Villain)
End post for temp close and strategy discussion


Fighter

Hourglass: Blessing of Lamashtu

Movement Check: Dexterity DC11: 1d6 ⇒ 2
Failure! Slip n' Slide time: 1d3 ⇒ 1
Move to Canyon

Explore: Find Icy Terrain (Henchman)
Recharge Mother Myrtle's Blessing of the Elements to add 1d8
Wisdom (Survival) DC12: 2d8 + 1 ⇒ (6, 7) + 1 = 14
Success! Attempt to close location
Encounter Blessing of Sarenrae
Discard Mother Myrtle's Blessing of Torag to add 1d8
Constitution DC4: 2d8 ⇒ (1, 3) = 4
Acquire Blessing of Sarenrae
Canyon closed!

Reset hand, discard: Short Sword
Canyon closed, Mother Myrtle recharges Blessing of the Elements and discards Blessing of Torag

Tontelizi wrote:

Hand: Ranseur, Blessing of Sarenrae, Signal Whistle, Glaive, Buckler,

Displayed:
Deck: 2 Discard: 10 Buried: 1
Notes: Feel free to use blessing on any henchmen, villains, or close checks.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
<Power 3>
<Power 4>
<Power 5>


Fighter

Editing turn due to missing Rooboo's previous explore at same location

Hourglass: Blessing of Sarenrae

Explore: Find Short Sword
Strength (Melee) DC4: 1d8 + 4 ⇒ (6) + 4 = 10
Acquire Short Sword

Discard Blessing of Gorum to explore

Explore: Find Skinsaw Ritual and encounter Skinsaw Cultist
Reveal Ranseur to add 2d4 for combat check
Strength (Melee) DC11: 1d8 + 2d4 + 4 ⇒ (6) + (3, 3) + 4 = 16
Defeat Skinsaw Cultist

Reset hand, no changes

Tontelizi wrote:

Hand: Ranseur, Short Sword, Signal Whistle, Glaive, Buckler,

Displayed:
Deck: 2 Discard: 9 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
<Power 3>
<Power 4>
<Power 5>


1 person marked this as a favorite.
Fighter

Hourglass: Blessing of Sarenrae

Movement Check: Dexterity DC11: 1d6 ⇒ 6
Failure! Slip n' Slide time: 1d3 ⇒ 2
Move to Abattoir

Explore: Find Longsword
Strength (Melee) DC6: 1d8 + 4 ⇒ (2) + 4 = 6
Acquire Longsword

Discard Blessing of Gorum to explore

Explore: Find Short Sword
Strength (Melee) DC4: 1d8 + 4 ⇒ (6) + 4 = 10
Acquire Short Sword

Reset hand, discard: Short Sword

Tontelizi wrote:

Hand: Ranseur, Longsword, Signal Whistle, Glaive, Buckler,

Displayed:
Deck: 2 Discard: 10 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
<Power 3>
<Power 4>
<Power 5>


Fighter

Hourglass: Blessing of Sarenrae

Movement Check: Dexterity DC9: 1d6 ⇒ 3
Failure! Slip n' Slide time: 1d4 ⇒ 3
Move to Abattoir

Explore: Find Blessing of Iomedae
Charisma DC4: 1d8 ⇒ 6
Acquire Blessing of Iomedae

Discard Blessing of Iomedae to explore

Explore: Find Goblin Warrior
Reveal Glaive to add 1d10 for combat check
Strength (Melee) DC13: 1d8 + 1d10 + 4 ⇒ (7) + (2) + 4 = 13
Defeat Goblin Warrior
Barely scraped by, but finally got one of those pesky gobbos!

Reset hand, no change

Tontelizi wrote:

Hand: Ranseur, Blessing of Gorum, Signal Whistle, Glaive, Buckler,

Displayed:
Deck: 2 Discard: 8 Buried: 1
Notes: As usual, feel free to use blessings if they're rechargeable. Feel free to use Gorum if it's a henchman, villain, or close check.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
<Power 3>
<Power 4>
<Power 5>


Fighter

Hourglass: Blessing of Torag

Movement Check:Dexterity DC9: 1d6 ⇒ 2
Failure! Slip n' Slide time:1d4 ⇒ 4
Move to
Thassilonian Dungeon

Explore: Find Skeleton
Reveal Glaive to add 1d10 for combat check
DC +3 for Slashing trait
Strength (Melee) DC11: 1d8 + 1d10 + 4 ⇒ (7) + (4) + 4 = 15
Defeat Skeleton

Discard Blessing of the Gods to explore

Explore: Find Holy Water
Wisdom DC8: 1d8 ⇒ 3
Fail to obtain Holy Water
Glug...Glug...Ah, what a refreshing drink! I hope I shouldn't have saved that.

Reset hand, draw: Ranseur

Tontelizi wrote:

Hand: Ranseur, Blessing of Gorum, Signal Whistle, Glaive, Buckler,

Displayed:
Deck: 2 Discard: 7 Buried: 1
Notes: As usual, feel free to use blessings if they're rechargeable.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
<Power 3>
<Power 4>
<Power 5>


Fighter

Hourglass: Blessing of Torag

Movement Check:Dexterity DC11: 1d6 ⇒ 3
Failure! Slip n' Slide time: 1d5 ⇒ 2
Move to
Dam
Whoaaaaah.....oof! Oh, hello there Mother Myrtle!
Can't defeat a Shadow, end turn

Reset hand, draw: Blessing of the Gods, Blessing of Gorum, Signal Whistle, Glaive, Buckler

Tontelizi wrote:

Hand: Blessing of the Gods (2), Blessing of Gorum, Signal Whistle, Glaive, Buckler,

Displayed:
Deck: 3 Discard: 6 Buried: 1
Notes: As usual, feel free to use blessings if they're rechargeable.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
<Power 3>
<Power 4>
<Power 5>


Fighter

Encounter Brimorak
Reveal Lucerne Hammer to add 1d12
Recharge Lucerne Hammer to add 1d8
Strength (Melee) DC20: 1d12 + 2d8 + 4 ⇒ (5) + (1, 5) + 4 = 15
Failure! Discard hand
Location remains open

Tontelizi wrote:

Hand:

Displayed:
Deck: 8 Discard: 6 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
<Power 3>
<Power 4>
<Power 5>


Fighter

Hourglass: Blessing of Torag

Movement Check:Dexterity DC9: 1d6 ⇒ 6
Failure! Slip n' Slide time:1d6 ⇒ 5
[ooc]Move to
Abattoir
Lost my balance there, good thing I didn't slip too far away!

Explore: Find Goblin Warchanter
Before the encounter:Wisdom DC8: 1d8 ⇒ 4
Failure! May not play spells with the Attack trait or weapons
Strength (Melee) DC12: 1d8 + 4 ⇒ (4) + 4 = 8
Fail to defeat Goblin Warchanter
Take 4 Damage and reshuffle bane
Bury Chain Mail to reduce all damage to 0

Discard Blessing of the Gods to explore
Roll to encounter gobbo again:on 1: 1d10 ⇒ 8

Explore: Find Goblin Cutpurse
Before the encounter:Wisdom DC6: 1d8 ⇒ 5
Failure! Discard a card at random:1d3 ⇒ 1
Discard Chain Mail
Reveal Shock Glaive +1 to add 1d10 + 1 for combat check
Strength (Melee) DC12: 1d8 + 1d10 + 5 ⇒ (1) + (4) + 5 = 10
Recharge Shock Glaive +1 to reroll
Strength (Melee) DC12: 1d8 + 1d10 + 5 ⇒ (3) + (5) + 5 = 13
Defeat Goblin Cutpurse
Whew, barely scraped by there...

Reset hand, draw: Quartermaster, Conch Shell, Lucerne Hammer, Night Watch

Tontelizi wrote:

Hand: Quartermaster, Conch Shell, Lucerne Hammer, Night Watch, Longspear,

Displayed:
Deck: 7 Discard: 2 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
<Power 3>
<Power 4>
<Power 5>


Fighter

I'll start at the Abbatoir.

Tontelizi wrote:

Hand: Blessing of the Gods (1), Chain Mail (2), Shock Glaive +1, Chain Mail (1), Longspear,

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

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
<Power 3>
<Power 4>
<Power 5>


Fighter

I'll take Weapon 1, upgrading Mace to Lucerne Hammer!

Power feat is +1 hand size.

1d20 ⇒ 20
woooooooooooo

edit: I'll take Item 1 for next upgrade, staff of minor healing.


Fighter

Hourglass: Blessing of the Gods

That was tough...I think I'll just wait here until I have some help.

Reset hand, discard: Shock Glaive +1, Bastard Sword +1, Glaive, draw: Chain Mail, Blessing of the Gods, Conch Shell

Tontelizi wrote:

Hand: Chain Mail (2), Blessing of the Gods (1), Conch Shell, Blessing of Gorum,

Displayed:
Deck: 1 Discard: 13 Buried: 1
Notes: Feel free to use both my blessing as needed to finish off this adventure!
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
<Power 3>
<Power 4>
<Power 5>


Fighter

Hourglass: Blessing of Erastil

Explore: find Starknife
Dexterity DC6: 1d8 ⇒ 2
Fail to acquire Starknife

Reset hand: Discard Signal Whistle, draw Blessing of the Gods (2)

Tontelizi wrote:

Hand: Shock Glaive +1, Blessing of the Gods (2), Glaive, Chain Mail (1),

Displayed:
Deck: 5 Discard: 9 Buried: 0
Notes: My blessing of the Gods is available any turn someone can recharge it
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
<Power 3>
<Power 4>
<Power 5>


Fighter

Skeletime
Reveal Shock Glaive +1 to add 1d10 +1
Strength (Melee) DC11: 1d8 + 1d10 + 4 ⇒ (8) + (10) + 4 = 22
Defeat Ancient Skeleton


Fighter

Hourglass: Blessing of Lamashtu

Explore: reveal Blessing of Shelyn
Wisdom DC4: 1d8 ⇒ 3
Failure!

Reset hand: No Changes

Tontelizi wrote:

Hand: Shock Glaive +1, Signal Whistle, Glaive, Chain Mail (1),

Displayed:
Deck: 5 Discard: 8 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
<Power 3>
<Power 4>
<Power 5>


Fighter

Hourglass: Blessing of Irori

Explore: Find Slashing Blade
Dexterity DC9: 1d6 ⇒ 1
Failure! Take Combat Damage: 1d4 ⇒ 3
Reveal Buckler to reduce damage by 1
Discard Buckler, Ranseur
Oh, not again....

Discard Night Watch to explore
Check for shuffled trap (on 1): 1d6 ⇒ 2
Avoid double traptime!

Explore: Find Goblin Snake
Before the encounter:Constitution DC6: 1d8 ⇒ 6
Success!
Reveal Shock Glaive +1 to add 1d10+1 for combat check
Strength (Melee) DC8: 1d8 + 1d10 + 5 ⇒ (2) + (3) + 5 = 10
Defeat Goblin Snake
No legs doesn't mean I won't find something else breakable on you!

Reset hand, draw: Signal Whistle, Glaive, Chain Mail (1)

Tontelizi wrote:

Hand: Shock Glaive +1, Signal Whistle, Glaive, Chain Mail (1),

Displayed:
Deck: 5 Discard: 8 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
<Power 3>
<Power 4>
<Power 5>


Fighter

Hourglass: Blessing of Lamashtu

Playmat power: Discard Longspear, draw Mace

Explore: Find Leather Armor
Constitution DC2: 1d8 ⇒ 2
Acquire Leather Armor

Reset hand, discard: Mace, Leather Armor, draw: Night Watch

Tontelizi wrote:

Hand: Shock Glaive +1, Buckler, Ranseur, Night Watch,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
<Power 3>
<Power 4>
<Power 5>


Fighter

Woops, ignore that then. Updated my sheet accordingly.


Fighter

Encounter Zombie Minion
Reveal Ranseur to add 2d4 for combat check
Strength (Melee) DC9: 1d8 + 2d4 + 4 ⇒ (6) + (3, 1) + 4 = 14
Defeat Zombie Minion

Attempt to immediately close Cemetery
Draw Blessing of Gorum
Bury Longspear
Cemetery is closed!


Fighter

Hourglass: Blessing of Sarenrae

Explore: Find Caltrops
Strength (Melee) DC4: 1d6 ⇒ 5
Acquire Caltrops
Hmm, what are these? Probably just some kind of junk.

Reset hand, discard Caltrops

Tontelizi wrote:

Hand: Shock Glaive +1, Buckler, Ranseur, Longspear,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
<Power 3>
<Power 4>
<Power 5>


Fighter

Hourglass: Blessing of the Gods

Explore: Find Giant Gecko
Reveal Ranseur to add 2d4 for combat check
Strength (Melee) DC8: 1d8 + 2d4 + 4 ⇒ (5) + (3, 1) + 4 = 13
Defeat Giant Gecko
Now this is living! C'mon, who wants some more?

Discard Quartermaster to explore

Explore: Find Tickwood Boar
Before the encounter:Survival DC7: 1d8 + 1 ⇒ (2) + 1 = 3
Failure! Difficulty to defeat increased by 2
Reveal Ranseur to add 2d4 for combat check
Strength (Melee) DC10: 1d8 + 2d4 + 4 ⇒ (6) + (4, 2) + 4 = 16
Defeat Tickwood Boar
Pork, it's whats for dinner. Hahahahaha!

Reset hand, draw: Shock Glaive +1

Tontelizi wrote:

Hand: Shock Glaive +1, Buckler, Ranseur, Longspear,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
<Power 3>
<Power 4>
<Power 5>


Fighter

I'll take the Cemetery! If anyone comes along I'll be happy to help them kill things!

Tontelizi wrote:

Hand: Quartermaster, Buckler, Ranseur, Longspear,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: If anyone is at this location with me, you can always add 1d4 to your combat checks!
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
<Power 3>
<Power 4>
<Power 5>


Fighter

I'll also take the blessing B then, sidegrading a blessing of the Gods to gorum.

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