Tup continues to please to the guardian Hepsushep and tries to avoid combat as he is worn. After much tries, he finally wears him down and walks through unharmed!
Diplomacy:1d12 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Acid Pool and Rukh, putting Rukh to the top as I can't deal with Acid Pool effectively.
Discard Reformarium Servant to explore 2: Rukh
Tup sees the Rukh up ahead and comes at it with a furious goblin firey vengeance!
End Turn.Discard Drum of Haste for scenario power.
Tup (Not a Goblin) wrote:
Hand: doghide armor, doghide armor, Hand of the Honest man, Blessing of the Gobs 1, BoElements,
Displayed: Deck: 11 Discard: 4 Buried: 0
Notes: If at my location, I'll recharge a card to give you +4 to your check (but take d4 fire dmg). Use Blessings as needed. Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) ( [X] +d6+1) and add the Attack, Fire, ( [ ] Force) and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) ( [ ]-4) Fire damage
Just when Tup thought it was over, the Royal Naga seems to be in hot pursuit! In effort to slow him down, Tup creates a Wall of Fire! The creature is caught off guard enough and perishes in the fire!
No attack trait card in hand otherwise. Not using blessings in hope that Grazzle's Blessing of Maat can save me if needed.
But Tup finds some trouble with lamia guardian named Hepsushep along the way and can't seem to convince him he needs passage through! "Me no want fight, me tired! Just let me thru plez!"
Diplomacy DC8:1d12 + 4 + 2 ⇒ (1) + 4 + 2 = 7Oh wow!Placed back to top of deck.
Hand: Reformarium Servant, Drum of Haste, Hand of the Honest man, Blessing of the Gobs 1, Blessing of Elements,
Displayed: Deck: 13 Discard: 4 Buried: 0
Notes: If at my location, I'll recharge a spell to give you +4 to your check (but take d4 fire dmg). Use Blessings as needed. Use BoLamashtu for 2 dice against Villian/Henchman, BoBBreaker only gives 2 dice if the check invokes the fire or animal trait.
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) ( [X] +d6+1) and add the Attack, Fire, ( [ ] Force) and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) ( [ ]-4) Fire damage
I didn't realize earlier conflag has add scenario so Tup can't pass that confidently. But with Acid bonuses, I'm going to head to sulphur pits.
Move to Sulfur Pits, Explore 1:Royal Naga
With a storm not looking to die, Tup retreats for the sulphur pits in hopes to find Grazzle, but instead finds a Royal Naga! He under estimates the creatures strength but luckily has his doghide armor to thank for escaping the creature unscathed!
Only one card with the attack trait, forced use. Immolate, Arcane DC16:1d12 + 4 + 1 + 2d4 ⇒ (1) + 4 + 1 + (4, 3) = 13 Concordance add die:13 + 1d12 ⇒ 13 + (2) = 15Recharge doghide armor Auto Recharge Scenario:1d8 ⇒ 8
Not a good hand to further explore unfortunately, no spells to utilize my ability. So I will end turn
Tup (Not a Goblin) wrote:
Hand: Blessing of Lamashtu, Drum of Haste, Hand of the Honest Man, Potion of Fortitude, Blessing of Isis, Wall of Fire
Displayed: Deck: 14 Discard: 3 Buried: 0
Notes: If at my location, I'll recharge a spell to give you +4 to your check (but take d4 fire dmg). Use Blessings as needed. Use BoLamashtu for 2 dice against Villian/Henchman.
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) ( [X] +d6+1) and add the Attack, Fire, ( [ ] Force) and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) ( [ ]-4) Fire damage
Conflag check! & lightning storm Dex DC9:1d8 + 1 ⇒ (4) + 1 = 5 Lightning:1d4 ⇒ 2Discard reformarium servant and cauterize ?:1d6 ⇒ 3Back to Skizza at the Windswept Chasm!
Explore 1: Acid Pool
Tup takes max damage and discard's his hand!
As Tup exit's his shelter thinking the storm has passed, a new storm, a more dangerous one, a storm of not only lightning but fire enters. Tup immediately runs to find cover but doesn't really the acid pool he steps into. Tup is terribly injured.
Tup (Not a Goblin) wrote:
Hand: Blessing of Lamashtu, Drum of Haste, Hand of the Honest man, Potion of Fortitude, Immolate,
Displayed: Deck: 9 Discard: 8 Buried: 0
Notes: If at my location, I'll recharge a spell to give you +4 to your check (but take d4 fire dmg). Use Blessings as needed. Use BoLamashtu for 2 dice against Villian/Henchman, BoBBreaker only gives 2 dice if the check invokes the fire or animal trait.
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) ( [X] +d6+1) and add the Attack, Fire, ( [ ] Force) and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) ( [ ]-4) Fire damage
Reveal Blessing of Bastet Lightning Storm:1d4 ⇒ 2Discard Toad & Torch Random Location?:1d8 ⇒ 4Windswept Chasm
Unfortunately for Tup, luck does not favour him as it does Skizza. A great storm reigns over the volcanic vents and the lightning sparks against the little goblin as he attempts to find for cover near a cave.
Explore 1: Locate Object, Arcane DC6. Can't fail with a +5 mod. Use Locate Object: Mistform
Arcane DC10:1d12 + 5 ⇒ (2) + 5 = 7 Scenario power:1d8 ⇒ 8Locate Object is shuffled in.
Use Augury: Monster ?:1d11 + 1d10 + 1d9 ⇒ (9) + (8) + (3) = 20Canopic Wrap, Acid Pool, Key of Second Vault Scenario power:1d8 ⇒ 8Nooo... Augury is shuffled in.
In his time, Tup attempts open his eyes through arcane arts to see what the future lies for him. Unfortunately, the sound of the storm moving away distracts him too much.
Tup (Not a Goblin) wrote:
Hand: Blessing of Ra, Wall of fire, Cauterize, Blessing of Elements, Blesing of the Gobs 2, reformarium Sercant
Displayed: Deck: 13 Discard: 2 Buried: 0
Notes: If at my location, I'll recharge a spell to give you +4 to your check (but take d4 fire dmg). Use Blessings as needed.
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) ( [X] +d6+1) and add the Attack, Fire, ( [ ] Force) and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) ( [ ]-4) Fire damage
Upgrade: cloak of wasp (spell 4) for burning snot
Swap: Hand of the Honest Man replaces Potion of Vision
Trader: Sunburst Market - Blessing of the Elements replaces Deliverance
Blessing Swap: Blessing of Bark Breaker replaces Blessing of the Gobs
Start Location: volcanic vents
Heal blessing of Gobs 1, and cauterize. acid:1d4 ⇒ 3 Discard all but blessing of elements.
Reveal blessing of nethys, explore 1: healers kit.
Tired and bruise from all the acid attacks, Tup drags his feet and stumbles across a little pouch. But ignores it and wanders off.
Letting it slide, item B. End Turn, draw new hand and recharge it drawing hand size:1d4 + 1 ⇒ (4) + 1 = 5
Tup (Not a Goblin) wrote:
Hand: Blessing of bark breaker, Doghide Armor , Immolate, Potion of fortitude, Blessing of the gobs 1,
Displayed: Deck: 10 Discard: 8 Buried: 0
Notes: If at my location, I'll recharge a spell to give you +4 to your check (but take d4 fire dmg). Use blessings. BoBBreaker only gives 2 dice if the check invokes the fire or animal trait.
Sideboard cards: Curse of Blindness
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) ( [X] +d6+1) and add the Attack, Fire, ( [ ] Force) and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) ( [ ]-4) Fire damage
Draw and recharge hand, and draw new hand due to curse. Hand size?:1d4 + 1 ⇒ (4) + 1 = 5
Tup (Not a Goblin) wrote:
Hand: Torch, reformarium servant, Burrning Snot, BoElements, Drum of Haste
Displayed: Deck: 11 Discard: 6 Buried: 0
Notes: If at my location, I'll recharge a drum of haste to give you +4 to your check (but take d4 fire dmg). Use Blessings as needed.
Sideboard cards: Curse of Blindness
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) ( [X] +d6+1) and add the Attack, Fire, ( [ ] Force) and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) ( [ ]-4) Fire damage
Reveal: Blessing of Anubis. Move to Hot Springs, explore 1: Pard
Tup decides to take the low road for a more relaxing journey, stopping by one of his favourite spots, the hot springs. There he meets a friendly Pard, whom he takes a liking to.
Diplomacy DC10:1d12 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Discard Toad to explore 2: Ratfolk Plaguebringer. BYA?:1d6 ⇒ 2Recharge doghide armor to avoid scourge.
Tup is relieved Athnul comes to his aid. "Tanks!" He mutters in response as he feels a burden lifted from his shoulders. Tup then turns to his wounds and burns it in attempt to help the healing.
heal:1d4 + 1 ⇒ (4) + 1 = 5Man, all my blessings didn't get healed! Recharge?; Arcane DC11:1d12 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Feeling a bit more confident, he leads the party on in the sulphuric vents, only to be halted by another large bid, this time a Rukh! Learning from his last encounter, unusual to Tup, he instead turns to diplomatic means to chase the creature away. "Please go, else we fight, I kill with fire.". Miraculously the creature leaves.
Hand: Wall of fire, doghide armor, Bone Lamellar, Toad, Blessing of Bark Breaker,
Displayed: Deck: 12 Discard: 5 Buried: 0
Notes: If at my location, I'll recharge a card to give you +4 to your check (but take d4 fire dmg). Use Blessings as needed. BoBBreaker only gives 2 dice if the check invokes the fire or animal trait.
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) ( [X] +d6+1) and add the Attack, Fire, ( [ ] Force) and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) ( [ ]-4) Fire damage
Seeking something more exciting and dangerous than just shifting sands, Tup decides to travel towards the place called Sulfur Pits. Along the way, he beings to look towards the acrance arts for a premonition of what is to come. He realises the potential dangers of creatures beyond his imagination, but nonetheless continues to persevere into the harsh enviroment!
Move to Sulfur Pits, Play Augury (barrier): None, but 3 monsters (Sun Falcon, Rukh, Ghoul) location is shuffled. Recharge? Arcane DC8:1d12 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Discard Reformarium Servant to Explore 1:?:1d10 ⇒ 10 Fire Gecko!
To the goblin's surprise, he sees the same fire gecko whom slipped past him from the dunes! Determined to catch it, Tup relentlessly moves his little legs to catch it, only to realise that it was headed towards a powerful source of heat! The Sun Falcon! Tup stands in awe, and resigns to the fact that the creature is a powerful fire presence! Even Tup's magic could not protect him this time as the goblin burns from the heat emanating from the falcon. The sorcerer quickly runs for cover!
Discard Fire Gecko to Explore 2:?:1d9 ⇒ 1 Sun Falcon! The worst!BYA:1d6 ⇒ 4
Resign hand as I can't do anything without fire trait
Tup (Not a Goblin) wrote:
Hand: Wall of fire, Blessing of the Gobs 2, Monkey, Toad, Cauterize,
Displayed: Deck: 9 Discard: 8 Buried: 0
Notes: If at my location, I'll recharge a card to give you +4 to your check (but take d4-1 fire dmg). Use Blessings as needed.BoBBreaker only gives 2 dice if the check invokes the fire or animal trait.
Sideboard cards: Curse of Daybane
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) ( [X] +d6+1) and add the Attack, Fire, ( [ ] Force) and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) ( [ ]-4) Fire damage
Tup braves the unknown and explores the Shifting Dunes with Athnul. Coming out of the sands, a elemental gecko, made of fire appears! Certainly the aspect of fire catches Tup's eye. Tup chases but isn't fast enough to get close enough to the creature!
Survival DC4:1d4 ⇒ 3
Discard BotGobs 1 to Explore 2: Druid of the Storm
But along the way he finds himself in the midst of an very unusual storm. Looking around, he realises the storm is the doing of a druid! Tup approaches the druid curiously, and attempts to convince him that fire is the best kind of magic.
Diplomacy DC9; Recharge Hand of the Honest Man:2d12 + 3 + 2 ⇒ (4, 9) + 3 + 2 = 18
Discard Druid of the Storm to Explore 3: Brain Ooze BYA:1d6 ⇒ 4 Draw Random Monster (4)
As they bicker about the elements, two hostile creatures, an ooze and a giant sand eel attempts to ambush the casters! But using the elementals at their disposal, they decided to settle the debate once and fore all, with a show of magical prowess! Lightning, fire, and more fire flies all around the desert, scorching and burning everything in sight! Clearly, fire is most powerful.
Hand: Drum of Haste, Elemental Treaty, Augury, Potion of Vision, Blessing of Lamashtu 1, Burning Snot,
Displayed: Deck: 14 Discard: 2 Buried: 0
Notes: If at my location, I'll recharge drum of haste to give you +4 to your check (but take d4-1 fire dmg). Use Blessings as needed. Use BoLamashtu for 2 dice against Villian/Henchman.
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) ( [X] +d6+1) and add the Attack, Fire, ( [ ] Force) and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) ( [ ]-4) Fire damage
Hand: Drum of Haste, Rain of Frogs, Hand of Honest Man, Bessing of Elements, Blessing of Lamashtu 1, Blessing of the Gobs 1,
Displayed: Deck: 14 Discard: 0 Buried: 0
Notes: If at my location, I'll recharge a card to give you +4 to your check (but take d4 fire dmg). Use Blessings as needed. Use BoLamashtu for 2 dice against Villian/Henchman.
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) ( [X] +d6+1) and add the Attack, Fire, ( [ ] Force) and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) ( [ ]-4) Fire damage
Swap: Hand of the Honest Man replaces Potion of Vision
Trader: Sunburst Market - Blessing of the Elements replaces Deliverance
Blessing Swap: Blessing of Bark Breaker replaces Blessing of the Gobs
Start Location: Shifting Dunes
Was going to take Ally 2 as I thought it was uncontested, but in general interest and the fact the Ally I was going to take doesn't give me much better stuff, I will sit out of upgrades.
Role Card :Bale-Flame of Naughtiness
Power feat: [X] (+1d6+1) to spell like ability!
Skill Feat: Charisma [X] +4
I'll save my blessings for now.. So end turn. Discard doghide armor
Tup (Not a Goblin) wrote:
Hand: Drum of Haste, Bone Lamellar, Hand of Honest Man, Blessing of the Gobs 2, Blessing of Lamashtu 1, Athnul's Raven figure
Displayed: Deck: 7 Discard: 3 Buried: 3
Notes: If at my location, I'll recharge a armor to give you +4 to your check (but take d4 fire dmg). Use Blessings as needed. Use BoLamashtu for 2 dice against Villian/Henchman. Gobs 2 mimics top of the blessing pile.
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) and add the Attack, Fire, and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) Fire damage
Going for the fail condition. Disable:1d4 ⇒ 1 Poison:1d4 ⇒ 2Discard potion of fortitude and drum of hasteand draw Potion of Energy Resistance, and Ring of the Godless
As Tup attempts to keep up with Skizza, he moves down the dark corridors of the ruined temple to observe a very curious and pretty looking jewel box. Feeling a bit greedy, he immediately opens it and finds out it's trapped! "Youchhh!" But he does find a few items that he pockets for later as he grumbles being deceived by the box.
A bandit attempts to ambush the goblin as he collects his rewards, but with quick thinking. He blazes the enemy with fire!
End turn.
Tup (Not a Goblin) wrote:
Hand: Potion of Energy Resistance, Bone Lamellar, Potion of Vision, Blessing of the Gobs 2, Blessing of Lamashtu 1,
Displayed: Deck: 5 Discard: 6 Buried: 3
Notes: If at my location, I'll recharge a spell to give you +4 to your check (but take d4 fire dmg). Use Blessings as needed. Use BoLamashtu for 2 dice against Villian/Henchman.
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) and add the Attack, Fire, and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) Fire damage
The Pathfinders get caught up in yet another sandstorm, and surprisingly end up nearby each other after getting lost in the hail.
Explore 1:1d12 ⇒ 6 Blessing of Horus!
The sight of the ruined temple is a scary one, but Tup decides to brave and walk into the deserted place. He uses third sight to help him see the potential dangers that lurk the place.
Dex:1d8 ⇒ 5
Playing Augury! Type: Monster
?:1d11 + 1d10 + 1d9 ⇒ (9) + (1) + (4) = 14 Barrier:Baited Jewel Box, Monster: Caravan Raider, Spell: Acute Senses. All cards are shuffled and Caravan Raider shall be the last card of the deck. Bury Augury due to location.
I'm not willing to part with a blessing at the moment so i'll end my turn.
Tup (Not a Goblin) wrote:
Hand: Potion of Fortitude, Blessing of the Gobs 1, Blessing of Lamashtu , Blessing of the Gobs 2, Drum of Haste, Toad,
Displayed: Deck: 8 Discard: 3 Buried: 2
Notes: If at my location, I'll recharge a blessing to give you +4 to your check (but take d4 fire dmg). Use Blessings as needed. Use BoLamashtu for 2 dice against Villian/Henchman,
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) and add the Attack, Fire, and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) Fire damage
Tup believed he had follow Grazzle down to the Mausoleum but soon loses sight of him! "Grazzle?" He asks, as he walks down the stairs.
Reveal Reformarium Servant and discard monkey to add 1d4
Divine DC3:2d4 ⇒ (4, 2) = 6
Discard Reformarium Servant (explore and 1d4 to checks to acquire) to Explore 2:BotAncients
Divine DC3:2d4 ⇒ (2, 1) = 3
And for whatever reason, the ancient deities have decided to bless Tup as he descends down into the darkness.
Bury Torch to Explore 3: Muhlia al-Jakri! Villian.
But around the corner, the villain lies and waits for an unsuspecting Tup. A poison dart hits Tup in the leg! "OWWWWW!" In a fit of rage, fire emanates from Tup's small goblin body and starts to engulf the whole mausoleum! Even Grazzle feels the heat from afar.
Random fire damage from cauterize, tup 1, grazzle 2 ?:1d2 ⇒ 2
Tup (Not a Goblin) wrote:
Hand: Potion of Fortitude, Blessing of the Gobs 1, Blessing of Lamashtu , Blessing of the Gobs 2, Drum of Haste, Augury,
Displayed: Deck: 9 Discard: 3 Buried: 1
Notes: If at my location, I'll recharge a card to give you +4 to your check (but take d4 fire dmg). Use Blessings as needed. Use BoLamashtu for 2 dice against Villian/Henchman.
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) and add the Attack, Fire, and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) Fire damage
Hand: Rain of frogs, Monkey, Cauterize, Torch, Reformarium servant, Blessing of bark breaker,
Displayed: Deck: 12 Discard: 0 Buried: 0
Notes: If at my location, I'll recharge a spell to give you +4 to your check (but take d4-1 fire dmg).
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) and add the Attack, Fire, and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) Fire damage
Swap: Hand of the Honest Man replaces Potion of Vision
Trader: Sunburst Market - Blessing of the Elements replaces Deliverance
Blessing Swap: Blessing of Bark Breaker replaces Blessing of the Gobs
Start Location: Mausoleum as well
Hand: cauterize, doghide armor, Wall of Fire, caustic fog, rain of Frogs, Blessing of Bark Breaker,
Displayed: Deck: 7 Discard: 4 Buried: 2
Notes: If at my location, I'll recharge a spell to give you +4 to your check (but take d4 fire dmg). Use Blessings as needed, BoBBreaker only gives 2 dice if the check invokes the fire or animal trait.
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) and add the Attack, Fire, and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) Fire damage
Tup heads down deeper into the shifting dunes in search of answers, is jumped by an acid mantis, but handles it with a stream of fireballs. As usual, his enemies end up disintegrated into a pile of hot ash, with Tup maniacally laughing all the way.
Discard Drum of Haste and Caustic Fog and end my turn here.
Tup (Not a Goblin) wrote:
Hand: Holy Light, BoElements, Wall of Fire, doghide armor, rain of Frogs, Blessing of Bark Breaker,
Displayed: Deck: 8 Discard: 3 Buried: 2
Notes: If at my location, I'll recharge a spell to give you +4 to your check (but take d4 fire dmg). Use Blessings as needed. Use BoLamashtu for 2 dice against Villian/Henchman, BoBBreaker only gives 2 dice if the check invokes the fire or animal trait.
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) and add the Attack, Fire, and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) Fire damage
I have to correct myself, the blessing 3 is blessing bark breaker and not zarongel
Explore 1: The Third Law
Taking the scenic route, Tup walks down to the Shifting Runes. Immediately, the sights scare him and he is filled with dread. "Ugghhhh."
Bury Torch Explore 2: Ubashki Swarm
Not soon after, he hears in the distant, an unusual noise. Lighting his torch, he realises that a swarm of ubashki cats are heading his way! In his despair without hesitation, he sends a wave of fire to disintegrate every single one of them ugly cats and maniacally laughs as he does so.
SLA(burning Snot), Arcane vs DC 8:1d12 + 4 + 1d8 + 1 ⇒ (11) + 4 + (6) + 1 = 22 Draw Caustic Fog (Spell 3! Yay!)
Discard Monkey Explore 3: Miau Pakhet
In the distance, Tup notices another person, but the temperamental goblin chooses to ignore him and walks away.
Diplomacy DC13:1d12 + 5 ⇒ (3) + 5 = 8
End turn.
Tup (Not a Goblin) wrote:
Hand: Fiery Glare, Deliverance, Caustic Fog, Blessing of Lamashtu 1, Drum of Haste, Blessing of Bark Breaker,
Displayed: Deck: 11 Discard: 1 Buried: 1
Notes: If at my location, I'll recharge a spell to give you +4 to your check (but take d4 fire dmg). Use Blessings as needed. Use BoLamashtu for 2 dice against Villian/Henchman, BoBBreaker only gives 2 dice if the check invokes the fire or animal trait.
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) and add the Attack, Fire, and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) Fire damage
Hand: Immolate, BoElements, Burning Snot, Torch, Drum of Haste, Monkey,
Displayed: Deck: 13 Discard: 0 Buried: 0
Notes: If at my location, I'll recharge a spell to give you +4 to your check (but take d4-1 fire dmg). Use Blessing if necessary.
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) and add the Attack, Fire, and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) Fire damage
Starting in 10 hours or so, I will be travelling for approximately 48 hours to my vacation spot.. please bot me if required during this time. I should be able to remain to normal posting, or even better since i'm free from the burdens of work!
Choose Survival check to auto fail, item and spell shuffled in, end turn. Discard Armor
Tup (Not a Goblin) wrote:
Hand: immolate, cauterize, elemental mastery, Blessing of Lamashtu 1, potion of vision, basif,
Displayed: Deck: 7 Discard: 8 Buried: 0
Notes: If at my location, I'll recharge a spell to give you +4 to your check (but take d4-1 fire dmg). Use Blessing as needed.
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) and add the Attack, Fire, and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) Fire damage
Move to Pleasure Barge and Explore 1:Stiaind Glass Elemental Increase difficulty:1d6 ⇒ 3
Seeing that the Tooth and Hookah is approaching closing time, Tup decides to check out another favourite place of his, the Pleasure Barge. Along the way he passes by a stained glass elemental but pays no attention to it and walks on.
Arcane DC12:1d12 + 4 ⇒ (2) + 4 = 6
Discard Monkey to Explore 2:Druid of the Storm Increase difficulty:1d6 ⇒ 2
At the entrance, he bumps into a druid whom sparks fly from his hair! Intrigue by this strange human, Tup engages in arcane conversation which turns to a heated debate about which element is the better, Fire or Lightning. Eventually, the druid yields and admits that fire is the best. "Kakaka!" The Goblin laughs heartily.
Diplomacy DC11:1d12 + 5 ⇒ (10) + 5 = 15
Discard Druid of the Storm to Explore 3:Elemental Mastery Increase difficulty:1d6 ⇒ 4
Continuing the conversation indoors, the two share secrets of elemental mastery.
Displayed: Deck: 8 Discard: 7 Buried: 0
Notes: If at my location, I'll recharge a spell to give you +4 and fire trait to your check (but take d4-1 fire dmg). Use BoLamashtu for Villian/Henchman. Use Elemental mastery :
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) and add the Attack, Fire, and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) Fire damage
Explore 1: Corridor dart trap I will gracefully accept the Ushabti from Athnul. lol Dexterity DC6:1d8 + 1d8 ⇒ (7) + (6) = 13Defeated!
Next random explore:1d4 ⇒ 4 Discard Blessing of the elements to explore 2: Miau Pakhet
difficulty +:1d6 ⇒ 4
Diplomacy DC17,Favourable reception, discard BotGobs for 2d8:1d12 + 5 + 1d6 + 2d8 ⇒ (9) + 5 + (3) + (2, 5) = 24Place rain of frogs for scenario goal
Discard Miau Pakhet for card ability Random top card:1d3 ⇒ 2Lightning Bolt.. leave top and explore it.
difficulty +:1d6 ⇒ 1Place lightning bolt for scenario goal
Tup mimics Athnul's exact path after observing her make her way and does so gracefully after learning from her mistakes.
End turn
Tup (Not a Goblin) wrote:
Hand: Monkey, cauterize, Wall of fire, Blessing of Lamashtu 1, Doghide armor, Blessing of the Gobs 3,
Displayed: Deck: 10 Discard: 3 Buried: 0
Notes: If at my location, I'll recharge a spell to give you +4 to your check (but take d4 fire dmg). Use blessings as needed.
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) and add the Attack, Fire, and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) Fire damage
While Athnul does her thing, Tup notices a mysterious looking half elf and is drawn towards him, and they talk about magic items favourably.
Diplomacy DC6, d12+5+d6 auto succeed and display Hide From Animals next to scenario.
Discard Toad Explore 2: Staff of Dark Flame
Tup shows from his pocket a frog, and in return the half elf reveals a fancy looking staff that attracts Tup's attention. Happily paying a couple gold pieces for it, Tup goes off to check out what Athnul is up to, but feels a cold chill down his spine for a weird reason.
Arcane DC12:1d12 + 4 + 1d6 ⇒ (6) + 4 + (5) = 15Acquired Weapon 3! and display drum of haste next to scenario[/dice]
[ooc]Discard Basif Explore 3:First Law.
Discard Rain of Frog and end turn
Tup (Not a Goblin) wrote:
Hand: Rain of frogs, Staff of dark flame, Wall of fire, Blessing of Lamashtu 1, Blessing of the Gobs 2, Blessing of the Elements ,
Displayed: Deck: 11 Discard: 3 Buried: 0
Notes: If at my location, I'll recharge a spell to give you +4 to your check (but take d4-1 fire dmg). Use blessings as needed.
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) and add the Attack, Fire, and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) Fire damage
As usual, deliverance trade for blessing of elements, and i'll join Athnul at the Tooth and Hookah!
Tup (Not a Goblin) wrote:
Hand: Rain of frogs, Toad, Wall of fire, Hide from animals, burning snot, drum of haste,
Displayed: Deck: 13 Discard: 0 Buried: 0
Notes: If at my location, I'll recharge a spell to give you +4 to your check (but take d4-1 fire dmg).
Sideboard cards:
Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) and add the Attack, Fire, and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [X]-1) Fire damage