Goblin

Tup the terrible - 1001's page

157 posts. Alias of Batpony.


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Dark Archive

Heal 1 card off turn, Explore 1: Hepsushep

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!

SLA (Cloak of Wasp), Arcane DC13: 1d12 + 4 + 1 + 1d8 + 1 + 1d6 + 1 ⇒ (5) + 4 + 1 + (1) + 1 + (1) + 1 = 14
Draw Spell 2 Disable Mechanism
SLA (Disable Mechanism), Arcane DC13: 1d12 + 4 + 1 + 1d8 + 1 + 1d6 + 1 ⇒ (4) + 4 + 1 + (3) + 1 + (4) + 1 = 18
Draw Spell B Augury

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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

Off turn 1 heal and recharge Blessing of Isis.

Prep Wall of Fire; Explore 1: Royal Naga

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.

Arcane DC16: 1d12 + 4 + 1 + 2d6 ⇒ (3) + 4 + 1 + (6, 4) = 18
Arcane DC16: 1d12 + 4 + 1 + 2d6 ⇒ (9) + 4 + 1 + (1, 3) = 18

Discard BoLamashtu to explore 2: Hepsushep

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 = 7 Oh wow!Placed back to top of deck.

Recharge Wall of Fire? DC13: 1d12 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Tup (Not a Goblin) wrote:

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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

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) = 15 Recharge doghide armor
Auto Recharge
Scenario: 1d8 ⇒ 8

SLA(potion of fortitude), DC16: 1d12 + 4 + 1 + 1d8 + 1 + 1d6 + 1 ⇒ (5) + 4 + 1 + (6) + 1 + (5) + 1 = 23

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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

Conflag check! & lightning storm
Dex DC9: 1d8 + 1 ⇒ (4) + 1 = 5
Lightning: 1d4 ⇒ 2 Discard reformarium servant and cauterize
?: 1d6 ⇒ 3 Back 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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

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 ⇒ 8 Locate Object is shuffled in.

Use Augury: Monster
?: 1d11 + 1d10 + 1d9 ⇒ (9) + (8) + (3) = 20 Canopic Wrap, Acid Pool, Key of Second Vault
Scenario power: 1d8 ⇒ 8 Nooo... 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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

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

Dark Archive

Don't worry about it! Tup get's his first choice as there is two spell 4 :)

Dark Archive

Just to check, we should have 5 skill feats now?

spell 4: 1d1000 ⇒ 15
ally 4: 1d1000 ⇒ 90
ally 3: 1d1000 ⇒ 652

DEX+1

Dark Archive

Mega fireball!: 1d20 ⇒ 8

Dark Archive

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

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

acid: 1d4 ⇒ 1

"Argghhhh!" Tup tells in pain as acid burns his skin.

Dark Archive

Fail Ratflok BYA and suffer Scourge!
Scourge?: 1d8 ⇒ 7Fevered Dreams.

SLA(Elemental Treaty) Arcane DC 18: 1d12 + 4 + 1 + 1d8 + 1 + 1d6 + 1 ⇒ (6) + 4 + 1 + (8) + 1 + (6) + 1 = 27
Scourge?: 1d8 ⇒ 3Daybane.
AYA damage: 1d4 - 1 ⇒ (4) - 1 = 3Recharge Bone Lamellar to avoid.
Draw spell from box, Ice Storm! Spell 4 yes!

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

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

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.

Pausing temporarily for discussion.

Dark Archive

Cauterize to heal. Explore 1: Rukh

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 = 5 Man, 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.

BYA: 1d6 ⇒ 5
BYA, Recharge BotGobs diplomacy DC11: 2d12 + 4 + 2 ⇒ (3, 8) + 4 + 2 = 17
Banish monster and attempt location close! Discard Monkey to close location.

Tup (Not a Goblin) wrote:

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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

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!

Wisdom DC4; Reformarium servant adds d4: 1d4 + 1d4 ⇒ (2) + (2) = 4

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

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

Explore 1: Fire Gecko

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.

SLA(Rain of Frogs); Recharge BotE, Druid of the Storm. Arcane DC12+4: 2d12 + 3 + 1 + 1d8 + 1 + 1d6 + 1 + 2 ⇒ (2, 12) + 3 + 1 + (5) + 1 + (5) + 1 + 2 = 32

Draw Cure

Attempt Location Close!

SLA(Cure). Arcane DC15: 1d12 + 3 + 1 + 1d8 + 1 + 1d6 + 1 ⇒ (1) + 3 + 1 + (6) + 1 + (5) + 1 = 18 Closed!

Draw elemental Treaty

Tup (Not a Goblin) wrote:

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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

Tup (Not a Goblin) wrote:

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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

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

Dark Archive

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

Dark Archive

fiyahhh: 1d20 ⇒ 9

Dark Archive

Correcting discard, 1 less than before as Drum of Haste would still be in hand. Cured 4 cards.

Reveal Blessing of Ancients. Move Ruined Temple, Explore 1: Raven Figurine

Arcane DC7: 1d12 + 4 ⇒ (8) + 4 = 12

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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

Reveal Blessing of the Ancients.

Explore 1: Blessing of Horus
Dex: 1d8 ⇒ 1

Discard Toad to Explore 2: Baited Jewel Box

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.

Barrier is shuffled back in.

Bury BotGobs 1 for Explore 3: 1d5 ⇒ 5 Caravan Rider, doh!

SLA(Ring of the Godless) DC12: 1d12 + 4 + 1d8 + 1 ⇒ (10) + 4 + (8) + 1 = 23

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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

Reveal Blessing: Another Sandstorm!

Adowyn: 1d7 ⇒ 7 ⇒ Ruined Temple
Athnul: 1d7 ⇒ 7 ⇒ Ruined Temple
Grazzle: 1d7 ⇒ 5 ⇒ Peasant Tombs
Skizza: 1d7 ⇒ 7 ⇒ Ruined Temple
Tup: 1d7 ⇒ 7 ⇒ Ruined Temple

Ruined Temple and Peasant Tombs gets a shuffle.

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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

Explore 1:BotAncients

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.

BYA poison: 1d4 + 1 ⇒ (3) + 1 = 4Discard Rain of Frogs, BoBarkBreaker, BoAncients 1, BoAncients 2

Discard Grazzle's BotPharasma and Athnul's Blessing of Isis

Cauterize, DC19: 4d12 + 4 - 8 + 2d8 - 4 ⇒ (4, 8, 12, 9) + 4 - 8 + (7, 5) - 4 = 37

Recharge? DC11: 1d12 + 4 ⇒ (10) + 4 = 14

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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

Tup (Not a Goblin) wrote:

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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

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

Dark Archive

Spell 3: Augury
Card Feat Ally: will take ally B (reformarium servant)

Dark Archive

fireballllll: 1d20 ⇒ 7

Dark Archive

Using a blessing from Grazzle so that my blessing is free for Athnul

SLA(rain of frogs), arcane DC17, blessing of gobs: 2d12 + 4 + 1d8 + 1 ⇒ (1, 9) + 4 + (4) + 1 = 19 closed! [/dice]
[Ooc] Draw spell 1 speak with dead

Dark Archive

Tup kicks the weapon.

str: 1d4 ⇒ 3

Tup (Not a Goblin) wrote:

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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

Off turn- heal Caustic fog. Then Tup shuffles and returns doghide armor into deck as per location powers.

Explore 1: Potion of Healing
Tup walks by a vial as he continues searching through the dunes. But he pays no attention to it and walks on.

Int DC5: 1d6 ⇒ 2

Discard BoElements to explore 2:Ooze Falchion +1
Right next to the discarded vial is a slimy looking weapon. He thinks long and hard about it.[/ooc]

Dark Archive

SLA(holy light) arcane DC17: 1d12 + 4 + 1d6 + 1 ⇒ (12) + 4 + (5) + 1 = 22

Temporarily closed! Draw Mistform, another spell 3!

Dark Archive

Bury BoLamashtu 1 offturn

Explore 1: Acid Mantis

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.

SLA (Fiery Glare), Arcane DC9: 1d12 + 4 + 1d8 + 1 ⇒ (10) + 4 + (6) + 1 = 21
Draw Spell - Holy Hlight

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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

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!)

SLA(Immolate), Arcane vs DC 8: 1d12 + 4 + 1d8 + 1 ⇒ (5) + 4 + (4) + 1 = 14
Draw Fiery Glare

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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

Tup (Not a Goblin) wrote:

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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

I don't have access to my physical deck while on holiday, but I believe blessing 3 was blessing of zarongel as I had my eye on it.

Upgrade: BotGobs3 -> BoZarongel
Sunburst - Trade Deliverance for Blessing of Elements
Trade Potion of Vision for Hand of the Honest Man

Start at Shifting Dunes!

Dark Archive

Chances I don't get the blessing..so second and third choices..
ally 3: 1d1000 ⇒ 612
item 3: 1d1000 ⇒ 635

Dark Archive

Tup will choose blessing too! Third time's the charm! Blessing 3! I assume this is going to be a hot one, so rolling my chances.

Blessing 3: 1d1000 ⇒ 393

Dark Archive

BOOM!: 1d20 ⇒ 10

Dark Archive

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!

Dark Archive

Explore 1: Ikar Raham Henchman!

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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

Discard blessing of Gobs off turn

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.

Arcane DC15: 1d12 + 4 ⇒ (12) + 4 = 16 Yeah! Spell 3!

End turn and discard wall of fire.

Tup (Not a Goblin) wrote:

Hand: immolate, cauterize, elemental mastery, Blessing of Lamashtu 1, Doghide armor, basif,

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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

Off turn, heal all thanks to Grazzle!

Reveal Blessing of Wadjet. Woohoo!

Random Explore: 1d5 ⇒ 1

Explore 1: Corridor dart trap
I will gracefully accept the Ushabti from Athnul. lol
Dexterity DC6: 1d8 + 1d8 ⇒ (7) + (6) = 13 Defeated!

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) = 24 Place rain of frogs for scenario goal

Discard Miau Pakhet for card ability
Random top card: 1d3 ⇒ 2 Lightning Bolt.. leave top and explore it.

difficulty +: 1d6 ⇒ 1 Place 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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Arcane DC9: 1d12 + 4 + 1d6 ⇒ (4) + 4 + (2) = 10

Dark Archive

continue retcon using Skizza's blessing.

arcana DC16: 2d12 + 4 + 1d6 ⇒ (4, 3) + 4 + (2) = 13 :( failed. Draw cauterize to hand.

Dark Archive

Add d6 to acquire Retcon.

Basif DC6+?: 1d6 ⇒ 5
Diplomacy DC11: 1d12 + 5 + 1d6 ⇒ (12) + 5 + (3) = 20

Staff DC12+?: 1d6 ⇒ 4

Dark Archive

Explore 1: Basif Losep

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) = 15 Acquired 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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

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:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

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

Dark Archive

Real boon roll!: 1d20 ⇒ 4

Dark Archive

Blessing 3: 1d1000 ⇒ 254 Blessing of Bark breaker replace Gobs
Ally 2: 1d1000 ⇒ 454 Monkey replace slug

Power feat, d4-1 to fire damage dealt to ally when adding 4 to their check.

Dark Archive

Summon Crawling Hands!

SLA(Burning Snot) Arcane DC13: 1d12 + 4 + 1d8 + 1 ⇒ (12) + 4 + (6) + 1 = 23 Temp closed

Draw Locate Object Spell 1

Tup has a blessing of the Gobs and a Blessing of Elements that can be utilized!

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