Uliah's turn. The hour is The Marriage. When this is the hour: At the start of your turn, summon and encounter an ally.
Uliah summons and encounters a Naval Hero. Uliah will let Pizazz make friends with this sailor.
Ezren performs a Harrowing and warns Uliah about the Corrupted Priestess. Uliah encounters her. Wisdom 6:1d10 + 2 ⇒ (4) + 2 = 6 Success. Discard my Blessing of Abadar to bless Amiri's Wisdom check. Recharge the Cleaving battleaxe to the scenario power. A random local character encounters a Skeeltal Steed. 1 is me, 2 is Pizazz, 3 is Ezren 1d3 ⇒ 1
Displayed:Magic Full Plate (Core), White War Paint,
Deck: 9 Discard: 4 Buried: 2
Current Location: Ossuary
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.
As we discussed in the Discord chat, we are interpreting The Winged Serpent's power "... then if you are not in an encounter, you may move and explore." as requiring the movement if the player wants to explore. So to stay at the Mountain and close it, Uliah chose to fail the Wisdom check and buried his Retriever. Uliah drew Divine Fortune while resetting his hand. When the Mountain closes, Uliah moves to the Shrine with the rest of the party.
Uliah heals Ezren with the Wand of Restorative Touch. At the end of that turn, Uliah attempts to recharge the wand. Divine 12:1d10 + 5 + 1d4 + 1 + 2 ⇒ (8) + 5 + (1) + 1 + 2 = 17 Success.
Uliah's turn. The hour is The Wind and the Waves. When this is the hour: At the start of the turn, any character may recharge a card to move. No, thank you.
Uliah recharges Divine Fortune so Pizazz can recharge a card from discards.
Uliah explores into the Shrine and discovers it has been profaned by a Lich. Uliah fends off its unnatural aura with his faith and his camel Divine 7:1d10 + 5 + 1d4 + 1 + 1d8 + 2 ⇒ (3) + 5 + (4) + 1 + (2) + 2 = 17 Success. He strikes at the Lich with his Dwarven Longhammer Combat 18:1d6 + 3 + 1d10 + 1 + 1d4 + 1 + 1d8 ⇒ (5) + 3 + (3) + 1 + (1) + 1 + (8) = 22 Success. Uliah swings again to finish it off Combat 17:1d6 + 3 + 1d10 + 1 + 1d4 + 1 + 1d8 ⇒ (4) + 3 + (8) + 1 + (3) + 1 + (6) = 26 Success.
Clearly this is a Shrine to sinister gods, so Uliah attempts to close it. Divine 8:1d10 + 5 + 1d4 + 1 + 2 ⇒ (10) + 5 + (1) + 1 + 2 = 19 Success. A quick look through the rest of the Shrine shows no villain, so the Shrine is closed and Uliah follows the party to the next location. Uliah draws Cayden Cailean's Revelry.
Resetting his hand, Uliah draws Desna's Freedom. It is Pizazz's turn.
Displayed:Magic Full Plate (Core),
Deck: 10 Discard: 3 Buried: 2
Current Location: with Amiri
Hero Points: 2 // Uliah has the following scourges marked:
Exhausted:
While Marked:
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this scourge.
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): 0
Recharged: Protect, Blessing of Abadar, Soothing Word (DD Reward), Glorious Warhammer, Horse, The Healing Light, Cure, Find Traps, Wand of Restorative Touch (loot, replaces Sacred Candle), Divine Fortune,
Discard Pile: Pharasma's Knowing, Abadar's Law, The Winged Serpent, Buried Pile: Amiri's Voidglass Armor, Retriever,
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.
On Ezren's turrn, Uliah recieves some hand-me-down Voidglass Armor.
Uliah's turn. The hour is The Uprising. When this is the hour: Your non-combat check against a bane is blessed. I'm pretty sure that receiving a blessing does not trigger the scenario's power; providing the blessing does.
At the start of the turn, Uliah attempts to Survive Wisdom 7:1d10 + 2 ⇒ (2) + 2 = 4 Failure. Uliah is Exhausted.
Recharge Find Traps so Pizazz can recharge a card from discards. I won't be need that this turn... I hope.
Uliah trudges on into the Wailing Maidens. Constitution 8:2d6 ⇒ (4, 6) = 10 Success, thanks to The Uprising. Wisdom 13:2d10 + 2 ⇒ (2, 10) + 2 = 14 Success, and defeated.
Discard Abadar's Law to explore. Uliah encounters The Winged Serpent. With some luck and maybe a whistle Uliah might be able to close this location this turn. Wisdom 7:1d10 + 2 + 1d6 ⇒ (1) + 2 + (4) = 7 Success.
Discard The Winged Serpent to examine the top card of any location (The Ossuary - Impervious Chain Shirt), then if I am not in an encounter (I'm not) I may move (I choose not to) and explore (yes, please).
Uliah encounters a Brain Ooze. Uliah plays his Dwarven Longhammer and some character powers Combat 12:2d6 + 3 + 1d10 + 1 + 1d4 + 1 ⇒ (6, 5) + 3 + (5) + 1 + (2) + 1 = 23 Uliah smushes the ooze. The Mountain is empty, Uliah buries the Voidglass Armor to close it.
Uliah moves to support the party, probably following Pizazz, but if Pizazz doesn't plan on doing much exploration (and if we split up) Uliah will follow Amiri.
Uliah draws his Cleaving Battleaxe, Wand of Restorative Touch, and Divine Fortune. Depending on how we all move after the Mountain closes, Uliah will use the wand on someone, but he has his eye on Ezren in particular, with his two scourges.
Displayed:Magic Full Plate (Core),
Deck: 11 Discard: 3 Buried: 1
Current Location: Mountain
Hero Points: 2 // Uliah has the following scourges marked:
Exhausted:
While Marked:
On each check or step, you may play no more than 1 boon.
At the start of your move step, you may end your turn to remove this scourge.
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): 0
Recharged: Divine Fortune, Desna's Freedom, Protect, Blessing of Abadar, Soothing Word (DD Reward), Glorious Warhammer, Horse, The Healing Light, Cure, Find Traps,
Discard Pile: Pharasma's Knowing, Abadar's Law, The Winged Serpent, Buried Pile: Amiri's Voidglass Armor,
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.
Pizazz took me up on the offer, so on his turn, recharge the Glorious Warhammer to examine Pharasma's Knowing.
Uliah's turn. The hour is Asmodeus's Tyranny. When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
Uliah starts the turn at the Mountain. Wisdom 7:1d10 + 2 ⇒ (9) + 2 = 11 Uliah is invigorated by the hike, not Exhausted.
Exploring the Mountain, Uliah encounters a 1d11 ⇒ 1 Skeletal Owlbeast. Uliah attempts to fight off its bony claws Melee 5:1d6 + 3 + 1d8 ⇒ (5) + 3 + (2) = 10 Success, and then he pummels it with his longhammer Combat 14:1d6 + 3 + 1d10 + 1 + 4 + 1d4 + 1 + 1d8 ⇒ (6) + 3 + (6) + 1 + 4 + (1) + 1 + (4) = 26 Success. Still slick with wizard blood, the owlbeast loses its footing and tumbles down the Mountain.
Discarding Pharasma's Knowing to draw a Horse and Magic Full Plate, Uliah recharges the Horse and The Healing Light, and explores into 1d10 ⇒ 6 a Spectre. Uliah's blessed longhammer comes in handy again. Combat 14:1d6 + 3 + 1d10 + 1 + 1d4 + 1 + 1d8 ⇒ (3) + 3 + (5) + 1 + (2) + 1 + (2) = 17 Success.
Uliah takes a moment to don his armor, then resets his hand, drawing Find Traps, Cure, and Abadar's Law.
At the start of Pizazz's turn, Uliah will cast Cure on Ezren for 1d4 + 1 ⇒ (3) + 1 = 4 cards. At the end of Pizazz's turn, Uliah attempts to recover Cure Divine 8:1d10 + 5 + 1d4 + 1 ⇒ (10) + 5 + (2) + 1 = 18 Success.
Displayed:Magic Full Plate (Core),
Deck: 12 Discard: 1 Buried: 0
Current Location: Mountain
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Cleaving Battleaxe, Wand of Restorative Touch (loot, replaces Sacred Candle)
Recharged: Divine Fortune, Desna's Freedom, Protect, Blessing of Abadar, Soothing Word (DD Reward), Glorious Warhammer, Horse, The Healing Light, Cure,
Discard Pile: Pharasma's Knowing, Buried Pile:
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.
Uliah follows the party, and this time they lead him to the edge of a Cliff. On your check, if any die shows a 1 or 2, count it as 0
Uliah's turn. The hour is The Wanderer. When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
First I'll cast Soothing Word on Ezren.
Uliah will explore, encountering the Corrupted Priestess. First she tries to muddle the minds of the party. Uliah will leave the whistles for more vulnerable minds, but will call upon the Divine Favor invoked by Pizazz. Wisdom 6:1d10 + 2 + 1d6 ⇒ (10) + 2 + (6) = 18 Success.
Then, she unleashes her Skeletal Steed on a random local character (Amiri is 1, then we go in play order) 1d4 ⇒ 3 Uliah attempts to dodge the beast's charge Dexterity 7:1d6 + 1d8 + 1d6 ⇒ (6) + (6) + (2) = 14 - 2 = 12. Success.
Uliah finds an opening and gets in a swing at the bony pony Combat 17:1d6 + 3 + 1d8 + 1d4 + 1 + 1d10 + 1 + 4 + 1d6 ⇒ (3) + 3 + (5) + (2) + 1 + (2) + 1 + 4 + (2) = 23 - 6 = 17. Success, barely.
Turning towards the priestess, Uliah prepares himself for a theological showdown Wisdom 6:1d10 + 2 + 1d6 ⇒ (4) + 2 + (4) = 10 Uliah's faith is unshaken, but so is Letra's.
As with all theological disputes, this one quickly erupts into violence. Combat 19:1d6 + 3 + 1d8 + 1d4 + 1 + 1d10 + 1 + 1d6 ⇒ (1) + 3 + (8) + (2) + 1 + (10) + 1 + (2) = 28 - 5 = 23. Success.
The Cliff is closed. Letra escapes to somewhere.
Pizazz is probably just drawing up a fresh hand, so Uliah will go to wherever Amiri says she wants to spend her next turn. But if Pizazz comes along, Uliah will recharge his Glorious Warhammer to examine the top card of the location to potentially give the goblin an easy exploration. If Pizazz does not come along, then Uliah will recharge the Glorious Warhammer during or at the end of Amiri's turn, at whichever timing best suits the barbarian.
Displayed: Deck: 13 Discard: 0 Buried: 0
Current Location: Amiri
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Abadar's Law, Cleaving Battleaxe, Find Traps, Horse, Cure, Wand of Restorative Touch (loot, replaces Sacred Candle), Magic Full Plate (Core)
Recharged: Divine Fortune, Desna's Freedom, Protect, Blessing of Abadar, Soothing Word (DD Reward),
Discard Pile: Buried Pile:
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.
Uliah will attempt to outmaneuver the undead horse. Dex 7:1d6 + 1d8 ⇒ (6) + (3) = 9 Success. Uliah will strike it down with his hammer. Combat 17:1d6 + 3 + 1d4 + 1 + 1d10 + 1 + 1d8 + 4 ⇒ (1) + 3 + (2) + 1 + (6) + 1 + (5) + 4 = 23 Success.
When the Priestess is encountered, each character including Uliah attempts a Wisdom check. I'll take a simple whistle from Pizazz to help cycle his deck Wisdom 6:1d10 + 2 + 1d6 ⇒ (9) + 2 + (5) = 16 Success.
On the first check to defeat the Corrupted Priestess, I'll take another simple whistle Wisdom 6:1d10 + 2 + 1d6 ⇒ (2) + 2 + (3) = 7 Success.
The priestess herself is not undead, so no free d8s, but on local combat checks I still hand out free 1d4+1.
Displayed: Deck: 13 Discard: 0 Buried: 0
Current Location: Crypt
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Horse, Magic Full Plate (Core), Wand of Restorative Touch (loot, replaces Sacred Candle), Cure, Cleaving Battleaxe, Find Traps, The Healing Light, Abadar's Law
Recharged: Divine Fortune, Desna's Freedom, Protect, Blessing of Abadar,
Discard Pile: Buried Pile:
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.
Uliah's turn. The hour is Rovagug's Destruction. When this is the hour: On your check, you may banish a random blessing from your discards to bless.
Ezren examines the top three cards of the Ravine and puts them back in the order that suits Uliah. Uliah opts to take on the Skeletal Champion first.
At the end of the explore step, Uliah recharges The Healing Light so Ezren can recharge a card from discards.
Before exploring, Uliah displays the Divine Fortune. Until the start of Uliah's next turn, add 1d6 to all local checks. In addition to my 1d8 on checks against Undead banes and 1d4+1 to local combat checks. (I see Ezren over there, showing off against the Allip by leaving my dice out.)
Uliah encounters the Skeletal Champion. Dexterity 8:1d6 + 1d8 + 1d6 ⇒ (6) + (5) + (2) = 13 Uliah dodges the charging Skeleton and retaliates. combat 22:1d6 + 3 + 1d8 + 1d4 + 1 + 1d10 + 1 + 4 + 1d6 ⇒ (2) + 3 + (8) + (3) + 1 + (10) + 1 + 4 + (5) = 37 More broken bones and another unhorsed rider. Uliah has no Divine cards in hand to recharge after the encounter.
Uliah explores again, urging his new Riding Allosaurus to press the attack. He encounters (1 is Ancient Skeleton, 7 is Skeletal Steed) 1d7 ⇒ 7 the fleeing Skeletal Steed. Dexterity 7:1d6 + 1d8 + 1d6 ⇒ (3) + (2) + (3) = 8 Uliah dodges the undead horse once more and swings his hammer at it. combat 20:1d6 + 3 + 1d8 + 1d4 + 1 + 1d10 + 1 + 4 + 1d6 + 1d6 ⇒ (6) + 3 + (8) + (2) + 1 + (3) + 1 + 4 + (2) + (3) = 33 Uliah crushes the beast into pieces.
1d2 ⇒ 2 Given the sudden proliferation of bones, Uliah's Retriever immediately starts digging a hole to bury them all and briefly disappears from sight as he attempts to make the hole big enough. The Ravine is closed. The scenario is won.
When Amiri closes the Cathedral, Uliah follows Ezren.
On Ezren's turn, he heals Uliah with the Leech for 2 cards (Bastard Sword and Blessing of Abadar).
Uliah's turn. The hour is Shelyn's Song. When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
At the start of the turn, at the Tower Uliah examines the top card of the Ravine. Still a keen rapier.
At the end of the move step, Uliah recharges Abadar's Law so Ezren can recharge a card from discards.
Pizazz, are you Wounded? Your character tracker shows that Scourge is marked. If so I cast Soothing Word on you. If not, I cast it on Ezren so he can heal another card.
Ezren casts Clairvoyance and keeps the henchman on top of the location.
Uliah explores, encountering a Skeletal Champion. Dexterity 8:1d6 + 1d8 ⇒ (4) + (2) = 6 Failure. Uliah takes 1d4 + 1 ⇒ (1) + 1 = 2 Combat Damage. Uilah recharges Magic Chain Mail to reduce it by 3. Uliah retaliates with his Dwarven Longhammer +1 combat 19:1d6 + 3 + 1d10 + 1 + 1d4 + 1 + 1d8 + 4 ⇒ (2) + 3 + (8) + 1 + (3) + 1 + (7) + 4 = 29 Success. The Skeletal Champion is unhorsed and both rider and mount retreat into the Tower.
After acting, a local character recharges a Divine card. Uliah does not have a divine card in hand at the moment.
The location is shuffled. Uliah recharges his Glorious Warhammer to examine the top card of the location, post-shuffle. 1d6 ⇒ 5 The ally Hellknight of the Nail is on top of the location.
Displayed:Voidglass Armor, Magic Full Plate (Core),
Deck: 10 Discard: 3 Buried: 1
Current Location: Tower
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.
Uliah falls just short of defeating three Haunts, but this one is especially put to rest. Uliah rides his Horse into the Cathedral, and discovers a Riding Allosaurus.
Wisdom 14:1d10 + 2 + 1d4 ⇒ (10) + 2 + (2) = 14
Success! Uliah has a new mount to ride into battle. Just wait until the Blood Lords of Geb see me now! Uliah will ride his Camel further into the Cathedral. He discovers the harrow blessing, The Wanderer.
Intelligence 7:1d6 ⇒ 5
The Wanderer wanders off. He wa-wa-wa-wa-wanders... Uliah resets his hand, drawing Abadar's Law, his Glorious Warhammer, and Soothing Word. It is Pizazz's turn.
Displayed:Magic Chain Mail, Voidglass Armor, Magic Full Plate (Core),
Deck: 7 Discard: 5 Buried: 1
Current Location: Cathedral
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Cure
Recharged: Desna's Freedom, Retriever, The Healing Light, Find Traps, Divine Fortune, Pharasma's Knowing,
Discard Pile: Blessing of Abadar, The Empty Throne, Bastard Sword, Horse, Camel, Buried Pile: Sacred Candle,
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.
Uliah's turn. The hour is Abadar's Law. When this is the hour: On your check to close or to guard, add 1d4.
At the start of the turn, Divine Fortune moves to Recovery. At the end of the move step, recharge Find Traps so Ezren can recharge a card from discards.
Uliah explores into the Arsenal, encountering the Voidglass Armor. Uliah asks Pizazz to whistle some theremin music to help with the creepy otherworldly armor Constitution 9:2d6 + 4 ⇒ (4, 1) + 4 = 9 Success. Display the armor.
Ezren examines the Arsenal using Fate-Reader Lenses: Bound Homunculus, Lucky Starknife, Brain Ooze. Uliah requests the Brain Ooze be placed on top, and leave the order of the other two to Pizazz.
Uliah calls upon The Empty Throne to explore and confront the Brain Ooze. Uliah will discard his Bastard Sword for an extra die. Combat 12:1d6 + 3 + 2d10 + 1d4 + 1 ⇒ (2) + 3 + (10, 9) + (1) + 1 = 26 Success.
Displayed:Magic Chain Mail, Voidglass Armor, Magic Full Plate (Core),
Deck: 8 Discard: 3 Buried: 1
Current Location: Arsenal
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Abadar's Law, Cure, Glorious Warhammer, Soothing Word (DD Reward)
Recharged: Desna's Freedom, Retriever, The Healing Light, Find Traps,
Discard Pile: Blessing of Abadar, The Empty Throne, Bastard Sword, Buried Pile: Sacred Candle,
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.
Divine Fortune is local to Uliah, not local to the location, so the buff moves with me. Since Amiri only has one exploration this turn, Uliah will move to whichever location Ezren tells me he intends to spend his turn at.
Just before the end of Pizazz's turn, Uliah buries his Sacred Candle to draw The Empty Throne.
Uliah's turn. The hour is The Forge. When this is the hour: On your check, add 1 for each type of boon played.
Uliah starts at the Tower. At the start of your turn, you may examine the top card of a distant location. Uliah chooses to examine the top card of the Ravine and spots a Skeletal Champion.
Uliah moves to the Graveyard and displays Divine Fortune. He explores, encountering a different Skeletal Champion. Dexterity 8:2d6 + 1d8 ⇒ (1, 4) + (8) = 13 Success, Uliah dodges out of the way of the charging skeletal rider. He strikes back with a Bastard Sword from atop his own be-fleshed Horse. Combat 19:2d6 + 3 + 1d4 + 1 + 1d8 + 1d10 ⇒ (6, 3) + 3 + (4) + 1 + (1) + (7) = 25. Success, the Champion is unhorsed and both mount and rider retreat separately into the Graveyard to regroup. Uliah recharges The Healing Light, and marks the Graveyard.
Discard Blessing of Abadar to explore, Uliah encounters 1d11 ⇒ 8 Magic Chain Mail, left at the grave of a fallen warrior. Constitution 7:2d6 ⇒ (5, 2) = 7 Success, Uliah dons the bequeathed armor and ends his turn.
(Divine Fortune remains diplayed until the start of my next turn, so there's free dice at the Graveyard. Plus, every monster is Undead, so my buff always applies.)
Uliah resets his hand, drawing his Dwarven Longhammer +1, Sacred Candle, and Find Traps spell. It is Pizazz's turn.
Displayed:Magic Chain Mail, Divine Fortune,
Deck: 10 Discard: 1 Buried: 0
Current Location: Graveyard
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Abadar's Law, Cure, Glorious Warhammer, Soothing Word (DD Reward), Magic Full Plate (Core), Pharasma's Knowing, Camel
Recharged: Desna's Freedom, Retriever, The Healing Light,
Discard Pile: Blessing of Abadar, Buried Pile:
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.
Displayed: Deck: 12 Discard: 0 Buried: 0
Current Location: Tower
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.
Uliah's turn. The hour is Asmodeus's Tyranny. When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
If my card counting serves me right, there is one tier 2 card (Iron Shackles) in the Ruin, there are a bunch of known tier 1 cards in the Library, and there is one tier 2 card (Twitch Tonic) in the Chambers. So we just need to sort out the Cell.
Uliah moves to the Ruin and recharges Blessing of Gorum to recharge a card from his own discards: 1d7 ⇒ 3 Horse. Then Uliah casts Restorative Touch on Ezren to remove up to two Scourges and heal 1d4 + 1 ⇒ (2) + 1 = 3 3 cards.
Uliah opts not to explore this turn. At the end of the turn, Uliah examines the Iron Shackles (Item 2), and recharges them into the Chambers with the Twitch Tonic (Item 2). Uliah will leave the Ruin open for tier 3 boons to be recharged.
Displayed:Magic Full Plate (Core),
Deck: 7 Discard: 8 Buried: 1
Current Location: Ruin
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.
Displayed:Magic Full Plate (Core), Divine Fortune,
Deck: 6 Discard: 7 Buried: 1
Current Location: Chambers
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): 0
Recharged: Blessing of Abadar, Soothing Word (DD Reward), Glorious Warhammer, Cure, Abadar's Law, Lady Luck,
Discard Pile: Desna's Freedom, Bastard Sword, Horse, Pharasma's Knowing, Noble (Ezren's), Raccoon, The Savored Sting, Buried Pile: Sacred Candle,
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.
Uliah's turn. The hour is Nethys's Duality. When this is the hour: On your check against a spell, add 1d4.
Uliah will invoke Sarenrae's Divine Fortune and explore into the Smoke Slayer. Constitution 9:2d6 ⇒ (5, 4) = 9 Uliah holds his breath and wades into the angry cloud.
Discard the Noble to explore. The viscount runs back screaming, chased by a playful Raccoon. Uliah attempts to befriend the little scamp.
Wisdom 13:1d10 + 1 + 1d6 + 1d4 ⇒ (7) + 1 + (6) + (3) = 17 He's little and mischievous, but helpful. He reminds me of someone. I think I will name him Zzazip.
Discard the Raccoon to explore. Zzazip warns me that there is an Assassination Attempt ahead and points out a way to evade it. Uliah presses on, heedless of the danger. There is a fiery explosion that warms up Uliah's Magic Full Plate. A pair of Red Mantis Assassins attack Uliah and Ezren. (Don't forget the d6 to all local checks from Divine Fortune, and the 1d4+1 on your combat check when I reveal a Mount, Ezren).
Wisdom 7:1d10 + 1 + 1d6 ⇒ (8) + 1 + (5) = 14 Can I use that check to spot both assassins so Ezren doesn't have to roll?
Combat 16:1d6 + 3 + 1d10 + 1 + 1d4 + 1 + 1d6 ⇒ (5) + 3 + (8) + 1 + (4) + 1 + (5) = 27 I squash a bug with my hammer.
Regardless of how the combats play out, the barrier is banished and defeated. Discard The Savored Sting. Calistria leads me to the Evil Eye. Uliah glares back at it with his Good Eye.
Uliah will recharge his Glorious Warhammer to examine the top card of the Twisted Passage. He spots a set of Bastion Boots. Per the scenario power, let's recharge the Item 1 into the Library with the Barrier 1 Shrieky Plant.
At the end of the turn, Uliah examines the next top card of the Twisted Passage. He spots The Twin, a Blessing 1. Recharge that into the Library as well.
Uliah resets his hand, drawing Abadar's Law, Cure, and Lady Luck.
It is Pizazz's turn. At the start of Pizazz's turn, Uliah casts Cure on Ezren. Heal 1d4 + 1 ⇒ (3) + 1 = 4 cards. Note that the Divine Fortune remains in effect until the start of my (next) turn.
Displayed:Magic Full Plate (Core), Divine Fortune,
Deck: 7 Discard: 7 Buried: 1
Current Location: Twisting Passages
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): 0
Recharged: Find Traps, Blessing of Gorum, Retriever, Blessing of Abadar, Soothing Word (DD Reward), Glorious Warhammer, Cure,
Discard Pile: Desna's Freedom, Bastard Sword, Horse, Pharasma's Knowing, Noble (Ezren's), Raccoon, The Savored Sting, Buried Pile: Sacred Candle,
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.
Uliah was so excited to remove that scourge he forgot the closing effect of the Shrine. He draws The Savored Sting blessing upon closing, and does not draw Abadar's Law when resetting his hand.
Uliah's turn. The hour is The Queen Mother. When this is the hour: Your Knowledge check is blessed.
Uliah recharges Blessing of Gorum to let Pizazz recharge a card from discards.
Exploring into the Shrine, Uliah encounters the Sable Company Marine. He introduces the marine to Pizazz.
Uliah discards Pharasma's Knowing to draw two cards (Camel and Blessing of Abadar) then recharge two cards (Retriever and Blessing of Abadar) then explore. He finds a set of Drums of Panic. Uliah is no stranger to liturgical music, so he tries out the bongos with some accompaniment from Pizazz.
Charisma 10:1d8 + 1d6 ⇒ (2) + (2) = 4 Failure. Uliah is a little rusty. It's been a few years since the drum circle on the quad at seminary.
The Shrine is now empty. Uliah attempts to close it and move on.
Divine 8:1d10 + 4 + 1d4 + 1 + 2 ⇒ (6) + 4 + (1) + 1 + 2 = 14 Success. The Shrine is closed, Uliah is no longer Frightened (for Pizazz). Uliah moves to the Twisting Passages and casts Soothing Word on Ezren. Attempting to recover the spell: Divine 8:1d10 + 4 + 1d4 + 1 ⇒ (9) + 4 + (3) + 1 = 17 Success.
Uliah resets his hand, drawing his Dwarven Longhammer +1, Divine Fortune, and Abadar's Law. It is Pizazz's turn.
At the end of the turn, Uliah examines the Gray Maiden Footsoldier.
Displayed:Magic Full Plate (Core),
Deck: 8 Discard: 3 Buried: 1
Current Location: Twisting Passages
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): 0
Recharged: Cure, Lady Luck, Find Traps, Blessing of Gorum, Horse, Retriever, Blessing of Abadar, Soothing Word (DD Reward),
Discard Pile: Desna's Freedom, Bastard Sword, Pharasma's Knowing, Buried Pile: Sacred Candle,
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.
At the end of Ezren's turn, bury Sacred Candle to draw the hour Lady Luck.
Uliah's turn. The hour is Iomedae's Justice. When this is the hour: On your check against an Outsider card, add 1d4.
At the start of the turn Uliah may bury a card. I choose not to. Uliah moves back to the Shrine, then recharges Lady Luck to recharge a card from his own discards: 1d3 ⇒ 2 Find Traps.
Uliah explores into the Shrine. A wild Ghastly (Runes) appeared! Uliah used Divine!
Uliah rides his Horse deeper into the Shrine. The extra height lets him see an Ambush coming. With another encouraging whistle from Pizazz, Uliah attempts to outmaneuver the Ambush.
Wisdom 11:1d10 + 1 + 1d4 + 1d6 ⇒ (2) + 1 + (2) + (1) = 6
Accessory reroll on the d10, looking for a 7 1d10 ⇒ 7 Success.
At the end of the turn, examine the top card of the location. It's a Haunt; Uliah is Frightened. Not by the presence of undead, mind you. Uliah is Frightened for Pizazz, who will have to face this challenge instead of Uliah.
Uliah resets his hand, drawing Soothing Word, Blessing of Gorum, and Pharasma's Knowing. It is Pizazz's turn. Don't forget my d8 when you take on that Undead barrier.
Displayed:Magic Full Plate (Core),
Deck: 8 Discard: 3 Buried: 1
Current Location: Shrine
Hero Points: 2 // Uliah has the following scourges marked:
Frightened:
While Marked:
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge.
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Dwarven Longhammer +1, Blessing of Abadar, Divine Fortune, Camel, Abadar's Law
Recharged: Cure, Lady Luck, Find Traps,
Discard Pile: Desna's Freedom, Bastard Sword, Horse, Buried Pile: Sacred Candle,
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.
At the end of the turn, before resetting his hand, Uliah examines the top card of his location, spotting a Warband. Stealth 10:1d4 ⇒ 1 And the Warband spots him back.
It's a Warband of Enormous Reefclaws, on their way to Lobsterfest. One of them pinches Uliah for 1 Combat Damage (discard Find Traps. I found the Barrier just fine on my own.) Breaking the Bastard Sword to pry open this crustacean.
Displayed:Magic Full Plate (Core),
Deck: 9 Discard: 3 Buried: 0
Current Location: Ruin
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of Gorum, Blessing of Abadar, Abadar's Law, Camel, Dwarven Longhammer +1, Divine Fortune, Pharasma's Knowing, Soothing Word (DD Reward)
Recharged: Cure,
Discard Pile: Desna's Freedom, Find Traps, Bastard Sword, Buried Pile:
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.
Uliah starts off the scenario. The hour is The All-Seeing Eye. When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
At the start of the turn, Uliah may bury a card from his hand to examine locations. I choose not to.
At the end of the move phase, Uliah recharges Cure so a local character can recharge a card from discards. But mostly so the Cure comes up later when it will be more useful.
Uliah explores into the Shrine, and discovers a Faceless Stalker Wisdom 7:1d10 + 1 ⇒ (1) + 1 = 2 a kind and helpful acolyte who offers to show Uliah around the Shrine.
combat 14:1d6 + 3 + 1d10 + 1d4 + 1 + 1d6 ⇒ (3) + 3 + (3) + (4) + 1 + (1) = 15 The Faceless Stalker gets the drop on Uliah, but Uliah drops the Faceless Stalker thanks to a "heads up" whistle from Pizazz.
Uliah calls upon Desna's Freedom to move to the Ruin, then explore. He discovers an Allip there, gibbering madly.
Divine 8:1d10 + 3 + 1d4 + 1 + 1d8 ⇒ (10) + 3 + (3) + 1 + (7) = 24 Without needing to even draw a blade, Uliah defeats the mad spirit and sends it off to a more peaceful rest.
Uliah resets his hand, drawing his Magic Full Plate (which he dons at the first opportunity) and his Horse.
Displayed:Magic Full Plate (Core),
Deck: 11 Discard: 1 Buried: 0
Current Location: Ruin
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Dwarven Longhammer +1, Camel, Glorious Warhammer, Blessing of Gorum, Divine Fortune, Abadar's Law, Sacred Candle, Soothing Word (DD Reward), Blessing of Abadar, Pharasma's Knowing
Recharged: Cure,
Discard Pile: Desna's Freedom, Buried Pile:
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.
Displayed: Deck: 12 Discard: 0 Buried: 0
Current Location: Shrine
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
I add 1d4+1 to local combat checks by revealing a Mount.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Pharasma's Knowing, Blessing of Abadar, Glorious Warhammer, Horse, Sacred Candle, Magic Full Plate (Core), Blessing of Gorum, Divine Fortune, Camel, Dwarven Longhammer +1, Soothing Word (DD Reward), Abadar's Law
Recharged: Discard Pile: Buried Pile:
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) (☐ +2) to your combat or Divine check (■ or to a combat check by another character at your location).
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead (☐ or Outsider or Trigger) bane.
Uliah will take a power feat, going into the Covert Channeler role. Now I can reveal a card with the Mount trait to add 1d4+1 to another character's combat check (not just my own).
Uliah will add an additional Spell 3 from the vault to the deck upgrades, then claim that spell to swap out Divine Insight for Divine Fortune. As an additional deck upgrade, Uliah will take a Blessing 2 to upgrade his Blessing of Sarenrae to a Blessing of Abadar.
On Ezren's turn, Uliah deflects some fire with his Magic Full Plate.
Uliah's turn. The hour is The Big Sky. When this is the hour: At the start of your turn, you may remove 1 of your scourges. Uliah is no longer Drained.
Uliah explores into the Proxy 2: Stone Guardian. Everybody make a Constitution/Fortitude check. Uliah will take a whistle on his check.
Constitution:2d6 ⇒ (3, 5) = 8 Success
The Stone Guardian is 1d10 ⇒ 1 more difficult, for a total of 14.
Uliah rides his Horse into the Pit to rescue and tend to the Sick Child. With a whistle and an instrument from Pizazz to cheer up this poor soul, Uliah attempts to heal the sick.
Displayed:Magic Full Plate (Core),
Deck: 6 Discard: 8 Buried: 1
Current Location: With everyone else.
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Soothing Word (Pizazz'z)
Recharged: Protect, Cure, Find Traps, Soothing Word (DD Reward), Glorious Warhammer,
Discard Pile: Abadar's Law, Blessing of Gorum, Bastard Sword, The Fiend, Desna's Freedom, Bound Imp, Horse, Retriever, Buried Pile: Sacred Candle,
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) to your combat or Divine check.
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead bane.
On Amiri's turn, the Red Mantis Assassin flings a dagger at Uliah. Uliah deflects it with his Magic Full Plate, then takes a moment to readjust the plates and straps for full coverage.
Uliah casts Cure on Amiri's turn, as requested, and attempts to recover the spell at the end of turn.
Uliah's turn. The hour is Iomedae's Justice. When this is the hour: On your check against an Outsider card, add 1d4.
Uliah will hand Ezren's Ring of Protection to Pizazz, who doesn't have any armor to protect him right now. At the end of Uliah's move step, recharge Find Traps to recharge a card from his own discards. 1d4 ⇒ 2 Soothing Word is recharged.
Uliah explores into the Bound Imp. It's an Outsider, so Iomedae will chastise it alongside Uliah.
Uliah sermonizes to the imp until he agrees to behave himself. Uliah rewards the little devil with banishment, and Sarenrae rewards Uliah with The Fiend (ironic) and Desna's Freedom. Is that a sign that banishing the troublemaker was the right sign? Uliah takes it as such.
The Shadow is dispersed by the holy light of Sarenrae. Uliah will discard Desna's Freedom to explore into the Ratling. A second Ratling accompanies it and attacks 1d4 ⇒ 2 Ezren.
Failure. The imp has had his fill of Uliah's holy rolling and gets discarded. Uliah resets his hand, drawing his Glorious Warhammer, Camel, and Retriever.
It is Pizazz's turn. At the start of Pizazz's turn, Uliah recharges his Glorious Warhammer to examine the top card of the location so Pizazz can choose to explore (or not) with some foresight.
Displayed:Magic Full Plate (Core),
Deck: 8 Discard: 6 Buried: 1
Current Location: With everyone else.
Hero Points: 2 // Uliah has the following scourges marked:
Drained:
While Marked:
On your checks, subtract 1 for each die rolled.
At the end of your turn, you may bury a Divine boon to remove this scourge.
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Soothing Word (Pizazz'z), Pharasma's Knowing, Blessing of Sarenrae
Recharged: Protect, Cure, Find Traps, Soothing Word (DD Reward), Glorious Warhammer,
Discard Pile: Abadar's Law, Blessing of Gorum, Bastard Sword, The Fiend, Desna's Freedom, Bound Imp, Buried Pile: Sacred Candle,
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) to your combat or Divine check.
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead bane.
On Amiri's turn, Uliah attempts to resist the Stone Guardian's breath weapon(?) with a whistle from Pizazz.
Constitution 7:2d6 ⇒ (1, 3) = 4
Uliah is Drained.
Uliah's turn. The hour is The Marriage. When this is the hour: At the start of your turn, summon and encounter an ally.
Uliah encounters a Cerulean Mastermind skulking about. Uliah introduces him to Pizazz.
Uliah hands the Fate Reader Spectacles to Ezren. At the end of Uliah's move step, recharge Protect so Amiri can recharge a card.
Uliah explores and finds another troublemaker, a Red Mantis Initiate. The assassin throws a dagger at 1d4 ⇒ 1 Amiri for 1d4 Ranged Combat Damage. Then Uliah tries to strike down the murderous cultist with a little help from Gorum and a little whistle from Pizazz.
Uliah fails to defeat the assassin, taking three Combat Damage in the process. Uliah draws upon his Magic Full Plate to prevent two of the damage, and reveals the Ring of Protection to prevent another damage. Discard the Bastard Sword for the last damage. When the assassin flees, he dislodges a stalactite that falls on Uliah for 1 damage, but the ring protects him again.
1d4 ⇒ 2 Despite the assassin's attempt, Uliah is not Poisoned.
Uliah displays his Magic Plate Mail again, then he resets his hand, drawing his Horse, Dwarven Longhammer +1 and a Cure spell. At the start of Pizazz's turn, Uliah casts Cure on Amiri.
Displayed:Magic Full Plate (Core),
Deck: 9 Discard: 4 Buried: 1
Current Location: With everyone else.
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
Protect can prevent any amount of kind of damage to another local character.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Pharasma's Knowing, Glorious Warhammer, Retriever, Camel, Desna's Freedom, Soothing Word (Pizazz'z), Blessing of Sarenrae, The Fiend
Recharged: Protect,
Discard Pile: Abadar's Law, Soothing Word (DD Reward), Blessing of Gorum, Bastard Sword, Buried Pile: Sacred Candle,
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) to your combat or Divine check.
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead bane.
Uliah's turn. The hour is Desna's Freedom. When this is the hour: On each check, the first blessing played to bless may be played freely.
At the end of his move step, Uliah recharges Blessing of Gorum so Ezren can recharge a card from discards.
Uliah explores into the Pit and finds a Returning Starknife. Truly, this hour belongs to Desna.
Melee 10:1d6 + 3 - 1 ⇒ (4) + 3 - 1 = 6
But this starknife doesn't belong to Uliah. It returns to the pit, dislodging a rock as Uliah fumbles for it. The rock bounces off Uliah's Magic Full Plate.
Uliah draws upon the power of The Fiend to explore again, but he doesn't have to like it. He encounters a suit of Magic Hide Armor.
Constitution 7:1d6 - 1 ⇒ (2) - 1 = 1
I guess it will stay magically hidden. Uliah bumps his head against another rock while searching for the armor. Fortunately his Magic Full Plate includes a helmet.
Uliah casts Soothing Word on himself to remove the scourge Drained, heal a card (The Fiend), and most importantly shuffle his deck so he can get to the other Soothing Word sooner.
Uliah calls upon Abadar's Law to impose some order in this Pit. There's OSHA violations left and right, not a handrail to be seen. Abadar leads him to a discarded pair of Fate-Reader Lenses. Pizazz lets out an whistle in appreciation of their craftsmanship.
Divine 8 :1d10 + 4 + 1d6 ⇒ (1) + 4 + (5) = 10
Success. Despite all the fumbling in the dark, Uliah picks up the lenses. They must be shatterproof safety lenses, just like Abadar would want it.
Uliah will reveal this item at every opportunity to add to Perception checks. If anyone wants them discarded for their prognostication powers, just say so.
Uliah attempts to recharge Soothing Word.
Divine 8:1d10 + 4 ⇒ (3) + 4 = 7
Damn. It's hard to cast spells on foot. Uliah resets his hand, drawing the Blessing of Gorum, Find Traps, and Protect.
Displayed:Magic Full Plate (Core),
Deck: 11 Discard: 2 Buried: 1
Current Location: With everyone else.
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
Protect can prevent any amount of kind of damage to another local character.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Camel, Retriever, Pharasma's Knowing, Desna's Freedom, The Fiend, Horse, Blessing of Sarenrae, Glorious Warhammer, Soothing Word (Pizazz'z), Dwarven Longhammer +1, Cure
Recharged: Discard Pile: Abadar's Law, Soothing Word (DD Reward), Buried Pile: Sacred Candle,
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) to your combat or Divine check.
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead bane.
Uliah is not Dazed. Ezren needs to account for the extra d8 I provide in local checks against an Undead bane. It's not just checks to defeat, and the power does not say "may."
Uliah's turn. The hour is Gorum's Iron. When this is the hour: On your non-Attack combat check, add 1.
At the end of my move step, recharge Pharasma's Knowing so Ezren can recharge a card from discards. Then cast Soothing Word on Pizazz (I assume Pizazz has Drained on him at this point. If he somehow passed the check on Amiri's turn, then swap those two: Soothing Word on Ezren and recharge from discards for Pizazz.)
Uliah explores into the Pit, encountering card number 1d13 + 3 ⇒ (12) + 3 = 15 Henchman Proxy A2: Stone Guardian. 1d10 ⇒ 5 It is a Combat 18 to defeat.
Before I act, every local character attempts a Constitution/Fortitude 7 check or suffers the scourge Drained. Drained hits Uliah kind of hard with all the dice he rolls, so I'll take another whistle from Pizazz on this check.
Constitution:2d6 ⇒ (5, 2) = 7
Success. I'm not sure Pizazz has a whistle left at this point after all these BYA checks, but I think I have the dice to make this check.
That's a 10, considering the scenario power. I will use my accessory reroll on that miserable d8 roll to get it within Full Plate range.
1d8 ⇒ 8
That's an 18 total. It is defeated. Thank Gorum for the hour power. I attempt to close by drawing 4 cards (Desna's Freedom, Find Traps, Blessing of Sarenrae, Cure) and then recharging my hand. The Pit is closed and I opt not to shuffle my deck, as I expect at least one teammate will be scourged and I want to fish for my other Soothing Word.
Uliah resets his hand, drawing Sacred Candle, Abadar's Law, Soothing Word (it worked!), Blessing of Gorum, and my Bastard Sword. Attempting to recharge the other Soothing Word.
Divine 8:1d10 + 4 ⇒ (8) + 4 = 12
Success. It is Pizazz'z turn. If at any point we get a rough hour power or if a blessing 3 comes up, I will bury the Sacred Candle to draw it.
Displayed:Magic Full Plate (Core),
Deck: 12 Discard: 0 Buried: 0
Hero Points: 2
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of Sarenrae, Dwarven Longhammer +1, Bastard Sword, Abadar's Law, Protect, Desna's Freedom, Horse, Find Traps, Blessing of Gorum, Soothing Word (DD Reward), Cure, Sacred Candle
Recharged: Discard Pile: Buried Pile:
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) to your combat or Divine check.
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead bane.
As per the discussion on the Discord, against the villain # = 3. I also forgot to add ## instead of just adding #. The real difficulty was 10+3+3 = 16. I will use my accessory reroll on the d6 that rolled a 1, looking to turn it into at least a 4.
1d6 ⇒ 5
Success, barely. I need to pay better attention before I go showboating by not invoking Pizazz's whistles.
Uliah's turn. The hour is Erastil's Eye. When this is the hour: If you are at a Wild location, you may discard a card to explore. The three face up cards on top of the hourglass are:
The Tyrant for Pizazz.
The Uprising for Amiri.
The Betrayal for Ezren.
Let's dig into this pile of monsters. 1d4 ⇒ 2 A verminous Sneak! Uliah asks Pizazz to whistle a warning if he spots the creature lurking nearby.
Wisdom 9:1d10 + 1 + 1d6 ⇒ (10) + 1 + (6) = 17
Uliah spots the Sneaky spider. Lacking a newspaper, Uliah squashes it with a hammer.
Gross. Uliah washes the bug guts off of his weapon with the Elixir of Love. In this place, that's the best use for the potion. 1d3 ⇒ 1 It's the Acid Mantis Queen! Amiri can attempt to guard the Oubliette, and Ezren can attempt to guard the Mine (free attempt at a weapon, but beware the location power if you pull a greatsword).
Before Uliah acts, he encounters a junior Acid Mantis Queen. An Acid Mantis Princess? Sounds like the title to a weird anime.
The Queen is deposed and the Nest is closed. One way or another Uliah's turn is over and he resets his hand, drawing his Protect spell. If the game isn't over, Uliah follows Pizazz.
Displayed: Deck: 9 Discard: 3 Buried: 1
Current Location: Pizazz
Hero Points: 1
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of Gorum, Pharasma's Knowing, Desna's Freedom, Sacred Candle
Recharged: Cure, Horse, Abadar's Law, Soothing Word (DD Reward), Find Traps,
Discard Pile: Blessing of Sarenrae, Glorious Warhammer, Elixir of Love, Buried Pile: Full Plate (Core),
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) to your combat or Divine check.
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead bane.
Uliah's turn. The hour is Benefaction. When this is the hour: No effect.
The faceup blessings are:
The Queen Mother for Pizazz.
Cayden Caillean's Revelry for Amiri.
Orison for Ezren.
Uliah casts Soothing Word on Pizazz. Remove a scourge and heal a card. Then Uliah moves to the Spider's Nest and recharges Abadar's Law so Ezren can recharge a card from discards.
Uliah explores at the Spider's Nest and encounters the verminous poison Azer.
Displayed: Deck: 9 Discard: 2 Buried: 1
Current Location: Spider's Nest
Hero Points: 1
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Pharasma's Knowing, Desna's Freedom, Protect, Blessing of Gorum, Sacred Candle
Recharged: Cure, Horse, Abadar's Law, Soothing Word (DD Reward),
Discard Pile: Blessing of Sarenrae, Glorious Warhammer, Buried Pile: Full Plate (Core),
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) to your combat or Divine check.
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead bane.
Displayed:Full Plate (Core),
Deck: 10 Discard: 2 Buried: 0
Current Location: Pizazz
Hero Points: 1
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Desna's Freedom, Elixir of Love, Sacred Candle, Camel, Find Traps, Blessing of Gorum, Protect, Pharasma's Knowing
Recharged: Cure, Horse,
Discard Pile: Blessing of Sarenrae, Glorious Warhammer, Buried Pile:
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) to your combat or Divine check.
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead bane.
When the Pits close, Uliah follows Pizazz and Amiri.
Uliah's turn. The hour is The Survivor. When this is the hour: At the start of your turn, you may recharge any number of cards then reset. Uliah doesn't need this Cure spell right now, so he will recharge it and draw his Bastard Sword.
Face up upcoming hours are:
The Waxworks for Pizazz
The Beating for Amiri
Orison for Ezren
Uliah doesn't need two weapons, so he hands the Bastard Sword to Amiri.
On my move step I move to the Mine and explore into a Skeletal Owlbeast.
Uliah bats away the owlbeast's claws and strikes it down. Discarding Blessing of Sarenrae to explore into a Guardian Door.
Diplomacy 8:1d8 + 2 ⇒ (6) + 2 = 8
Success. Uliah recharges the Horse to ride back to Pizazz and Amiri's location to support them. Resetting my hand, I draw my Glorious Warhammer, Abadar's Law, and Soothing Word.
Displayed:Full Plate (Core),
Deck: 10 Discard: 1 Buried: 0
Current Location: Pizazz
Hero Points: 1
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Find Traps, Desna's Freedom, Camel, Sacred Candle, Blessing of Gorum, Elixir of Love, Protect, Pharasma's Knowing
Recharged: Cure, Horse,
Discard Pile: Blessing of Sarenrae, Buried Pile:
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) to your combat or Divine check.
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead bane.
(If nobody else wants that Armor 2 as loot, Uliah will be happy to take it. Thanks, Ezren!)
Uliah's turn. The hour is Pharasma's Knowing. When this is the hour: On your check against an Undead card, add 1d6. The face up cards on top of the hourglass are:
1. Incitation for Pizazz
2. Proxy B for Amiri
3. Calistria's Sting for Ezren
Uliah hands Acid Burst to Pizazz. Uliah moves to the Caves, then recharges his Sacred Candle so that Ezren can recharge a card from discards. Exploring into the Caves turns up that foreseen Vampire Spawn. A hammer, a mounted charge, and a Pharasma-Sarenrae tag team makes this a great turn to strike down this monstrosity.
Uliah could have killed two Vampire Spawn with that roll. Discarding Desna's Freedom to move (back to the Pits to buff Amiri on her turn), then explore (into that Door Spike). I'll take an instrument whistle on this check so we don't all get impaled.
Displayed:Full Plate (Core),
Deck: 9 Discard: 3 Buried: 0
Current Location: Pits
Hero Points: 1
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Glorious Warhammer, Camel, Abadar's Law, Protect, Bastard Sword
Recharged: Find Traps, Soothing Word (DD Reward), Elixir of Love, Sacred Candle,
Discard Pile: Pharasma's Knowing, Blessing of Gorum, Desna's Freedom, Buried Pile:
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) to your combat or Divine check.
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead bane.
Uliah's turn. The hour is Gozreh's Growth. When this is the hour: On your check against an Animal or Elemental card, add 1d4. Keeping the top 3 cards of the hourglass faceup means we know that the next three hours are:
1. Proxy B (Acid Mantis) for Pizazz, who will encounter it, changing the hour into Gozreh's Growth again. Sadly, Acid Mantises are Vermin, not Animals.
2. The Brass Dwarf for Amiri.
3. The Dance for Ezren.
Uliah is at the Pit. He sees a distant Acid Mantis approaching the group and he looks around in search of a weapon to fight it. He discovers an Elixir of Love. Maybe he can chuck it at the bug. Alchemy isn't Ezren's strong suit, so he asks for Pizazz's help.
Intelligence 6:2d6 ⇒ (6, 4) = 10
Success. Uliah will call upon Pharasma's Knowing to draw two cards (Sacred Candle and Full Plate), recharge two cards (Soothing Word and Elixir of Love), and then explore. Uliah encounters and Arcane scroll containing the spell Acid Burst. Uliah is no wizard, but he knows his way around spellcraft. And perhaps another consultation with Pizazz will help.
Intelligence 4:2d6 ⇒ (2, 6) = 8
Success. Maybe Ezren or Pizazz can make use of this later. Uliah will take a moment to don his Full Plate. Then Uliah calls upon Gorum to guide his hand to a weapon to smite the incoming Acid Mantis. He instead finds an Evil Eye. All this interfaith cooperation must have drawn the ire of a god I forgot to invoke.
Success. May the light of Sarenrae blind all evil eyes.
Using the scenario rule, Uliah will reload Acid Burst to examine the top card of the Pits. The next card is a Shortsword (I was so close!). Uliah resets his hand, drawing the Acid Burst (obviously), his Dwarven Longhammer +1 (Gorum, you trickster, you had my back after all!), and Desna's Freedom.
Displayed:Full Plate (Core),
Deck: 11 Discard: 2 Buried: 0
Current Location: Pits
Hero Points: 1
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Bastard Sword, Cure, Abadar's Law, Blessing of Sarenrae, Horse, Protect, Camel, Glorious Warhammer
Recharged: Find Traps, Soothing Word (DD Reward), Elixir of Love,
Discard Pile: Pharasma's Knowing, Blessing of Gorum, Buried Pile:
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) to your combat or Divine check.
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead bane.
Transcribing Ezren's turn from Discussion to Gameplay to keep the order of events easy to decode.
Spoiler:
-- Ezren's Turn --
Hour: Abadar's Law - On your check to close or to guard, add 1d4.
Location: Caves - When you fail a check to defeat a bane, suffer the scourge Dazed.
Start of Turn:
Examine top of deck (Gem of Mental Acuity).
On-Turn Actions
Banish Locate Object to examine Caves (Circlet of Mental Acuity).
Banish Good Omen to add 1d6+2.
Intelligence 11: 1d12 + 1d6 + 4 ⇒ (1) + (5) + 4 = 10
Failure
Circlet of Mental Acuity is banished.
Free Exploration: 1d9 ⇒ 2 Tangle of Debris
Ask Uliah to cast Find Traps.
Dexterity 5: 3d6 ⇒ (6, 1, 6) = 13
Success
Tangle of Debris is banished.
Uliah will return to the Blessing of Gorum instead of sticking with The Prince of Pain. Taking the Weapon 1 (Glorious Warhammer) as a replacement for the Heavy Pick.
Uliah starts at the Pit, hoping that Pharasma dishes up a weapon on his first turn.
Displayed: Deck: 12 Discard: 0 Buried: 0
Current Location: Pits
Hero Points: 1
NOTES: Available Support: Boons and healing available, but my healing power requires a Divine card at the end of my move step.
I add 1d8 and the Magic trait to local checks against Undead banes.
Favored Card: Ally Hand Size: 5 ☐ 6 Proficiencies: Armor, Weapons, Divine POWERS:
You may reveal a Mount card (☐ or any ally) to add 1d4 (■ +1) to your combat or Divine check.
At the end of your move step, you may recharge a Divine card to allow a local character to recharge a random card from their discard pile.
Add 1d8 and the Magic trait to your check (■ or to a local check) against an Undead bane.
Unless both Ezren and Amiri want an Ally 2, I'll take an Ally 2. If that's the case, I'll take the Weapon 1. I'm not all that jazzed about my ally 2 and I can get the weapon 1 for free next adventure, so you two can have first dibs this scenario.