Urgraz

Urgraz - Substitute Character's page

8 posts. Alias of Yewstance.


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Deck Handler // Substitute for Ezren // Searching For: Ally 2 > Spell 1 > Spell 2 > Item 1 > Ally 1

Under "Register a new Card Game character", there's an explicit option for picking the Hell's Vengeance characters as "Unlocked by P1" and the like.

Which suggests to me I need to do so and give its PFS ID for reporting purposes, so here is Urgraz's PFID (Unlocked by P-1).

#295729-1004


Deck Handler // Substitute for Ezren // Searching For: Ally 2 > Spell 1 > Spell 2 > Item 1 > Ally 1

Hayato's Turn Starts.
Blessing of Abadar is discarded from the Blessings Deck.
Finally, Urgraz sets aside Locate Object to examine the siege deck.

Scenario Deck Card 7: Scarab Swarm (TRIGGER)

Scarab Swarm:
Monster B
Traits
Vermin
Swarm
Poison
Trigger
Veteran

Check
Combat
6

Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.

Pausing Locate Object to resolve TRIGGER.
The displayed Elemental Treaty reduces the Poison damage to 0 (shouldn't Duergar be immune to poison anyway?) so no boons are banished.
Urgraz reveals Natron Fang for combat and discards Blessing of the Ancients to add a die.

Combat 10 (14): 3d8 + 6 ⇒ (4, 3, 3) + 6 = 16 -> Scarab Swarm Defeated and Banished.

Resuming Locate Object.

Scenario Deck Card 8: The Evil Eye (TRIGGER)

The Evil Eye:
Barrier C
Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

Pausing Locate Object to resolve TRIGGER.
Scourge Die: 1d6 ⇒ 6 -> Urgraz suffers the Curse of Withering. Ouch! The Evil Eye banished.

Resuming Locate Object.

Scenario Deck Card 9: Desert Trapper
Scenario Deck Card 10: Esobok
Scenario Deck Card 11: Warrior Dolls
Scenario Deck Card 12: Void Glyph (TRIGGER)

Void Glyph:
Barrier 1
Traits
Trap
Cold
Arcane
Trigger
Veteran

Check
Intelligence
Arcane
Knowledge
6
OR
Wisdom
8

Powers
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

Pausing Locate Object to resolve TRIGGER.
Ooof. Urgraz discards Blessing of Dispater to add 2 dice to his check. Because it has the Corrupted trait, Urgraz shuffles Compass into his location deck (Surgery Card #1).
Urgraz's 3d8 dice are replaced with 3d6 due to his Curse of Withering.

Wisdom 10: 3d6 ⇒ (4, 2, 4) = 10 -> No damage taken. Void Glyph cannot be defeated by its Trigger, and remains in the deck.

Resuming Locate Object.

Scenario Deck Card 13: Collapsing Scaffolding
Scenario Deck Card 14: The Evil Eye (TRIGGER)

The Evil Eye:
Barrier C
Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

Pausing Locate Object to resolve TRIGGER.
Scourge Die: 1d6 ⇒ 6 -> Urgraz suffers the Curse of Withering... which banishes itself due to being a duplicate. Nice! The Evil Eye banished.

Resuming Locate Object.

Scenario Deck Card 15: Shrieking Plant (TRIGGER)

Shrieking Plant:
Barrier 1
Traits
Obstacle
Plant
Trigger
Elite

Check
Wisdom
Stealth
Perception
Survival
8

Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.

Pausing Locate Object to resolve TRIGGER.
Best for last, huh? Well Urgraz autofails the check, causing him to examine the next 3 cards... of which there are none. Shrieking Plant banishes itself.

Locate Object is finally over. Autofail the recharge check for Locate Object due to Curse of Withering, so Locate Object is discarded.

Urgraz's scrying spell goes haywire in a way he's never experienced it before! Horrible glyphs and fragments of oppressive Powers strike out into his mind itself. Screams. Stares. Piercing, burning light. Abject impossibilities.

Urgraz breaks the scrying spell, half-collapsed against the walls of the building, and drenched in an uncharacteristic cold sweat... and the motion of skittering scarabs clambering over his arms and legs and towards his face. He moves to trample and blast them away with sword and magic, reminding the toxic insects of their rightful place underneath Mazmezz's webs, and they flee, some dematerialising... a magically summoned swarm?

'What in the HELLS was all that!? Who or what could interfere with a scrying spell like that!?'

Something, something strong, was sabotaging Urgraz here. For all he knows, a Power has decided to, for once in its bloody pointless existence, decided to get involved for some nonsense reason. He won't let it stop him.

Back to Hayato.

Urgraz wrote:

Hand: Natron Fang, Backbreaker Mail,

Displayed: Elemental Treaty, Curse of Withering,
Deck: 10 Discard: 6 Buried: 0
Notes: That was fun! I never even needed my armor! Admittedly, because Treaty took a hit for me.

If a treaty was up earlier, I believe I could have gone for Locate Object earlier an hit an extra 4 triggers or so. Would've hurt, but I would've managed to deal with most of them, I think.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: Wisdom +1
Charisma d4 [ ] +1

Favored Card: Weapon
Hand Size 5 [X] 6
Proficient with: All
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([X] +1) to your check.
When a character at your location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check.
You may discard ([ ] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.

Compass is added to the Surgery location (Surgery remains closed).


Deck Handler // Substitute for Ezren // Searching For: Ally 2 > Spell 1 > Spell 2 > Item 1 > Ally 1

Urgraz starts his turn.
Blessing of Wadjet is discarded from the Blessings Deck.
Due to the Surgery location, Urgraz shuffles 1 random card from his discard pile (Blessing of the Spellbound) into his deck. Recharged pile cleared.
Urgraz remains at the Surgery and encounters the top card of the siege deck; the previously examined Emperor Cobra.

Siege Deck Card 4: Emperor Cobra

Emperor Cobra:

Monster B
Traits
Animal
Poison
Basic

Check
Stealth
6
OR
Combat
8

Powers
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.

Urgraz develops mixed reactions when he finds that the medical faculties have working magic warding them from the noise of the chaos outside. He was enjoying the sounds of stress, panic and violence. Some of the repair crews have already put these facilities to use; some wounded personnel asleep in the infirmaries. Urgraz scoffs his contempt and starts peeking through to see if there was anything interesting left lying around whilst he takes a moment to hear Mazmezz's gloriously chaotic desires.

The antipaladin continues rummaging through jars of various salves and curatives, grinning with malign inspiration as he leaves most of them where they are... but befouls them with cruel magics, along with the simpler tricks of switching labels, mixing products or just destroying critical equipment. He's surprised, but overjoyed, when he opens a door to find a cobra spitting venom at him. His Duergar nature lets him shrug off any of the toxin's effects, and he happily lifts the cobra inside, kicking it away and letting it cause more havoc in this 'place of healing'.

Urgraz reveals Natron Fang for combat. Autopass (2d8+6).
Urgraz encounters the top card of the Surgery.

Surgery Card 1: Compass
I'll grab that. Urgraz discards the top card of his deck (Blessing of the Archdevils) to add 1d6+1 to his check to acquire.
Wisdom 4: 1d8 + 1d6 + 1 ⇒ (4) + (3) + 1 = 8 -> Compass Acquired.

Discard Compass to encounter the next card in the siege deck.
Siege Deck Card 5: Bonecrusher Chieftain

Bonecrusher Chieftain:
Monster 2
Traits
Bonecrusher
Trigger
Veteran

Check
Combat
12

Powers
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
If you play a weapon on your check to defeat, discard it.

Ouch... Bloody hells, this is frustrating. Things seem to be conspiring against my plans. Also, the team's ended up hitting a lot of Trigger cards that I was hoping to have cleared out earlier.

Some Gnoll growls behind him, and the duergar turns to see a much taller, and very angry Gnoll standing; a dead cobra in its hands. More hired help, presumably... and one less than pleased to have seen Urgraz 'help out'. How much had the mongrel seen?

No matter. He won't live to tell anyone.

I can't even discard Natron Fang for any benefits... so instead I'll take him on hand-to-hand, discard the top card of my deck (Longspear) for an additional 1d6+1 and recharge Blessing of the Archdevils (reveal Blessing of Dispater to recharge instead of discard) to add a die.
Combat 12: 2d8 + 5 + 1d6 + 1 ⇒ (4, 3) + 5 + (3) + 1 = 16 -> Defeated.

Moments later, the gnoll is choking on its own detached arm as Urgraz throws the beast into a side room, leaving the beast to die painfully as the antipaladin laughs, Mazmezz's strength and approval flowing through him.

Urgraz encounters the top card of the Surgery.

Surgery Card 2: Blessing of the Ancients
Urgraz uses his Divine skill to acquire.
Divine 3: 1d8 + 1 ⇒ (3) + 1 = 4 -> Blessing of the Ancients Acquired.

Urgraz discards Dredge to encounter the next card in the siege deck.
Siege Deck Card 6: Memories of Violence

Memories of Violence:
Barrier 1
Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Divine
Charisma
Diplomacy
8

Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

Another trigger card; and now that I read it closely (referring to exploration, not encounter), one that wouldn't have interfered with Locate Object. Damnit. Well, Urgraz recharges Byzantine Lexicon to add a die and discards the top card of his deck (Spear of the Watchful Guardian) to add 1d6+1.
Divine 8: 2d8 + 1 + 1d6 + 1 ⇒ (1, 8) + 1 + (2) + 1 = 13 -> Defeated.

Urgraz finds himself oddly transfixed by incredibly detailed mental images of the violence he has caused. He chuckles. Oldest magical trick in the book to stun the weak-minded, crippling them with guilt and fear and shock. If anything, it's an enjoyable little divergence for him... but he disenchants the curse and moves on.

Urgraz encounters the top card of the Surgery.

Surgery Card 3: Elemental Treaty
Urgraz uses his Divine skill to acquire.
Divine 4: 1d8 + 1 ⇒ (7) + 1 = 8 -> Elemental Treaty Acquired.

Surgery is automatically closed due to the scenario rule, and Urgraz shuffles 1d4+1 cards from his discard pile back into his deck from its effect.
Surgery Heal: 1d4 + 1 ⇒ (2) + 1 = 3 -> Blessing of the Archdevils, Dredge and Longspear were shuffled from Urgraz's discard pile back into his deck. Recharged pile cleared.

Urgraz displays Elemental Treaty at the closed Surgery, and ends his turn, resetting his hand. Urgraz pauses the game to use Locate Object at the start of Hayato's turn.

Urgraz prepares some simple warding magics to keep him safe as he prepares a powerful scrying spell; still searching for what he knows is in this building...

Urgraz wrote:

Hand: Blessing of the Ancients, Blessing of Dispater, Natron Fang, Backbreaker Mail, Locate Object, Compass,

Displayed: Elemental Treaty,
Deck: 10 Discard: 3 Buried: 0
Notes: Didn't quite realize we went through so much of the siege deck already. I feel like Urgraz hasn't done very much this scenario, but I feel that's a matter of repeatably regrettable timing and the occasional bad roll.

Lets see if he can clear out some banes for real now.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: Wisdom +1
Charisma d4 [ ] +1

Favored Card: Weapon
Hand Size 5 [X] 6
Proficient with: All
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([X] +1) to your check.
When a character at your location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check.
You may discard ([ ] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.

Elemental Treaty displayed at the Surgery.

Still need to use Locate Object. Second post incoming.


Deck Handler // Substitute for Ezren // Searching For: Ally 2 > Spell 1 > Spell 2 > Item 1 > Ally 1

I'm somewhat disappointed that the Elemental Treaty spell (two of them, actually) were not used, as that would have significantly improved the power of my Locate Object, given the Triggers in Mummy's Mask that can throw BYA/AYA damage that the Treaty can negate, such as Bonecrusher Wizard (which threatens to banish about 8 boons due to having 2 instances of elemental damage against whomever encounters it).

As of now, I'm deeply uncertain as to how to handle Locate Object. Having looked through the AD0 and AD1 MM Banes in my own time, the risks seem enormous, though I'm equally confident that there's so many triggers that I would be wiping out between 5 and 12 cards from the entire siege deck with a half-decent use of it. Meanwhile, every turn I don't use it it's just filling up my hand.

For the time being, I'll take my turn as normal.

The Second Law is still displayed.
Urgraz starts his turn.
Blessing of Bastet is discarded from the Blessings Deck.
I need to get my deck shuffled so my Cures aren't left at the bottom and in my discard pile, so Urgraz moves to the Surgery, and encounters the first card in the siege deck.

Having already drawn too much attention, Urgraz avoids notice amidst the chaos of the repair sites and violence breaking out between the crews and defenses as he moves to a quiet site where he can concentrate and consult Mazmezz for direction, strength and spells.

Scenario Deck Card 5: Death Hound

Death Hound:
Monster C
Traits
Animal
Curse
Basic

Check
Combat
7
THEN
Combat
7

Powers
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.

Easy. Urgraz reveals Natron Fang for combat.
Combat 7 (10): 2d8 + 6 ⇒ (8, 4) + 6 = 18 -> Combat #1 passed.
Combat 7 (10): 2d8 + 6 ⇒ (6, 5) + 6 = 17 -> Combat #2 passed. Defeated.
Fortitude 8: 1d10 + 2 ⇒ (4) + 2 = 6 -> Blast. Discard Blessing of the Spellbound to the AYA power.

Some summoning magic must have goes horribly wrong, or else the students at this war college needed to take more sensible creatures as pets, because Urgraz somehow manages to anger a monstrous Death Hound that's larger than he is. Yelling obscenities at the thing, Urgraz hacks off one of its heads and punches its other head with a closed, armored fist over and over, its yelps and whimpers getting quieter and weaker before he snaps its remaining neck. A distraction, but a welcome one. Urgraz allows himself a small, satisfied smile, licking some of the spilled blood from his gauntlet.

Encounter the top card of my location deck.
Surgery Card 1: Dredge (Ally)
Discard Shackles of Compliance from the top of my deck to add 1d6+1 to my check to acquire.
Charisma 8: 1d4 + 1d6 + 1 ⇒ (4) + (4) + 1 = 9 -> Dredge Acquired.

Ugraz leaves the corpse of the giant doglike beast behind him, making his way into what appeared to be medical facilities, flashing a grin at the cleric of Nethys - was 'Zarlova' her name? - inside as he recognises her.

"Heh. I got this place under control, girl. Go help some other poor sods in this college - This place is a mess." Urgraz suggests with a grin.

End my turn. Reset hand, reveal Byzantine Lexicon to increase my hand size by 1. Flavor will be added later.

Urgraz wrote:

Hand: Byzantine Lexicon, Blessing of Dispater, Natron Fang, Blessing of the Archdevils, Backbreaker Mail, Locate Object, Dredge,

Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes: Underwhelming. Again, I have blessings available, including one that always recharges.

Also, again, I'd strongly appreciate players picking up and using spells like Elemental Treaty so I may position myself to use Locate Object without risking emptying half of our location decks at once.

Zarlova; I plan to prepare as best I can, possibly clear out the Surgery to grab and set the Elemental Treaty (and get the self-heal, unless you wish to Cure me) then Locate Object at the end of my next turn whilst at the closed Surgery. That will minimize the possible consequences of hitting various Trigger cards, and maximize the number of banes I can clear from the siege deck in one fell swoop. If there's any assistance you can provide or prep me with, that would be appreciated, but I recommend you move to another location so that there's less boons to banish if I take damage at any point.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: Wisdom +1
Charisma d4 [ ] +1

Favored Card: Weapon
Hand Size 5 [X] 6
Proficient with: All
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([X] +1) to your check.
When a character at your location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check.
You may discard ([ ] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.

The Second Law is still displayed.
I've indicated my strategy for the next turn in my notes.


Deck Handler // Substitute for Ezren // Searching For: Ally 2 > Spell 1 > Spell 2 > Item 1 > Ally 1

Not-Ezren starts his insidious, evil turn.
Not-Ezren stays at the Volcanic Vents, and encounters a bane from the siege deck.

Urgraz grins as the 'alliance' with the Pathfinders is struck, and they accept his aid. When they see the barely-controlled chaos within the college, however, they quickly split up to best gather information whilst helping the repair crews fight off the defences. The Pathfinders, and their 'merchant group' cover, also provide Urgraz the opportunity he needs to slip into areas he wasn't otherwise assigned to.

Finding a room that seemed to be some kind of magical training hall - with some of its magics going haywire - Urgraz's presence is noticed by some of the repair crew. Before they can open their mouths, though, Urgraz snaps his fingers, and a horrible sensation of terror afflicts everyone in the room, running and screaming. Urgraz doesn't appear to notice the sudden pandemonium, and instead hums lightly to himself, upending desks and bookshelves and casually destroying whatever he touches as he searches for his goal. He knows it's here somewhere. In the process, some of the training-doll constructs lunge out at him, their defensive routines activated by the bedlam he raises.

Scenario Deck Card 1: Warrior Dolls

Warrior Dolls:
Henchman Monster 1
Traits
Construct
Swarm
Veteran

Check
Combat
10

Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Urgraz reveals Natron Fang for combat, and discards the top card of his deck (Djinni Quarterstaff) to add 1d6+1 to his check.
Combat 14: 2d8 + 5 + 1 + 1d6 + 1 ⇒ (1, 1) + 5 + 1 + (3) + 1 = 12 -> MEDIOCRE. Warrior Dolls is shuffled back into the siege deck.

Urgraz backhands one. Then punches a second, shattering its wooden faceplate, then growls his frustration as he turns, blade drawn, to find a swarm of them surrounding him. He hacks through a couple, but they act in sync and swing out weapons of their own that flick out from their arms, giving the impression of coming out of nowhere.

Conceding defeat, Urgraz summons a horrible, inky darkness that confuses and disorients them enough for him to slip past and into an adjacent room, cursing the foul wizardry that created the blasted things.

Urgraz takes 2 combat damage. He increases it to 3 with his ability to draw a card (Locate Object), then recharges Shield Cloak to reduce the damage to 0. A random barrier is shuffled into a random location.
Random Location: 1d7 ⇒ 2 -> Scorched Ruins gets a barrier shuffled in.

Urgraz discards Blessing of Dispater to explore a new card in the seige deck.

Random Scenario Deck Card: 1d28 ⇒ 15
Scenario Deck Card 15: Bonecrusher Hunter

Bonecrusher Hunter:
Monster B
Traits
Bonecrusher
Trigger
Veteran

Check
Combat
9

Powers
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

Urgraz reveals Natron Fang for combat, and discards the top card of his deck (Longspear) to add 1d6+1 to his check.
Combat 14: 2d8 + 5 + 1 + 1d6 + 1 ⇒ (8, 8) + 5 + 1 + (2) + 1 = 25 -> BONECRUSHER CRUSHED.

Urgraz finds some Gnoll that seems to have been hired by the repair team as muscle for their labour crews. Seeing it as an opportunity to vent his frustration, he stabs the ugly creature through the spine, then tears his sword from its midsection with incredible strength and showering his surroundings and armour with the sweet scent of foul blood. Seeing the ugly beast still barely alive, if paralysed and bleeding out, Urgraz silences the screaming Gnoll by cleaving in its skull with his bloody weapon.

Who'd miss a Gnoll, anyway?

Urgraz encounters the top card of his location deck.
Volcanic Vents Card 1: Vented Plate Mail (Armor)

Urgraz recharges Tussah Silk Cloak to place it on the bottom of the location deck.

Urgraz sets aside Cure to heal himself.
Cure: 1d4 + 1 ⇒ (1) + 1 = 2 -> 2 cards healed.
Divine 8: 1d8 + 1 ⇒ (3) + 1 = 4 -> Cure discarded.
Urgraz sets aside another Cure to heal himself again.
Cure: 1d4 + 1 ⇒ (4) + 1 = 5 -> Remainder of discard pile healed.
Urgraz discards the top card of his deck (Cure) for his recharge check. (Hit my other Cure!? Damnit! I was looking to get them both back into my deck!)
Divine 8: 1d8 + 1 + 1d6 + 1 ⇒ (3) + 1 + (5) + 1 = 10 -> Cure 2 recharged.

Urgraz ends his turn.

Urgraz wrote:

Hand: Byzantine Lexicon, Blessing of Dispater, Natron Fang, Blessing of the Spellbound, Backbreaker Mail, Locate Object,

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: What a clumsy turn. Use my blessings if you need. I plan to use Locate Object to clear all Trigger cards from the seige deck once we're distributed over as many locations as possible, though I suspect I should wait to have a second weapon or armor in hand, or at least have a Banner or Elemental Treaty in play.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: Wisdom +1
Charisma d4 [ ] +1

Favored Card: Weapon
Hand Size 5 [X] 6
Proficient with: All
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([X] +1) to your check.
When a character at your location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check.
You may discard ([ ] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.

Scorced Ruins has a barrier shuffled into it.
Card 15 from the siege deck removed. Siege deck shuffled.


Deck Handler // Substitute for Ezren // Searching For: Ally 2 > Spell 1 > Spell 2 > Item 1 > Ally 1

Enter Urgraz:
As the group approaches the war college, they're beckoned over by an oddly familiar... duergar? Some of the party reach for their weapons, but the Duergar - Urgraz - just grins and lets out a small cackle as they approach, showing himself to be unarmed.

"Desna be praised!" He cries, though his words ring hollow, "My friends! My contacts let me know you were here and I thought to repay the favor I owed in return for my life." Urgraz promises.

"No, no, don't mistake my intentions. The vampire has no more sway over my words or mind. But as luck would have it; some of the repair teams hired some magically talented sellswords to help protect them from this building's magical defenses - to say nothing of the lowlives who wish to loot and plunder this wonderful building even as others attempt to rebuild it."

"Oh what a shame, what a shame. What an awful event that happened! So I thought I'd help out, at a fraction of my normal rate! And when I heard you would be here... why, I can help show you around. Might be able to dredge up a bit of information for you. That's why you're here, isn't it? Nah, not all altruism with you Pathfinders, eh? Knowledge is power, after all."

"How did I know why you were here? Ancient duergar secret, my friends. I have many contacts, and am looking for any excuse to get back at that treacherous Al-Jakri... which is what you're doing, eh? Our goals align, you see?"

"Evil? Perish the thought! Duergar society is so stifling, and I could not bear their strict, merciless rule. And so I am an outcast to my people, and would be executed if they got their hands on me. Your judgement is not appreciated, and I'd have thought a group as... diverse as you would know better than to assume the worst."

Urgraz smiles a worringly... genuine... smile for one of his race. If they are even capable of exhibiting 'genuine' joy at anything that doesn't invoke suffering in others. But you've seen his exceptional skills in battle, and perhaps its worth taking the chance to have him with you, rather than against you, in this.

'Patience, Urgraz, patience. Build trust. Build dependence. Bide your time, and when the time is right... oh it will be such a glorious moment...'


Deck Handler // Substitute for Ezren // Searching For: Ally 2 > Spell 1 > Spell 2 > Item 1 > Ally 1

Ezren Urgraz trades his Longsword weapon for the Spear of the Watchful Guardian Loot Weapon.

Ezren Urgraz trades his Dwarven Clawhammer weapon for the Natron Fang Loot Weapon.

No additional trades.

Ezren Urgraz chooses to start at the Volcanic Vents.

Opening Hand:
Urgraz wrote:

Hand: Tussah Silk Coat, Cure, Natron Fang, Blessing of Dispater, Cure 2, Shield Cloak,

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


Deck Handler // Substitute for Ezren // Searching For: Ally 2 > Spell 1 > Spell 2 > Item 1 > Ally 1

(Deck Upgrade for Ezren not yet confirmed; still saving the Spell 2 for Zarlova, potentially)
Substitute Character selected. Ezren sidelined for Urgraz (Flavor incoming). Visiting Ghoul Market to make up for my lack of Armor upgrades leaving me mediocre at dealing with non-combat damage.

Loot requests; I'd like at least one of the Loot weapons, preferably 2 to make up for my lack of Weapon upgrades. I rescind all previous Loot, including Cordelia Perses.
Based on Ghoul Market outcomes, I may also desire Akhentepi's Armor, once again to make up for my own mediocre armor.

EDIT: Urgraz is using the Ultimate Magic Add-On deck in addition to the Hell's Vengeance Character Deck 1.
For the team's benefit; Urgraz has the common Paladin ability to add dice to any of his checks. I've also built him with some boons that have specifically positive effects during Defensive Stance (Cult Acolyte, Blessing of Dispater, Shackles of Compliance).

Skills and Powers:
SKILLS
Strength d8 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: Wisdom +1
Charisma d4 [ ] +1

Favored Card: Weapon
Hand Size 5 [X] 6
Proficient with: All
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([X] +1) to your check.
When a character at your location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check.
You may discard ([ ] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.