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Deck Handler // Substitute for Ezren // Searching For: Ally 2 > Spell 1 > Spell 2 > Item 1 > Ally 1
![]() Hayato's Turn Starts.
Scenario Deck Card 7: Scarab Swarm (TRIGGER)
Scarab Swarm:
Monster B
Traits Vermin Swarm Poison Trigger Veteran Check
Powers
Pausing Locate Object to resolve TRIGGER.
Resuming Locate Object. Scenario Deck Card 8: The Evil Eye (TRIGGER)
The Evil Eye:
Barrier C
Traits Curse Arcane Trigger Veteran Check
Powers
Pausing Locate Object to resolve TRIGGER.
Resuming Locate Object. Scenario Deck Card 9: Desert Trapper
Void Glyph:
Barrier 1
Traits Trap Cold Arcane Trigger Veteran Check
Powers
Pausing Locate Object to resolve TRIGGER.
Resuming Locate Object. Scenario Deck Card 13: Collapsing Scaffolding
The Evil Eye:
Barrier C
Traits Curse Arcane Trigger Veteran Check
Powers
Pausing Locate Object to resolve TRIGGER.
Resuming Locate Object. Scenario Deck Card 15: Shrieking Plant (TRIGGER)
Shrieking Plant:
Barrier 1
Traits Obstacle Plant Trigger Elite Check
Powers
Pausing Locate Object to resolve TRIGGER.
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:
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
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.
Siege Deck Card 4: Emperor Cobra
Emperor Cobra:
Monster B Traits Animal Poison Basic Check
Powers
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).
Surgery Card 1: Compass
Discard Compass to encounter the next card in the siege deck.
Bonecrusher Chieftain:
Monster 2
Traits Bonecrusher Trigger Veteran Check
Powers
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.
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 discards Dredge to encounter the next card in the siege deck.
Memories of Violence:
Barrier 1
Traits Curse Undead Trigger Elite Check
Powers
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.
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
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.
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:
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
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.
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
Powers
Easy. Urgraz reveals Natron Fang for combat.
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.
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:
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
The Second Law is still displayed.
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Deck Handler // Substitute for Ezren // Searching For: Ally 2 > Spell 1 > Spell 2 > Item 1 > Ally 1
![]() Not-Ezren starts his insidious, evil turn.
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
Powers
Urgraz reveals Natron Fang for combat, and discards the top card of his deck (Djinni Quarterstaff) to add 1d6+1 to his check.
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.
Urgraz discards Blessing of Dispater to explore a new card in the seige deck. Random Scenario Deck Card: 1d28 ⇒ 15
Bonecrusher Hunter:
Monster B
Traits Bonecrusher Trigger Veteran Check
Powers
Urgraz reveals Natron Fang for combat, and discards the top card of his deck (Longspear) to add 1d6+1 to his check.
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.
Urgraz recharges Tussah Silk Cloak to place it on the bottom of the location deck. Urgraz sets aside Cure to heal himself.
Urgraz ends his turn. Urgraz wrote:
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
Scorced Ruins has a barrier shuffled into it.
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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
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No additional trades.
Opening Hand: Urgraz wrote:
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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)
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.
EDIT: Urgraz is using the Ultimate Magic Add-On deck in addition to the Hell's Vengeance Character Deck 1.
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
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