As the last of the so-called 'Blades' is flung from the mountain; charred and broken, its compatriots already left as bloody messes and greasy smears, Urgraz laughs and laughs and laughs. Standing upon this vast peak, on the ruins of great Thassilon, he has proven his power beyond any measure. The glorious corruption of Mazmezz now infuses every inch of the mountain; claiming these ruins under a new dark liege!
Salim... The Inquisitor's mind has been forever twisted. Pharasma may whisper all she likes, but the Inquisitor will never forget the greater, darker power he's tasted. The Lady of Graves' influence is weaker than ever before, and perhaps now Salim will not be able to tell the difference between the words of the God he unwillingly follows, and the twisted echoes of a Demon's influence. Such chaos that can be wrought as Mazmezz's web of chaos is weaved through Pharasma's threads of fate!
Urgraz only regrets that the plan has worked all too-well - for Salim to continue to sow chaos, he must live. For now.
Yoon... Such power, such ferocity. The Antipaladin may choose to travel with her further yet. A small prod her, a suggestion there... she may become a tool too valuable to let slip from his hands.
Ezren... Surely the mission would have been a failure without the depths of his knowledge, his spells, his wisdom. But he has remained resilient to Urgraz's corruption, much to the Antipaladin's secret glee. When this is over, as the group goes their separate ways; Urgraz will give Ezren one last gift in secret. A truth the Wizard never dared to learn - one that threatens to break their very mind. Only as Ezren struggles to conceive of the reality the Antipaladin presents - only then will Urgraz's magic paralyze the old man, and his mailed fist choke the life from him.
Surely the wizard would not have the strength to oppose him - would he even wish to, at that point? Only one way to find out for certain.
Corruption, Manipulation and Murder. Urgraz's treachery will be complete.
Off-Turn: Urgraz buries Blessing of the Lady of Graves (Salim), discards Suurlahetas and topdecks Vampiric Backsword +3 to randomly recharge Blessing of the Gods from his discard pile.
I also just realized I forgot that my Shield should've increased the difficulty of the Villain for Urgraz's check - but it didn't matter, he still would've passed.
=============================
Urgraz starts his turn.
Blessing of the Gods discarded from the blessings deck. Urgraz uses the Adventure 4 Reward, examining the top card of Salim's deck: Blessing of Eternal Rose. Urgraz leaves it there. Urgraz attempts to recharge Divine Fortune. Divine 13:1d8 + 4 + 1d6 + 1d4 ⇒ (3) + 4 + (4) + (2) = 13 -> Divine Fortune recharged.
Urgraz moves to the Warrens.
Urgraz takes his free exploration.
Warrens Card 1: Staff of Minor Healing:
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Urgraz recharges Staff of Minor Healing to randomly recharge Suurlahetas from his discard pile.
Urgraz discards Blessing of Mephistopheles to explore his location.
Warrens Card 2: Sharpening Blade:
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Sharpened Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
Combat damage dealt by the Sharpened Blade is dealt to each character at this location.
First: Temp closes occur, but there's none to make.
Second: A random monster is placed atop the Ravenous Crypts of Gluttony .
Third: Urgraz, Yoon and Ezren must make a Con/Fort 12 check or suffer 1d4 Electricity damage.
BYA: Urgraz makes a Constitution check in the hope of failing... BYA: Constitution 12:1d10 + 1d4 ⇒ (1) + (3) = 4 -> Good. Urgraz takes 1d4 Electricity damage. BYA: Electricity Damage:1d4 ⇒ 4 -> Oh, that ruins that plan. Very well, Urgraz won't increase the damage, and Spell Ward Shield decreases the damage taken by 4, to 0.
Urgraz reveals and additionally discards Corrosive Backsword +4 for the first combat check. Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (4) - 1 = 3 -> Difficulty is increased by 3.
Urgraz discards and additionally buries Blessing of Rovagug to draw Blessing of Mazmezz from his discard pile and add 3 dice to his check. For adding 3 dice, Urgraz banishes 1d6+1 blessings from the blessings deck... Blessing Destruction:1d6 + 1 ⇒ (5) + 1 = 6 -> Urgraz banishes the top 6 blessings of the blessings deck. Combat 28+3:4d8 + 7 + 3d6 + 4 + 1d4 ⇒ (3, 8, 1, 1) + 7 + (3, 1, 3) + 4 + (1) = 32 -> First combat check passed.
Urgraz requests that Ezren or Yoon take the second combat check to defeat Sharpening Blade.
Upon the peak of the mountain, having clambered up with the Inquisitor, Urgraz calls his challenge to the giants that think to stop them. When one appears to answer, it is driven away by spell, by fire and by the twin blades of Inquisitor and Antipaladin - a communion of dark fire that compares to even the magic of the Thassilonian Runelords.
But Urgraz was not content with simply matching one of the great beings in combat - he left Salim's side to chase them into their Warrens, hurtling himself down the mountain as a personal avalanche of furious chaos, his weapons spitting blood and acid as he tracks down one of the giants - the same, a different? Does it matter? - to fight, to wound, to murder.
Life is good.
After their (presumably successful) check, the location will be automatically closed and Urgraz will end his turn. In the meantime, turn paused.
Urgraz wrote:
Hand: Blessing of Mazmezz,
Displayed: Spell Ward Shield, Steal Soul,
Deck: 14 Discard: 3 Buried: 8
Notes: Blessing of Mazmezz will add 2 dice to a check against a monster, or 3 dice if everyone at Urgraz's location discards 1d4 cards as an additional cost.
Whoever takes this second check is very welcome to it, of course.
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([X] or by 2 to draw 2 cards) after the check.
You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Adventure 5 Reward:For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Die Bumps remaining: 3
Urgraz discards Blessing of Mammon to add 2 dice to Yoon's check, and recharges Armor of Skulls (Salim) to his power to ignore the corrupted trait on the blessing.
Salim's encounters Killing Blade, and we both need to make a BYA check... BYA: Urgraz intentionally chooses to roll Constitution roll for the BYA check. Sadly, though he wants to fail, Divine Fortune and Steal Soul may force a success here. BYA: Constitution 12 (Divine Fortune, Steal Soul):1d10 + 1d6 + 1d4 ⇒ (1) + (5) + (2) = 8 -> Good, Urgraz takes 1d4 Fire damage. BYA: Fire Damage:1d4 ⇒ 3 -> Urgraz increases the damage by 2, to 5 with his power. Urgraz buries his displayed Gambeson to decrease damage taken to 0.
From increasing the damage dealt by 2, Urgraz draws 2 cards (Suurlahetas, Blessing of Mephistopheles).
===========================
Urgraz will be taking the second combat check to defeat The Killing Blade. If Salim passes his combat check, I would like the following roll to be BOTTED for me in his post...
Vampiric Backsword +3 {1d8+7+2d6+3} +
Discard top card of Salim's deck (if he doesn't mind; otherwise discard from Urgraz) {1d6+1} +
Discard Suurlahetas to add 2d6 {2d6} +
Divine Fortune + Steal Soul {1d6+1d4}.
Total Roll to bot: 1d8+7+2d6+3+1d6+1+2d6+1d6+1d4. 97.5% odds. He'll also topdeck his Vampiric Backsword for a heal.
If Urgraz still fails, then bury Blessing of the Lady of Graves (since he never played a blessing on his check) to add his Wisdom die (1d8) post-roll.
Urgraz wrote:
Hand: Corrosive Backsword +4, Blessing of Rovagug, Blessing of the Lady of Graves (Salim), Vampiric Backsword +3, Suurlahetas, Blessing of Mephistopheles,
Displayed: Spell Ward Shield, Divine Fortune, Steal Soul,
Deck: 10 Discard: 3 Buried: 6
"Notes: All of my cards are free to use.
(Blessings for support - Rovagug for 3 dice, Mephistopheles for 1 die or 2 dice at another location, Lady of Graves to add your Wisdom Die after a roll.)
(At my location - Divine Fortune always adds 1d6.)"
Off-Turn; Urgraz buries Aegis of Recovery to draw Emerald Codex to his hand. Urgraz buries Consencrate to draw Torch to his hand.
Thanks for the cards and updating my handler! Additionally, thank you for moving back to Urgraz's location!
===================================
Urgraz starts his turn.
Blessing of the Gods discarded from the blessings deck. Urgraz uses the Adventure 4 Reward, examining the top card of Salim's deck: Heister. Urgraz leaves it there.
Urgraz gives Emerald Codex to Salim. Salim banishes Emerald Codex to draw 3 Divine Spells from the box, as listed:
Dominate:
Spell 6
Traits:
Arcane
Attack
Divine
Magic
Mental To Acquire:
Intelligence
Arcane
Wisdom
Divine 12 Discard this card to evade a monster. Search your location deck and choose a boon to add to your hand, then shuffle the location deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Detect Evil:
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
Mass Cure:
Spell 4
Traits: Divine Healing Magic
To Acquire: Wisdom Divine 12
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card. If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it.
Urgraz buries Armor of Skulls to draw Emerald Codex back to his hand.
Urgraz banishes Emerald Codex to draw 3 random Divine Spells from the box, as listed:
Augury:
Spell B
Traits: Arcane Divine Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Speed:
Spell 1
Traits: Arcane Divine Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn. If you do not have the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Restoration:
Spell 4
Traits: Divine Magic
To Acquire: Wisdom Divine 12
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it.
Such dark forces serve the Antipaladin as well as the Inquisitor - if not more so. Power flows through Urgraz's veins, as he prepares to cut down the last of the opposition - the final trial before his grand plan can be complete!
Urgraz displays Restoration (as per the FAQ) to draw 2 cards (Armor of Skulls (Salim), Heart's Bane (Redeemed)).
Urgraz moves to the Death Zone.
Urgraz takes his free exploration.
Death Zone Card 1: Blessing of the Gods:
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods automatically acquired.
Urgraz sets aside Augury, naming Monster...
Death Zone Card 2: Ogrekin
Death Zone Card 3: Sneak
Death Zone Card 4: Crushing Door Neat. Urgraz sets aside the Ogrekin and Sneak, shuffles the location deck, then places Ogrekin on the bottom of the location deck, and Sneak second-from the bottom.
On his recharge check for Augury, Urgraz displays Divine Fortune, adding 1d6 to all checks at his location until the start of his next turn. Divine 8 (Death Zone):1d8 + 4 + 1d6 ⇒ (1) + 4 + (6) = 11 -> 1 becomes 0, but Augury recharged.
Urgraz buries Torch to explore his location. Death Zone Card #:1d7 + 3 ⇒ (3) + 3 = 6
Death Zone Card 6: Killing Blade:
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Killing Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
Combat damage dealt by the Killing Blade is dealt to each character at this location.
Sweet! No need for temp closes - the only player at an open location is at the location where we WANT to move the villain. BYA: Urgraz chooses the Constitution (not the Fortitude check) to automatically fail the BYA check. BYA Fire Damage:1d4 ⇒ 1 -> Sweet! Urgraz increases the damage he takes from failing the check by 2, to 3, then the damage is reduced by 4, to 0 from Spell Ward Shield, and Urgraz draws 2 cards from increasing the damage (Vampiric Backsword +3, Steal Soul).
Anyway, I'll go heavy-handed on buffs here - these are some big Combat checks, and Death Zone is harsh on dice.
Urgraz reveals and additionally recharges Heart's Bane (Redeemed) for the first combat check. Because he has the Antipaladin trait, it adds an additional 1d10 and the Fire trait. Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (1) - 1 = 0 -> Difficulty is increased by 0. Combat 28 (Divine Fortune, Death Zone):1d8 + 7 + 1d8 + 3 + 1d6 + 6 + 1d10 + 1d6 ⇒ (4) + 7 + (2) + 3 + (4) + 6 + (4) + (1) = 31 -> Oof! Death Zone subtracts 2+1 = 3, to leave a total of 28. Luckily, that's still precisely a Pass. No need to use my BoLady of Graves.
Urgraz reveals Vampiric Backsword +3 for the second combat check. Urgraz is proficient, and adds an additional 1d6. Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (4) - 1 = 3 -> Difficulty is increased by 3. Urgraz discards the top card of his deck (Blessing of the Vaultmaster) to add 1d6+1 to his check.
Urgraz discards Blessing of Mazmezz to add 2 dice to his check to defeat, using his power and recharging Speed to ignore Blessing of Mazmezz's corrupted trait. Combat 33 (Divine Fortune, Death Zone):3d8 + 7 + 2d6 + 3 + 1d6 + 1 + 1d6 ⇒ (2, 6, 5) + 7 + (5, 4) + 3 + (3) + 1 + (2) = 38 -> Death Zone subtracts 2+2 = 4, to leave a total of 34, which is super close yet again! But The Killing Blade is defeated. From defeating a monster, Urgraz places Vampiric Backsword +3 on top of his deck to randomly recharge Blessing of the Vaultmaster from his discard pile. From defeating a monster, Urgraz displays Steal Soul.
As the party splits up to confuse the giants, Urgraz easily tricks one of the fiery beings to approach him. The creature throw fierce fire-magics upon him, but the empowered Duergar simply laughs - feeling his own dark aura and armor easily withstand the attack, leaving nary a scratch on him. Infuriated, the giant draws a vast greatsword and makes to cleave the Antipaladin with it, but Urgraz binds the giant's arm with a dark chain of his magic, pinning it down as he draws his own golden, flaming blade.
With Heart's Bane in hand, Urgraz hacks at the giant's remaining, swinging limbs, leaving cuts and gashes, soon drawing a second blade to continue his flurry of attacks at the vast monster's thick hide - piercing it with fire and serrated edges. The giant howls, casting some kind of wave of force that sends Urgraz flying off a ledge, leaving the armored Duergar to fall almost thirty feet further down the mountain, leaving his armor to take the worst of the impact. Before Urgraz can recover, he's slipping and rolling further still down the mountain as he curses and scrambles for grip, even as the wind is knocked from his lungs.
The giant escaped his grasp this time, but he swears upon Mazmezz he will end that creature!
The Death Zone is automatically closed and The Killing Blade escapes.
Urgraz ends his turn, and attempts to recharge Restoration. Divine 14:1d8 + 4 + 1d6 + 1d4 ⇒ (2) + 4 + (6) + (3) = 15 -> Thanks to Steal Soul; Restoration recharged.
Urgraz resets his hand.
Urgraz wrote:
Hand: Corrosive Backsword +4, Blessing of Rovagug, Blessing of the Lady of Graves (Salim), Armor of Skulls (Salim), Vampiric Backsword +3, Blessing of Mammon, Confidence Boost,
After Ezren's start-of-turn, Urgraz sets aside Confidence Boost, examining the top 3 cards of his character deck (Blessing of Maat, Book of the Damned (Redeemed), Boots of Teleportation), then drawing Boots of Teleportation. Urgraz shuffles the remainder into his deck, clearing his recharged pile.
Urgraz then recharges Boots of Teleportation to move to Mountain Peak. I'm well-suited to temp-closing it in case we need to control where another villain ends up (remember to try to move them into the Crypts of Gluttony). If anyone else is at my location, I can provide additional support to them.
Urgraz wrote:
Hand: Corrosive Backsword +4, Blessing of Rovagug, Blessing of the Lady of Graves (Salim), Armor of Skulls (Salim), Vampiric Backsword +3, Blessing of Mammon,
Displayed: Gambeson, Spell Ward Shield, Divine Fortune, Steal Soul,
Deck: 11 Discard: 2 Buried: 5
Notes: All of my cards are free to use.
(Blessings for support - Rovagug for 3 dice, Mammon for 2 dice, Lady of Graves to add your Wisdom Die after a roll.)
(At my location - Armor of Skulls for an evade, Divine Fortune always adds 1d6.)
If Urgraz gets an opportunity to temp-close off turn, he autopasses the Wisdom 6 check. (1d8+3+1d6+1d4 due to Steal Soul and Divine Fortune.)
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([X] or by 2 to draw 2 cards) after the check.
You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Adventure 5 Reward:For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Die Bumps remaining: 3
OFF-TURN:
Urgraz displays Gambeson and Spell Ward Shield for a bunch of damage resistance, auto-passing checks to keep the Shield in play indefinitely.
Salim buries Blessing of the Lady of Graves to examine the entirety of the Ravenous Crypts of Gluttony, examining...
Ravenous Crypts of Gluttony Card 1: Blessing of Nethys
Ravenous Crypts of Gluttony Card 2: Vicious Blade (VILLAIN #1)
Ravenous Crypts of Gluttony Card 3: Winged Shield
Ravenous Crypts of Gluttony Card 4: Skull Ripper
Ravenous Crypts of Gluttony Card 5: Crushing Door
Ravenous Crypts of Gluttony Card 6: Trapped Spellbook
Ravenous Crypts of Gluttony Card 7: Blessing of Abadar
Ravenous Crypts of Gluttony Card 8: Poison Blast
Ravenous Crypts of Gluttony Card 9: Headband of Alluring Charisma
Ravenous Crypts of Gluttony Card 10: Scout
The Ravenous Crypts of Gluttony is shuffled. Urgraz buries The Asmodean Disciplines (Redeemed) to draw Blessing of the Lady of Graves into his hand instead of letting it be buried.
(Note that there's a Blessing 6 there that I'll probably search out can grab with Suurlahetas later, as well as one of the Villains. We should probably look to exploring other locations and try to push the remaining villains here for the win.)
The top of Urgraz's deck is examined; it's Torch.
Urgraz wrote:
Hand: Corrosive Backsword +4, Armor of Skulls, Blessing of Rovagug, Aegis of Recovery, Blessing of Mazmezz, Divine Fortune,
Displayed: Gambeson, Spell Ward Shield,
Deck: 12 Discard: 0 Buried: 1
Notes: All of my cards are free to use. (Blessings for support - Rovagug for 3 dice, Armor of Skulls for an evade at my location, BoLady of Graves to add your Wisdom Die after a roll, Divine Fortune for +1d6 at my location - though it's best used on my own turn.)
Urgraz will be moving to the Death Zone on his next turn, and will be displaying Divine Fortune as soon as he moves, in case that influences anyone's decision. Feel free to bot his card buries if anything (like Suurlahetas or Emerald Codex) can be grabbed with his power.
Urgraz will start at the Ravenous Crypts of Gluttony, and requests that Salim start there with him as well.
Urgraz is pretty well suited to all of these locations, so he'll move on his turn to wherever he's needed most or whatever his hand is best suited for. If in doubt, he'll take on the Death Zone, as it's the most hostile location for the party.
==========================
Urgraz draws his opening hand, with a hand size of +2 cards.
Urgraz wrote:
Hand: Corrosive Backsword +4, Armor of Skulls, Blessing of Rovagug, Gambeson, The Asmodean Disciplines (Redeemed), Spell Ward Shield, Aegis of Recovery, Blessing of Mazmezz, Divine Fortune,
Displayed: Deck: 12 Discard: 0 Buried: 0
Notes: (Note that The Asmodean Disciplines may be replaced by Vestments of False Faith after Deck Upgrades.)
Huh, all 4 of my Armors are in my opening hand.
At the beginning of the first turn, Urgraz displays Gambeson and Spell Ward Shield. He'll fail any BYA check he has to make against the henchmen/villains and use his power to draw 2 cards every time that happens.
All of my cards are free to use. (Blessings for support - even Rovagug for 3 dice, Armor of Skulls for an evade at my location, Divine Fortune for +1d6 at my location - though it's best used on my own turn.)
My Corrosive Backsword is further encouraging me to move to the barrier-heavy Death Zone on my first turn, so I'll be doing that.
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([X] or by 2 to draw 2 cards) after the check.
You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Adventure 5 Reward:For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Die Bumps remaining: 3
(It's basically the only use of a Card Feat I can think of that doesn't just make my deck worse. I can't take any more blessings, allies, items or spells and I don't WANT another weapon or armor... but at least that Armor can just be displayed and largely forgotten about.)
Off-Turn: Salim's Major Cure shuffles 3 cards (Blessing of Mazmezz, Blessing of the Lady of Graves, Blessing of Pharasma) from Urgraz's discard pile into his deck. Recharged pile cleared.
Urgraz starts his turn.
Blessing of the Gods discarded from the blessings deck. Urgraz uses the Adventure 4 Reward, examining the top card of Salim's deck: Striking Wing Scimitar. Urgraz leaves it there.
Urgraz gives Suurlahetas to Salim. Salim banishes Suurlahetas to search the entirety of the Location #1: Ravenous Crypts of Gluttony, and draws the following boon from it...
Ravenous Crypts of Gluttony Card 1: Invincible Breastplate:
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Urgraz buries Augury 2 to draw Suurlahetas back to his hand.
Urgraz remains at the Location #1: Ravenous Crypts of Gluttony, using the Adventure 5 reward to randomly shuffle Blessing of Mammon from his discard pile into his deck and clearing his recharged pile.
Urgraz takes his free exploration. Ravenous Crypts of Gluttony Card #:1d3 + 1 ⇒ (2) + 1 = 3
Ravenous Crypts of Gluttony Card 3: Amulet of Fiery Fists:
Item 4
Traits:
Accessory
Magic To Acquire:
Wisdom
Divine 7
OR Intelligence
Arcane 9 Reveal this card to add 1d8 with the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.
Urgraz buries (instead of discarding) Blessing of Rovagug to explore his location, additionally drawing Blessing of Norgorber from his discard pile. Any encountered blessing or ally will be banished.
Ravenous Crypts of Gluttony Card # (2/4):1d2 ⇒ 2
Ravenous Crypts of Gluttony Card 4: Blessing of Lamashtu:
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
From Blessing of Rovagug's power, Blessing of Lamashtu is banished.
Urgraz discards Blessing of Norgorber to explore his location.
Ravenous Crypts of Gluttony Card 2: Explosive Runes:
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Urgraz takes the Arcane check to defeat.
Urgraz reveals Corrosive Backsword +4 for his check against a barrier. Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (3) - 1 = 2 -> Difficulty is increased by 2. Arcane/Melee 8+2:1d8 + 7 + 1d6 + 4 ⇒ (2) + 7 + (3) + 4 = 16 -> Explosive Runes defeated.
Urgraz ends his turn; from the scenario power, his location closes. We win!
The Antipaladin laughs as the Inquisitor feeds him more power. His plan is coming together; his influence is too far gone to be purged. He simply must silence the grating whispers of the Lady of Graves, and he will have finished preparing for the grand finale of his long-running plot. At last...!
As the party runs through the halls; Urgraz uses the senses gifted to him by his race to identify quickly where collapses are less likely, and - more importantly - which passages bring them closer to the surface; to safety at last!
I'm interested in continuing; we're so near the end of the season after all!
I know that Andrew/Hawkmoon has a lot on his plate at the moment, but I'll leave it up to him how he wants the table to handle that. We could call a hiatus until things calm down, set up botting rules, etc. (Dinketry also has a lot on his plate, but Yoon's turns have been pretty consistent regardless.)
I do, however, have a preference that we aim to complete the AP before Core hits store shelves everywhere, but I know that may not be plausible.
Off-turn; Urgraz discarded Blessing of Mephistopheles for Yoon's check.
Urgraz buries Book of the Damned (Redeemed) to recover the Emerald Codex during Salim's turn. (Thanks for adding it to my Deck Handler, by the way!)
At the end of Salim's turn, Urgraz recharges Boots of Teleportation to move to Location #4: Ravenous Crypts of Gluttony.
Urgraz starts his turn.
Blessing of Torag discarded from the blessings deck. Urgraz uses the Adventure 4 Reward, examining the top card of Salim's deck: The Melted Blade. As darkly hilarious it would be for the Antipaladin to just blatantly steal Salim's iconic weapon from him... Urgraz leaves it there.
Urgraz gives Suurlahetas to Salim. Salim banishes Suurlahetas to search the entirety of Location #6: Ravenous Crypts of Gluttony , and draws the following boon from it...
Ravenous Crypts of Gluttony Card 1: Fortress Shield:
Armor 6
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 9 If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Urgraz buries Invoke to draw Suurlahetas back to his hand.
Evil power infuses Urgraz and Salims armaments as they delve into their ritualistic communion. Urgraz laughs, brandishing two cruel blades as he charges to clear a path out of these collapsing halls - one appearing to drip with blood, the other with acid.
Urgraz remains at Location #4: Ravenous Crypts of Gluttony, using the Adventure 5 reward to randomly shuffle Blessing of Mephistopheles from his discard pile into his deck and clearing his recharged pile.
Urgraz takes his free exploration.
Ravenous Crypts of Gluttony Card 1: Blessing of Norgorber:
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Urgraz displays Divine Fortune to add 1d6 to all checks at his location for a turn. Divine 5:1d8 + 3 + 1d4 + 1d6 ⇒ (6) + 3 + (3) + (5) = 17 -> Blessing of Norgorber acquired.
Dark deities watch over the bloodthirsty, maniacal antipaladin. Their cruel glee at his wanton destruction leads some to lend their blessing to the Duergar, curious to see what use he makes of it.
Urgraz discards Blessing of Norgorber to explore his location.
Ravenous Crypts of Gluttony Card 2: Augury:
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Urgraz sets aside Augury 2 to examine the top 3 cards of his location deck, naming BARRIER. (I have an idea...)
Ravenous Crypts of Gluttony Card 3: Hand Chopper
Ravenous Crypts of Gluttony Card 4: Warlord
Ravenous Crypts of Gluttony Card 5: Troll
Location #4: Ravenous Crypts of Gluttony is shuffled, with Hand Chopper (re-)placed on top. Divine 8:1d8 + 3 + 1d4 + 1d6 ⇒ (7) + 3 + (1) + (4) = 15 -> Augury 2 recharged.
Urgraz races through the crypts; guided by a miraculous prescience. Mazmezz's influence? Pharasma's? Norgorber's? It doesn't matter. The antipaladin is certain of his path; that is all that is necessary.
Urgraz discards Blessing of Mammon to explore his location.
Ravenous Crypts of Gluttony Card 3: Hand Chopper:
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
Urgraz chooses to make a Disable check to maximize his odds of failure! Sadly, he can't 'turn off' his Steal Soul or Divine Fortune. Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (4) - 1 = 3 -> Nice! Difficulty is increased by 3. Disable 12+3:1d4 + 1d4 + 1d6 ⇒ (2) + (2) + (5) = 9 -> Hand Chopper is undefeated, hooray!. Combat Damage (Hand Chopper):1d4 ⇒ 2 -> Urgraz takes 2 Combat damage...
Urgraz increases the damage by 2, to 4 with his power to draw 2 cards after this is resolved...
Spell Ward Shield then decreases the damage by 2, to 2...
Urgraz recharges Bolstering Armor to decrease the combat damage taken by 2, to 0, and draws 2 cards:Blessing of Mephistopheles, Blessing of Mazmezz.
Urgraz briefly pauses as he comes across an odd contraption; featuring hooks and dull, rusted blades, coated with curiously fresh blood. Its positioning - atop an altar surrounded by burned-out candles - suggests a ritualistic purpose; and its appearance suggesting that it would claim the blood (and possibly the fingers) of anyone willing to stick their hand within a terrifyingly sharp, dark aperture within the monstrosity.
Urgraz has a better plan. He summons a petty demonling with abyssal magics, and forcibly drags one of its small arms into the opening. It screams in agony as a horrible sound emerges from the machine, and Urgraz dismisses the imp after feeling a wonderful surge of ritualistic power flow from the contraption - entering and enhancing the antipaladin's senses and strength. What a glorious device of sacrifice!
Hand Chopper deals no damage in the end; Urgraz discards the top card of his deck (Heart's Bane (Redeemed)) to its power. Urgraz draws 2 cards from using his power earlier: Boots of Teleportation, Torch.
Ha-ha! 4 cards drawn! A quick hand update mid-turn...
Urgraz wrote:
Hand: Suurlahetas, Vampiric Backsword +3, The Asmodean Disciplines (Redeemed), Blessing of Maat, Corrosive Backsword +4, Augury, Dominate, Blessing of Mephistopheles, Blessing of Mazmezz, Boots of Teleportation, Torch,
Urgraz discards Blessing of Mazmezz to explore his location, using his power and recharging The Asmodean Disciplines (Redeemed) to ignore Blessing of Mazmezz's corrupted trait.
Ravenous Crypts of Gluttony Card 6: Blessing of Pharasma:
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Urgraz buries Torch to explore his location. Location #4: Ravenous Crypts of Gluttony Card #:1d3 + 2 ⇒ (2) + 2 = 4
Ravenous Crypts of Gluttony Card 4: Warlord:
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Urgraz reveals Vampiric Backsword +3 for combat. Urgraz is proficient, and adds an additional 1d6. Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (4) - 1 = 3 -> Difficulty is increased by 3. Combat 15+3:1d8 + 7 + 2d6 + 3 + 1d4 + 1d6 - 5 ⇒ (6) + 7 + (1, 3) + 3 + (2) + (2) - 5 = 19 -> Warlord defeated. From defeating a monster, Urgraz places Vampiric Backsword +3 on top of his deck to randomly recharge Confidence Boost from his discard pile.
Lost warriors with haunted gazes try to impede the Duergar's way, even as the halls fill with debris and dust. They are no match for his vicious blades, and their lives only serve to feed Urgraz's bloodlust further.
Urgraz discards Blessing of Pharasma to explore his location. Location #4: Ravenous Crypts of Gluttony Card 3/5:1d2 ⇒ 2
Ravenous Crypts of Gluttony Card 5: Troll:
Monster 4
Traits:
Fighter
Giant
Troll
To Defeat:
Combat 18 Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.
Trolls - test subjects or guardians of these halls, held in some stasis that was shattered with the collapse - also charge at Urgraz in blind rage. Urgraz cuts them down, and hacks their bodies to pieces with his acidic blade for the sheer fun of it.
Urgraz discards Blessing of Mephistopheles to explore his location.
Ravenous Crypts of Gluttony Card 3: Hand Chopper:
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
Urgraz reveals Corrosive Backsword +4 for his check against a barrier. Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (1) - 1 = 0 -> Difficulty is increased by 0. Dexterity/Melee 12+0:1d8 + 7 + 1d6 + 4 + 1d4 + 1d6 ⇒ (4) + 7 + (1) + 4 + (4) + (4) = 24 -> Hand Chopper defeated.
Urgraz draws a random Weapon from the box...
Random Weapon 1: Flaming Icy Axe +1:
Weapon 6
Traits:
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Woohoo! There's the Weapon 6 for Salim, to make up for the one I got last scenario!
Finally, Urgraz cuts through the remaining traps and chains that bar a path closer to the exit; severing them with his acid-spewing magic blade. He laughs, finding a long hallways which he can safely teleport to the end of; further from the epicenter of the tremors behind him and closer to safety.
Urgraz ends his exploration step. He's at a location with no cards in it, so he attempts to close Location #4: Ravenous Crypts of Gluttony. Wisdom 12:1d8 + 2 + 1d4 + 1d6 ⇒ (1) + 2 + (1) + (5) = 9 -> Urgraz discards Blessing of Maat to add 3, bringing his result to 12 and closing Location #4: Ravenous Crypts of Gluttony.
Urgraz recharges Boots of Teleporation between his closing step and his end of turn step to move to Location #1: Ravenous Crypts of Gluttony, just in case I get a chance to clear some cards from it.
Urgraz sets aside Augury 2 to examine the top 3 cards of Location #1: Ravenous Crypts of Gluttony, naming MONSTER.
Ravenous Crypts of Gluttony Card 1: Mammoth
Ravenous Crypts of Gluttony Card 2: Explosive Runes
Ravenous Crypts of Gluttony Card 3: Mummy
Location #1: Ravenous Crypts of Gluttony is shuffled, with Mammoth (re-)placed on top, and Mummy placed second-from the-top. Divine 8:1d8 + 3 + 1d4 + 1d6 ⇒ (1) + 3 + (2) + (3) = 9 -> Augury recharged.
Urgraz ends his turn. Scenario Power ('Difficulty' 2):1d10 ⇒ 5 -> No effect. Urgraz resets his hand.
Displayed: Spell Ward Shield, Steal Soul, Divine Fortune,
Deck: 3 Discard: 9 Buried: 5
Notes: If a Blessing 6 is flipped from the Blessings deck, Urgraz will acquire it with the Asmodean Disciplines' power.
All of my blessings are free to use. Blessing of Rovagug may be used with its downside to add 3 dice freely (there's no way we'll need the amount of time we've got left), and I'll additionally bury it to draw Aegis of Recovery from my discard pile when it's used.
Augury may be freely used as desired.
Players gain +1d6 to ALL checks at my location because of Divine Fortune.
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([X] or by 2 to draw 2 cards) after the check.
You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Adventure 5 Reward:For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Die Bumps remaining: 3
In short... a Weapon 6 was acquired, an Armor 6 was acquired, a location was closed and we know for certain no more AD6 boons remain in location decks.
Off Turn: After Salim buries Blessing of the Lady of Graves, Urgraz uses his power and buries Blessing of the Vaultmaster to draw Blessing of the Lady of Graves into his hand.
Off Turn: After Salim's movement step, Urgraz recharges Boots of Teleportation to move to Location #3: Ravenous Crypts of Gluttony with him.
Off Turn: When Salim defeats the Ogre, Urgraz displays Steal Soul.
Urgraz feels no fright or concern from the collapsing ruins and tunnels; his heritage allows him to navigate the collapsing passages with ease, as does his teleporation magics and gift of prescience as granted by his dark patron's favor.
Leaving the wizard, the girl and the would-be ritual participants to fend for themselves, Urgraz shadows Salim's movements - oddly stealthy for a heavily armed and armored Antipaladin when he wants to be. Teleporting from point to point, remaining out of sight, Urgraz weaves silent magical compulsions to further stoke Salim's growing violent urges. The sin-magic pervading these halls makes the job almost too easy.
Urgraz stifles a dark laugh, drawing power from Salim's bloodied foes as the inquisitor so kindly partakes in the bloodlust that Urgraz has inspired. The only bothersome note is the awful, intrusive whispers of the Lady of Graves in the Duergar's ear. Can She not leave him be!?
===========================
Urgraz starts his turn.
Blessing of Shelyn discarded from the blessings deck. Urgraz uses the Adventure 4 Reward, examining the top card of Salim's deck: Emerald Codex. Urgraz leaves it there.
Urgraz gives Suurlahetas to Salim. Salim banishes Suurlahetas to search the entirety of Location #4: Ravenous Crypts of Gluttony, and draws the following boon from it...
Ravenous Crypts of Gluttony Card 3: Bolstering Armor:
Armor 5
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 9 Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Urgraz buries Armor of Skulls to draw Suurlahetas back to his hand.
There's no AD6 boons to find in Location #4.
Urgraz moves to Location #6: Ravenous Crypts of Gluttony.
Urgraz takes his free exploration.
Ravenous Crypts of Gluttony Card 1: Warden of Wind:
Monster 6
Traits:
Giant
To Defeat:
Combat 22 Damage dealt by the Warden of Wind is dealt to each character at this location.
Urgraz reveals Vampiric Backsword +3 for combat. Urgraz is proficient, and adds an additional 1d6. Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (2) - 1 = 1 -> Difficulty is increased by 1.
Requesting that Salim discard Blessing of the Midnight Lord to add 2 dice, as the check has the Finesse trait. Combat 22+1:3d8 + 7 + 2d6 + 3 + 1d4 ⇒ (3, 6, 6) + 7 + (2, 5) + 3 + (3) = 35 -> Warden of Wind defeated.
Urgraz teleports away from Salim as the magic in his armored boots begins to fade, leaving the inquisitor to drift in the aftermath of Urgraz's compulsions. Urgraz makes his way for the safety of the surface, coming across some giant that appears to be waking from some magically-induced stasis; not dissimilar from the Trolls from earlier in their expedition. The giant is disoriented by the collapsing mountain, and is no match for the dark dwarf's wicked blade.
Urgraz discards Blessing of Rovagug to explore his location. Any encountered blessing or ally will be banished.
Ravenous Crypts of Gluttony Card 2: Blessing of the Gods:
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Boo. Blessing of the Gods is banished from Blessing of Rovagug's power.
As Urgraz comes across a store of odd, old symbols of forgotten Gods; a dark, nihilistic fury briefly overtakes him. The antipaladin freely - almost joyously - gives himself to the urges; burning, shattering and desecrating the symbols with a dark, fervent glee, despite the immediate treacherousness of his situation as the place collapses around them.
Urgraz ends his turn. Urgraz reveals Aegis of Recovery to randomly recharge Blessing of Rovagug from his discard pile.
Urgraz rolls for the end-of-turn scenario power... Scenario Power (4 Open Locations):1d10 ⇒ 2 Scenario Power (Banished Cards + Damage):1d6 ⇒ 4 -> The following cards are banished from Location #6: Ravenous Crypts of Gluttony...
Ravenous Crypts of Gluttony Card 3: Blessing of the Gods
Ravenous Crypts of Gluttony Card 4: Icy Ledge
Ravenous Crypts of Gluttony Card 5: Hungerer
Ravenous Crypts of Gluttony Card 6: Mirror Image
Urgraz takes 4 Combat damage, which is reduced by 2, to 2, from Spell Ward Shield. Urgraz discards Aegis of Recovery and Blessing of the Lady of Graves to damage.
Urgraz resets his hand.
Urgraz wrote:
Hand: Suurlahetas, Vampiric Backsword +3, Blessing of Mephistopheles, Confidence Boost, Divine Fortune, The Asmodean Disciplines (Redeemed), Blessing of Maat, Blessing of Mammon, Book of the Damned (Redeemed),
Urgraz sets aside Confidence Boost, examining the top 3 cards of his character deck (Torch, Blessing of Mazmezz, Corrosive Backsword +4), then drawing Corrosive Backsword +4. Urgraz shuffles the remainder into his deck, clearing his recharged pile.
Hand: Suurlahetas, Vampiric Backsword +3, Blessing of Mephistopheles, Divine Fortune, The Asmodean Disciplines (Redeemed), Blessing of Maat, Blessing of Mammon, Book of the Damned (Redeemed), Corrosive Backsword +4,
Displayed: Spell Ward Shield, Steal Soul,
Deck: 5 Discard: 3 Buried: 2
Notes: Requesting that Salim come to Urgraz's location; he can banish Emerald Codex immediately and Urgraz will recover it. (Urgraz will bury Book of the Damned, Asmodean Disciplines, or Vampiric Backsword as needed)
If a Blessing 6 is flipped from the Blessings deck, Urgraz will acquire it with the Asmodean Disciplines' power.
All of my blessings are free to use. Mammon always adds 2 dice, Mephistopheles adds 2 dice at a distant location and Maat may give +3 post-roll.
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([X] or by 2 to draw 2 cards) after the check.
You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Adventure 5 Reward:For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Die Bumps remaining: 3
Salim drew Bolstering Armor from a location deck, discarded Blessing of the Midnight Lord, and has Emerald Codex atop his character deck.
All cards in 'Location #4: Ravenous Crypts of Gluttony' are known. The only locations that could still have AD6 cards are Locations 5 and 6.
Urgraz will start at the Ravenous Crypts of Gluttony with Salim.
==========================
Urgraz draws his opening hand, with a hand size of +2 cards.
Urgraz wrote:
Hand: Aegis of Recovery, Spell Ward Shield, Boots of Teleportation, Steal Soul, Suurlahetas, Blessing of Rovagug, Vampiric Backsword +3, Armor of Skulls, Blessing of the Vaultmaster,
Displayed: Deck: 11 Discard: 0 Buried: 0
Notes: See below.
At the start of Ezren's turn, Urgraz displays Spell Ward Shield.
Urgraz wrote:
Hand: Aegis of Recovery, Boots of Teleportation, Steal Soul, Suurlahetas, Blessing of Rovagug, Vampiric Backsword +3, Armor of Skulls, Blessing of the Vaultmaster,
Displayed: Spell Ward Shield,
Deck: 11 Discard: 0 Buried: 0
Notes: Blessings are available on demand. Steal Soul will be cast as soon as is usable. Suurlahetas will be given to Salim for use on Urgraz's next turn.
That’s a good call on the Aspect of the Bull. I’d take a Spell 4 upgrade and replace Kinetic Blast with it, but there’s no Spell 4 upgrade to be had.
*sad trombone*
Then feel free to take a Spell 5; nobody else wants it. :)
(Yep, you can use a Deck Upgrade to fill your deck with the same card type up to the Adventure Deck Number of your chosen upgrade, not exclusively the exact same number.)
Item 5: The Asmodean Disciplines (Redeemed) with Vestments of False Faith (Ultimate Intrigue). Item 5 - Low Priority:1d1 ⇒ 1
Note that I'm willing to step aside on the Weapon 6 if it is Salim's first preference, since I've already got a Weapon 6 this adventure.
I also lightly recommend the Aspect of the Bull card for Yoon. It lasts an entire scenario, and you can refill it between scenarios if you banish it because it's an AD4 spell, so it doesn't matter that it's Divine.
Off-Turn; I'm assuming that at the end of Salim's turn, Ezren sets aside Mass Displacement to move everyone to Urgraz's location.
Ezren draws Volcanic Storm from his deck to his power.
Ezren adds 1d6 to his check to recharge due to Divine Fortune; but attempting and succeeding will mean he has to recharge another card.
================
Urgraz starts his turn.
Blessing of Desna discarded from the blessings deck. (Technically this is wrong, because Salim shuffled some blessings back, but honestly it seems like too much work to manually calculate what blessings were returned and then which were flipped over, so I'm just ignoring Salim's use of Invoke unless the top of the blessings deck somehow really matters.)
Urgraz uses the Adventure 4 Reward, examining the top card of Ezren's deck: Secret Broker. Urgraz swaps it with his Boots of Teleportation.
Note: Regarding Hidden Information:
As I mentioned in Hangouts, this is murky as to whether I'm exploiting information that should be hidden - and if I had a method of doing so, I would have absolutely hidden from myself. But there was no way to see whether Ezren would've topdecked a spell (or examined something different) with his use of Mass Displacement without also seeing the next card down on his deck, in colour-coded form that's kind of hard to miss.
However, with Swipe and Scrying recharged, and Volcanic Storm just drawn, there were 2/4 possible cards (50%) of Ezren's non-recharged deck providing an exploration (Secret Broker) or being the Object Reading that I requested before, so it seems sensible that I would've chosen Ezren anyway.
Urgraz does not attempt to recharge Divine Fortune. Divine Fortune discarded.
Urgraz sets aside Confidence Boost, examining the top 3 cards of his character deck (Blessing of Mephistopheles, Blessing of Mazmezz, Detect Evil), then drawing Blessing of Mephistopheles. Urgraz shuffles the remainder into his deck, clearing his recharged pile. Urgraz does not attempt to recharge Confidence Boost. Confidence Boost discarded.
Urgraz remains at the Shimmering Veils of Pride, using the Adventure 5 reward to randomly shuffle Divine Fortune from his discard pile into his deck and clearing his recharged pile.
Urgraz takes his free exploration.
Shimmering Veils of Pride Card 1: Consecration:
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Urgraz does not attempt the check to acquire.
Urgraz discards Blessing of the Vaultmaster to explore his location, adding 1 die to checks against barriers during it.
Shimmering Veils of Pride Card 2: War Razor +1:
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Urgraz does not attempt the check to acquire.
Urgraz discards Secret Broker to explore his location. During this exploration, he may recharge a card to add a die to any check that invokes a trait on the recharged card.
Shimmering Veils of Pride Card 3: Chainmail of Cold Resistance:
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Combat or Cold damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Urgraz discards the top card of Yoon's deck (Vril Staff) to add 1d6+1 to his Fortitude check. Fortitude 8:1d10 + 2 + 1d4 + 1d6 + 1 ⇒ (1) + 2 + (3) + (1) + 1 = 8 -> Urgraz recharges Book of the Damned (Redeemed) to the location power. Chainmail of Cold Resistance acquired.
Urgraz discards Blessing of Mephistopheles to explore his location.
Shimmering Veils of Pride Card 4: Nosferatu:
Villain 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 25
THEN Combat 27
OR Wisdom
Divine 19
The Nosferatu is immune to the Mental and Poison traits.
If undefeated, you are dealt 1d6 Combat damage for each other character at your location.
Finally! No other locations are open, so no temp closing. Let's end this scenario. Urgraz reveals Mokmurian's Club for the first combat check, additionally discarding Major Cure to its power to add another 1d10. Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (1) - 1 = 0 -> Nothing happens. Ezren discards Invisibility to Staff of Hungry Shadows to decrease the difficulty by 1d12. Difficulty Decrease (Staff of Hungry Shadows):1d12 ⇒ 2 -> Difficulty is decreased by 2. Urgraz discards the top card of his deck (Heart's Bane (Redeemed)) to add 1d6+1 to his Combat check.
Yoon discards a Sign to add a die. Combat 25-2:2d8 + 7 + 1d10 + 2 + 1d10 + 1d6 + 1 + 1d4 ⇒ (6, 3) + 7 + (2) + 2 + (6) + (2) + 1 + (3) = 32 -> First check passed, Urgraz recharges Aegis of Recovery to the location power.
Urgraz reveals Mokmurian's Club for the second combat check, additionally discarding Chainmail of Cold Resistance to its power to add another 1d10. Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (3) - 1 = 2 -> Difficulty is increased by 2. Ezren discards Entice to Staff of Hungry Shadows to decrease the difficulty by 1d12. Difficulty Decrease (Staff of Hungry Shadows):1d12 ⇒ 4 -> Difficulty is decreased by 4. Urgraz discards the top card of his deck (Blessing of Mazmezz) to add 1d6+1 to his Combat check.
Yoon discards her remaining Sign to add a die.
Urgraz discards Blessing of Mammon to add 2 dice to his check, using his power and recharging Blessing of Maat to ignore its corrupted trait.
Urgraz sets aside Fiery Weapon to add 1d4 to his check. Combat 27-2:4d8 + 7 + 1d10 + 2 + 1d10 + 1d6 + 1 + 1d4 + 1d4 ⇒ (4, 6, 8, 8) + 7 + (6) + 2 + (9) + (6) + 1 + (3) + (1) = 61 -> Second check passed. Urgraz recharges Mokmurian's Club to the location power.
Nosferatu defeated. (Urgraz gets a heal from the Club, but nevermind that.)
Urgraz catches sight of Zervo, after he'd teleported away earlier. With the remainder of the party having interrupted the ritual, Urgraz wastes no time at charging at him in his shapechanged, giant form - swinging his club (for once proportionate in size to the rest of his form) with madness in his eyes. Urgraz lets out a roar; dark, oppressive magic cast from his mailed fist that shattered the words of arcane power as they try to escape from Zervo's mouth; silencing and breaking apart his attempts at teleportation or further casting. Before Zervo can recover from the magic, Urgraz is upon him, and a single blow from the club smashes the necromancer against the wall.
Urgraz smashes at the doubly-dead lich-like creature, bashing its skeleton to dust with blow after blow, working out an intense, hollow fury at the corpse.
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([X] or by 2 to draw 2 cards) after the check.
You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Adventure 5 Reward:For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Die Bumps remaining: 3
Aw man, Salim gets all the cool Spells (including 3 spell 6s); Invoke, Dominate, Sign of Wrath, Raise Dead... I get such great cards such as Detect Evil. XD
Changed my mind about just taking 1 exploration and closing this location - since I drew a healing spell, I'll burn some cards on more locations and heal myself afterwards. Worst comes to worst, there's even a Raise Dead spell, so there's not really much compelling me to play conservatively.
Urgraz moves to the Shimmering Veils of Pride.
Urgraz displays Divine Fortune. Urgraz discards (does not attempt to recharge) Detect Evil to examine the top card of the location deck.
Shimmering Veils of Pride Card 1: Deathweb:
Monster 4
Traits:
Undead
To Defeat:
Combat 17
OR Divine 14 The Deathweb is immune to the Mental and Poison traits.
Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.
Deathweb is a non-henchman, non-villain monster, and Urgraz encounters it from Detect Evil's power.
BYA: Urgraz takes 1 Combat damage, which is reduced by 4, to 0, by Spell Ward Shield.
Hm... Ideally, I fail this check by a tiny amount; then I can exploit my power, its 'undefeated' power, and my shield to draw a bunch of cards. But I won't risk weaponless combat, so I'll just have to get "lucky" and roll super low. Urgraz reveals Heart's Bane (Redeemed) for combat. Because he has the Antipaladin trait, it adds an additional 1d10 and the Fire trait. Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (4) - 1 = 3 -> Difficulty is increased by 3.
Divine Fortune adds 1d6. Steal Soul adds 1d4. Combat 17+3:1d8 + 7 + 1d8 + 3 + 1d10 + 1d6 + 1d4 ⇒ (7) + 7 + (1) + 3 + (5) + (3) + (1) = 27 -> Pass, and no chance that I can force that to fail. Urgraz recharges Fiery Weapon to the location power.
Deathweb defeated.
The air around him warping from his giant, power-ridden presence, Urgraz roars a challenge to the denizens of the halls. A vast, undead spider reacts and ambushes the Duergar from above, but he hacks it to pieces easily - its oversized legs soon littering the floor, still twitching and curling up.
Urgraz takes his free exploration.
Shimmering Veils of Pride Card 2: Father Zantus:
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom
Divine 6
OR Charisma
Diplomacy 7 Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Urgraz reveals Heart's Bane (Redeemed) for his Diplomacy check to automatically acquire Father Zantus, recharging Major Cure to the location power.
Some old, maddened priest remains. Urgraz grabs the man's full torso in a now-giant, armored hand, crushing the priest's ribcage and draining the man of any remaining divine power. Satisfied with the new flow of magic, Urgraz tosses the human powerfully against a nearby wall, where he falls, lifeless.
Urgraz discards Blessing of Sarenrae to explore his location.
Shimmering Veils of Pride Card 3: Belt of Incredible Dexterity:
Item 3
Traits:
Accessory
Magic To Acquire:
Dexterity 5 Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
Urgraz chooses not to attempt to acquire the Belt of Incredible Dexterity.
Urgraz buries (instead of discarding) Blessing of Rovagug to explore his location, additionally drawing Blessing of the Vaultmaster from his discard pile. Any encountered blessing or ally will be banished.
Shimmering Veils of Pride Card 4: Succubus:
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 17 The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
Urgraz reveals Heart's Bane (Redeemed) for combat. The additional 1d10 and the Fire trait is ignored due the the Succubus' immunity to fire. Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (3) - 1 = 2 -> Difficulty is increased by 2.
Divine Fortune adds 1d6. Steal Soul adds 1d4. Combat 17+2:1d8 + 7 + 1d8 + 3 + 1d6 + 1d4 ⇒ (2) + 7 + (5) + 3 + (1) + (2) = 20 -> Pass. Urgraz recharges Blessing of Maat to the location power.
Succubus defeated.
His path of destruction draws the attention of demons - bound into servitude or willing inhabitants of these halls? It matters not; Urgraz cuts them to pieces all the same.
Urgraz buries Father Zantus to heal himself. Aegis of Recovery:1d4 + 1 ⇒ (2) + 1 = 3 -> Urgraz recharges 3 random cards (Blessing of Mephistopheles, Blessing of Mazmezz, Detect Evil) from his discard pile.
Urgraz ends his turn.
Technically, he must make a Melee 6 check to keep his Spell Ward Shield in play. I normally don't bother mentioning it, but since passing a check makes me recharge cards, I pass the check and recharge Heart's Bane (Redeemed).
Urgraz resets his hand and ends his turn.
Urgraz wrote:
Hand: Blessing of the Vaultmaster, Aegis of Recovery, Mokmurian's Club, Blessing of Mammon, Confidence Boost, Book of the Damned (Redeemed), Boots of Teleportation, Fiery Weapon, Major Cure, Blessing of Maat,
Displayed: Spell Ward Shield, Steal Soul, Shapechange (Hand Size: 10), Divine Fortune,
Deck: 4 Discard: 1 Buried: 8
Notes: Well, I must admit I was hoping I'd encounter the villain here, close the location, then recover my full buried pile. That constant hand recharging hurts - and I was going out of my way to try to avoid making spell recharge checks, even.
Anyway, whilst I would appreciate a Scrying or Object Reading or something similar to hopefully examine or bring the villain higher, I'd otherwise like the location left to Urgraz so he can get the closing effect. If you are here anyway, Divine Fortune adds 1d6 to your checks.
Blessing of Mammon is free to use to add 2 dice to any check. Blessing of the Vaultmaster is free to use, and adds 2 dice against barriers. Blessing of Maat is free to add 3 to any check after the roll. I can use Confidence Boost to draw new blessings if desired.
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([X] or by 2 to draw 2 cards) after the check.
You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Adventure 5 Reward:For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Die Bumps remaining: 3
Off-Turn; Urgraz discards Blessing of Mazmezz to add 2 dice to Yoon's combat check, using his power and recharging Book of the Damned (Redeemed) to ignore the Corrupted trait on it.
Such power, such violence! Mazmezz rejoices at the growing savagery of the kineticist!
At the end of Salim's turn, Urgraz recharges Boots of Teleportation to move to the Ravenous Crypts of Gluttony.
The oversized, shapechanged Duergar pulls upon the power of his equipment to teleport to the Inquisitors side - driven by dark whispers that hint of more power to siphon from the Rahadoumi.
Urgraz starts his turn.
Blessing of the Gods discarded from the blessings deck. Urgraz uses the Adventure 4 Reward, examining the top card of Salim's deck: Scrying. Urgraz swaps it with his Suurlahetas.
Salim banishes Emerald Codex to draw 3 Divine Spells from the box, as listed:
Invoke:
Spell 6
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12 Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
If you do not have the Divine skill, banish this card.
Swipe:
Spell 3
Traits:
Arcane
Attack
Divine
Magic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6 Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
TBD:
TBD
Urgraz buries Scrying to draw Emerald Codex back to his hand.
Urgraz gives Emerald Codex to Salim. Salim banishes Emerald Codex to draw 3 Divine Spells from the box, as listed:
TBD:
TBD
TBD:
TBD
TBD:
TBD
Urgraz buries Vampiric Backsword +3 to draw Emerald Codex back to his hand.
Urgraz banishes Emerald Codex to display 3 random Divine Spells from the box, as listed:
TBD:
TBD
TBD:
TBD
TBD:
TBD
7 more random divine spells must be drawn from the box before Urgraz can continue his turn. The first 4 for Salim, the last 3 for Urgraz himself.
Turn Paused.
Urgraz wrote:
[b]Hand: Blessing of Maat, Blessing of Sarenrae, Heart's Bane (Redeemed), Divine Fortune, Blessing of Rovagug, TBD, TBD, TBD,
Displayed: Spell Ward Shield, Steal Soul, Shapechange (Hand Size: 10),
Deck: 7 Discard: 3 Buried: 6
Notes: We already know there are no cards worth acquiring in these location decks; once I've got the spells I'm almost certainly just going to kill the Baykok and close the Crypts of Gluttony, then end my turn.
Urgraz's mouth twitches into a smile. The kineticist has her precious toy back, but the cursed emetic he provided has also laid the groundwork for him to exploit her powers with his magic. His corruption now infests both the Inquisitor and the girl - his plan so close to being complete it's painful to have to wait.
But patience. Patience will ensure the sweetest relief, the most glorious triumph, when his treachery is at hand.
...if only the blasted Lady of Graves would leave his thoughts alone!
=========================
Urgraz starts his turn.
Blessing of Gozreh discarded from the blessings deck. Urgraz uses the Adventure 4 Reward, examining the top card of Yoon's deck: Shapechange. Urgraz swaps it with his Blessing of the Lady of Graves. Urgraz attempts to recharge Divine Fortune. Divine 13:1d8 + 3 + 1d6 + 1d4 ⇒ (1) + 3 + (1) + (1) = 6 -> Hah! Divine Fortune discarded.
Urgraz gives Suurlahetas to Yoon. Yoon banishes Suurlahetas to search the entirety of the Shimmering Veils of Pride, and draws the following boon from it...
Shimmering Veils of Pride Card 6: Blessing of Irori:
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Urgraz buries Wand of Scorching Ray to draw Suurlahetas back to his hand.
Urgraz puppets the kineticist's power - ensuring she won't recall the experience afterwards - to command more powerful magics. Trinkets and small decorative items in the vicinity shudder, then begin to be dragged by some invisible force towards the duo; pulled by some gravity towards the centre of the ritual. Urgraz pockets the more interesting looking baubles, then moves on.
No other boons of note, but the villain is at the Shimmering Veils of Pride, so that's nice.
Urgraz remains at the Iron Cages of Lust, using the Adventure 5 reward to randomly shuffle Divine Fortune from his discard pile into his deck and clearing his recharged and topdecked piles.
Urgraz takes his free exploration.
Iron Cages of Lust Card 1: Mercenary:
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Urgraz reveals Heart's Bane (Redeemed) for combat. Because he has the Antipaladin trait, it adds an additional 1d10 and the Fire trait. Combat 16:1d8 + 7 + 1d8 + 3 + 1d10 + 1d4 ⇒ (4) + 7 + (7) + 3 + (7) + (2) = 30 -> Pass. Mercenary defeated.
Urgraz buries Torch to explore his location.
Iron Cages of Lust Card 2: Corroded Lock:
Barrier 6
Traits:
Lock
To Defeat:
Dexterity
Disable 15
OR Combat 30 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Urgraz reveals Heart's Bane (Redeemed) for combat. Because he has the Antipaladin trait, it adds an additional 1d10 and the Fire trait. Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (1) - 1 = 0 -> Difficulty is not increased.
Salim discards Blessing of the Midnight Lord to add a die.
Urgraz uses his power and discards the top card of Yoon's deck (Blessing of the Lady of Graves) to add 1d6+1. Combat 30:2d8 + 7 + 1d8 + 3 + 1d10 + 1d6 + 1 + 1d4 ⇒ (5, 5) + 7 + (7) + 3 + (10) + (4) + 1 + (2) = 44 -> Pass. Corroded Lock defeated. Urgraz examines the next card of the location deck, then puts it back:
Iron Cages of Lust Card 3: Blessing of Sarenrae
Urgraz grunts, looking for a way out of these twisted halls, finding that the entire area is ringed in some cage. That wasn't there before, surely? Nevertheless, he finds a hatch sealed with a powerful - but worn - lock, and he shatters the lock with the hilt of his blade to free Yoon and himself from the sickening palace of illusions and allure.
May as well try to finish this location so it's not left awkwardly open. Urgraz sets aside Confidence Boost, examining the top 3 cards of his character deck (Blessing of Mephistopheles, Book of the Damned (Redeemed), Divine Fortune), then drawing Blessing of Mephistopheles. Urgraz shuffles the remainder into his deck, clearing his recharged pile. Divine 11:1d8 + 3 + 1d4 ⇒ (8) + 3 + (2) = 13 -> Confidence Boost recharged.
Urgraz discards Blessing of Mephistopheles to explore his location.
Iron Cages of Lust Card 3: Blessing of Sarenrae:
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Urgraz ends his exploration step, and attempts to close his empty location. Urgraz reveals Heart's Bane (Redeemed) for his Diplomacy. Because he has the Antipaladin trait, it adds an additional 1d10 and the Fire trait. Diplomacy 12:1d8 + 7 + 1d8 + 3 + 1d10 + 1d4 ⇒ (6) + 7 + (8) + 3 + (4) + (4) = 32 -> Iron Cages of Lust closed.
Urgraz displays Shapechange, choosing to set his hand size to 10 for the remainder of the scenario.
Urgraz once again exploits the Kineticist's vast latent powers - his specially treated emetic leaving her both vulnerable to, and ignorant of, the power she's granting him. Upon enlarging himself with his innate Duergar powers, he draws upon the stolen power to greatly extend the duration of the sizeshifting form, able to stroll through the halls with a size comparable to that of a small ogre, but exceptionally superior in speed and dexterity.
Urgraz ends his turn and resets his hand.
Urgraz wrote:
Hand: Blessing of Maat, Suurlahetas, Heart's Bane (Redeemed), Blessing of Sarenrae, Divine Fortune, Blessing of Rovagug, Book of the Damned (Redeemed), Boots of Teleportation, Vampiric Backsword +3, Blessing of Mazmezz,
Displayed: Spell Ward Shield, Steal Soul, Shapechange (Hand Size: 10),
Deck: 4 Discard: 2 Buried: 4
Notes: All Blessings are free for support. Blessing of Maat can add 3 to a check after the roll.
Urgraz can move to another character's location with Boots of Teleportation and then display Divine Fortune to add +1d6 to all checks made there.
If Yoon comes back to Urgraz's location before his next turn (and he doesn't teleport away) then I can bump Suurlahetas off her again. If not, I'll teleport to someone just before I start my turn.
And don't worry about my small deck size - I have plenty of stacked damage resistance on me, and healing options left in my deck.
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([X] or by 2 to draw 2 cards) after the check.
You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Adventure 5 Reward:For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Die Bumps remaining: 3
Shapechange was stolen from Yoon's deck by Urgraz, and a Blessing of the Lady of Graves ultimately placed into her discard pile.
Shimmering Veils of Pride was searched and a Blessing of Irori drawn from it (by Yoon). The villain was found there.
The Iron Cages of Lust were closed.
To clarify, Urgraz had listed his starting location as the Ravenous Crypts of Gluttony, not the Catacombs of Wrath. Ezren and Urgraz appear to have had their starting locations switched, actually.
======================
Urgraz growls and draws his wicked blade. He will end this ritual - anything to destroy any trace of the runelords' legacies - by magic or sword, it matters not.
Urgraz starts his turn.
Blessing of Lamashtu discarded from the blessings deck. Urgraz uses the Adventure 4 Reward, examining the top card of Salim's deck: Isiem. Urgraz leaves it there. Urgraz displays Spell Ward Shield, and will automatically pass checks to keep it displayed.
Urgraz gives Suurlahetas to Salim. Salim banishes Suurlahetas to search the entirety of the Runewell, and draws the following boon from it...
Runewell Card 5: Scrying:
Spell 3
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Urgraz buries The Asmodean Disciplines (Redeemed) to draw Suurlahetas back to his hand.
There's no other boons of note in that location except an Item 5.
I also think Salim will appreciate this, as it leaves him with no blessing in hand so that his power works... Salim buries Blessing of the Lady of Graves to search the entirety of the Ravenous Crypts of Gluttony. Urgraz buries Armor of Skulls to draw Blessing of the Lady of Graves into his hand.
Once again, no notable boons, and no villain.
Urgraz's head swims with Pharasma's whispers. More of the inquisitor's damnable influence, or sin-magic fulfilling Urgraz's growing paranoia?
And yet, such power is in the messages, such prophecies and new insights...
Not entirely sure where to go. 2 locations have been fully searched and/or examined, and there's no sign of any notable boons or villains. Urgraz is well suited to the Festering Maze of Sloth, can certainly find a monster to Steal Soul from at the Catacombs of Wrath, and (thanks to Heart's Bane) he's perfectly well suited to acquiring allies, blessings and fighting monsters at the Iron Cages of Lust. Lots of choices to make.
I think I'll go to the Iron Cages and make the most of my very high Diplomacy right now.
Urgraz moves to the Iron Cages of Lust.
Urgraz takes his free exploration.
Iron Cages of Lust Card 1: Baykok:
Henchman 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 24 The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Ugh. I don't want to close a location when I haven't examined it fully (and I know that 2 other locations lack worthy boons), so I think I'll just beat this guy and leave the location open.
Ignoring the BYA. Urgraz reveals Heart's Bane (Redeemed) for combat. Because he has the Antipaladin trait, it adds an additional 1d10 and the Fire trait. Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (4) - 1 = 3 Urgraz displays Divine Fortune, adding 1d6 to all checks at his location. Combat 24+3:1d8 + 7 + 1d8 + 3 + 1d10 + 1d6 ⇒ (8) + 7 + (4) + 3 + (4) + (4) = 30 -> Pass. AYA Ranged Combat damage:1d4 ⇒ 3 -> Spell Ward Shield decreases the AYA damage by 4, to 0.
Baykok defeated; Ugraz displays Steal Soul, adding 1d4 to all checks he makes for the remainder of the scenario. Urgraz does not attempt to close the location.
Urgraz leaves the Inquisitor behind, the rush of magical insight warning him to focus points of this ritual embedded within nearby opulent halls filled with curiously tall cages, thick carpets and golden threads - more illusions, no doubt, protected by more Thassilonian magic. Undead monstrosities, increasingly familiar, try to slow the Duergar down but find their flesh and bones cleaved through with his fiery sword with ease as he snarls and searches for whatever ritual cornerstone he knows must be here...
Urgraz discards Blessing of the Vaultmaster to explore his location, adding 1 die to checks against barriers during it.
Iron Cages of Lust Card 2: Wand of Scorching Ray:
Item 3
Traits:
Arcane
Attack
Magic
Wand
Fire
Ranged To Acquire:
Intelligence
Arcane 8 For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Intelligence 8:2d6 + 1d4 ⇒ (4, 6) + (4) = 14 -> Wand of Scorching Ray acquired.
Urgraz ends his turn. Urgraz resets his hand.
Urgraz wrote:
Hand: Blessing of Maat, Suurlahetas, Blessing of the Lady of Graves, Wand of Scorching Ray, Heart's Bane (Redeemed), Confidence Boost, Torch,
Displayed: Spell Ward Shield, Divine Fortune, Steal Soul,
Deck: 9 Discard: 1 Buried: 2
Notes: Blessings of Maat and the Lady of Graves are both free for support, and either can assist a check after the roll, so keep them in mind.
Characters at Urgraz's location gain +1d6 to all checks thanks to Divine Fortune.
If Salim comes to Urgraz's location, please use Urgraz's Confidence Boost on Salim to try to draw the Emerald Codex whenever you're ready, then banish it to draw 3 spells (Urgraz will grab the Codex).
Finally, if Salim does not aim to end his turn at Urgraz's location, I request that Yoon move to Urgraz's location with her power so that I have someone to give Suurlahetas to.
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([X] or by 2 to draw 2 cards) after the check.
You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Adventure 5 Reward:For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Die Bumps remaining: 3
LOOT: Urgraz will trade Scizore +3 for Mokmurian's Club
Urgraz will start at the Ravenous Crypts of Gluttony, and requests that Salim start there with him as well.
==========================
Urgraz draws his opening hand, with a hand size of +2 cards.
Urgraz wrote:
Hand: Blessing of Maat, Suurlahetas, The Asmodean Disciplines (Redeemed), Spell Ward Shield, Divine Fortune, Blessing of the Vaultmaster, Steal Soul, Heart's Bane (Redeemed), Armor of Skulls,
Displayed: Deck: 11 Discard: 0 Buried: 0
Notes: Strong opening hand! Any requests for where to use Suurlahetas first? I'm thinking the Runewell.
I've a request that the party leaves Urgraz to close the Shimmering Veils of Pride - Urgraz frequently buries 5+ cards per game, and that effect looks awesome as a result.
Also, I note that the Runewell is harmless for Yoon to move to - she can always move to a different location with her new power before her next turn starts.
Well I'd really like the great Hawkmoon to weigh in on the "When you encounter the Cannibal Haunt, you may immediately attempt to close this location" vs "Before the encounter, banish either a card of your choice from your hand or the top card of your deck" (and explain what I misunderstood with the above linked forum thread, if necessary), but either way there's no difference to my deck upgrades.
I'm also really happy to see that power from Yoon; I request that she always move to Urgraz's location before the start of his turn if there's nobody already there (so I can do Suurlahetas, Emerald Codex or similar tricks).
For Scenario 2-6B: Feast of Famine
During the scenario, Urgraz banished The Asmodean Disciplines (Redeemed)and Mokmurian's Club (traded from Bloodblade), leaving him with an empty Item and Weapon slot.
For the scenario reward, Urgraz will draw whatever is most in demand.
Urgraz earns a Power Feat from Tier Progression, and checks off...
When a character at your ([ ] or any) location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([X] or by 2 to draw 2 cards) after the check.
Between that power and Spell Ward Shield; BYA/AYA damage (as long as it includes a check that I can actually fail) has never been more profitable!
Urgraz's Deck Upgrade preferences are as follows...
Blessing 6: Blessing of Dispater with Blessing of Mephistopheles (Hell's Vengeance 1). Blessing 6:1d1000 ⇒ 936
Armor 5: Lockpick Shield with Armor of Skulls (Ultimate Intrigue). (Though I'm actually tempted by the Armor 3 Diviner's Blight, since healing isn't really limiting me - just buries.) Armor 5:1d1000 ⇒ 554
Additionally, Urgraz will fill his empty card slots with...
Actually, I have a reliable source that states otherwise. "When you encounter" effects appear to be before "Before the Encounter" effects - in fact, they're before you even get a chance to evade, bizarrely (so you could close off the Cannibal Haunt and, if you failed the close, even evade him).
(And yes, the timing of "Before The Encounter", despite the confusing name, is identical to the timing of "Before You Act"; it wasn't changed in functionality, it was solely renamed to make it clearer to people. As that linked thread details.
Yes, I'm aware that that means that "before the encounter" literally occurs during an encounter, and always has. Hence why they changed the silly wording.)
It's odd, but that linked forum covers it very well.
It doesn't matter, though - if I have to banish a card I'll just banish Mokmurian's Club, which is a non-issue.
No flavour for the moment; perhaps tomorrow in a separate post. Seems better to finish off the scenario now rather than hold the team up.
(EDIT: I found some extra time.)
Also, Salim's had Dominate in his hand for a bit, but I think he'd thrown that card into Urgraz's deck a couple of turns ago (exchanging it for Blessing of Maat), and I suspect he never removed Dominate from his Deck Handler (nor set it aside), leading him to redraw a card that he shouldn't have.
Also, Urgraz took Book of the Damned from Salim during Urgraz's last turn (by having Salim use it, then Tyranting it back into my hand), so that couldn't be in Salim's hand either (sorry if I'd missed modifying the Shared Deck Handler for that).
Also, I've seen a mistake in my own hand, where my repeat handing-off-then-use of Suurlahetas confused me at some point, and I have two copies of it in my hand. Clearly, several mistakes were made this scenario. I'll just clear it from my hand and leave myself with -1 cards in hand.
Won't effect the rest of the scenario, anyway.
======================
Off Turn; Ugraz was given Spite Cloud.
Off-Turn; Urgraz shuffles in 2 random cards (Divine Fortune, Blessing of Abadar) from Salim's Major Cure. Recharge and topdeck piles cleared.
Urgraz reluctantly accepts the Inquisitor's uncomfortable healing magics, meditating briefly. The powers behind the sin-magic of these halls must have been great, but trapped in this twisted hunger threatens to drive the Antipaladin into a ravenous, insane fury should he linger too long.
He must destroy the worst of the magic at its source, then leave. Truly these accursed ruins are a test of Mazmezz, to demonstrate to him that everything is built to be broken - everything exists to be torn down. Exploit. Desecrate. Annhilate.
The only, blessed, truth. The only thing that will ever give Urgraz a measure of calm, a measure of peace. To shatter the feeble delusions of individuals, and the fragile empires of mortals, to break both brick and mind beneath his machinations, and to unveil the hollow savagery that so many hide under layers of ignorance and feigned civility.
Even depraved Thassilon's greatest mistake - their greatest sin - was to try to build. To believe that it would last, to believe that their empire meant something beyond a flicker of a wringle in the vast skein of fate. Their time is no longer, and these ruins have no right to exist.
Urgraz has made a decision. He will return one day and demolish these accursed places. To shatter their statues, desecrate their symbols, and return to rubble these pitiable halls.
Urgraz starts his turn.
Blessing of Norgorber discarded from the blessings deck.
Urgraz recharges Boots of Teleportation to move to the Vault of Greed.
Urgraz remains at the Vault of Greed, using the Adventure 5 reward to randomly shuffle Blessing of Dispater from his discard pile into his deck.
Urgraz takes his free exploration.
Vault of Greed Card 1: Cannibal Haunt
Cannibal Haunt:
Henchman 6
Type: Monster
Traits:
Dwarf
Undead
To Defeat:
None Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
It reads to me that I attempt to close the location when encountering the Cannibal Haunt, which is actually before BYA effects, and before the rest of the power. Not sure if that's just a weird consequence of RotR templating vs more modern templating, though. (But I can link forums explicitly stating that "Before the Encounter" effects are like BYAs, and they only occur once you're in the encounter - for example, if you don't Evade.)
Urgraz attempts to close the Vault of Greed. Urgraz discards the top card of his deck (Restoration) to add 1d6+1 to his Wisdom check.
Yoon discards Blessing of Chaldira Zuzaristan to add a die.
Steal Soul adds 1d4. Wisdom 12:2d8 + 2 + 1d6 + 1 + 1d4 ⇒ (7, 1) + 2 + (5) + 1 + (4) = 20 -> Vault of Greed closed.
His meditation complete, Urgraz teleports deeper into the halls, rapidly coaxing himself into a rage. He tears the spectres that try to stop him apart, as he shatters furniture, dislodges stonework and weaves webs of dark fire that purge the Thassilonian runes engraved into the stonework at every turn. The runes, invisible to the naked eye at first, shimmer into view at his dark magic, then shatter with the sound of screams and broken glass - sin-magic dispersing as he fuels all of his rage into a destructive storm that exorcises these halls of their lingering, hunger-inducing magic.
We win!
Urgraz wrote:
Hand: Book of the Damned (Redeemed), Suurlahetas, Heart's Bane (Redeemed), Aegis of Recovery, Mokmurian's Club, Spite Cloud,
Urgraz grumbles, staggering from the presence of the Inquisitor - flashes of the Lady of Graves' symbol flaring in his mind. He digs his mailed fingers into his skull, trying to drive out the divine image. It's not enough for her to torment the Rahadoumi; but also to try to impress Her will upon a servant of Mazmezz?
Some deep well of laughter erupts from Urgraz, uncharacteristically manic. A cruel joke! What joyous despair, what blessed darkness!
Urgraz would very much like to meet the Goddess of Death. To gaze upon her as he spits in her face.
Urgraz weaves a web of infernal magic to clear his thoughts from the accursed "Divine" influence of the Inquisitor's sickening aura. With his newfound clarity, he identifies the true state of these halls - rotting, ancient, tarnished, with nothing of value or repute remaining but what the delusions of sin-magic appear to provide.
We should leave these halls as soon as possible. To continue to feed the ravenous urges is of no use; there's not even any meaningful bait to salvage from this trap.
Off Turn: Urgraz discards Blessing of Mammon, and recharges Vampiric Backsword +3 to his power to ignore it's corrupted trait.
===============
Urgraz starts his turn.
Blessing of Pharasma discarded from the blessings deck. Urgraz uses the Adventure 4 Reward, examining the top card of Salim's deck: Evangelist. Urgraz leaves it there. Urgraz attempts to recharge Divine Fortune. Divine 13:1d8 + 3 + 1d6 + 1d4 ⇒ (2) + 3 + (1) + (1) = 7 -> Divine Fortune discarded.
Urgraz gives Suurlahetas to Salim. Salim banishes Suurlahetas to search the entirety of the Vault of Greed, and draws the following boon from it...
Vault of Greed Card 1: Holy Candle
Holy Candle:
Item B
Traits:
Divine
Magic
Object To Acquire:
Wisdom
Divine 10 Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
Urgraz buries Sawtooth Sabre +2 to draw Suurlahetas back to his hand.
Salim banishes Book of the Damned (Redeemed) to shuffle... Blessings Healed:4d4 ⇒ (2, 4, 4, 4) = 14 -> All 9 blessings are shuffled from the blessings discard pile into the blessings deck, refilling it entirely. There is no card atop the blessings discard pile. Urgraz buries Lockpick Shield to draw Book of the Damned (Redeemed) back to his hand.
Urgraz moves to the Glassworks.
Urgraz buries Blessing of the Lady of Graves to examine the entirety of the Glassworks, then shuffling it.
Urgraz examines...
Lightning Bolt, Treachery Demon, Avalanche, Ring of Protection, Shalelu Andosana, Cannibal Haunt, Father Zantus, Tickwood Boar, Clay Golem, Dancing Scimitar +2.
No boons to worry about clearing in either remaining location deck; we can just end the game as soon as we find the henchmen. There's also no banes for me to worry about (my Shield protects me from all of them), so despite having few cards in deck I'll happily still explore.
Weapon 5
Traits:
Finesse
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
If I acquire it, I'd just need to bury a card. If I fail to acquire it, I discard a card.
Nah, I won't attempt a check to acquire. Dancing Scimitar +2 banished.
Urgraz ends his turn. Urgraz reveals Aegis of Recovery to randomly recharge Blessing of Mazmezz from his discard pile. Urgraz resets his hand.
Flavor will be edited in.
Urgraz wrote:
Hand: Book of the Damned (Redeemed), Suurlahetas, Heart's Bane (Redeemed), Suurlahetas, Boots of Teleportation, Aegis of Recovery, Mokmurian's Club,
Displayed: Spell Ward Shield, Steal Soul,
Deck: 4 Discard: 4 Buried: 15
Notes: If a player wishes to hand off a card to Urgraz, he will recharges Boots of Teleportation to move to their location in order to accept it, to bolster his card count a bit more.
If there's any card in a remaining location deck that a player wants (I doubt it) then Urgraz can hand you Suurlahetas to grab, no matter your location (via Boots of Teleportation), so just mention to me if you want a Suurlahetas use.
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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 ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Adventure 5 Reward:For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Die Bumps remaining: 3
I feel, perhaps, I should've recharged Boots of Teleportation to move back to Yoon, so she could hand me Invoke, given how costly this scenario is in cards from being unable to normally expand our decks with acquisitions.
Also, Yoon's Restoration was banished during Urgraz's last turn.
Urgraz draws Restoration, Speed and Find Traps from banishing Emerald Codex.
Urgraz continues his turn.
I'm going to make use of these Restoration Spells, I think. Having access to the Boots of Teleportation or Steal Soul would affect my strategy, for example.
Yoon displays Restoration (see the corresponding FAQ) to allow Urgraz to draw 2 cards (Lockpick Shield, Torch).
Urgraz displays Restoration to draw 2 cards (Steal Soul, Divine Fortune).
Urgraz moves to the Ravenous Crypts of Gluttony.
Salim buries Blessing of the Lady of Graves to examine the entirety of the Ravenous Crypts of Gluttony. Urgraz buries Speed to draw Blessing of the Lady of Graves into his hand instead.
There's an Armor 5; nothing else of note here. Oh well; at least we know there's no need to keep the location open (and the henchman was presumably moved off the bottom!).
Urgraz takes his free exploration.
Ravenous Crypts of Gluttony Card #:1d10 ⇒ 7
Ravenous Crypts of Gluttony Card 7: Skull Ripper
Skull Ripper:
Monster 3
Traits:
Construct
To Defeat:
Combat 14 If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Urgraz reveals Heart's Bane (Redeemed) for combat. Because he has the Antipaladin trait, it adds an additional 1d10 and the Fire trait. Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (4) - 1 = 3 -> Difficulty is increased by 3.
Urgraz displays Divine Fortune to add 1d6 to all checks at his location. Combat 14+3:1d8 + 7 + 1d8 + 3 + 1d10 + 1d6 ⇒ (7) + 7 + (2) + 3 + (9) + (1) = 29 -> Skullripper defeated and Urgraz displays Steal Soul from defeating a monster, adding 1d4 to his checks for the rest of the scenario.
Urgraz buries Torch to explore his location.
Ravenous Crypts of Gluttony Card #:1d10 ⇒ 3
Ravenous Crypts of Gluttony Card 3: Potion of Ghostly Form
Potion of Ghostly Form:
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Intelligence 4:1d6 + 1d6 + 1d4 ⇒ (3) + (1) + (1) = 5 -> Potion of Ghostly Form acquired, then buried to the scenario power.
Urgraz discards Blessing of Mazmezz to explore his location, using his power and recharging Lockpick Shield to ignore Blessing of Mazmezz's corrupted trait.
Ravenous Crypts of Gluttony Card #:1d10 ⇒ 3 Ravenous Crypts of Gluttony Card #:1d10 ⇒ 2
Ravenous Crypts of Gluttony Card 2: Winged Shield
Winged Shield:
Armor 5
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 10 If you played a weapon with the 2-handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Urgraz buries (instead of discarding) Blessing of Rovagug to explore his location, additionally drawing Blessing of Dispater from his discard pile. Any encountered blessing or ally will be banished.
Ravenous Crypts of Gluttony Card #:1d10 ⇒ 1
Ravenous Crypts of Gluttony Card 1: Frost Ray
Frost Ray:
Spell 1
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Intelligence 6:1d6 + 1d6 + 1d4 ⇒ (3) + (3) + (1) = 7 -> Frost Ray acquired, then buried to the scenario power.
Urgraz discards Blessing of Dispater to explore his location.
Ravenous Crypts of Gluttony Card #:1d7 + 3 ⇒ (5) + 3 = 8
Ravenous Crypts of Gluttony Card 8: Blessing of Abadar
Blessing of Abadar:
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Urgraz discards Blessing of Dispater to explore his location.
Ravenous Crypts of Gluttony Card #:1d7 + 3 ⇒ (2) + 3 = 5
Ravenous Crypts of Gluttony Card 5: Hungerer
Hungerer:
Monster 6
Traits:
Aberration
To Defeat:
Combat 22 The Hungerer is immune to the Acid and Poison traits.
If defeated, attempt a Dexterity or Acrobatics 14 check. If you succeed, the Hungerer deals 1 Acid damage to you; if you fail, the Hungerer deals 1d4 Acid damage to you.
Urgraz reveals Heart's Bane (Redeemed) for combat. Because he has the Antipaladin trait, it adds an additional 1d10 and the Fire trait. Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (4) - 1 = 3 -> Difficulty is increased by #. Combat 22+3:1d8 + 7 + 1d8 + 3 + 1d10 + 1d6 + 1d4 ⇒ (2) + 7 + (2) + 3 + (1) + (4) + (3) = 22 -> Hah! The first time this AP that I've failed because of my Spell Ward Shield. I don't want to spend a blessing on this (especially because Lady of Graves can still fail, and if I spend Maat here then I'm too vulnerable for the "when defeated" damage), so I'll leave Hungerer undefeated.
Urgraz takes 3 combat damage, and increases the damage by 1, to 4 with his power. Spell Ward Shield decreases the damage by 2, to 2, then recharges Blessing of Maat to reduce the damage by 2, to 0.
Urgraz draws a card (Mokmurian's Club) from increasing the damage dealt to him.
Urgraz bears down on the cruel spirits of this dungeon; seeking them out and massacring all in his path. And yet... the deep, overwhelming hunger confuses his senses, baffles his plans, contorts his perceptions. He becomes clumsy. He makes mistakes. Then again. His salvaged goods lies half-eaten, broken or discarded as he staggers through these halls; his blade misses the mark, his magic splutters.
Urgraz finally settles down in a brief moment of quiet to meditate, to commune with his dark patron. He needs willpower - now more than ever.
Urgraz wrote:
Hand: Blessing of the Lady of Graves, Suurlahetas, Heart's Bane (Redeemed), Mokmurian's Club, Boots of Teleportation, Aegis of Recovery, Vampiric Backsword +3, Blessing of Mammon, Lockpick Shield,
Displayed: Spell Ward Shield, Steal Soul, Divine Fortune,
Deck: 2 Discard: 3 Buried: 12
Notes: All blessings are free to use.
Divine Fortune is in effect at Urgraz's location - if you plan to be completing multiple explorations, he'll recharge Boots of Teleportation to move to your location to provide Divine Fortune support.
So I must admit; this scenario power is wreaking havoc with Urgraz's playstyle. Since he buries so, so many cards to his power; he normally uses acquired cards to cover the costs, something that's entirely impossible during this scenario. I knew it'd be a problem, but I pressed ahead anyway with the hope of at least burning down one location. Unfortunately, I didn't hit the henchman at all; alas.
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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 ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Adventure 5 Reward:For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Die Bumps remaining: 3
Off Turn: Urgraz randomly shuffles Blessing of Mammon from his discard pile into his deck, thanks to Yoon's use of Shaman.
Urgraz starts his turn.
Blessing of Gorum discarded from the blessings deck. Urgraz uses the Adventure 4 Reward, examining the top card of Yoon's deck: Pyrokinesis. Urgraz leaves it there.
Urgraz gives Emerald Codex to Yoon. Yoon banishes Emerald Codex to draw 3 Divine Spells from the box, as listed:
Restoration:
Spell 4
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12 Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Invoke:
Spell 6
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12 Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
If you do not have the Divine skill, banish this card.
Raise Dead:
Spell 5
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12 Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Urgraz buries Blessing of the Vaultmaster to draw Emerald Codex back to his hand.
Urgraz banishes Emerald Codex to draw 3 random Divine Spells from the box.
Urgraz will pause until 3 more random Divine cards are drawn.
Urgraz wrote:
Hand: Blessing of Rovagug, Suurlahetas, Heart's Bane (Redeemed), Blessing of Maat, Blessing of Mazmezz, (+3 Random Divine Spells),
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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 ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Adventure 5 Reward:For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Die Bumps remaining: 3
Urgraz reels, shocked. The sin-magic is more powerful here than ever before, and even his own wards failed to prevent such powerful compulsions. The kineticist in particular seems intensely effected - what power it has evoked in her! Such fascinating, glorious power...
Urgraz starts his turn.
Blessing of Shelyn discarded from the blessings deck. Urgraz uses the Adventure 4 Reward, examining the top card of Salim's deck: Emerald Codex. (What luck!) Urgraz swaps it with his Book of the Damned (Redeemed).
Urgraz displays Spell Ward Shield at the start of his turn, and will auto-pass checks to keep it in play indefinitely.
Urgraz gives Emerald Codex to Salim. Salim banishes Emerald Codex to draw 3 Divine Spells from the box, as listed:
Major Cure:
Spell 3
Traits:
Divine
Healing
Magic To Acquire:
Wisdom
Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
Dominate:
Spell 6
Traits:
Arcane
Attack
Divine
Magic
Mental To Acquire:
Intelligence
Arcane
Wisdom
Divine 12 Discard this card to evade a monster. Search your location deck and choose a boon to add to your hand, then shuffle the location deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Scrying:
Spell 3
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Urgraz buries Confidence Boost to draw Emerald Codex back to his hand.
Salim's and Urgraz's eyes glow with a curious mix of powers; their subconsciousnesses in a war that both choose to believe is their own dominance.
Sweet, one Spell 6 already acquired!
Urgraz moves to the The Rusty Dragon.
Urgraz takes his free exploration.
The Rusty Dragon Card 1: Ameiko Kaijitsu
Ameiko Kaijitsu:
Ally 1
Traits:
Bard
Human
Rogue To Acquire:
Charisma
Diplomacy 7 Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
Urgraz reveals Heart's Bane for his Diplomacy check. As it has the Corrupted trait, the difficulty of the check is increased by 4... but he still autopasses. Diplomacy/Melee 7 (Heart's Bane):1d8 + 7 + 1d8 + 3 + 1d10 ⇒ (5) + 7 + (7) + 3 + (5) = 27 -> Ameiko Kaijitsu acquired, then Urgraz buries her to the scenario power.
Some far-gone bard wanders these halls, perhaps a great adventurer once - now, a gibbering madwoman crazed by these dark halls. Urgraz hacks her to pieces with ease, grimacing with the realization that it was probable a mercy.
Urgraz discards Blessing of Dispater to explore his location.
The Rusty Dragon Card 2: Belt of Giant Strength
Belt of Giant Strength:
Item 3
Traits:
Accessory
Magic To Acquire:
Strength 5 Reveal this card to add 1 to your Strength check. You may play another item on this check.
Urgraz automatically acquires Belt of Giant Strength, then buries it to the scenario power.
Urgraz discovers some magic belt on the bard's corpse, and finds himself seconds later having torn it from the body and chewing on its magic leather, some insane ravenous hunger overtaking him as he stumbles through this accursed place, further from his allies.
Urgraz discards Blessing of Mammon to explore his location.
The Rusty Dragon Card 3: Mercenary
Mercenary:
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Urgraz reveals Heart's Bane for combat. Because he has the Antipaladin trait, it adds an additional 1d10 and the Fire trait. Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (3) - 1 = 2 Urgraz banishes The Asmodean Disciplines (Redeemed) to permanently REDEEM Heart's Bane, checking it off his Redemption sheet, and preventing it from negatively effecting the difficulty. Combat 16+2:1d8 + 7 + 1d8 + 3 + 1d10 ⇒ (6) + 7 + (3) + 3 + (3) = 22 -> Mercenary defeated.
Another mad adventurer howls at the sight of Ameiko's hacked body, charging with shield and sword swinging wildly at the antipaladin. Even as the halls affect them both; the clumsy mercenary is no match for Urgraz's dark power and speed, and his blade smites the fighter with a graceful, flaming arc - beheading the former mercenary.
Urgraz ends his turn and resets his hand.
Urgraz wrote:
Hand: Blessing of Rovagug, Suurlahetas, Heart's Bane (Redeemed), Blessing of the Vaultmaster, Blessing of Maat, Blessing of Mazmezz, Emerald Codex,
Displayed: Spell Ward Shield,
Deck: 8 Discard: 2 Buried: 3
Notes: All blessings are free to use, and I've got a lot of them. In case of emergency, I strongly recommend that Blessing of Rovagug is discarded to add +3 dice to a check, since I have no concern about the side-effect when I can spam Book of the Damned to regain us as much time as we need.
I strongly request that someone is at The Rusty Dragon before Urgraz's next turn, so that he may pass them Emerald Codex or Suurlahetas for another go at finding an AD6 boon.
Salim may choose to discard the Book of the Damned, or banish it whilst at Urgraz's location so that Urgraz can retrieve it (note that it's redeemed for all players, including you).
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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 ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Adventure 5 Reward:For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Die Bumps remaining: 3
LOOT: Urgraz will trade Bloodblade for Mokmurian's Club
Urgraz will start at the Ravenous Crypts of Gluttony, and requests that Salim start there with him as well.
If Heart's Bane is in Urgraz's opening hand, he'll be moving to The Rusty Dragon very early on, I'm sure.
==========================
Urgraz draws his opening hand, with a hand size of +2 cards. Placed in a spoiler to not influence character starting location choices.
Opening Hand:
Urgraz wrote:
Hand: Confidence Boost, Blessing of Mammon, Heart's Bane, Blessing of Dispater, Blessing of Maat, The Asmodean Disciplines (Redeemed), Spell Ward Shield, Book of the Damned (Redeemed), Blessing of Rovagug,
Powers
For your combat or Diplomacy check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally recharge this card to add another 1d6 and the scenario's adventure deck number. If you have the Antipaladin trait, add an additional 1d10 and the Fire trait. If not proficient with weapons or if this card has the Corrupted trait, the difficulty of this check is increased by 4.
The Asmodean Disciplines (Redeemed):
Traits
Book
Magic
Asmodeus
Corrupted
Powers
Recharge this card and banish a blessing to add the top card of the blessings discard pile to your discard pile; if this card has the Corrupted trait, bury this card instead. If the blessing you added has the Asmodeus or Corrupted trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.
Banish this card to redeem a card.
I now have Urgraz's ultimate weapon, the Heart's Bane. With his melee skill and no additional bonuses, that's...
2d8+1d10+10 (Average 24.5 on reveal)
2d8+1d10+1d6+16 (Average 34 on recharge)
But that can be used for either combat or Diplomacy checks. Dice like that should blitz any printed Diplomacy check in RotR (against bane or boon), so once it's in hand he should almost auto-acquire allies (his decent Wisdom even helps against animals).
Plus, it adds the Fire trait (so I can kill Trolls and the like), but only as a secondary function so I can just use it without the 1d10 if against a Fire-immune enemy.
The downside is that you basically can't be proficient with it whilst it's corrupted, but my power can negate that and I'll be redeeming it next scenario anyway.
Off turn: Urgraz displays Divine Fortune.
Off turn: Urgraz discards Blessing of the Vaultmaster for Ezren.
===============
Villain BYA: Urgraz discards the top card of Salim's deck (Striking Wing Scimitar) to add 1d6+1 to his Wisdom check.
Divine Fortune adds 1d6. Steal Soul adds 1d4.
I can always discard Blessing of Maat to pass this even if I roll 4 1s. Wisdom 9:1d8 + 1 + 1d6 + 1 + 1d6 + 1d4 ⇒ (3) + 1 + (2) + 1 + (4) + (2) = 13 -> Passed.
Urgraz takes the first combat check against the villain.
Baykok Lord:
Villain 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 28
THEN Combat 28 The Baykok Lord is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (3) - 1 = 2 -> Difficulty increased by 2. Urgraz reveals Vampiric Backsword +3 for combat.
Urgraz discards the top card of Salim's deck (Vampiric Backsword +3) to add 1d6+1 to his Combat check.
Urgraz buries Blessing of Rovagug and...1d6 + 1 ⇒ (2) + 1 = 3 -> ...banishes 3 cards from the blessings deck to add 3 dice to his combat check and draw Suurlahetas from his discard pile.
Urgraz discards Suurlahetas to add 2d6 and the Fire trait.
Divine Fortune adds 1d6. Steal Soul adds 1d4. Combat 30:1d8 + 7 + 2d6 + 3 + 1d6 + 1 + 3d8 + 2d6 + 1d6 + 1d3 ⇒ (2) + 7 + (6, 1) + 3 + (5) + 1 + (8, 3, 3) + (2, 4) + (1) + (3) = 49 -> First Combat check passed.
The second check is all for you, Salim; my Blessing of Dispater is free to use to give you 2 dice, and my Divine Fortune provides +1d6. There's a Blessing of Maat, too, if you find a use for it.
Urgraz wrote:
Hand: Vampiric Backsword +3, Aegis of Recovery, Blessing of Maat, Blessing of Dispater,
Displayed: Spell Ward Shield, Steal Soul, Divine Fortune,
Deck: 3 Discard: 8 Buried: 12
Notes: Blessing of Maat may be used to add 3 after any check was rolled (or replace all dice in a noncombat check with d8s).
Blessing of Dispater (2 dice at my location) may be used, and I'll recharge my weapon to ignore the downside.
Off turn: Ugraz buries Blessing of Mazmezz for Yoon's check.
Off turn: Urgraz buries Raise Dead to his power to take Suurlahetas back into his hand.
These unexpected sinful halls have been a surprise boon to Urgraz; they've left the Inquisitor weakened and ever easier to manipulate. In doing so, Urgraz can achieve more than he had ever been able to plot before - the very skein of reality will twist before their combined wills.
Urgraz had to quell a sudden burst of laughter that threatened to erupt from his throat. Ahem.
===================
Urgraz starts his turn.
Blessing of Iomedae discarded from the blessings deck. Urgraz uses the Adventure 4 Reward, examining the top card of Salim's deck: Gloves of Dueling. Urgraz leaves it there.
Urgraz gives Suurlahetas to Salim.
We've literally seen every single remaining boon anyway, but eh. Salim banishes Suurlahetas to search the entirety of the Heptaric Locus, and draws the following boon from it...
Heptaric Locus Card 5: Venomous Heavy Crossbow +2
Venomous Heavy Crossbow:
+2
Weapon 5
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
Urgraz buries Bloodblade to draw Suurlahetas back to his hand.
Urgraz's enslaved demon continues to feed them trinkets and information, as he compels the Inquisitor to help him keep the demon in line.
Urgraz moves to the Heptaric Locus.
Urgraz sets aside Augury, naming MONSTER. Heptaric Locus Card # (5 == 9):1d8 ⇒ 4 Heptaric Locus Card 4: Baykok
Heptaric Locus Card # (4 == 8, 5 == 9):1d7 ⇒ 2
Heptaric Locus Card 2: Arrow Catching Studded Leather
Heptaric Locus Card # (2 == 7, 4 == 8, 5 == 9):1d6 ⇒ 1
Heptaric Locus Card 1: Potion of Ghostly Form
Urgraz places Baykok on top of the location, after shuffling the rest back. Divine 8:1d8 + 2 ⇒ (1) + 2 = 3 -> Augury discarded.
Urgraz takes his free exploration.
Heptaric Locus Card 4: Baykok
Baykok:
Henchman 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 24 The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (2) - 1 = 1 -> Difficulty increased by 1, plus 5 from the location power. The Baykok's difficulty to defeat is 30. Let's be safe; use more or less everything. I'm gonna reset my hand anyway.
Urgraz sets aside Swipe to decrease the difficulty by 3 (now 27). Urgraz reveals Vampiric Backsword +3 for combat. Urgraz is proficient, and adds an additional 1d6.
Urgraz discards Suurlahetas to add 2d6 and the Fire trait to his combat check.
Urgraz discards Blessing of Abadar to add a die. Combat 24+1+5-3 (27):2d8 + 7 + 2d6 + 3 + 2d6 + 1d4 ⇒ (4, 7) + 7 + (5, 2) + 3 + (5, 5) + (4) = 42 -> Baykok defeated. Divine 8 (recharge):1d8 + 2 ⇒ (1) + 2 = 3 -> Swipe discarded.
AYA: Urgraz takes 1d4 Ranged Combat damage... which is decreased by 4, to 0, from Spell Ward Shield, as usual. From defeating a monster, Urgraz places Vampiric Backsword +3 on top of his deck to randomly recharge Book of the Damned (Redeemed) from his discard pile.
Urgraz leaves the Inquisitor for the time being; sensing an opponent to fight. He still needs to assist the party, bring them through this... bide his time. It's not long before the Undead aberration foolishly rushes at the Duergar. Calling his bound demon to his aid; Urgraz rains abyssal fury upon the undead; bringing it down with blade and flame!
From defeating Baykok, Urgraz attempts to close the Heptaric Locus.
Urgraz discards Blessing of Mammon to add 2 dice. He has no cards remaining in hand to recharge to ignore the Corrupted trait... but also nothing to lose to its downside. Melee 14:3d8 + 7 + 1d4 ⇒ (4, 8, 5) + 7 + (3) = 27 -> Heptaric Locus is closed, and Urgraz suffers 4 Fire damage from Blessing of Mammon's downside, but has no cards in hand to discard!
Urgraz ends his turn and resets his hand.
Urgraz wrote:
Hand: Blessing of the Vaultmaster, Vampiric Backsword +3, Aegis of Recovery, Divine Fortune, Blessing of Maat, Blessing of Dispater, Blessing of Rovagug,
Displayed: Spell Ward Shield, Steal Soul,
Deck: 3 Discard: 7 Buried: 11
Notes: Blessing of Maat may be used to add 3 after any check was rolled (or replace all dice in a noncombat check with d8s).
Blessing of Vaultmaster (2 dice against barrier) and Blessing of Dispater (1 die) may be used.
Blessing of Rovagug may be used to add 3 dice to any check - it'll cost us 1d6+1 turns in the blessings deck, but that's irrelevant with how many turns we've got left relative to cards in location decks. Urgraz will bury it on use to draw Blessing of Mammon (2 dice to any check), so I should have no shortage of blessings!
No more AD5+ boons to find, so prepare to corner the villain!
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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 ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Adventure 5 Reward:For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Die Bumps remaining: 3
Off turn: Urgraz discards Blessing of Mammon and later is cured for 4, shuffling all cards from his discard pile into his deck.
Thanks for the Divine Spells!
Note that Ezren didn't use the earned Adventure reward to heal 1 card if you don't move, unless he just didn't want the deck shuffle.
=====================
Urgraz starts his turn.
Blessing of Desna discarded from the blessings deck. Urgraz uses the Adventure 4 Reward, examining the top card of Salim's deck: Evangelist.
Urgraz swaps it with his Suurlahetas.
Urgraz gives Emerald Codex to Salim. Salim banishes Emerald Codex to draw 3 Divine Spells from the box, as listed:
Major Cure:
Spell 3
Traits:
Divine
Healing
Magic To Acquire:
Wisdom
Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
Dominate:
Spell 6
Traits: Arcane Attack Divine Magic Mental
To Acquire: Intelligence Arcane Wisdom Divine 12
Discard this card to evade a monster. Search your location deck and choose a boon to add to your hand, then shuffle the location deck. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Detect Evil:
Spell B
Traits: Divine Magic
To Acquire: Wisdom Divine 4
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it. If you do not have the Divine skill, banish this card. Succeed at a Divine 6 check to recharge this card instead of discarding it.
Urgraz buries Consecration to draw Emerald Codex back to his hand.
Urgraz banishes Emerald Codex to draw 3 random Divine Spells from the box, as listed:
Speed:
Spell 1
Traits: Arcane Divine Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn. If you do not have the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Augury:
Spell B
Traits: Arcane Divine Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Swipe:
Spell 3
Traits: Arcane Attack Divine Magic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check. Discard this card to succeed at your check to acquire a weapon, an armor, or an item. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Urgraz remains at the Ravenous Crypts of Gluttony, passing on the Adventure 5 reward.
Urgraz takes his free exploration.
Ravenous Crypts of Gluttony Card 1: Blessing of Gorum
Blessing of Gorum:
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Urgraz automatically acquires Blessing of Gorum with his Strength skill.
Urgraz discards Blessing of Gorum to explore his location.
Ravenous Crypts of Gluttony Card 2: Elder Water Elemental
Elder Water Elemental:
Monster 5
Traits:
Elemental
To Defeat:
Combat 18 The elemental is immune to the Mental and Poison traits.
If undefeated, you move to a random other location.
Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (3) - 1 = 2 Urgraz reveals Mokmurian's Club for combat, additionally discarding Speed to its power to add another 1d10. Urgraz reveals Evangelist to add 1. Steal Soul adds 1d4. Combat 18+2:1d8 + 7 + 2d10 + 2 + 1 + 1d4 ⇒ (6) + 7 + (4, 8) + 2 + 1 + (2) = 30 -> Elder Water Elemental defeated. From defeating a monster with Mokmurian's Club, Urgraz randomly recharges Blessing of Gorum from his discard pile.
Urgraz discards Book of the Damned (Redeemed) by banishing Mokmurian's Club, shuffling 4d4 blessings back into the blessings deck. Blessing Deck 'Heal':4d4 ⇒ (2, 3, 4, 1) = 10 -> All 9 blessings from the blessings discard pile are shuffled into the Blessings Deck.
Urgraz ends his exploration step, and attempts to close his empty location.
Urgraz recharges Evangelist to add 1d4.
Urgraz discards the top card of his deck (Confidence Boost) to his power to add 1d6+1. Wisdom 12:1d8 + 1 + 1d4 + 1d6 + 1 + 1d4 ⇒ (8) + 1 + (2) + (6) + 1 + (4) = 22 -> Ravenous Crypts of Gluttony closed!
Urgraz ends his turn and resets his hand.
Urgraz continues to channel his powers to unknown - though certainly dark - ends, exploiting the presence of the Inquisitor to pluck his potential for the Divine to feed into his own rituals. Urgraz fuels his greed, his magic spiraling into curious, chaotic results, searing both Salim's mind, and his own, with vast potential. With his newfound storm of magic, Urgraz dismisses a great Elemental bound to protect the area, and re-enables old wards and barriers to block the place off from more danger, giving him the freedom to complete his rituals without disruption.
Urgraz wrote:
Hand: Blessing of Mazmezz, Blessing of Mammon, Vampiric Backsword +3, Bloodblade, Raise Dead, Swipe, Augury,
Displayed: Spell Ward Shield, Steal Soul,
Deck: 8 Discard: 3 Buried: 8
Notes: Blessing of Mammon may be used to add 2 dice to any check.
Blessing of Mazmezz may be used to add a die to any check, or 2 dice against a monster, or 3 dice for the final combat check of the scenario.
Once Salim draws Suurlahetas, I recommend it be used as soon as Urgraz is at his location. Our Spell 6s acquired and the decks increasingly well known, though, it's no longer as important that I dig us out for more boons like that.
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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 ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Adventure 5 Reward:For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Die Bumps remaining: 3
The blessings deck is restocked to full, the Crypts of Gluttony is closed and Emerald Codex is banished (with another Spell 6 drawn).
Urgraz remains at the Ravenous Crypts of Gluttony, using the Adventure 5 reward to randomly shuffle Blessing of Maat from his discard pile into his deck and clearing his recharged pile.
Urgraz takes his free exploration.
Ravenous Crypts of Gluttony Card 1: Blessing of Shelyn
Blessing of Shelyn:
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Divine 5:1d8 + 2 + 1d4 ⇒ (1) + 2 + (1) = 4 -> Urgraz buries Blessing of the Lady of Graves to add his wisdom die to pass. Blessing of Shelyn acquired.
Urgraz discards Blessing of Shelyn to explore his location.
Ravenous Crypts of Gluttony Card 2: Warden of Thunder
Warden of Thunder:
Monster 6
Traits:
Giant
To Defeat:
Combat 23 The Warden of Thunder is immune to the Electricity trait.
Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
Damage dealt by the Warden of Thunder is dealt to each character at this location.
Hm. A big'un.
Salim must make a Dex/Acr 14 check. Seems a good chance for you to use your new blessing, since you want it out of your hand.
Urgraz automatically fails the BYA check. BYA Electricity Damage:1d4 ⇒ 4 -> Urgraz takes 4 Electricity damage, reduced by 4 from his displayed Spell Ward Shield, to 0. Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (2) - 1 = 1 Urgraz reveals Vampiric Backsword +3 for combat. Urgraz is proficient, and adds an additional 1d6. Urgraz discards the top card of his deck (Confidence Boost) to add 1d6+1 to his Combat check. Combat 23+1:1d8 + 7 + 2d6 + 3 + 1d6 + 1 + 1d4 ⇒ (8) + 7 + (3, 1) + 3 + (1) + 1 + (2) = 26 -> Warden of Thunder defeated. From defeating a monster, Urgraz places Vampiric Backsword +3 on top of his deck to randomly recharge Aegis of Recovery from his discard pile.
Urgraz ends his turn and resets his hand.
Urgraz wrote:
Hand: Blessing of the Lady of Graves, Emerald Codex, Vampiric Backsword +3, Suurlahetas, Book of the Damned (Redeemed), Consecration, Blessing of Mammon, Bloodblade, Mokmurian's Club,
Displayed: Spell Ward Shield, Steal Soul,
Deck: 4 Discard: 3 Buried: 6
Notes: The entirety of the Heptaric Locus is known - there are no boons of note there.
Blessing of Mammon may be used to add 2 dice to any check.
Blessing of Mazzmezz may be used to add a die to any check, or 2 dice against a monster.
If Salim moves from Urgraz's location, I request that he move back before Urgraz's next turn, for more Emerald Codex usage. I'll also accept a Mass Cure, and/or handing me any card you want junked - this ongoing stream of card buries is very slowly wearing even Urgraz down.
Urgraz will likely discard Book of the Damned (by banishing Mokmurian's Club) next turn to refill the blessings deck.
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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 ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Adventure 5 Reward:For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Die Bumps remaining: 3
Off turn: Salim buries Blessing of the Lady of Graves for Yoon, and Urgraz buries Belt of Giant Strength to draw it into his hand.
Off turn: Urgraz discards Blessing of Maat for Salim.
Off turn: Ugraz displays Steal Soul when Sinspawn Axeman is defeated, adding 1d4 to all checks for the remainder of the scenario.
===========================
The inquisitor... he knows, doesn't he? He must know.
Heh. Won't change a thing.
Urgraz starts his turn.
Blessing of Gozreh discarded from the blessings deck.
Urgraz attempts to recharge Divine Fortune. Divine 13:1d8 + 2 + 1d6 + 1d4 ⇒ (4) + 2 + (4) + (2) = 12 -> Divine Fortune discarded. Urgraz uses the Adventure 4 Reward, examining the top card of Salim's deck: Blessing of Eternal Rose. Urgraz swaps it with his Suurlahetas.
Urgraz gives Emerald Codex to Salim. Salim banishes Emerald Codex to draw 3 Divine Spells from the box, as listed:
Scrying:
Spell 3
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
...plus 2 more random Divine spells.
Urgraz buries Fiery Weapon to draw Emerald Codex back to his hand.
Urgraz sets aside Confidence Boost, examining the top 3 cards of Salim's character deck (Suurlahetas, Boots of Teleportation, Gloves of Dueling), then drawing Suurlahetas. Urgraz shuffles the remainder into Salim's deck, clearing Salim's recharged pile. Divine 11:1d8 + 2 + 1d4 ⇒ (5) + 2 + (4) = 11 -> Confidence Boost recharged.
Salim banishes Suurlahetas to search the entirety of the Heptaric Locus, and draws the following boon from it...
Heptaric Locus Card 6: Blessing of Abadar
Blessing of Abadar:
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Urgraz buries Blessing of Eternal Rose to draw Suurlahetas back to his hand.
The glowing symbol accompanying Urgraz seems to flare; burning its very shape into the mind of Salim as he witnesses it. As the symbol erupts into thin air within a dark, ensorceling flame; it still burns bright in the inquisitor's eye and mind - an intense, burning epiphany flowing through him. He sees the web of life and death tying this place together; seeing so much, understanding it all so clearly.
Urgraz smiles, letting his magic infest the inquisitor, seeking his very mind for weaknesses to exploit. The inquisitor is smart, but Urgraz has ensnared wiser men than the Pharasma-slave in his time.
...now where did his shoes go?
Pausing turn until additional random Divine Spells can be drawn, as they may affect Urgraz's turn.
Urgraz wrote:
Hand: Blessing of the Lady of Graves, Emerald Codex, Vampiric Backsword +3, Suurlahetas, Book of the Damned (Redeemed),
Displayed: Spell Ward Shield, Steal Soul,
Deck: 8 Discard: 4 Buried: 6
Notes: The entirety of the Heptaric Locus is known - there are no boons of note there.
Got the answers I needed. Salim's third Divine spell is Consecration.
Salim sets aside Augury, naming MONSTER.
Ravenous Crypts of Gluttony Card 1: Necromantic Deathtrap
Ravenous Crypts of Gluttony Card 2: Blessing of Shelyn
Ravenous Crypts of Gluttony Card 3: Elder Water Elemental
Salim shuffles the Ravenous Crypts of Gluttony, then places Elder Water Elemental on the bottom of the location.
Salim reveals Evangelist to add 1 to his recharge check. Urgraz's Divine Fortune adds 1d6. Divine 8 (Recharge):2d6 + 1 ⇒ (4, 4) + 1 = 9 -> Salim recharges Augury.
Urgraz remains at the Ravenous Crypts of Gluttony, passing on the Adventure 5 reward (no cards in discard).
Urgraz takes his free exploration.
Ravenous Crypts of Gluttony Card # (3 == 1):1d9 + 1 ⇒ (8) + 1 = 9
Ravenous Crypts of Gluttony Card 9: Baykok
Baykok:
Henchman 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 24 The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Hm. Didn't expect to, or necessarily want to, close the location this early. I'll just kill it and choose not to close. Difficulty Increase (Spell Ward Shield):1d4 - 1 ⇒ (4) - 1 = 3 Urgraz reveals Vampiric Backsword +3 for combat. Urgraz is proficient, and adds an additional 1d6.
Divine Fortune adds 1d6. Urgraz discards the top card of his deck (Aegis of Recovery) to add 1d6+1 to his Melee check. Combat 24+3:1d8 + 7 + 2d6 + 3 + 1d6 + 1 + 1d6 ⇒ (7) + 7 + (4, 5) + 3 + (1) + 1 + (6) = 34 -> AYA damage is reduced by 4, to 0 from Spell Ward Shield.
Baykok defeated. Urgraz does not attempt to close the location.
Urgraz roars, charging into the fray; blade swinging, carving a symbol of power into the air, empowering his blade to cleave through bone with ease as he works himself into a violent frenzy!
Urgraz buries Torch to explore his location.
Ravenous Crypts of Gluttony Card # (3 == 1, 9 == 10):1d8 + 1 ⇒ (7) + 1 = 8
Ravenous Crypts of Gluttony Card 8: Fiery Weapon
Fiery Weapon:
Spell 1
Traits:
Arcane
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Divine 6:1d8 + 2 + 1d6 ⇒ (1) + 2 + (5) = 8 -> Fiery Weapon acquired. Good food to bury for my codex-stealing powers.
Urgraz discards Blessing of the Vaultmaster to explore his location, adding 1 die to checks against barriers during it.
Ravenous Crypts of Gluttony Card # (3 == 1, 8 == 10):1d7 + 1 ⇒ (3) + 1 = 4
Ravenous Crypts of Gluttony Card 4: Belt of Giant Strength
Belt of Giant Strength:
Item 3
Traits:
Accessory
Magic To Acquire:
Strength 5 Reveal this card to add 1 to your Strength check. You may play another item on this check.
Belt of Giant Strength automatically acquired.
Urgraz ends his turn and resets his hand (up to 9 cards, due to his location power).
Urgraz wrote:
Hand: Belt of Giant Strength, Suurlahetas, Emerald Codex, Vampiric Backsword +3, Blessing of Maat, Steal Soul, Book of the Damned (Redeemed), Confidence Boost, Fiery Weapon,
Displayed: Spell Ward Shield, Divine Fortune,
Deck: 7 Discard: 2 Buried: 3
Notes: Urgraz will focus on handing back Emerald Codex for players to use as frequently as possible; please be sure that Urgraz starts his next turn with at least one character adjacent (since Salim has multiple methods of movement, he will likely be Urgraz's assigned neighbour).
I can also buy us infinite time with the Book of the Damned, if needed.
Divine Fortune is displayed, adding 1d6 to all checks at Urgraz's location.
Urgraz will display Steal Soul as soon as a monster is defeated at his location.
Confidence Boost can be used by anyone at Urgraz's location (draw 1 of the top 3 cards of your deck, and shuffle the remaining into your deck).
Blessing of Maat can be used to bump any check result by 3 after the roll.
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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 ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Adventure 5 Reward:For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Die Bumps remaining: 3
I've drawn 2 additional cards for Salim (Sawtooth Saber + 2, Heister) due to the location power. They're listed in the Shared Deck Handler.
===============================
Urgraz starts his turn.
Blessing of Gorum discarded from the blessings deck.
Urgraz displays Spell Ward Shield at the start of his turn (and will continue autopassing checks to keep it in play indefinitely). Urgraz uses the Adventure 4 Reward, examining the top card of Salim's deck: The Melted Blade. Urgraz leaves it there.
Urgraz gives Suurlahetas to Salim. Salim banishes Suurlahetas to search the entirety of the Treacherous Cave, and draws the following boon from it...
Treacherous Cave Card 1: Winged Shield
Winged Shield:
Armor 5
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 10 If you played a weapon with the 2-handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Urgraz buries Lockpick Shield to draw Suurlahetas back to his hand.
No boons of note found in there; safe to close ASAP. The cave is shuffled, but free to look through otherwise.
Working under the assumption that at least one player wants at least one Spell 6, I'll keep banishing Emerald Codex with help until we find one or more of them.
Salim banishes Emerald Codex to draw 3 Divine Spells from the box, as listed:
Augury:
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Scrying:
Spell 3
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Plus a third Divine Spell that the BR will have to draw.
Urgraz buries Belt of Physical Might to draw Emerald Codex back to his hand.
Urgraz displays Divine Fortune, and requests that Salim Augury their location for Monsters.
Turn paused, awaiting team input and BR random card draws.
To recap events and questions I have...
Treacherous Cave Card 1: Winged Shield was drawn by Salim. The entirety of the location was searched and is now known, but has been shuffled.
Salim banished the Emerald Codex to draw 3 spells; one of them needs to be given by the BR (and Urgraz might need 3 more to be drawn).
I'd like to know whether it would be an issue or not (or even if it's preferable for) if the Emerald Codex were to be permanently banished.
I'd like to know who in the party, if anyone, is searching for a Spell 6.
I request that Salim cast Augury on the Ravenous Crypts of Gluttony; I recommend searching for Monsters (as they're the most likely to be hit) and putting any non-henchmen on the bottom. It's likely that Urgraz will stay at this location either way.
Urgraz wrote:
Hand: Suurlahetas, Emerald Codex, Blessing of the Vaultmaster, Vampiric Backsword +3, Torch, Blessing of Maat,
Displayed: Spell Ward Shield, Divine Fortune,
Deck: 11 Discard: 0 Buried: 2
Notes: Depending on the interest in Spell 6s, and what Salim draws, I may or may not bury or banish Emerald Codex now or wait to grind more spells with Salim's help (or otherwise).
Urgraz has a certain preference for focusing on spamming Suurlahetas, to make sure we grab any Item 6s and Weapon 6s out of the location decks before we close them.
Divine Fortune is displayed, adding 1d6 to all checks at Urgraz's location.
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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 ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Adventure 5 Reward:For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Die Bumps remaining: 3
Urgraz grins wickedly, plotting to himself as the party attempts to open the vault doors.
'Poor, sweet, innocent Mayala. What a shame her precious Brynne is probably already dead, or such joy I could take in arranging a fittingly tragic end for the happy couple.'
'But, I mustn't let myself get distracted. These Thassilonian ruins are far more than I anticipated these fools would drag me into, but they've surprised me with their capabilities. But once we get out... oh yes. I'll use them to get out of here with new riches and new tools and knowledge to spread my goals, and crush them one by one before they ever see civilization or what family they have ever again.'
'No... not the inquisitor. The greatest cruelty I could inflict is to leave him alive; to live out the rest of his days as a slave to a God he despises, weighed down by his failure to protect his allies when it mattered the most.'
'The others though, yes... I must ensure that the wizard's magical defenses carry a weakness that I may exploit. If I don't decide to just axe his spine when he's not looking. And the kineticist... she's a wildcard, but easily manipulable. The toy... yes, the toy! Just a small moment with the stuffed bear-owl, and I can curse it such that her greatest love will spell her final fate. Yes...'
The vault doors open; and as the group finds themself staring down a horde of undead, Urgraz files away his plots and plans and prepares his spells and blade. "TO ARMS!"
=====================
I'm back! Sorry to delay everyone. As an aside, I believe that Yoon has missed a Card Feat somewhere; she has 1 less card in her deck handler listed than anybody else.
LOOT:Sinderbos (Redeemed) -> Mokmurian's Club
Urgraz will start at the Ravenous Crypts of Gluttony, since token placement comes before starting hand draws, Urgraz draws 2 additional cards in his opening hand. (Salim should also draw 2 more cards)
My card texts have been updated with the new weapon, blessing and item I now have.
Opening hand drawn (with 2 additional cards from the location power). Turn will be posted separately.
Urgraz wrote:
Hand: Belt of Physical Might, Suurlahetas, Lockpick Shield, Divine Fortune, Blessing of the Vaultmaster, Spell Ward Shield, Vampiric Backsword +3, Torch, Blessing of Maat,
Displayed: Deck: 11 Discard: 0 Buried: 0
Notes: Suurlahetas in my opening hand; nice!
Don't forget we can now heal if we don't move thanks to the last adventure reward!
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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 ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Adventure 5 Reward:For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Die Bumps remaining: 3
I'll be travelling over the next 4 days; whilst I've got arrangements in place to hopefully access a PC for posting purposes at least once a day, my overall posting frequency is uncertain.
Whoa, a generous Adventure reward! I didn't feel like I had issues with healing myself (in fact, that's why I've been switching out my 'rechargeable' blessings like Blessing of the Archdevils in favor of ones that will more often give more dice) anyway, but this just further makes Urgraz incredibly self-sufficient even if he discards from his deck on every check.
For Scenario 2-5E: ...I don't actually know the name of the scenario, as it was never posted.
In that case, I dub the scenario name as follows: "That one where they jump into another portal. Like idiots"
During the scenario, Urgraz banished The Asmodean Disciplines (Redeemed), Blessing of the Archdevils and Mokmurian's Club (traded from Menacing Backsword +1), leaving him with an empty Item, Blessing and Weapon slot.
Urgraz has added the Adventure Reward to his 'additional rewards' section of his character skills/powers.
From completing an adventure, Urgraz earns a die bump, and now has 3 die bumps in total.
Urgraz officially Tiers up to Tier 6. My new deck upgrade preferences will be updated on my profile shortly.
Urgraz's Deck Upgrade preferences are as follows...
Item 5: Empty Item Slot with Boots of Teleportation (Ultimate Intrigue). Item 5:1d1000 ⇒ 246
Urgraz will fill his empty card slots as follows (now that he's Tier 6, he can add in AD4 cards)...
This entire adventure path is us jumping into portals with literally no idea where they're heading, isn't it? A villain could permanently murder the entire party trivially by just opening a portal to a pit of lava - or the inside of a rock wall - and then just walking away and leaving it active.
Off turn: Urgraz buries (instead of discards) Blessing of Rovagug to add a die to Salim's check and draw Blessing of Mammon from his discard pile.
(note: From now on I'm happy for Blessing of Rovagug to burn 2-7 blessings to add 3 dice to checks, since I literally can infinitely refill the Blessings Deck anyway)
===================
Urgraz starts his turn.
Blessing of the Gods discarded from the blessings deck.
Urgraz remains at the Shrine to Lamashtu, and takes his free exploration.
Shrine to Lamashtu Card 1: Blessing of the Gods
Blessing of the Gods:
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Urgraz takes 2 Mental Damage, discarding Impaler of Thorns and Vampiric Backsword +3 to damage.
Blessing of the Gods is automatically acquired.
Urgraz banishes The Asmodean Disciplines (Redeemed) to permanently REDEEM Book of the Damned, checking it off his Redemption sheet (visible in his Deck Handler). Urgraz discards Book of the Damned (Redeemed) by banishing Mokmurian's Club to its power, to shuffle 4d4 blessings from the blessings discard pile back into the blessings deck. Book of the Damned:4d4 ⇒ (3, 4, 1, 3) = 11 -> All 11 blessings from the blessings discard pile are shuffled back into the blessings deck. There is no blessing currently in the discard pile.
No sense in hiding his true powers now; the antipaladin's plan has been shot with the uncovering of these powerful wizards and traps intent upon destroying the party.
Urgraz begins to speak a horrible, Abyssal incantation - time seems to slow; the cultists frozen in place, as the blasphemous incantation warps the very ruins with horrible energy. There's a horrible scream, as six of the priest's attendants have their skin rent from their flesh all at once; leaving the remaining gore to scream and bleed in agony. Urgraz tries not to collapse; the vile magic having been torn from his very life... but he raises his weapon and holds back the remaining attackers.
Urgraz ends his turn. Urgraz resets his hand, choosing to discard Blessing of the Gods and Blessing of Mammon.
Urgraz wrote:
Hand: Suurlahetas, Blessing of the Lady of Graves, Blessing of the Archdevils, Blessing of Mazmezz, Divine Fortune, Belt of Physical Might, Blessing of Maat,
Displayed: Steal Soul, Spell Ward Shield,
Deck: 3 Discard: 7 Buried: 3
Notes: Blessings of all sorts available. Bonuses to rolls, post-rolls, die replacements? I've got it all. Do not use Blessing of the Archdevils, however, as I want to banish that on closing this location.
If a character comes to my location before my next turn, I'll hand Suurlahetas to them to use, so we can search a full location and pick out a boon of our choice. I believe that will be more efficient than standard explorations for finding AD5 cards. Note that I want another Item 5.
If we're ending the game, I recommend that Ezren bury Charm Person before the villain is encountered, for the random Ally draw. Please bot Urgraz's temp-close check by banishing Blessing of the Archdevils.
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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 ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Die Bumps remaining: 2
Agh. As annoying as it is to just have 3 cards stuff my hand unhelpfully; I don't have any reason to rush us. A Blessing 5 will show up at some point; Urgraz will be playing this scenario super slow for the time being.
Urgraz ends his turn and resets his hand.
Urgraz wrote:
Hand: Vampiric Backsword +3, Book of the Damned, Suurlahetas, Impaler of Thorns, The Asmodean Disciplines (Redeemed), Mokmurian's Club, Blessing of Rovagug,
Displayed: Steal Soul, Spell Ward Shield,
Deck: 9 Discard: 3 Buried: 2
Notes: Blessing of Rovagug is free to use (I'll bury it to draw a blessing from my discard pile, in case I need a blessing to banish to the Disciplines).
If a character comes to my location before my next turn, I'll hand Suurlahetas to them to use, so we can search a full location and pick out a boon of our choice. I believe that will be more efficient than standard explorations for finding AD5 cards.
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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 ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Die Bumps remaining: 2
Correction; Yoon should have recharged Blessing of Ra instead of shuffling it back in, as per Aegis of Recovery's text.
I can't help but feel this scenario would've gone faster if I had drawn Suurlahetas and was able to hand it off - we could ensure we picked out the best boons from any location with ease and speed.
==============
Urgraz starts his turn.
Blessing of Pharasma discarded from the blessings deck.
I suppose I'll stay here to hopefully close this location.
Urgraz remains at the Shrine to Lamashtu, and takes his free exploration.
Shrine to Lamashtu Card 1: Blessing of Lamashtu
Blessing of Lamashtu:
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Ugh. Kind of wish the Magic Spyglass had been done here to avoid this. That actually throws a wrench in my plans...
Urgraz takes 2 Mental damage, and discards Blessing of Mammon and Aegis of Recovery to damage. Divine 5:1d8 + 2 + 1d4 ⇒ (8) + 2 + (4) = 14 -> Blessing of Lamashtu acquired.
Urgraz discards Blessing of Lamashtu to explore his location.
Shrine to Lamashtu Card 2: Tickwood Boar
Tickwood Boar:
Monster 1
Traits:
Animal
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
I won't bother rolling; Tickwood Boar is automatically defeated as Urgraz reveals Vampiric Backsword +3 (Combat 10+1d4-1: 1d8+7+2d6+3+1d4)
Urgraz places Vampiric Backsword +3 on top of his deck to randomly recharge Aegis of Recovery from his discard pile.
Urgraz feels some patron demon's power flow through him, clearly at odds with these bygone wizards. He hacks past the maddened creatures they summon to charge at him, racing towards one of of the priests!
And here's the hard choice...
Either I banish the Disciplines to redeem the Book of the Damned, then discard the Book of the Damned and banish Mokmurian's Club to refill the blessings deck to full. That gets me 3 desirable outcomes (a banished item, to be replaced with a better one. A banished weapon, to be replaced with a better one. A permanent redemption of Book of the Damned).
Or I hold onto all 3, basically dead cards, until a Blessing 5 is finally discarded from the Blessings deck and I grab it. Assuming there's a Blessing 5 in the blessings deck (I assume so, in 30 blessings, even with the enormous weighting towards deck B).
It's not like we need to rush, though I do feel like Suurlahetas would make this go by quicker, and I'm a little unhappy with having to run with basically a hand size of 4 whilst I hold onto these cards...
I need to think about this. Turn paused.
Urgraz wrote:
Hand: Book of the Damned, The Asmodean Disciplines (Redeemed), Mokmurian's Club,
Displayed: Steal Soul, Spell Ward Shield,
Deck: 13 Discard: 3 Buried: 2
Notes: What I would give to know the cards in the Blessings Deck. Or the remaining boons in the location decks...
Currently working off the assumption that I cannot Tyrant Haste into my hand, so I'll take the armor - movement is useful to getting me into position.
Off turn: Urgraz discards Blessing of the Archdevils for Yoon's check.
Off turn: Urgraz displays Steal Soul when Salim defeats a Hill Giant at his location.
Off turn: Urgraz buries Fanged Falchion from his hand to draw Salim's buried Celestial Armor.
======================
Urgraz starts his turn.
Blessing of Erastil discarded from the blessings deck.
Urgraz remains at the Shrine to Lamashtu, and takes his free exploration. Shrine to Lamashtu Card 1: Ambush
Ambush:
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
There's no good boons here; I'd rather fail and hope to hit the henchman.
Urgraz takes the Perception check to defeat, and automatically fails to defeat the Ambush. He examines the location deck until he finds a monster to encounter...
Shrine to Lamashtu Card 2: Blessing of the Gods
Shrine to Lamashtu Card 3: Blessing of Lamashtu
Shrine to Lamashtu Card 4: Ogrekin
Ogrekin:
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13 When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.
Ogrekin:1d4 ⇒ 2 -> Ogrekin deals 2 more damage.
Ambush subtracts 1 from each of Urgraz's dice. Urgraz reveals Mokmurian's Club for combat. Since I want to clear my hand, I'll additionally discard Blessing of the Lady of Graves to Mokmurian Club's effect to add another 1d10. Combat 13:1d8 + 7 + 2d10 + 2 + 1d4 - 4 ⇒ (4) + 7 + (1, 1) + 2 + (3) - 4 = 14 -> Ogrekin defeated. From defeating a monster with Mokmurian's Club, Urgraz randomly recharges Blessing of the Archdevils from his discard pile.
As the cultists set upon them; one of them looses some kind of Ogrekin from an unseen corner, which makes a beeline for Urgraz. Urgraz shifts in size - thanks to his innate Enlarge Person power - and meets the incoming Ogre with his vast club; crushing the creature's skull. The Duergar drains what little life is left in the beast to enhance himself further, then turns back, ready for whomever else charges him next.
The Shrine to Lamashtu is shuffled.
Urgraz ends his turn, revealing Aegis of Recovery to randomly recharge Blessing of the Lady of Graves from his discard pile.
Urgraz resets his hand, choosing to recharge Celestial Armor.
Urgraz wrote:
Hand: Aegis of Recovery, Confidence Boost, Spell Ward Shield, Blessing of Mammon, The Asmodean Disciplines (Redeemed), Mokmurian's Club, Vampiric Backsword +3,
At the start of Ezren's turn, Urgraz displays Spell Ward Shield.
The Spell Ward Shield requires a check at the end of every turn to stay in play, but Urgraz automatically passes all of those checks so I won't bother making them. I do not intend to choose to recharge it at all for the remainder of the scenario, though it does make my checks to defeat slightly harder (which is more than made up for by Steal Soul).
Spell Ward Shield:
Traits
Shield
Magic
Powers
At the start of any turn, display this card. While displayed, all damage dealt to you is reduced by 2, or 4 if the damage is dealt to you before or after you act. While displayed, the difficulty of your checks to defeat is increased by 1d4, or by 1d4-1 if proficient with heavy armors.
While displayed, at the end of any turn, you may recharge this card. If you do not, succeed at a Strength or Melee 6 check or discard this card.
After Ezren's start-of-turn, Urgraz sets aside Confidence Boost, examining the top 3 cards of his character deck (Book of the Damned, Blessing of Mazmezz, Blessing of Dispater), then drawing Book of the Damned. Urgraz shuffles the remainder into his deck, clearing his recharged pile. Divine 11:1d8 + 2 + 1d4 ⇒ (1) + 2 + (2) = 5 -> Confidence Boost discarded.
Urgraz wrote:
Hand: Aegis of Recovery, Book of the Damned, Blessing of Mammon, The Asmodean Disciplines (Redeemed), Mokmurian's Club, Vampiric Backsword +3,
Displayed: Steal Soul, Spell Ward Shield,
Deck: 11 Discard: 1 Buried: 2
Notes: Blessing of Mammon is free to use, and will always add 2 dice.
So, I can now redeem Book of the Damned at my leisure, and I likely will next turn, if there's no Blessing 5 to grab by then. Doing so will officially let me buy us infinite turns at the drop of a hat (pass the redeemed Book to a player, have them banish it for 4d4 turns, then I bury a card to draw it back into my hand; 4 turns later, repeat).
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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 ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Die Bumps remaining: 2
Thanks Nathan for sorting out my opening hand.
To clarify my pre-scenario actions...
Urgraz no longer has Charm Person, Harrow Deck or Corruptive Half-Plate in his deck; in their place are the following cards, including my new item:
Confidence Boost:
Traits
Magic
Divine
Powers
Discard this card to allow a character at your location to examine the top 3 cards of his deck, draw 1, and shuffle the rest into his deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 11 check to recharge this card instead of discarding it.
The Asmodean Disciplines:
Traits
Book
Magic
Asmodeus
Corrupted
Powers
Recharge this card and banish a blessing to add the top card of the blessings discard pile to your discard pile; if this card has the Corrupted trait, bury this card instead. If the blessing you added has the Asmodeus or Corrupted trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.
Banish this card to redeem a card.
Belt of Physical Might:
Traits
Accessory
Magic
Powers
Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
Spell Ward Shield:
Traits
Shield
Magic
Powers
At the start of any turn, display this card. While displayed, all damage dealt to you is reduced by 2, or 4 if the damage is dealt to you before or after you act. While displayed, the difficulty of your checks to defeat is increased by 1d4, or by 1d4-1 if proficient with heavy armors.
While displayed, at the end of any turn, you may recharge this card. If you do not, succeed at a Strength or Melee 6 check or discard this card.
=============
LOOT: Urgraz will trade Sinderbos (Redeemed) for Impaler of Thorns LOOT: Urgraz will trade Menacing Backsword +1 for Mokmurian's Club LOOT: Urgraz will trade Torch for Fanged Falchion
==============
Off turn: Urgraz buries Lockpick Shield to draw Blessing of the Lady of Graves into his hand.
Urgraz wrote:
Hand: Aegis of Recovery, Fanged Falchion, Blessing of the Archdevils, Steal Soul, The Asmodean Disciplines (Redeemed), Mokmurian's Club, Blessing of the Lady of Graves,
Displayed: Deck: 13 Discard: 0 Buried: 1
Notes: Blessings are free to use (Blessing of the Lady of Graves can be used post-roll).
Urgraz will display Steal Soul as soon as a monster is defeated at his location.
Please clearly indicate if any player desires a Blessing 5 card upgrade. If so, Urgraz may be using his Asmodean Disciplines to grab one from the discard pile ASAP.
Urgraz himself doesn't really need the upgrade, and I don't see it listed on anyone's profile, so I probably won't use it unless someone raises it in Hangouts, Discussion or here.
Favored Card: Weapon Hand Size 5 [X] 6 [X] 7
Proficient with: All Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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 ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.
ADDITIONAL REWARDS:
Spoiler:
Adventure 4 Reward:For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Die Bumps remaining: 2
Thanks for the roundup. Forgot to clarify that I'll actually fill my empty spell slot with Confidence Boost from Ultimate Intrigue. Card text of all of my added cards will be in my next Gameplay post when I'm taking Loot.