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![]() Well, looks like it is up to ol’ Varril. Start of turn, blessing of Thoth.
”Kaaaaa. . .”
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![]() Off-turn: recharging sands of time when location closes:
Varril wrote:
Skills and Powers:
SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [X ] +2 [X ] +3 [ ]+4
Favored Card: Spell
TLDR: recharged two random cards from Mavaro’s discard, moved to the only open location, didn’t explore. ![]()
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![]() Yes, please use my blessing
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![]() Start of turn, blessing of Bastet. Start of move step: Recharge burning snot to ALLOW ARIC TO RECHARGE TWO RANDOM CARDS FROM DISCARD. Move to Ghol-Gan Ruins. Cast cure on Mavaro
Blessing of the elements:
Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. dc 6 vs 1d8+3(wisdom): 1d8 + 3 ⇒ (3) + 3 = 6 Gain BotE, Use it to explore again. Sands of Time:
Spell 1 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 8 Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead. DC8 vs 1d8+6: 1d8 + 6 ⇒ (8) + 6 = 14 Acquire sands of time, Use it. On this location. I wanna keep at least one blessing for emergency situations. Varril wrote:
Skills and Powers:
SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [X ] +2 [X ] +3 [ ]+4
Favored Card: Spell
Imortant take away: 1)recharged two random cards from Aric’s discard 2)Cure spell-ed two cards from Mavaro’s discard 3)went through the first two cards of Ghol-Gan ruins 4)Sands of time now displayed at Gnoll-Gan ruins (+1 die vs undead and constructs) ![]()
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![]() Start of turn, Blessing of ancients. Sorry no flavor, super pressed for time. Move to Scorched ruins, explore.-Burglar's buckler.
Ubashki Swarm:
Monster 1 Traits: Trigger Undead Mummy Swarm To Defeat: Combat 8 THEN Combat 8 When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm. The Ubashki Swarm is immune to the Mental and Poison traits. If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card. I don't want Mavaro to have to face these guys, so I'll recharge Binder's Tome to use my divine skill in place of Stealth, succeed automatically. Then I'll shoot them with my deathbane light crossbow repeatedly. Shot 1 vs. DC 8, 1d6(dex)+1d8+1(x-bow)+1d8(deathbane): 2d8 + 1d6 + 1 ⇒ (8, 1) + (5) + 1 = 15 Shot 2 vs. DC 8, 1d6(dex)+1d8+1(x-bow)+1d8(deathbane): 2d8 + 1d6 + 1 ⇒ (8, 8) + (6) + 1 = 23 Wow, max rolls on the last one! Super dead, death effect doesn't trigger since I beat DC 10 on both attacks. No more ways to explore. Varril wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [X ] +2 [X ] +3 [ ]+4
Favored Card: Spell
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![]() Calthaer wrote: How exactly do we know that it's before resetting your hand? The turn order for the game says to reset hand and then end your turn, and the effect for this scenario says "At the end of your turn." It is consistent with how the computer version of the card game works. Dunno if that is official 1)flip blessing deck2)start of turn effects 3)trade card phase 4)move phase 5)explore phase 6)end of turn effects 7)reset hand 8)actual end of turn. ![]()
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![]() Sorry, didn’t recognize the new scenario rules. I’ll recharge my Kukri to make the acrobatics check a divine check. Auto-pass (1d8+6 vs DC 7). Since that happens before I reset my hand, not much changes. Varril wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [X ] +2 [X ] +3 [ ]+4
Favored Card: Spell
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![]() Void Eagle: I think you should have added a d6 to your check against Tekenu as pyrotechnic blast has the divine trait (Varril uses it) ![]()
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![]() Well, I don't have any combat spells, so I'm not super happy about exploring, but I suggest we leave the Ghol-Gan ruins for last, to avoid throwing traps everywhere.
Fire Kukri+1:
Weapon 1 Traits: Knife Melee Slashing Fire Magic Elite Finesse To Acquire: Strength Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4 to your combat check. Recharge hand crossbow use Divine skill. Auto acquire (1d8+6 vs. DC 6) Walking up to the tower, Varril sees that someone has lodged an enchanted kukri into the door. He plucks it out of the door. Then, thinking there might be more treasure around, gets out his wand of detect magic and gives it a go. Examine top card of deck, if it has the magic trait or is a blessing, I may encounter it. Automatically recharge the wand (Divine 6 check) Bladeguard:
Item B Traits: Liquid Acid Alchemical Basic To Acquire: Intelligence Craft 6 Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile. Banish this card to reduce Acid damage dealt to a character at your location to 0. Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait. Varril finds no magic in his immediate area, but spies a bottle of bladeguard further into the tower. However, instead of rushing in, he decides to wait for his friends to go in together. Going to end my turn here. Reset hand. Again, come here for healing. Varril wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [X ] +2 [X ] +3 [ ]+4
Favored Card: Spell
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![]() Henchman you say? I think I can swing that, top of blessings discard: Nethys
Varril wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [X ] +2 [X ] +3 [ ]+4
Favored Card: Spell
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![]() Replace COURT KNIGHT with SURGEON from Reward.
Starting hand: Varril wrote:
[spoiler=Skills and Powers]SKILLS Strength d6 [ ]+1Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [X ] +2 [X ] +3 [ ]+4
Favored Card: Spell
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![]() Daddy needs a new pair of boons: 1d20 ⇒ 13
I don't need any of the upgrades offered. ![]()
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![]() Sorry about the delay, resuming turn. Bit of Retconning, just exploring normally because @^(# Admiral's damage is unblockable for stupid reasons. That are Stupid.
Shackles Pirate Ship:
Ship B Class 0 Check to Defeat Dexterity Disable 8 OR Wisdom Survival 6 When Encountered
As Varril approaches the ship, he uses his Shelyn-provided magics to get on board without trouble Recharge shield cloak (it won't help anyway) to use divine skill. Automatically defeat it (1d8+5 vs. DC 6) Get a plunder card. Varril magically teleports to the bridge, but the undead captain is ready for him and shoots him with his gun, that does irriducible damage, somehow. The gunpowder from the shot causes Varril to sneeeze while he releases his own spell, covering the undead in burning snot.
The undead reels from the burning snot, but is not defeated. He readies his gun again. Varril, however, casts the spell he MEANT to cast the first time.
A massive fireball immolates the remains of the captain, and his crew of skeletal undead decompose to dust at the same instant, the magics sustaining them apparently broken.
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![]() Well, I guess I can take on the big bad captain if you guys want.
As stealthfully as a bookworm of Shelyn can be while riding a hippocampus, Shelyn makes his way to the undead admiral now that a break in the enemy formation has been revealed. Encounter Admiral (SUPRISE SUPRISE) Pause for closing locations. I'll take the hit of four structural damage off the top of my deck if no one else wants it. ![]()
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![]() Amaryllis - Void_Eagle wrote: I have a BotSpellbound that would recharge, if you'd prefer to take that one instead of Mavaro's. It's only 1 die either way. Oh, didn't notice that. If you are willing to part with it, then yes. That'd be better. ![]()
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![]() Top card of blessing deck, Blessing of Ra. Free explore/
Telekinesis Trap:
Barrier 2 Traits: Trap Arcane Magic Elite To Defeat: Arcane Divine 12 OR Constitution Disable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you. At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card. Well that is . . . nasty. Divine 12? I'm going to have to cheese it. MAVARO, I AM TAKING YOUR BLESSING. Sorry, but that is a SUPER nasty trap. If you come to my location on your turn, I can heal you for 2 on the start of my next turn, even if I then move. Varril looks around the tiny island some more, trying to find a way to the captain, but then he notices that a trap door hiding a hidden booze cellar springs up and hurls force energy at him. He prays to not only his goddess, but also to Cayden that booze not be the end of him. Choose Disable 9 instead of divine 12. Recharge hand crossbow to turn into divine check anyway. DC 9 vs 1d8+2(wis)+3(divine skill)+1d8(blessing): 2d8 + 5 ⇒ (7, 4) + 5 = 16 Trap gone. Casting Detect Undead to go again.[/dice] Varril's prayers work and the trap's magic fades without any adverse effects. The inquisitor then casts a spell to see if there are undead waiting to ambush him in the newly discovered rum cellar. [ooc]Lottery urn examined. It is not undead, do not encounter. Recharge Detect undead. DC 7 recharge vs. divine: 1d8 + 5 ⇒ (4) + 5 = 9 Recharged. End turn and reset hand. Varril wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [ ] +2 [ ] +3 [ ]+4
Favored Card: Spell
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![]() Start of turn, BlessingotElements is on top. Choose not to move. Initial Explore
Acid Mantis:
Monster 1 Traits: Trigger Vermin Acid Elite To Defeat: Combat 9 When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card. If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage. Still looking for a route to the flagship while sitting on his spit of land, Varril notices that an undead mantis is creeping up on him. Recharge Blessing of Shelyn to turn combat check into a divine check, discard Blessing of Thoth to add an additional d8 DC 9 vs. 1d8+5(wisdom+divine)+1d8(blessing): 2d8 + 5 ⇒ (4, 3) + 5 = 12 Defeated A bit of minor holy magic from the inquisitor is enough to destroy the undead. He then turns to Kafar to see if the Aspis has learned anything. Discard Kafar to go explore again. Add 1d4 to charisma checks and checks to acquire boons. Hurtling Tiles Trap:
Barrier 1 Traits: Obstacle Trap Basic To Defeat: Intelligence Perception 6 OR Dexterity Stealth 8 During this encounter, items may not be played. If defeated, you may explore your location. If undefeated, you are dealt 1d4 Ranged combat damage. Kafar spies the wreck of a ship on the other side of the small island that might be serviceable, he relays that he thinks the team could board it, making it look like a ghost ship, and sail right up to the flagship. However, as the two get close, a booby trap fires off! Recharge Blessing of spellbound to use divine instead of perception. 1d8+5 automatically passes. Luckily Varril's Spell manages to ward off the attack, and they press further in. Defeating hurtling tiles allows me to explore again. Bonecrusher Hunter:
Monster B Traits: Trigger Gnoll Veteran To Defeat: Combat 9 When you examine this card, encounter it and increase its difficulty to defeat by 3. The difficulty to defeat is increased by the scenario's adventure deck number. Casting Marionette, because it this location gives all enemies the undead type, get to use it to full effect. DC 9+adv deck #=11 vs. 1d8+5(divine)+1d6(spell)+2d6(vs. undead): 1d8 + 3d6 + 5 ⇒ (8) + (6, 1, 5) + 5 = 25 Recharge check dc 9: 1d8 + 5 ⇒ (1) + 5 = 6 SUPER dead. Of course I don't recharge it . . . As the two approach the ship more cautiously, they find an undead GNOLL SLAVER on the ship! Luckily, Varril has been practicing his control undead spell and promptly makes the gnoll walk into his campfire where it burns to death. Cast cure on myself 1d4 + 1 ⇒ (2) + 1 = 3 recharge cure: 1d8 + 5 ⇒ (1) + 5 = 6 Good, good, two ones in a row to recharge my two best spells. No, that's great. . . exactly what I needed. Don't suppose I could trade someone for some cures? I think I can take down the big boss with my Marionette when we need to, but with cure gone I have no way of getting it back on my own. Reset hand, end turn. Varril wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [ ] +2 [ ] +3 [ ]+4
Favored Card: Spell
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![]() Whoops, forgot I was the first guy to go! Start of turn, turn over blessing of Wadjet. Initial Explore-Scar Bay. Skeletal Jackal:
Monster B Traits: Undead Skeleton Basic To Defeat: Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits. If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3. Varril finds himself on a spit of land in the bay, looking for a way to get to the dread ship without having to fight every undead ship in the fleet. As he tries to spy across the wreckage that is Absolom bay, a skeletal Jackal leaps to attack him. Taken by surprise, the Shelynite fires off a combination of his fire spell and a sneeze.
Kafar:
Ally B Traits: Trigger Human Rogue Aspis To Acquire: Wisdom Charisma Diplomacy 9 When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait. Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration. Instead of a route, The court Knight points out that a man is coming to the spit of land . . . an Aspis. At first Varril is ready to fight, but the man raises his hands, indicating he comes in peace. He says that he has just as much to loose from this attack as the pathfinders, and wants to help. Varril beseeches his godess to divine if he is telling the truth or not. He also asks his apprentice to keep an eye out for shifty behavior Recharge hand crossbow to use divine skill. Recharge Apprentice to add 1d6 to divine check Kafar Acquired The two detect no intent of wrongdoing and decide to let the Aspis help them. They continue scanning the coastline. End turn, reset hand. Varril wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [ ] +2 [ ] +3 [ ]+4
Favored Card: Spell
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![]() I'm starting at Scar Bay. I have the best chance of closing it, and a deathbane light crossbow somewhere in my deck to take care of all the undead. Starting hand: Varril wrote:
[spoiler=Skills and Powers]SKILLS Strength d6 [ ]+1Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [ ] +2 [ ] +3 [ ]+4
Favored Card: Spell
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![]() I suggest we leave Raker Shoals for last. That way, if the chase the villian there, we don't have to take a boatload of structural damage to close the location. Also, we could start somewhere else and all then immediately move and pile on the shipwreck graveyard to also prevent the structural damage, as the damage doesn't come from our topdeck this game, it seems. ![]()
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![]() Daddy needs a new pair of boons!: 1d20 ⇒ 17 I would really like one of the spell 2s, as that would net me Marionette, a spell that removes a creature’s immunity to mental (letting me use binder’s time on them)
Other than that. . . Not sure. ![]()
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![]() Start of turn, Blessing of Bastet discarded from the top of deck. I'll start the turn, move to Gozreh's Flow.Initial Explore-Collapsing Scafolding.
Collapsing Scaffolding:
Barrier B Traits: Obstacle Bludgeoning Basic To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7 If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn. As he comes in, some patchwork scaffolding that someone had set up on one of the shipwrecks topples over. Dexterity check: 1d6 + 0 ⇒ (2) + 0 = 2
Success, discard. I could keep going, but it would seem that we have an excess of time and I am NOT it a good position to fight the villain
Varril wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [ ] +2 [ ] +3 [ ]+4
Favored Card: Spell
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![]() Start of turn, Blessings deck: Top card, Silver Crusade favor. healing Quartermaster. RECHARGE DEATHBANE LIGHT CROSSBOW +1 TO ALLOW
Poison Spiked Pit Trap:
Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If defeated, you may explore again. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. As the sorcerer and Varrill drift through the unnatural patch of fog, he heals her up, but then their dingy jostles a shipwreck and a poison blade falls towards the two. Varril tries to cast a spell to shield them. Recharge Blessing of Thoth to turn this into a wisdom check. Recharge Armor of the sands to add 1d4 to this divine check
Maddened Sea Serpent:
Villain 2 Type: Monster Traits: Aquatic Veteran To Defeat: Combat 14 Before you act, the Maddened Sea Serpent deals Structural damage equal to the number of characters. The difficulty to defeat is increased by three times the scenario’s adventure deck number. If undefeated, bury 1d4+1 cards from your discard pile. WHOOOOOOABOI. Villian! Okay, so DC 20 Combat check, and before I act, we have to discard a total of 4 cards from the top of our decks due to structural damage? I mean . . . I guess we all discard 1? Does that seem fair? Also, I'm going to need help fighting this thing, because it is effing DC 20. As the trap clatters to the floor, Varril sees the fog part and a massive sea monster begins heading right for the ship, ready to ram it![/ooc] Play Pyrotechnic Blast. Amaryllis displays her book for +1d4, and I'm taking her blessing of the spellbound (which she recharges because it's a spell. I hope that's enough! Combat 14+3xadv #=20 vs. 1d8+5(divine)+2d4(spell)+1d4(Binder's Tome)+1d8(Amaryllis's Blessing): 2d8 + 3d4 + 5 ⇒ (8, 8) + (2, 3, 2) + 5 = 28 HOLY CRAP! Blew that thing out of the water. It runs away to Gozrah's flow. Location automatically closes. Recharge pyrotechnic blast vs. DC 10: 1d8 + 5 ⇒ (8) + 5 = 13 Recharged With Amaryllis aiding his magic, Varril launches the largest fireball he ever has at the beast, who dives under the water and swims away so that it doesn't become unagi. In fact, Varril's fireball is so large that it burns away all the mist. End turn, reset hand. Varril wrote:
Skills and Powers:
SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [ ] +2 [ ] +3 [ ]+4
Favored Card: Spell
***IMPORTANT TAKE AWAY: Amaryllis recharged 2 random cards from her discard pile. Then everyone discarded one card from the top of their deck, then Amaryllis recharged her blessing of the spellbound, then I closed the Fog Bank Location. Mavaro, I'll come and cast Cure on you next round. ![]()
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![]() EmpTyger wrote: Also, VampByDay, feel free to take your turn in the meantime. Sorry, weekend completly got away from me. Ran 1/2 a module, had lunch with my dad, submitted an article to wayfinder#19, and played in the final session of the first Starfinder AP. ![]()
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![]() Mavaro, I believe our sorceress is the only one with blessings, she has two and I can heal her next turn, so using one shouldn't be a problem but I don't want to speak for her.
Blessing of Bastet:
Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand. auto acquire, divine DC 6 vs 1d8+5 As Varril explores more of the shipyard in his dingy. He comes across a thick, supernatural fog. As he drifts through it, a holy symbol of Bastet drops into his boat. Confused, Varril picks it up and keeps it safe. Then he directs the quartermaster navigating the boat to keep going.
Shasalqu:
Monster 1 Traits: Animal Cold Elite To Defeat: Combat 9 The Shasalqu is immune to the Cold and Fire traits. Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards. After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage As he sails on, he manages to make out the silhouette of Amaryllis out in the fog. For a second, he thinks she is waving to him, but it quickly becomes apparent that she is waving him away! Whe is under attack by a monster that appears to be made of ice! She readies her binder's tome to kill it and Varril casts a spell to enchant his fist with divine might. Amaryllis presents Binder's tome. Recharge crocodile skin armor to change check to divine check combat DC 9 vs 1d8+2(wis)+3(divine skill)+1d4(binder's tome): 1d8 + 1d4 + 5 ⇒ (5) + (3) + 5 = 13 defeated The two spell casters manage to lay the creature low. Don’t know how this blessing (examine-if bane explore) works with this location(if examine-shuffle location), so I'll just to end my turn here. Varril wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [ ] +2 [ ] +3 [ ]+4
Favored Card: Spell
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![]() Start of turn: Blessing of Thoth. Recharge (this is going to hurt) Binder's Tome to recharge 2 cards from Aric's discard pile.) Then Move to Sharkskin Reef Seeing that the Cay is secured as a home base, Varril takes a dingy to a location where there's a lot of activity. he has to act fast though, as it looks like sharks are decending on the location! Explore: Crocodile Skin armor
Varril wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [ ] +2 [ ] +3 [ ]+4
Favored Card: Spell
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![]() Start of turn, blessing of Abdar from blessings deck. Next, I’ll RECHARGE BLESSING OF SPELLBOUND TO ALLOW ERIC/RED RAVEN TO RECHARGE 2 CARDS FROM DISCARD PILE. Choose not to move from Tempast Cay. Initial explore. From the tiny slit of land in Absolom Bay, Varril and his friends survey the chaos happening out at sea. ”Best clear this bit of land first, use it as a base to organize ourselves.” Varril says as he heals up the nobleman again.
Bonecrusher Chieften:
Monster 2 Traits: Trigger Bonecrusher Veteran To Defeat: Combat 12 When you examine this card, encounter it and increase its difficulty to defeat by 3. The difficulty to defeat is increased by the scenario's adventure deck number. If you play a weapon on your check to defeat, discard it. Varril indexes finds some magic, some magic items being worn by a powerful Gnoll! Luckily he remembers his poison spell. Play clinging venom. Reveal my and The Sorceress’s binder’s tomes, and recharge my apprentice. Combat vs DC 12+2(adv deck#)+3(trigger): 1d8+5(divine)+2d4(2 binder’s tomes)+1d8(clinging venom)+1d6(apprentice): 2d8 + 1d6 + 2d4 + 5 ⇒ (6, 1) + (5) + (3, 2) + 5 = 22 With the combined might of the spell, magical books, and friends, the chieften is laid low. Sorry, only two explores this turn. Recharge on clinging venom is 6, so auto recharge. End turn reset hand Varril wrote:
Skills and Powers:
SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [ ] +2 [ ] +3 [ ]+4
Favored Card: Spell
***Takeaway: explored twice, healed Aric 2*** ![]()
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![]() Starting at Tempast Cay
Starting Hand: [/spoiler] Varril wrote:
[spoiler=Skills and Powers]SKILLS Strength d6 [ ]+1Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [ ] +2 [ ] +3 [ ]+4
Favored Card: Spell
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![]() I'm not taking a deck upgrade, there is nothing for me. Additionally, I say we all start at tempest Cay, as 'increase all structural damage by 1' seems like a good thing to get rid of. It'll make closing the location that deals our ship 4 structural damage easier. ![]()
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![]() As the library is probably about to close, I’ll move to the dye market. Again, if you want some healing come see me! I can heal at the start of my exploration phase. Also-toodeck of blessings-BotAncients.
Varril wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [ ] +2 [ ] +3 [ ]+4
Favored Card: Spell
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![]() recharge clinging venom to change perception to divine check
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![]() Resuming Turn . . . Hope this works . . . UGH.
Varril wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [ ] +2 [ ] +3 [ ]+4
Favored Card: Spell
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![]() Blessing of Bastet revealed. Don't move. Mavaro, if you move here next round I can heal you. That would require someone else to take out the Guardian Vault . . . Then Explore.
Filter Hood:
Armor B Traits: Accessory Light Armor Elite To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6 Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1. If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead. Constitution DC 4: 1d6 ⇒ 2 Fail, Discard apprentice, explore. Embalmer:
Ally B Traits: Human Hireling Basic To Acquire: Charisma Diplomacy Craft 5 Recharge this card to add 1d4 to your Intelligence check. Bury this card to evade a monster that has the Undead trait. Discard this card to explore your location. Looking for allies in this Dilapidated Plaza. He finds a Filter hood, damaged beyond repair, and an Embalmer looking after it. Diplomacy DC 5 vs. 1d10+2: 1d10 + 2 ⇒ (5) + 2 = 7 He recruits the embalmer and asks if he knows anywhere else to look for allies, and he runs off. Black Eschelon Operative:
Henchman 2 Type: Monster Traits: Trigger Undead Veteran To Defeat: Combat 11 When you examine this card, encounter it and ignore its power that happens while you act. The Black Echelon Operative is immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3. While you act, before another character plays a card, that character discards a card. If defeated, you may immediately attempt to close the location this henchman came from. Well, that's terrible. DC 17 Combat check, can't use my spell OR Binder's Tome OR, weapon because they have the poison or Mental Trait trait, and others have to discard a card to help me, and I can't use my weapon OR spell. PAUSING Best I can do is 2d8+5 with a blessing. Anyone willing to discard some cards to help me? EDIT, I can bury a card for an extra d8. Due to Scarab Sages, Still like some help. ![]()
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![]() Start of turn, Blessing of nethys on top
Malfunctioning Deathtrap:
Barrier B Traits: Trigger Trap Magic Electricity Basic To Defeat: Dexterity Stealth Disable Intelligence 5 When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card. If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand. Someone has, however placed a damaged trap on the door. Varril prays to Shelyn that the deathtrap will not go off as he removes it from his path. Recharge Blessing of the Spellbound to use Divine skill, 1d8+5=automatic success The Deathtrap is so damaged that it does not go off and Varril is able to remove it from the door and set it inside a chest where it cannot damage anyone. Then he asks his aristocratic soldier friend to go through the door and check things out for him. Discard Court Knight to explore again, reduce all damage dealt to me by 2 this exploration. Crowbar:
Item B Traits: Tool Basic To Acquire: Strength 3 Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die. After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it. DC3 vs. Strength d6: 1d6 ⇒ 1 The court knight returns with a simple crowbar, which the Shelynite frowns at and puts aside. There are more important things to do now than see if there is any artistry in this crowbar. Discard newly acquired porcupine to explore again. Camouflaged Pit Trap:
Barrier B Traits: Trap Basic To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7 If defeated, you may explore again. If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn. As he walks along, he sees his newly acquired porcupine friend walk over an odd patch of ground which rustles oddly. Leaning down, he sees that there is a pit trap disguised as part of the floor. He again prays to Shelyn to that there is another way around the trap. Recharge blessing of Shelyn to use divine check. Varril does receive a vision, perhaps from Shelyn, that there is a way around and follows that. Blowgun:
Weapon B Traits: Blowgun Dart Ranged Piercing Poison Basic To Acquire: Dexterity Ranged Knowledge 5 For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6. When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check. DC5 vs. Dexterity 1d6: 1d6 ⇒ 5 Acquired?! As he's walking along, he notices a blowgun left on the floor. He picks it up and notices it has several intricate carvings on it, and is clearly an example of beauty. He pockets the item for later. However, as he does he turns a corner and notices that he has somehow been transported out of the vault and into: 1d5, corresponding to the locations in which they are posted: 1d5 ⇒ 1 a dilapidated plaza. Must have been some sort of security measure in the vault to prevent thieves. End turn, reset hand, yadda yadda. Technically my teleport comes AFTER I reset my hand, I just posed it the other way because of flavor, it doesn't affect anything. Hopefully I gave you guys enough of a head start on the guardian Vault. Varril wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [ ] +2 [ ] +3 [ ]+4
Favored Card: Spell
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![]() Seeing as how we are dealt two poison damage at the Guardian Vault when we move there, AND it increases the DC of monster checks, AND it moves you away once you end your turn there, it seems to make the most sense to pile on there and close it ASAP. I'll start there at least. Starting Hand: [/spoiler] Varril wrote:
[spoiler=Skills and Powers]SKILLS Strength d6 [ ]+1Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [X] +2 [ ] +3 [ ]+4
Favored Card: Spell
![]()
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![]() I would like the Blessing 1 (using ultimate magic to trade in blessing of the gods for Blessing of Thoth). I suppose I could also use an Item 1 to turn in my Sage's Journal into a wand of detect magic. Anyone have a problem with those choices? Daddy needs a new pair of boons: 1d20 ⇒ 5 ![]()
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![]() Varril’ll choose armor.
I’m working a 9 hour day today, so it’ll be 6:00 pacific time before I get a chance to look at the inquisitor class deck to see what I want. May be nothing. Also: choosing NOT to teir up ![]()
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![]() Top deck, BotElements. Move to seaside warehouse, explore. Varril chooses weapon
Burglar’s Bracers:
Item B Traits: Accessory Tool To Acquire: Intelligence Craft Disable 6 Recharge this card to add 1d8 to your Craft or Disable check. Searching desperately for weapons, Varril goes to the seaside warehouse only to find some bracers. Dc 6 vs Int 1d6: 1d6 ⇒ 5 banished. Discard Pahmet Clansman to explore again. he sees that the bracers are complex and mechanical, and doesn’t have time to deal with them now. As he searches, he asks his dwarven friend to search too. Flash Freeze Dc 5 vs Int 1d6: 1d6 ⇒ 5 Acquired, placed under seaside warehouse The clansman brings some freezing solution to Varril, who thinks it might be usable as a weapon to an alchemist. He sets it aside for later while asking Ptemenib to do some more scouting. Recharge Ptemenib to examine top cards of both open locations. Blowgun at my location, Osirion History Guise at the other. If we acquire that blowgun we can close this location! Display Osirion ancestor, reset hand ***Major Takeaway: Blowgun on top of seaside warehouse, if you acquire it you can attempt to close*** Varril wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [ ] +2 [ ] +3 [ ]+4
Favored Card: Spell
![]()
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![]() Exchange seems easiest:
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![]() Start of turn, Blessing of Elements on top.
Meehr Zet:
Ally B Traits: Dwarf Aristocrat Hireling To Acquire: Charisma Diplomacy 7 Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand. Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration. Varril finds a crotchety dwarf and tries to convince him to evacuate. Diplomacy check + Binder's Tome DC 7 vs. 1d10(charisma)+2(Diplomacy skill)+1d4(binder's tome): 1d10 + 1d4 + 2 ⇒ (3) + (3) + 2 = 8Success! Varril successfully convinces the Dwarf to go with the pathfinders, but before he does, he says he knows of one bolt-hole in the smoking den the pathfinders haven't checked yet. Discard Zet to explore again, add 1d8 to diplomacy checks during this exploration. Pahmet Clansman:
Ally B Traits: Dwarf Cleric Basic To Acquire: Charisma Diplomacy Divine 6 Recharge this card to add 1d6 to your check against a card that has the Trigger trait. Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead. Zet leads Varril to his brother, who is in a side chamber praying. The Clansman recognizes Varril's devotion to artistry to Shelyn, like his own devotion to Torag, and agrees to come along. Auto-Acquire Clansman through divine 6 check, as divine is 1d8+5) As the pathfinders and Dwarves are leaving the smoking den, they hear the cry of one more individual that they have overlooked. Attempt to close, summon and encounter a random ally that requires diplomacy to acquire: Oserion Ancestor:
Ally B Traits: Undead Ghost Incorporeal To Acquire: Divine Charisma Diplomacy 8 Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait. Varril finds that the crying is coming from a GHOST! However it doesn't seem malicious, and instead seems to just want to help stop the fighting in Absolom. Varril summons forth his divine magics to try and tether the ghost to himself instead of the smoking den so it can leave and help them on their quest. Use Blessing of Shelyn to ensure closing location. Shelyn adds two dice to a non-combat wisdom check. Auto Succeed with blessing (3d8+5 vs. DC 8) LOCATION CLOSED! GOGOGO! End turn Reset Hand! Varril wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [ ] +2 [ ] +3 [ ]+4
Favored Card: Spell
![]()
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![]() Well, crap, looks like I’ll only get to explore once this turn. I was hoping to do more, but it looks just bad. Top card of blessings deck is BoAbadar
Varril wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [ ] +2 [ ] +3 [ ]+4
Favored Card: Spell
![]()
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![]() (((Start of turn, Blessing of Abdar Shown. Start of move step, recharge BoSpellbound to heal 2 random cards from AMARYLLIS'S discard pile. Then move to smoking den.)))
(((Free explore, Ubashiki swarm. Fails stealth check, but since I'm the only character at the location, doesn't matter.))) As Varril finds the smoking den, he is initially relieved as it seems the fire is out, but then a swarm of undead cats attack him! (((Recharge Blessing of the spellbound to turn combat check into divine check, )))
(Sorry guys, only dealt with one card this turn. I'll try to pick up the pace, as we still have six decks to deal with after we have dealt with these ones.) Varril wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [ ] +2 [ ] +3 [ ]+4
Favored Card: Spell
![]()
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![]() (((Resuming Turn)))
The smuggler looks at his dart and throws it down, before charging Varril with his weapon. Varill sighs audably and unleashes fire on the smuggler.
That being done, Varril braves the fire and starts looking for more ways to help people. (((Take fire damage, discard apprentice, reset hand, end turn, yadda yadda.))) Varril wrote:
Skills and Powers: SKILLS
Strength d6 [ ]+1
Dexterity d6 [ ] +1 [ ]+2 [ ]+3 Constitution d6 [ ] +1 [ ] +2 Intelligence d8 [ ] +1 [ ] +2 Wisdom d8 [X] +1 [ ] +2 [ ] +3 [ ]+4
Favored Card: Spell
![]()
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![]() (((Start of turn, Blessing of Horus Revealed. Because I work best with others AND I'll reveal Ubashki Swarm and the two of us will have to fight it if I go to Smoking Den, I'll start my move step (no one to heal) then go to the Precinct of Left Eyes.))) (((Initial Explore)))
Caravan Guard:
Ally B Traits: Human Hireling Elite To Acquire: Bury an armor OR Charisma Diplomacy 8 Recharge this card to add 1d4 to your Melee or Ranged Combat check. Banish this card to reduce Combat damage dealt to you by 3. Discard this card to explore your location. Varril and friends arrive at the Precinct of the Left Eye in time to see a fire raging here too. Varril stops a nearby guard and asks him for help. Using the magical binder's tomes in the party's possession to increase his diplomatic skills. DC 8 Diplomacy vs. 1d10(chr)+2(diplomacy skill)+2d4(2 binder's tomes): 1d10 + 2d4 + 2 ⇒ (6) + (2, 3) + 2 = 13
***IMPORTANT. PAUSING FOR Amaryllis AND Mavaro TO FIGHT THEIR SMUGGLERS Remember both Tomes!***
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