Secret Faith

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For end-of-Scenario I choose ally, blessing, and spell.


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Well, looks like it is up to ol’ Varril. Start of turn, blessing of Thoth.
The group has explored all other possible areas of the dungeon, and this last room is the only place the villian could be hiding. Bravely, the inquisitor throws open the door. Immediately the party is hit with a psychic wail.
Everyone must make a Wis check. It isn’t really going to effect things if I succeed, so I’m going to proceed. I will recharge wand of detect magic to turn that into a divine check, which I automatically pass (1d8+3(wis)+3(divine).). Fair warning, I’m stealing all the blessings
”I have my faith and my friends to aid me” shouts Varril. ”What about you?!”
Varril cups his hands to his side as fire begins to grow there as the rest of the party begins channeling their energies into him.

”Kaaaaa. . .”
Cast pyrotechnic blast
”Meeeee . .”
Use Void-Eagle’s Binder’s tome.
“Haaaaaaaa. . .”
Use void Eagle’s BotGods
”Meeeeeee. .”
Use Mavaro’s BoCaden
”HAAAAAAAAAAA!!!!!!!!!!”
He throws his cupped hands forward as a gout of flame erupts from them.
DC 15+(3xadv deck #)=21 vs Kamehameha: 1d8+3(wisdom)+1d8(void eagle blessing)+1d8(Mavaro blessing)+1d4(binder’s tome)+2d4(Spell)+3(divine skill): 3d8 + 3d4 + 6 ⇒ (8, 3, 3) + (4, 3, 1) + 6 = 28
The combined power of all the Pathfinder’s energies aiding Goku Varril’s Ki blast spell utterly destroys the villian.


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Off-turn: recharging sands of time when location closes:
DC 10 vs 1d8+3(wis)+3(divine): 1d8 + 6 ⇒ (2) + 6 = 8
Discarded. Well, seeing as I can’t beat a that high a check without my blessings, And we still have a few turns, I think I’m not going to explore and give people a chance to recover. At the start of the move step I’ll recharge hand crossbow to allow Mavaro to recharge two random cards from discard. Then I’ll move to scorched ruins and choose not to explore so I can reset my hand. Final push, Villian is somewhere in those three cards.

Varril wrote:

Hand: Wand of Detect Magic, Pyrotechnic Blast, Deathbane light crossbow+1, Fire Kukri +1-MM, Marionette, Crocodile Skin Lamallar-MM,

Displayed:
Deck: 8 Discard: 7 Buried: 1
Notes:
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([X]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


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
wisdom: 1d8+3 vs DC 7: 1d8 + 3 ⇒ (4) + 3 = 7
by the skin of my teeth.


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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
cure: 1d4 + 1 ⇒ (1) + 1 = 2
divine check to recharge cure, recharging armor of sands to insure success: 1d8 + 6 + 1d4 ⇒ (1) + 6 + (1) = 8
of course I roll three ones in a row (eye roll). Free explore

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:

Hand: Blessing of Spellbound-Beta, Pyrotechnic Blast, Deathbane light crossbow+1, Hand Crossbow, Marionette, Blessing of Spellbound-Alpha,

Displayed:
Deck: 10 Discard: 4 Buried: 1
Notes:
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([X]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


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.
Constitution roll: 1d6 ⇒ 5
Fail, banish, discard blessing of SHelyn to go again.

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:

Hand: Burning Snot, Armor of the Sands, Deathbane light crossbow+1, Cure, Marionette, Blessing of Spellbound-Alpha,

Displayed:
Deck: 10 Discard: 3 Buried: 1
Notes:
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([X]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

Void Eagle-Use blessing of spellbound if needed-it is a free recharge.


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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 deck
2)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:

Hand: Surgeon, Blessing of Thoth, Deathbane light crossbow+1, Shield Cloak, Binder's Tome, Quartermaster,

Displayed:
Deck: 12 Discard: 0 Buried: 1
Notes:
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([X]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

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.
REMEMBER: If you want healing, come see me, I can heal at the START of my explore phase.
Top Deck-BotAncients

Varril, sees yet more points of battle in the distance. He decides that if he climes a tower he spies, he can get a better lay of the land.
Move to Tower, Explore.

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:

Hand: Fire Kukri +1-MM, Blessing of Thoth, Deathbane light crossbow+1, Shield Cloak, Binder's Tome, Quartermaster,

Displayed:
Deck: 12 Discard: 0 Buried: 1
Notes:
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([X]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

Henchman you say? I think I can swing that, top of blessings discard: Nethys
Varril finds himself in a battlefield outside Absolom. He wanders over to some trenches suffused with elemental energy and finds his friends there, and a neer-do-well bearing down on them.
Move to elemental trenches. Explore-Henchman! Use pyrotechnic blast on Blightwing. Recharge blessing of spellbound and use my binder’s tome.
As the giant. . . Extraplanar bat?. . . Bears down on his friends, Varril lets off a gout of flame.
Combat vs DC 11+(2xadv deck #)=15 vs 1d8+3(wis)+1d8(blessing)+3(divine skill)+1s4(time)+2d4(Spell): 2d8 + 3d4 + 6 ⇒ (4, 5) + (2, 4, 4) + 6 = 25
Suuuuuper Dead. Roll to recharge spell. Use other blessing to recharge
vs dc 10: 2d8 + 6 ⇒ (1, 8) + 6 = 15
Recharged. Bury 1d4 cards from closing effect.
1d4 ⇒ 1
Bury apprentice
After the blast cooks the blightwing but good, as well as several other monsters, and trees, and others things, the rest of the monsters in the area scatter. Varril’s apprentice seems to have been lost in the chaos, but otherwise everything seems to calm after the fire subsides.

Varril wrote:

Hand: Wand of Detect Magic, Hand Crossbow, Deathbane light crossbow+1, Shield Cloak, Binder's Tome, Quartermaster,

Displayed:
Deck: 11 Discard: 0 Buried: 1
Notes:
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([X]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

Replace COURT KNIGHT with SURGEON from Reward.
Start at Earthworks
Skill upgrade: Wisdom (Duh!)

Starting hand:

Varril wrote:

Hand: Blessing of Spellbound-Beta, Apprentice, Deathbane light crossbow+1, Blessing of Spellbound-Alpha, Binder's Tome, Pyrotechnic Blast,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Sideboard cards:

[spoiler=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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ X]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

Daddy needs a new pair of boons: 1d20 ⇒ 13
Bit confused about the reward. Do we add one card of tier 2 or lower from our class deck to our opening hand, or just to our decks, or what?

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.
Before Inital Explore, encounter a ship.

1d10 ⇒ 4

Shackles Pirate Ship:

Ship B
Class 0
Check to Defeat
Dexterity
Disable
8
OR
Wisdom
Survival
6

When Encountered
If your check to defeat has the Swashbuckling trait, add 1 to it.


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.
Discard Court Knight to ranged damage. Casting Burning Snot. Recharging my blessing of the spellbound for extra oomph.
Vs DC 10+(2x adv deck#)=14: 1d8+2(wisdom)+3(divine skill)+1d8(blessing)+1d6(spell): 2d8 + 5 + 1d6 ⇒ (7, 7) + 5 + (6) = 25

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.
Casting Pyrotechnic blast. Using one of Mavaro's Blessings (it doesn't matter which one
DC 13+(2xadv deck#)=17 vs. 1d8+2(wisdom)+3(divine)+1d8(blessing)+2d4(spell: 2d8 + 2d4 + 5 ⇒ (7, 6) + (4, 3) + 5 = 25

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.
We win!


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Well, I guess I can take on the big bad captain if you guys want.
Blessing of the ancient on top

Out of nowhere, the Red Raven shows up and finishes off a zombie lurking on the island, making it safe.
"Oh, uh, thank you so much Red Raven. Here let me tend to your wounds! Now, if you excuse me, I think I see an opening to take down the big bad admiral over there.
Declare Move step. Recharge Quartermaster to let RED RAVEN recharge two random cards from his discard. Then move to Fringes of the eye. Discard Court Knight to explore. Reduce all damage by 2 for this exploration.

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:

Hand: Court Knight, Pyrotechnic Blast, Burning Snot, Quartermaster, Blessing of Spellbound-Beta, Shield Cloak,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: Mavaro, I used your blessing. If you want to come over here on your next turn I'll make up for it by healing you 2.
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ ]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

I choose 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:

Hand: Court Knight, Pyrotechnic Blast, Burning Snot, Quartermaster, Hand Crossbow, Shield Cloak,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes:
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ ]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

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.
Use Burning snot
Vs. DC 8: 1d8+2(wisdom)+3(divine)+1d6(spell): 1d8 + 1d6 + 5 ⇒ (3) + (2) + 5 = 10
Success, banished
recharge check, DC 7: 1d8 + 5 ⇒ (1) + 5 = 6
Failed, discarded :(
Luckily the burning snot envelops the undead and kills it. Varril asks his knight friend to keep looking for an opening.
Discard Court Knight-Explore

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
DiplomacyDivine DC 9 vs. 1d8+5(divine)+1d6(apprentice): 1d8 + 1d6 + 5 ⇒ (4) + (1) + 5 = 10
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:

Hand: Cure, Kafar-Acquired, Blessing of Shelyn, Marionette, Blessing of Thoth, Blessing of Spellbound-Alpha,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Try not to use my blessing of spellbound unless necessary, I save them to recharge my spells.
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ ]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

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:

Hand: Cure, Burning Snot, Apprentice, Marionette, Court Knight, Hand Crossbow,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Sideboard cards:

[spoiler=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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ ]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

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.


See Deck Handler here

Swap clinging venom for Marionette.


See Deck Handler here

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)
1d1000 ⇒ 902

Other than that. . . Not sure.


See Deck Handler here

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.
So Surprising.

Varril makes it to the last major section of the port and heals Mavaro
Cure spell on Mavaro: 1d4 + 1 ⇒ (2) + 1 = 3
Recharge cure spell vs. DC 8: 1d8 + 5 ⇒ (3) + 5 = 8

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
Sigh, discard Bastet to reroll card
Dexterity check: 1d6 + 0 ⇒ (6) + 0 = 6
Second check, Recharge Crocodile skin armor to turn into divine: 1d8 + 5 ⇒ (3) + 5 = 8
But Varril manages to summon divine protection from the scaffolding.

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:

Hand: Burning Snot, Court Knight, Blessing of Spellbound-Alpha, Shield Cloak, Blessing of Spellbound-Gamma, Hand Crossbow,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes:
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ ]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

Start of turn, Blessings deck: Top card, Silver Crusade favor. healing Quartermaster. RECHARGE DEATHBANE LIGHT CROSSBOW +1 TO ALLOW
Amaryllis TO RECHARGE 2 RANDOM CARDS FROM DISCARD Don't move-initial explore

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
WisdomDivine DC8+adv deck #=10 vs. 1d8+5(divine)+1d4(armor of the sands): 1d8 + 1d4 + 5 ⇒ (3) + (2) + 5 = 10
Succeed on the dot!
Varrils shield comes up just in time as the two barely managed to avoid getting poisoned. They continue on.
Barrier lets me explore again if defeated. I hope it's not another Damn Carytid Column.

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:

Hand: Burning Snot, Court Knight, Blessing of Bastet-MM, Shield Cloak, Crocodile Skin Lamellar -MM, Cure,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes:
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ ]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


***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.


See Deck Handler here
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.


See Deck Handler here

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.
Start of turn, blessing of the ancients. Move to fog bank and initial explore

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.
Discard Quartermaster to explore again. Shasalqu. Sonofa- the damn monster that is immune to my one spell. Ugh

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:

Hand: Blessing of Thoth, Deathbane light crossbow+1, Blessing of Bastet-MM, Shield Cloak, Pyrotechnic Blast, Armor of the Sands,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes:
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ ]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

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
DC 5 vs. Constitution: 1d6: 1d6 ⇒ 6
Success
While his guide is rowing the dingy, he throws a set of crocodile skin at the inquisitor. "Eh, put on your life vest!" he shouts. Varril grabs the armor and starts awkwardly putting it on.
Well, shoot, we know that the last card has to be a henchman (whatever it is) and the only way I can explore again is if I discard my one ally. But if I do, then I won't be able to banish to close. I guess I'll have to stop here. I hope Aric can banish an ally to close this location. Sorry, I wanted to explore more than once this turn :(

Varril wrote:

Hand: Quartermaster, Deathbane light crossbow+1, Crocodile Skin Lamellar -MM, Shield Cloak, Pyrotechnic Blast, Armor of the Sands,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ ]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

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.
Initial Explore. Mistmail(armor 2). Pretty sure no one here is looking for armor 2s, so I’ll let it go(cannot succeed check; banished.
Varril, looking around to make sure their impromptu hideout is safe, spies a nice-looking piece of armor on a ship just off shore, but it slips into the water before he can grab it. Then he pulls out a wand and sees if there is any hidden magic about.
Wand of detect magic- examine top card. Auto recharge wand as divine is 1d8+5 and check is divine 6.
Bonecrusher chieften! Trigger and increase DC by 3! Luckily not immune to stuff!

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:

Hand: Quartermaster, Deathbane light crossbow+1, Binder's Tome, Shield Cloak, Pyrotechnic Blast, Armor of the Sands,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: remember my binder’s tome!
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ ]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>

***Takeaway: explored twice, healed Aric 2***


See Deck Handler here

Starting at Tempast Cay

Starting Hand:

Varril wrote:

Hand: Blessing of Spellbound-Beta, Wand of Detect Magic, Binder's Tome, Clinging Venom, Pyrotechnic Blast, Apprentice,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Sideboard cards:

[spoiler=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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ ]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>

[/spoiler]


See Deck Handler here

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.


See Deck Handler here

Recharge Blessing of the spellbound from discard


See Deck Handler here

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.
After the harrowing fight in the dilapidated plaza, Varril heads to the dye market to see if his expertise in art can help there.
Initial explore-Fire hydra. Recharge blessing of the spellbound to turn acrobatics check into divine check.
Dc 8 vs 1d8+5: 1d8 + 5 ⇒ (2) + 5 = 7
sigh-of course not
1d4 - 1 ⇒ (1) - 1 = 0
oh, that’s a nice surprise!
As Varril looks around at the stalls of the dye market, he suddenly notices that the invading forces have snuck a HYDRA in! As the beast reals back to breathe a gout of flame, Varril is struck dumb, unable to recall the incantation to protect himself. Luckily the thing was actually just coughing and not breathing fire. Seizing on the oppertunity, Varril sends a spell of poison its way.
Spell-Clinging venom, Binder’s tome.
dc 7+2(scenario power)=9 vs 1d8+2(wisdom)+3(divine skill)+1d8(clinging venom)+1d4(binder’s tome): 2d8 + 1d4 + 5 ⇒ (5, 1) + (2) + 5 = 13
Clinging venom recharge dc 6, auto recharge
The hydra starts thrashing about, but eventually dies from the poison. Varril prays it finds peace in the afterlife. But as he prays. . .
Discard blessing of spellbound to explore: Crocodile Skin Armor. IIRC, no one was looking for armor 2s, so I’ll let it pass. Auto fail acquire.
he finds a set of armor. He thinks about picking it up, but realizes it is probably someone else’s and decides to leave it laying where it is.
End turn, reset hand

Varril wrote:

Hand: Binder's Tome, Quartermaster, Blessing of Spellbound-Gamma, Pyrotechnic Blast, Apprentice, Burning Snot,

Displayed:
Deck: 11 Discard: 3 Buried: 1
Notes:
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ ]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

Oh, then disregard Recharge, and shirt reroll


See Deck Handler here

recharge clinging venom to change perception to divine check
1d8 + 5 ⇒ (1) + 5 = 6
Ugh, usingnshirt to reroll
1d8 + 5 ⇒ (7) + 5 = 12
Passed


See Deck Handler here

Resuming Turn . . . Hope this works . . . UGH.
As per normal, no sooner does the Embalmer disappear around the corner then he comes peeling back, chased by some ravenous undead!
Varril prays that Shelyn can lay this undead low, and even presents the beautiful blowgun to Shelyn as an offering if she will help see him through this.
Recharge Clinging Venom to turn this into a divine check. Discard Blessing of Thoth to add 1 die (sadly, is combat check so not two dice), Bury Blowgun to add 1d8 from Scarab Sages faction. Amaryllis discards a card to play Black Spot (reducing difficulty by 3)
Combat 17 14 vs. 1d8+2(wisdom)+3(divine skill)+1d8(blessing)+1d8(Scarab Sages): 3d8 + 5 ⇒ (4, 2, 3) + 5 = 14
OH MY GOD! ON THE NOSE! SO CLOSE!
The combined power of his divine energy, plus a mysterious black spot that seems to rot the creature from the inside out that appears on it suddenly just barely manages to best the undead. Varril, very releaved, set about securing this location before resting.
Recharge Binder's Tome to turn closing check into Divne check: Automatically succeed (1d8+5 vs. 4+2=6)
That done, Varril decides to take a small rest and heal himself.
Cure 1d4+1 cards: 1d4 + 1 ⇒ (2) + 1 = 3
recharge cure on 8: 1d8 + 5 ⇒ (7) + 5 = 12
End turn, reset hand. THANKS SO MUCH AMARYLLIS! If anyone wants to somehow end up here at the start of my turn I can heal you 2 by recharging a card. Otherwise I'm going to go around healing you guys as much as possible.
***Important Take away from turn: Closed Dilapidated Plaza, Amaryllis discarded a card and cast Black Spot.***

Varril wrote:

Hand: Binder's Tome, Blessing of Spellbound-Beta, Blessing of Spellbound-Alpha, Pyrotechnic Blast, Apprentice, Clinging Venom,

Displayed:
Deck: 12 Discard: 2 Buried: 1
Notes: I'd prefer you leave me with one blessing of the spellbound to help me recharge my spells, but If you need it for closing/really bad situation, you can use it.
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ ]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

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.


See Deck Handler here

Start of turn, Blessing of nethys on top
After regrouping and healing up, the team heads out once again. They have heard rumors that there is trouble at the Guardian Vault, so some of them head there.
Initial Explore

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. Perseption Divine 6 vs. 1d8+5, auto succeed, free explore for defeating trap.
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:

Hand: Blessing of Thoth, Cure, Blowgun-Location, Binder's Tome, Clinging Venom, Apprentice,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: If anyone shows up at my location, I have the binder's tome. I'd appreciate people leaving me my Blessing of Thoth unless it's used against a villian/henchman/closing
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ ]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

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:

Varril wrote:

Hand: Blessing of Thoth, Cure, Blessing of Spellbound-Alpha, Binder's Tome, Court Knight, Blessing of Shelyn,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Note that I have the Binder's Tome (+1d4 to charisma checks or combat checks, adds the mental trait so you can't use it on undead) for Use. Otherwise poor starting hand . . . No combat spells!
Sideboard cards:

[spoiler=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 [ ] +3 [ ]+4
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ ]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>

[/spoiler]


See Deck Handler here

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


See Deck Handler here

Varril’ll choose armor.
The dark archives seems strictly better, as it doesn’t have us taking 2 combat damage almost every round.

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


See Deck Handler here

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:

Hand: Binder's Tome, Clinging Venom, Apprentice, Burning Snot, Pyrotechnic Blast, Court Knight,

Displayed: Osirioni Ancestor-Location,
Deck: 13 Discard: 3 Buried: 0
Notes:
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ ]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

Exchange seems easiest:
Also, Aric, did you catch that I healed you for two on my turn?


See Deck Handler here

Start of turn, Blessing of Elements on top.
Varril sees the injured Noble Aric and gives him a quick healing spell before making one last check through the Smoking den to see if there's anyone else that needs to be evacuated.
Recharge Hand Crossbow to let Aric recharge 2 random cards from his discard, then Explore

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:

Hand: Binder's Tome, Phamet Clansman-Location, Osirioni Ancestor-Location, Burning Snot, Pyrotechnic Blast, Ptemenib-Location,

Displayed:
Deck: 15 Discard: 2 Buried: 0
Notes:
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ ]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

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 creeps forward. Having been forewarned about the poison dart trap, he prays that he won’t get hit by it.
Trap-Recharge sage’s journal to turn it into a divine check. Discard BotGods which copies blessing of Abdar-two dice on a barrier
dc10 be divine(1d8+5)+ blessing of Abdar(2dice): 3d8 + 5 ⇒ (5, 8, 1) + 5 = 19
Varril’s Faith is once again proven useful as it turns out the trap has rusted into uselessness some time ago. He casts a cure spell to heal himself.
cure spell: 1d4+1: 1d4 + 1 ⇒ (3) + 1 = 4All cards healed!
recharge divine vs dc 8: 1d8 + 5 ⇒ (5) + 5 = 10
Recharged. Sadly I needed my one blessing to endure beating the trap so I can’t explore anymore. Redraw and end turn

Varril wrote:

Hand: Binder's Tome, Blessing of Shelyn, Hand Crossbow, Burning Snot, Pyrotechnic Blast, Ptemenib-Location,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: as we are more than halfway through time, I’d like to keep my blessing for exploration unless it is really needed.
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ ]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

(((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.)))
Varril heals the sorceress then heads off to the smoking den to look for more good he can do.

(((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, )))
vs. combat 8: 1d8 + 5 ⇒ (7) + 5 = 12
(((Second combat check, recharge shield cloak to turn into divine check, recharge armor of the sands to add 1d4)))
vs. combat 8: 1d8 + 5 + 1d4 ⇒ (1) + 5 + (4) = 10
(((Beaten by 2 on both checks, defeated)))
Luckily Varril's pure divine might is enough to destroy the undead, though the process leaves him winded.

(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:

Hand: Binder's Tome, Cure, Hand Crossbow, Burning Snot, Sage's Journal, Blessing of the Gods,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: If you are at my location, feel free to use the Binder's Tome.
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ ]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

(((Resuming Turn)))
A smuggler approaches Varril and is about to throw his poison dart, when Varril, for the second time this day, reminds the smuggler about leaving evidence for the city guard to find.
Diplomacy 5 vs. 1d10(chr)+2(diplomacy)+2d4(binder's tomes): 1d10 + 2d4 + 2 ⇒ (6) + (2, 3) + 2 = 13

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.
(((Pyrotechnic blast again)))
Dc12 combat vs. 1d8+2(wis)+3(divine skill)+1d6 (spell)+2d4(Tomes): 1d8 + 5 + 1d6 + 2d4 ⇒ (4) + 5 + (4) + (1, 1) = 15
With the help of the magic of the tomes, the smuggler goes down.
(((Attempt to recharge pyrotechnic blast. Recharging blessing of the spellbound (because it's a spell) to add a die to the recharge check.)))
Recharge 10 vs. 1d8+2(Widsom)+3(divine skill)+1d8(blessing): 2d8 + 5 ⇒ (7, 8) + 5 = 20
(((Recharged)))
Varril asks Ptemenib to scout the area a bit more, and tell him what it looks like here, and in the nearby Viser's Hill.
(((Examine top card of this location and Viser's Hill: This location: Burning Tar. Viser's Hill: Spell-Detect Undead.)))

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:

Hand: Binder's Tome, Blessing of Spellbound-Gamma, Blessing of Shelyn, Blessing of Spellbound-Alpha, Shield Cloak, Armor of the Sands,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: Binder's tome free to use at my location. If you REALLY need a blessing or it would recharge, feel free to use.
Sideboard cards:

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
Divine: Widsom+3
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
At the start of your explore step, you may recharge a card to allow another character at your location to recharge a random card ([ ]or 2 random cards) from their discard pile
When you attempt any check, you may discard ([X]or recharge) a card to use your divine skill instead of any listed skill
After you defeat a bane on you turn, you may discard a card to explore your location.
<Power 4>
<Power 5>


See Deck Handler here

(((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
The guard agrees to help. Varril sends him off to see if he can find the source of the blaze.
(((Discard Caravan Guard for explore)))
The man immediately comes running back with MORE smugglers in pursuit.
(((Dangit! Why do I always trigger the silver chain smugglers? Can't even close the location here because the fire is still going on.)))

***IMPORTANT. PAUSING FOR Amaryllis AND Mavaro TO FIGHT THEIR SMUGGLERS Remember both Tomes!***

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