Jirelle

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Deck Handler // Tier 6.6 // 8 hero points

Out of turn: taking final combat check. Reveal and additionally discard Corrosive Backsword +4 for 1d10+3d6+10. Maznar reveals animal to add 1d4. Enora reveals Staff of Weather and discards Life Drain to add 2d8. Olenjack discards Blessing of the Savored Sting to add 1d4 + 1d6 + 1d8 + 1d10 ⇒ (2) + (6) + (3) + (2) = 13 6. Olenjack recharges Razorglass Knife to add 2d4. Arcane Cannonade adds 1d6. Combat 45: 1d10 + 3d6 + 10 + 1d4 + 2d8 + 6 + 2d4 + 1d6 ⇒ (9) + (5, 2, 6) + 10 + (3) + (6, 6) + 6 + (1, 1) + (5) = 60. Because I can, Paizo reroll one of the 1's. Combat 45: 1d4 + 59 ⇒ (2) + 59 = 61 Much better :P

Pinnacle Atoll is closed, we stash a plunder card (which will be completely irrelevant). Akinaru has nowhere to escape. We win!

Akinaru roars as Jirelle's dream-ship approaches him. He throws every last thing he has at the group, but the party is undeterred. Maznar unleashes the full fury of the Green, surrounding Akinaru and his minions with all manner of animals. In addition to distracting the forces, the animals are doing a good job of fighting on their own accord. Seizing the opportunity, Agna and Olenjack go in for a first assault, deeply wounding the oni. Its attempts to retreat are cut short by Jirelle piloting the ship behind him, where Enora unleashes a magical assault while Jirelle swings over to deal one final, finishing blow.

The threat Akinaru posed to Golarion is finally at an end!


Deck Handler // Tier 6.6 // 8 hero points

Off-turn: Treasure Hunt. Reveal Corrosive Backsword +4 and Disrupting Rapier +1. Intelligence 7+6: 1d10 + 1d6 + 10 ⇒ (6) + (2) + 10 = 18 Passed. Draw Random Item #1 Bottled Lightning.

Hour of Milani. Start of turn: Reveal Disrupting Rapier +1 to add Swash. Maznar reveals animal. Charisma 12: 1d8 + 2 + 1d4 ⇒ (2) + 2 + (1) = 5 Swash reroll both dice. Charisma 12: 1d8 + 2 + 1d4 ⇒ (5) + 2 + (3) = 10 Use my 3rd usage (out of 4) of my Freedom Fighter boon to add 1d8 after the roll. Charisma 12: 1d8 + 10 ⇒ (1) + 10 = 11 Spend a Hero Point to reroll everything. Charisma 12: 2d8 + 2 + 1d4 ⇒ (3, 8) + 2 + (2) = 15 Passed, finally. Draw a card for succeeding: Blessing of Besmara.

Move to Fringes of the Eye, taking everyone (except Agna) with me, then explore.

Fringes 1: Ambrose 'Fishguts' Kroop. Reveal Disrupting Rapier +1, Maznar reveals animal. Diplomacy 6: 1d8 + 5 + 1d4 ⇒ (1) + 5 + (1) = 7 Automatic success. Discard Ambrose to explore.

Fringes 2: Blessing of Cayden Cailean. Where are the barriers? I have my amazing barrier killing weapon on me :(. Take the Divine check, Maznar reveals animal. Kroop adds Swashbuckling. Divine 5: 2d4 ⇒ (3, 1) = 4 Swash reroll the 1. Divine 5: 1d4 + 3 ⇒ (1) + 3 = 4 Blessing is banished. Discard Magic Spyglass to examine and rearrange the top 3 cards of Fringes: Gargoyle Sniper, Blessing of Sivanah, Wyvern Blade Trap. We'll keep them in that order. Discard Midnight Lord to explore.

Fringes 3: Gargoyle Sniper. Choose to fail BA check. Damage: 1d4 - 1 ⇒ (1) - 1 = 0 Banish Bottled Lightning for the combat and reveal Disrupting Rapier +1. Maznar reveals animal. Arcane Cannonade adds 1d6. Combat 18+4=22: 1d10 + 3d8 + 4 + 1d4 + 1d6 ⇒ (1) + (3, 2, 5) + 4 + (1) + (5) = 21 Swash reroll the 1's. Combat 22: 1d10 + 1d4 + 19 ⇒ (7) + (1) + 19 = 27 Passed and banished. Discard Besmara to explore.

Fringes 4: Blessing of Sivanah. Reveal Disrupting Rapier +1 and Maznar reveals animal. Charisma 7: 1d8 + 2 + 1d4 ⇒ (8) + 2 + (4) = 14 Acquired. Discard it to explore.

Fringes 5: Wyvern Blade Trap. Reveal Corrosive Backsword +4. Maznar reveals animal. Dexterity 10+3=13: 1d10 + 1d6 + 10 + 1d4 ⇒ (1) + (5) + 10 + (1) = 17 Automatic success. Examine top card of Fringes per Corrosive Backsword's power: Barroom Brawl.

Bury Disrupting Rapier +1 to recharge 1d4 ⇒ 4 cards from discards: Bloodcrow Rapier, Keen Rapier +3, Blessing of the Midnight Lord, Blessing of Sivanah. Then end turn, moving everyone to Pinnacle Atoll at the end of my turn per character power.

Jirelle wrote:

Hand: Blessing of Droskar, Vizier, Corrosive Backsword +4, Blessing of Maat, Armor of Skulls, Diviner's Blight,

Displayed:
Deck: 14 Discard: 3 Buried: 2
"Notes: Blessings available, if any. Ask before using Armor of Skulls.
5-6F: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).

Fringes 1-5 acquired/banished.
Fringes 6 examined and is Barroom Brawl (every local character makes the check). If someone is going there to take care of it, please take Jirelle along with you. I plan to autofail and then use Diviner's Blight to draw a couple more cards, although if you fail then I'll use Corrosive Backsword to (most likely) succeed instead.
Spent a hero point (8 remaining) and a use of the Freedom Fighter boon (1 remaining).


Deck Handler // Tier 6.6 // 8 hero points

Hour of Asmodeus. Start of turn: reveal Evangelist and Brine's Sting, Maznar reveals animal. Charisma 12: 1d8 + 3 + 1d4 ⇒ (5) + 3 + (3) = 11 Swash reroll the d8. Charisma 12: 1d8 + 6 ⇒ (6) + 6 = 12 Success! Draw Isiem. Start of turn: randomly choose AEJMO: 1d5 ⇒ 4 Maznar to move to 1d7 ⇒ 1 Fog Bank. Maznar is now at Fog Bank.

Give a card: Give Blessing of Anubis to Olenjack. Per his notes, he then recharges The Viper to swap it with Blessing of Kofusachi from his discards.

Move step: Move myself and everyone else to Fog Bank too.

Take free exploration. Fog Bank 1: Hurricane Winds. BA bury the top card of my deck per the scenario power, then use 5D reward: bury Barracuda Aiger and recharge Deadened Shadows Cloak. Then summon and encounter 1d22 ⇒ 10 Sanbalot.

Sanbalot: what an annoying ship to roll :( BA everyone suffers 1d4-1 Ranged Combat damage. Jirelle's damage: 1d4 - 1 ⇒ (3) - 1 = 2 Recharge Ophidian Armor to block it. For the check, reveal Brine's Sting and Evangelist. Maznar reveals an animal. Dexterity 9: 1d10 + 5 + 1d4 ⇒ (7) + 5 + (4) = 16 Passed. Instead of stashing plunder, one character may choose a level 0 boon from the vault and shuffle it into their deck. Jirelle will pass on that so someone else can do it. If nobody takes it, stash a plunder.

Hurricane Winds: Reveal Evangelist and Brine's Sting. Maznar reveals animal. Recharge Evangelist, Isiem, and Dreamstalker to add 3d4. Survival 13: 1d8 + 4 + 1d4 + 3d4 ⇒ (4) + 4 + (4) + (2, 2, 2) = 18 Passed. Recharge the rest of my hand (3 cards) to close Fog Bank, then draw 3 cards. Fog Bank is closed. Finally, end turn.

The most recent entry to Jirelle's list of "things she's never seen before and would rather not see again", the ship suddenly split in half as it skirted up alongside some fog. Maznar was among the crew on the foggy side, and it's like they were teleported somewhere else entirely. The ship was still operating normally, mind. Well, as normally as a ship made of dreamstuff can operate in a dimension of dreams. Jirelle hoped that steering the rest of the ship into the imposing fog would rejoin the two halves, and luckily she was correct.

Less lucky was the sheer strength of the wind inside of the fog, it ripped through the sails with the strength of the Eye of Abendego. With some quick thinking, Jirelle was able to reposition the ship so that the wind boosted it further towards where they wanted to go, making it into an asset of sorts, but not before it threw some of the unsecured cargo and what seems like pieces of a less-fortunate ship at everyone on deck. The fog thins ahead now, and Jirelle is both eager and anxious to see what may lay on the other side...

Jirelle wrote:

Hand: Blessing of the Midnight Lord, Disrupting Rapier +1, Corrosive Backsword +4, Blessing of Maat, Armor of Skulls, Magic Spyglass,

Displayed:
Deck: 14 Discard: 2 Buried: 1
"Notes: Blessings available, if any. Magic Spyglass available. Ask before using Armor of Skulls.
5-6F: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).

Olenjack handed Blessing of Anubis which he swaps per his notes.
Everyone suffers 1d4-1 Ranged Combat damage.
Fog Bank is closed.
Someone can use the 1B reward. Or not. Whatever.

For Olenjack: note that you can use Staff of Weather (if Enora still has it after the damage) to change the hour, so you may be able to get back Razorglass Knife on your turn even if the next hour isn't Con. (Turn 2's hour was Cayden Cailean)


Deck Handler // Tier 6.6 // 8 hero points

Discard Bloodcrow Rapier for the final point of Structural damage. Scenario: discard Keen Rapier +3 from deck.


Deck Handler // Tier 6.6 // 8 hero points

Taking Brine's Sting and Blessing of Besmara for loot (as always). Starting at Fog Bank. After drawing a valid starting hand, draw 2 additional cards and then shuffle an ally and blessing into my deck (Barracuda Aiger and Blessing of the Gods).

Jirelle wrote:

Hand: Evangelist, Bloodcrow Rapier, Dreamstalker, Blessing of Anubis, Brine's Sting (Loot), Ophidian Armor, Councilor's Ring, Blessing of the Vaultmaster,

Displayed:
Deck: 16 Discard: 0 Buried: 0
"Notes: Blessings available, if any.
5-6F: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).


Deck Handler // Tier 6.6 // 8 hero points

5-6E: Bank hero point (spent 1, so still at 9)

Reward:
Use my reward for an Armor 6, upgrading Bolstering Armor to Ophidian Armor.

Upgrade:
Ally 6: 1d1000 ⇒ 45 Fencer -> Isiem
No other desired upgrades. If Maznar uses his reward for an Ally 6, both Agna and I can get our top picks, since it seems Maznar would otherwise be passing on the reward.


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Deck Handler // Tier 6.6 // 8 hero points

Off-turn:
Reveal and additionally discard Corrosive Backsword +4 to use 1d10+3d6+10.
Reveal Keen Rapier +3 for character power to add Swashbuckling.
Discard Blessing of Besmara to bless twice.
Maznar reveals an animal to add 1d4.
Agna recharges Shadowcat to add 1d8+5.
Enora plays Recast to play Coordinated Blast to add 1d12+5.
Discard a card from the Hourglass for Dowager Queen to add 1d12.
Bury Councilor's Ring to add 1d20.
Arcane Cannonade adds 1d6.

Combat 45: 3d10 + 3d6 + 10 + 1d4 + 1d8 + 5 + 1d12 + 5 + 1d12 + 1d20 + 1d6 ⇒ (1, 7, 5) + (1, 1, 4) + 10 + (1) + (2) + 5 + (2) + 5 + (9) + (12) + (5) = 70 Too many 1's for my liking, let's spend a Hero Point to reroll that.

Combat 45: 3d10 + 3d6 + 10 + 1d4 + 1d8 + 5 + 1d12 + 5 + 1d12 + 1d20 + 1d6 ⇒ (9, 5, 10) + (6, 5, 3) + 10 + (4) + (1) + 5 + (11) + 5 + (3) + (20) + (1) = 98 Better. Use my Swashbuckling reroll the two 1's.

Combat 45: 1d8 + 1d6 + 96 ⇒ (7) + (1) + 96 = 104 Akinaru is defeated and cannot escape, we win!

With the oni distracted by the onslaught from the ship, Jirelle and the rest of her landing party make their way behind him to attack him while he's injured. As he turns around to look at his new castle guests, Enora lets loose one final salvo from the battered ship. Their strikes meet each other in the middle of the monster's gut, and blow a hole clean through him. He staggers back in shock, his will and ability to fight swiftly fading. The Pathfinders are victorious!


Deck Handler // Tier 6.6 // 8 hero points

Hour of Pharasma. Use playmat power at start of turn to discard Alkali Flask and draw Blessing of Maat. Was hoping for an armor, oh well. Stay at Sea Fort and explore. Even though I won't be able to close it, I can probably at least empty it.

Sea Fort 1: Shark-Eating Crab. Reveal Keen Rapier +3. Maznar reveals animal (doesn't count as playing the ally so it is not buried). Combat 18: 1d10 + 2d4 + 9 + 1d4 ⇒ (6) + (3, 3) + 9 + (1) = 22 Crab reroll. Combat 18: 1d10 + 2d4 + 9 + 1d4 ⇒ (2) + (2, 4) + 9 + (1) = 18 Defeated. Explore again per location.

Sea Fort 2: Animated Shield. Ooh hello armor! Reveal Keen Rapier +3 to add Swash and Evangelist. Maznar reveals animal. Fortitude 7: 1d6 + 3 + 1d4 ⇒ (4) + 3 + (1) = 8 Acquired. Discard Blessing of the Vaultmaster to explore.

Sea Fort 3: Dweller in the Deep. Choose to fail BA check, so I can't play Attack spells (oh no!). Reveal Keen Rapier +3 and Evangelist. Maznar reveals animal. Combat 26: 1d10 + 2d4 + 10 + 1d4 ⇒ (1) + (3, 1) + 10 + (4) = 19 All 4's on d4s count as 5, so this was a 20. Swash reroll the two 1's. Combat 26: 1d10 + 1d4 + 18 ⇒ (2) + (3) + 18 = 23 Paizo reroll the d10. Combat 26: 1d10 + 21 ⇒ (7) + 21 = 28 Got there! Although I realized after doing this it would've been safer to just use Maat to pass instead. Oops. Explore again per location.

Sea Fort 4: Oni Mariner. Bury top card of deck: per 5D reward examine 2, recharge 1 and bury the other. Recharge Blessing of the Midnight Lord and bury Deadened Shadows Cloak. BA check in alphabetical order: AEJMO: 1d5 ⇒ 1 Agna must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 Cold damage. Reveal Keen Rapier +3 and Evangelist. Maznar reveals animal. Discard Blessing of Droskar to bless. Combat 26: 2d10 + 2d4 + 10 + 1d4 ⇒ (5, 6) + (4, 3) + 10 + (4) = 32 Keen brings total to 34, defeated. Bury the top card of my deck (not using 5D reward this time) because check lacked Acid and Fire: Diviner's Blight. Banish the Animated Shield I just acquired to close. Sea Fort is closed.

Ending turn, moving to Rocky Cliff per character power and taking along everyone except Olenjack per his notes.

Villain notes: feel free to bot Jirelle for one of the combat checks. She'll reveal and additionally discard Corrosive Backsword +4, reveal Keen Rapier +3 to add Swashbuckling, recharge Evangelist, use Blessing of Besmara to bless twice, and bury Councilor's Ring. Maznar reveals an animal. Arcane Cannonade adds 1d6 (I keep forgetting about that...). That gives 3d10+3d6+10+1d4+1d20+1d4+1d6. I can reroll two dice afterwards due to my character power. That gives me 99.66% odds on the Combat 35 and 90.88% odds on the Combat 45 (not counting the reroll power because I'm too lazy to math that out right now so it should be a bit higher than that in actuality; use a Hero Point to reroll first if the Swash reroll has worse than 75% odds of succeeding). That could be further pushed up with a spell from Enora (either Eagle Aerie or Coordinated Blast) but see what the other check looks like first if you bot me for one of them. Eagle Aerie's extra 1d8 alone pushes the Combat 45 to 96.68% success rate. Using Coordinated Blast instead of Eagle Aerie yeilds 99.58% and using both (since they're freely) is 99.91%. I think that's probably overkill though so I'd suggest using Coordinated Blast on the Combat 35 instead to boost those odds.

Jirelle wrote:

Hand: Blessing of Besmara (Loot), Councilor's Ring, Corrosive Backsword +4, Keen Rapier +3, Blessing of Maat, Evangelist,

Displayed:
Deck: 11 Discard: 4 Buried: 7
"Notes: Blessings available, if any.
5-6E: Playmat used, Paizo reroll used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).


Deck Handler // Tier 6.6 // 8 hero points

Off-turn Treasure Hunt: Reveal Corrosive Backsword +4 to use 1d10+1d6+10. Maznar reveals animal for +1d4, making it an automatic success (minimum 13 on a DC 13). Drawing Random Item 2: Alkali Flask (Item 4).


Deck Handler // Tier 6.6 // 8 hero points

Hour of Abadar. Move to Rocky Cliff with the party. Skip free explore. Discard Dreamstalker to examine top card of Torture Pit (Oni Mariner), then move it on top of Rocky Cliff and encounter it.

Oni Mariner: When encountered, bury the top card of my deck to avoid DC increase. 5D reward lets me examine 2, bury one and recharge the other. Bury Blessing of the Gods and recharge Old Salt. BA affects random character (alphabetical order): AEJMO: 1d5 ⇒ 1 Agna must succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Cold damage. Worst-case it looks like both Agna and Enora have means of blocking Cold damage, so I'll forge on ahead.

For combat, reveal Keen Rapier +3 and Evangelist. Agna discards Blessing of Besmara to bless twice. Maznar reveals animal. Arcane Cannonade adds 1d6. Combat 26: 3d10 + 2d4 + 10 + 1d4 + 1d6 ⇒ (1, 7, 1) + (1, 4) + 10 + (1) + (3) = 28 That is a lot of 1's. Keen turns the 4's on d4s into 5's, so grand total is 29. Defeated. Check to defeat did not have Acid or Fire, so bury the top of my deck. 5D reward lets me examine 2, bury one and recharge the other. Bury Magic Spyglass and recharge Bolstering Armor. Finally, banish Disrupting Rapier +1 to close Rocky Cliff. Rocky Cliff contains the villain so all non-villain cards in it are banished and it remains open. Also oof that's a nasty villain.

Torture Pit is empty but still open. I was thinking that Olenjack could fetch Compass with Robe of Items to move there after he's done exploring to close it out. If he doesn't (or doesn't want to), I can pretty easily close it on my next turn with d10+6+1d4 Acrobatics.

Jirelle wrote:

Hand: Blessing of Besmara (Loot), Blessing of the Vaultmaster, Corrosive Backsword +4, Keen Rapier +3, Blessing of Droskar, Evangelist,

Displayed:
Deck: 14 Discard: 1 Buried: 5
"Notes: Blessings available, if any.
5-6E: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).

Torture Pit is empty but still open.
Rocky Cliff is open with 1 card remaining: the villain.
Agna must made a Dex/Acro 11 check or suffer 1d4 Cold damage.
Agna discards Blessing of Besmara.


Deck Handler // Tier 6.6 // 8 hero points

Off-turn: Buccaneer fight. I reveal Keen Rapier +3 and Evangelist, Maznar reveals animal. Combat 8+6+6=20: 1d10 + 2d4 + 10 + 1d4 ⇒ (4) + (2, 1) + 10 + (4) = 21 d4's that roll 4 instead are 5, so result is 22. Passed.

Correction to above scenario update. Enora mentioned moving to Fort Hazard at the end of her turn. I assume everyone follows her to keep the party (mostly) together.

I also want to make a note about Sea Fort: the monster I sent off there is very nasty and Enora seems to not have very many spells to soak party-wide Fire damage that very likely wipes each of our hands. The person who explores Sea Fort should do so alone or with at most one other person, not with the entire party in tow. I would have thought the bold text in the BR's scenario updates would have made that clear without me needing to say anything, but I guess not.

Hour of Abadar. Move the party (sans Olenjack who is at Rocky Cliff) to Sea Caves. Name boon with Fortune-Teller. It's Teleportation Trap (not a boon) so no free encounter. Explore.

Sea Caves 1: Teleportation Trap. Reveal Corrosive Backsword +4, Evangelist, and Keen Rapier +3. Maznar reveals animal. Melee 14: 1d10 + 1d6 + 11 + 1d4 ⇒ (8) + (2) + 11 + (3) = 24. Defeated; two things activate when it's defeated. Choose to sequence them Corrosive Backsword +4, then Teleportation Trap. Corrosive Backsword +4 lets me examine the location if defeated: Blazing Servant (Spell 4). Teleportation Trap then lets me move everyone at my location, so let's all head to Torture Pit.

Reload Vizier to examine top card of Torture Pit. It's Eel Skin Armor. Additionally discard Vizier to explore.

Torture Pit 1: Eel Skin Armor. Maznar reveals animal. I reveal Evangelist. Fortitude 9: 1d6 + 3 + 1d4 ⇒ (2) + 3 + (3) = 8 Swash reroll the d6. Fortitude 9: 1d6 + 6 ⇒ (3) + 6 = 9 Acquired. Bury it to randomly recharge 1d4 ⇒ 1 cards from my discards: Blessing of Anubis. As much as it pains me to do this, Fortune-Teller hasn't been working very well for me recently because a lot of locations are 50/50 odds of getting an encounter and I have an extra weapon clogging up my hand that I really want to get rid of. Discard Fortune-Teller to explore.

Torture Pit 2: Arronax Endymion. I reveal Evangelist and Keen Rapier +3, Maznar reveals animal. Diplomacy 13: 1d8 + 6 + 1d4 ⇒ (4) + 6 + (1) = 11 Swash reroll both dice. Diplomacy 13: 1d8 + 6 + 1d4 ⇒ (7) + 6 + (3) = 16 Acquired. Discard him to explore.

Torture Pit 3: Marine. Reveal Keen Rapier +3 and Evangelist, Maznar reveals Animal. Arcane Cannonade adds 1d6 (forgot about that earlier, whoops). Combat 8+6=14: 1d10 + 2d4 + 10 + 1d4 + 1d6 ⇒ (4) + (1, 2) + 10 + (2) + (4) = 23 Automatic success.

Bury Brine's Sting to randomly recharge 1d4 ⇒ 4 cards from discards: Vizier, Fortune-Teller, Arronax Endymion. At end of turn, use my character power to move all of us to Rocky Cliff to rejoin Olenjack.

Jirelle wrote:

Hand: Dreamstalker, Blessing of the Vaultmaster, Corrosive Backsword +4, Keen Rapier +3, Disrupting Rapier +1, Evangelist,

Displayed:
Deck: 18 Discard: 0 Buried: 3
"Notes: Blessings available, if any. Move me with party except to Sea Fort.
5-6E: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).

Sea Caves 1 banished.
Sea Caves 2 examined.
Torture Pit 1-2 acquired.
Torture Pit 3 banished.
Party is together at Rocky Cliff.


Deck Handler // Tier 6.6 // 8 hero points

Hour of the Gods. Start of turn examine Rocky Cliff. It's Mercenary (not a boon) so stays on top. Then recharge Councilor's Ring, Bloodcrow Rapier, and Fencer to draw a random ally: #4 Albatross.

Give a Card step: Pass Albatross to Maznar.

Move to Fort Hazard, taking the party (I'll be moving back to Rocky Cliff at the end of my turn). At end of move step, reveal Fortune-Teller and name boon. It's a Gargiya (Monster 6) so no free encounter. Then explore.

Fort Hazard 1: Gargiya. Hitting everyone for 1d8 Fire damage on defeat isn't something I'm particularly fond of. Recharge Armor of Skulls to evade Gargiya and shuffle it into Sea Fort. Because I encountered a bane and didn't defeat it, Jirelle displays a Pirate Shade Haunt next to her. Discard Blessing of Anubis to explore.

Fort Hazard 2: Helpful Haversack. Reveal Keen Rapier +3 to add Swashbuckling. Pirate Shade Haunt increases DC by 2. Maznar reveals animal. Dexterity 6+2=8: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (3) = 17 Acquired. Bury it to banish my displayed Pirate Shade Haunt.

At end of turn, use my character power to move everyone back to Rocky Cliff. Then reset my hand.

Jirelle scouts around and discovers a mercenary working for the oni and a nasty fire-breathing monster. She makes a note to avoid the latter as it wanders off to a fort by the sea.

Jirelle wrote:

Hand: Fortune-Teller, Brine's Sting (Loot), Corrosive Backsword +4, Keen Rapier +3, Vizier, Evangelist,

Displayed:
Deck: 17 Discard: 1 Buried: 1
"Notes: Blessings available, if any.
5-6E: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).

Maznar handed Albatross.
Rocky Cliff 1 examined: Mercenary
Fort Hazard 1 shuffled into Sea Fort.
Fort Hazard 2 acquired.


Deck Handler // Tier 6.6 // 8 hero points

Start at Rocky Cliff, draw 2 extra cards after drawing starting hand. Then shuffle random ally (Old Salt) and random blessing (Blessing of the Gods) into deck. Actual turn will be in the next post.

Jirelle steels herself and looks over the rest of the crew. They've come a long way, and have grown so much since their meeting back in Absalom. She calls out to the group "The trials we've overcome have made them us strong, and together we might stop this threat. No, we will stop this threat! Akinaru will not survive to control or ruin anyone else!" With that rallying cry, the group sets off.

Jirelle wrote:

Hand: Councilor's Ring, Blessing of Anubis, Corrosive Backsword +4, Keen Rapier +3, Armor of Skulls, Fencer, Fortune-Teller, Bloodcrow Rapier,

Displayed:
Deck: 16 Discard: 0 Buried: 0
"Notes: Blessings available, if any.
5-6E: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).


Deck Handler // Tier 6.6 // 8 hero points

5-6D Boon: 1d20 ⇒ 2 Nope.

Tier 6.5: Save Hero Point (now 9). Pass on upgrades.


Deck Handler // Tier 6.6 // 8 hero points

Hour of Norgorber. Move to Shrine to Norgorber and explore.

Shrine 1: Old Salt's Rapier +2. Reveal Audessa, Evangelist, Bloodcrow Rapier. Melee 12: 1d10 + 8 ⇒ (4) + 8 = 12 Acquired.

Discard Magic Spyglass to rearrange top 3 cards of location in this order: Blessing of Geryon, Draugr Captain, Dire Shark. Bury Bloodcrow Rapier to pseudo-heal 1d4 ⇒ 2 cards: Blessing of the Midnight Lord, Vizier. Bury Old Salt's Rapier +2 to pseudo-heal 1d4 ⇒ 3 cards: Magic Spyglass, Blessing of Anubis, Fencer. End turn.

Jirelle came across what appears to be some sort of shrine. A magical rapier lay in the corner. Cautious of traps, Jirelle spent some time with her magic spyglass to scout way lay beyond the passages and walls, finding an undead menace and shark. On the other path lay some sort of dragon-shaped trinket, likely magical in nature. She picks up the rapier and bides her time, knowing that rushing headfirst into danger by herself is a great way to get killed.

Jirelle wrote:

Hand: Deadened Shadows Cloak, Blessing of Maat, Corrosive Backsword +4, Audessa Reyquio, Blessing of the Vaultmaster, Evangelist,

Displayed:
Deck: 16 Discard: 0 Buried: 2
"Notes: Blessings available, if any.
5-6D: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).


Deck Handler // Tier 6.6 // 8 hero points

Retconning turn since I forgot the scenario powers. Audessa roll is unchanged. To explore the second time I would've discarded Fencer to explore and Vizier per scenario power (holding onto blessings since demoting a die to d4 means I may need them to bless). Need to re-do checks against Buccaneer.

Assassination Attempt: Corrosive Backsword +4, Scenario Power, Lucrehold, Fencer, Bloodcrow Rapier (char power), Audessa, Evangelist. Combat 8+6+6-5=15: 1d4 + 1d6 + 1d4 + 12 ⇒ (4) + (3) + (4) + 12 = 23 Automatic success. The AA one is an autosuccess as well. Discard Anubis to explore and Midnight Lord per scenario power.

Electricity Arc Trap: Choose Disable, reveal Corrosive Backsword +4, Scenario Power, Audessa, Evangelist, Bloodcrow Rapier (char power). Disable 12: 1d4 + 1d6 + 12 ⇒ (1) + (4) + 12 = 17 Automatic success. Examine Brine Dragonhide Breastplate on top of location, but am no longer able to explore.

Jirelle wrote:

Hand: Magic Spyglass, Blessing of Maat, Corrosive Backsword +4, Audessa Reyquio, Bloodcrow Rapier, Evangelist,

Displayed:
Deck: 13 Discard: 4 Buried: 0
"Notes: Blessings available, if any. Magic Spyglass available
5-6D: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).


Deck Handler // Tier 6.6 // 8 hero points

Hour of Cayden Cailean. Move to Torture Chamber then explore.

Torture Chamber 1: Audessa Reyquio. Reveal Evangelist and Bloodcrow Rapier. Acrobatics 7: 1d10 + 6 ⇒ (10) + 6 = 16 Automatic success. Reveal same things on second check. Diplomacy 10: 1d8 + 6 ⇒ (4) + 6 = 10 Success, acquired. Discard Fencer to explore.

Torture Chamber 2: Assassination Attempt. Everyone encounters a Buccaneer.

Buccaneer:
Buccaneer
Henchman Monster B

Traits
Human
Pirate
⭐Veteran⭐

Check
Combat 8

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.

For my checks, reveal Corrosive Backsword +4, freely reveal Audessa, and reveal Evangelist. Fencer adds 1d4 and Swashbuckling. Occupied Lucrehold reduces difficulty by 5 (originally didn't catch this hence the reroll but didn't want to impact future dice so I left the reroll as-is). Combat 8+6+6-5=15: 1d10 + 1d6 + 12 ⇒ (1) + (2) + 12 = 15 Swash reroll both dice. Combat 8+6+6-5=15: 1d10 + 1d6 + 12 ⇒ (3) + (5) + 12 = 20 Success. Assassination Attempt is defeated. After acting, fight another one, revealing same things. Combat 8+6+6-5=15: 1d10 + 1d6 + 12 ⇒ (7) + (4) + 12 = 23 Also success.

Discard Blessing of Anubis to explore. Torture Chamber 3: Electricity Arc Trap. Choose Disable, reveal Corrosive Backsword +4, Audessa, Evangelist, Bloodcrow Rapier. Disable 12: 1d10 + 1d6 + 12 ⇒ (1) + (2) + 12 = 15 Automatic success. For defeating a barrier with Corrosive Backsword +4, examine top card of location: Brine Dragonhide Breastplate. Discard Blessing of the Midnight Lord to explore.

Torture Chamber 4: Brine Dragonhide Breastplate. Reveal Bloodcrow Rapier, Audessa, Evangelist. Fortitude 9: 1d6 + 4 ⇒ (4) + 4 = 8 Swash reroll the d6. Fortitude 9: 1d6 + 4 ⇒ (3) + 4 = 7. Banished. Reload Vizier to examine location: Giant Sea Anemone. Additionally discard Vizier to explore.

Torture Chamber 5: Giant Sea Anemone. Reveal Corrosive Backsword +4, Bloodcrow Rapier, Audessa, Evangelist. Combat 20: 1d10 + 1d6 + 12 ⇒ (1) + (4) + 12 = 17 Swash reroll the d10. Combat 20: 1d10 + 16 ⇒ (4) + 16 = 20 Defeated. That's as far as I want to go with my turn, don't want to get rid of allies that reveal for +1 to everything to explore more.

No flavor today, sorry.

Jirelle wrote:

Hand: Magic Spyglass, Blessing of Maat, Corrosive Backsword +4, Audessa Reyquio, Bloodcrow Rapier, Evangelist,

Displayed:
Deck: 13 Discard: 4 Buried: 0
"Notes: Blessings available, if any. Magic Spyglass available
5-6D: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).

Everyone fights a Buccaneer. DC 9 Combat if check does not have Swashbuckling. DC 15 Combat if it does.


Deck Handler // Tier 6.6 // 8 hero points

Start at anchored location, using my regular set of loot (Blessing of Besmara, Brine's Sting). After drawing a valid starting hand, draw 2 additional cards. Examine top 2 cards of Shrine to Norgorber: Invigorating Kukri +1, Blessing of Kelizandri. Leave them in that order.

Jirelle wrote:

Hand: Blessing of Anubis, Blessing of Maat, Corrosive Backsword +4, Blessing of the Midnight Lord, Bloodcrow Rapier, Evangelist, Fencer, Vizier,

Displayed:
Deck: 14 Discard: 0 Buried: 0
"Notes: Blessings available, if any.
5-6D: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).


Deck Handler // Tier 6.6 // 8 hero points

5-6C Paths in the Sky

Tier 6.4. Bank the Hero Point (now 8).

Scenario Reward: not interested in either of the loot cards.

I'm still looking for an Ally 6 but it's a very low priority upgrade for me, so pass on upgrades this time so that Maznar and Enora can get their picks.


Deck Handler // Tier 6.6 // 8 hero points

Off-turn: receive Old Salt's Rapier +2 from Agna. Draw Blessing of Droskar on Enora's turn.

Off-turn: Attempt check against Treasure Hunt, choosing Intelligence and revealing Corrosive Backsword +4 and Brine's Sting. Maznar reveals an animal. Intelligence 13: 1d10 + 1d6 + 10 + 1d4 ⇒ (9) + (5) + 10 + (3) = 27 Autosucceed. Draw Random Item #1 Periscope. Choose not to examine from Corrosive Backsword's power.

Hour of Acheakek. Between my start of turn and move steps, recharge Armor of Skulls to move myself and Onigumo to Rocky Cliff and examine the top card (Lightning Elemental). For my move step, stay put, then call bane with Fortune-Teller and encounter Lightning Elemental.

Lightning Elemental: It was examined this turn, so no Electricity damage from scenario power. Reveal Brine's Sting. Combat 17: 1d10 + 2d4 + 8 ⇒ (7) + (4, 1) + 8 = 20 Passed. Banish Periscope to close Rocky Cliff. On closing, examine top card of Windward Isle. It's a non-story bane monster, so Windward Isle 1 (Shark-Eating Crab) is banished.

Recharge Brine's Sting to move myself and Onigumo to Holy Isle and examine the top card (Blessing of the Gods). Since I closed the location during my move step, I can still explore this turn, so take my free explore.

Holy Isle 1: Blessing of the Gods. Automatically acquired. Reload Vizier to examine the top card of Holy Isle (Shapechange), then discard it to explore.

Holy Isle 2: Shapechange. Really wishing I didn't get rid of Vizier right then... it would've let me add 1d8+4 to my check to acquire this. Take the Wisdom check. Agna discards Blessing of the Everbloom to bless twice. I reveal Old Salt's Rapier. Wisdom 13: 3d8 ⇒ (5, 1, 8) = 14 Acquired. Discard Blessing of the Gods to explore.

Holy Isle 3: Lightning Elemental. It was not examined, so suffer 1d4 ⇒ 3 Electricity damage. Discard Diviner's Blight to damage, which counts as up to 4 cards and lets me draw 2 cards (Keen Rapier +3, Councilor's Ring). Reveal Keen Rapier +3. Combat 17: 1d10 + 2d4 + 9 ⇒ (4) + (3, 2) + 9 = 18 Defeated, attempt to close.

Closing: Bury Councilor's Ring and reveal Keen Rapier +3. Wisdom 7: 1d8 + 1d20 ⇒ (6) + (15) = 21 Holy Isle is closed. Recharge all blessings from my discards per closed effect.

Bury Old Salt's Rapier to randomly recharge 1d4 ⇒ 3 cards from discards (Vizier, Fencer, Diviner's Blight). Then, recharge Shapechange to move myself and Onigumo back to Windward Isle, examining Bottled Lightning. For moving to Windward Isle, draw Magic Spyglass. End of turn use my character power to move everyone to Tempest Cay. Onigumo remains at Windward Isle.

The way forward is mostly clear, only a small handful of storms kicked up by lightning elementals remain. Jirelle knows that fighting the undead dragon in the midst of a storm is a bad idea, so taking them out early affords them extra time and might against the beast. She first loops back towards the location of one elemental they've previously scouted, quickly getting the drop on it and dispatching it without much trouble. Jirelle then sets off towards what appears to be the sole holy spot in this accursed country and shortly finds the elemental there as well, but not before it could get the drop on her and shock her a bit.

She loops back to rejoin the others afterwards, tallying the scroll and small handful of loot she managed to find in her short time at the holy isle.

Jirelle wrote:

Hand: Blessing of Maat, Corrosive Backsword +4, Keen Rapier +3, Fortune-Teller, Blessing of Droskar, Magic Spyglass,

Displayed:
Deck: 18 Discard: 0 Buried: 2
"Notes: Blessings available, if any. Magic Spyglass available (please use it!)
5-6C: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).

Agna discards Blessing of the Everbloom.
Windward Isle 1 banished.
Rocky Cliff closed.
Holy Isle closed.
Everyone's at Tempest Cay.


Deck Handler // Tier 6.6 // 8 hero points

Off-turn: draw Armor of Skulls.

Jirelle wrote:

Hand: Blessing of Maat, Corrosive Backsword +4, Diviner's Blight, Fortune-Teller, Brine's Sting (Loot), Vizier, Armor of Skulls,

Displayed:
Deck: 13 Discard: 3 Buried: 0
"Notes: Blessings available, if any.
5-6C: Playmat available, Paizo reroll available"
Sideboard cards:


Deck Handler // Tier 6.6 // 8 hero points

Hour of the Gods. Start of turn: examine Rocky Cliff per location power. Card 1 is a Marine. Not a boon, so it stays on top.

Move step: move solo to Fog Bank, leaving Olenjack behind. At end of move step reveal Fortune-Teller and name bane, then examine top card of Fog Bank: Find Traps (Spell 0). Not a bane, so no encounter. Fog Bank is shuffled. In between my Move and Explore steps, recharge Deadened Shadows Cloak to move Omigumo to Rocky Cliff. I move along with it, rejoining Olenjack and re-examine the Marine on top. Finally, explore.

Rocky Cliff 1: Marine. Reveal Corrosive Backsword +4 for combat. Reveal Brine's Sting for character power to add Swashbuckling. Combat 8+6=14: 1d10 + 1d6 + 10 ⇒ (3) + (3) + 10 = 16 Defeated. Discard Fencer to explore.

Rocky Cliff 2: Speed. Reveal Brine's Sting to add Swashbuckling. Wisdom 6: 1d8 ⇒ 5 Swash reroll. Wisdom 6: 1d8 ⇒ 6 Acquired. Discard Blessing of Anubis to explore.

Rocky Cliff 3: Crawling Cyclops Hands. Choose Divine. Reveal Corrosive Backword +4 to use my Melee skill. Reveal Brine's Sting to add Swashbuckling. Divine 10: 1d10 + 1d6 + 10 ⇒ (7) + (1) + 10 = 18 Autosuccess. For defeating a barrier with Corrosive Backsword +4, examine top card of Rocky Cliff: Barroom Brawl.

Since this impacts every local character and Olenjack has a means of no longer being local, let's use that. Olenjack recharges Wayfinder to move to Windward Isle, may draw a card, then examines the top 2 cards of Windward Isle: Shark-Eating Crab and Bottled Lightning. Now that I'm alone, I discard Blessing of the Vaultmaster to explore.

Rocky Cliff 4: Barroom Brawl. For my check to defeat, reveal Corrosive Backsword +4. Vaultmaster blesses. Melee 5+6=11: 2d10 + 1d6 + 10 ⇒ (8, 10) + (2) + 10 = 30 Autosuccess. For defeating a barrier with Corrosive Backsword +4, examine the top card of Rocky Cliff: Lightning Elemental. Neat.

Recharge Speed to move myself and Omigumo to Windward Isle, drawing Blessing of Maat and re-examining Shark-Eating Crab. Was hoping for something that let me explore, alas. I don't want to get rid of Fortune-Teller so I think I'm done exploring this turn. At end of turn, use my character power to move everyone except Maznar to Rocky Cliff. Omigumo is still at Windward Isle. I anticipate Olenjack will move us all back to Windward Isle via ship movement (allowing all of us a card draw), and then move Omigumo back to Rocky Cliff to take on the henchman (he'll have two opportunities to examine it that turn before the encounter to negate the scenario penalty vs henchman/villains).

Jirelle drives the barge alongside a rocky cliff, since that provides some means of keeping the barge a bit more hidden while it travels. The only worry is now things dropping onto it from above, as anything coming from other sides offers plenty of time to maneuver the barge out of the way of it.

As if responding to Jirelle's challenge, an undead cyclops marine drops down from above. Jirelle makes short work of it, slicing it into its component parts to make it easier to dump overboard. However, she notices its hands continue to crawl around after the foe is slain, and quickly puts a stop to that before they can cause any issues.

Off in the distance, Jirelle spots a lightning elemental quickly approaching the barge, moving faster than she can outrun it. She gets the barge in a better position to counterattack the elemental.

Jirelle wrote:

Hand: Blessing of Maat, Corrosive Backsword +4, Diviner's Blight, Fortune-Teller, Brine's Sting (Loot), Vizier,

Displayed:
Deck: 14 Discard: 3 Buried: 0
"Notes: Blessings available, if any.
5-6C: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).


Deck Handler // Tier 6.6 // 8 hero points

Start at Rocky Cliff. After drawing a valid starting hand, draw 2 additional cards. Taking usual loot (Brine's Sting, Blessing of Besmara).

Jirelle wrote:

Hand: Deadened Shadows Cloak, Corrosive Backsword +4, Diviner's Blight, Fencer, Brine's Sting (Loot), Blessing of Anubis, Blessing of the Vaultmaster, Fortune-Teller,

Displayed:
Deck: 14 Discard: 0 Buried: 0
"Notes: Blessings available, if any. Fencer available.
5-6C: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).


Deck Handler // Tier 6.6 // 8 hero points

5-6B Withering Heist

Tier 6.3. Hero Point: Saved. Now have 7 hero points.

Not really interested in any loot. I'd consider taking the ally in scenarios with Lucrehold just for an extra Pirate to banish.

Upgrades:
Item 6: 1d1000 ⇒ 69 Replace Masterwork Tools with Deadened Shadows Cloak.
Ally 6: 1d1000 ⇒ 237 Fill empty slot (due to banished Fencer) with Isiem

Banished cards:
Replace banished Blessing of Erastil with Blessing of the Midnight Lord (Blessing 3)
Replace banished Blessing of Milani with Blessing of Anubis (Blessing 4)
Replace banished Fencer with itself, if not upgraded above.


Deck Handler // Tier 6.6 // 8 hero points

For posterity’s sake, since Agna already used Everbloom. Acrobatics 13: 1d10 + 5 + 1d4 ⇒ (3) + 5 + (2) = 10 Swash reroll both dice. Acrobatics 13: 1d10 + 5 + 1d4 ⇒ (7) + 5 + (3) = 15 Passed. Then discard Droskar for Olenjack.


Deck Handler // Tier 6.6 // 8 hero points

Olenjack's turn: draw Bolstering Armor, discard Blessing of Maat, draw Disrupting Rapier +1.

Agna's turn: I'll accept the blessing despite probably being the best one to take the check unaided because everyone else decided to punt on it... Maznar reveals animal and I reveal Evangelist and Keen Rapier +3. Acrobatics 13: 3d10 + 6 + 1d4 ⇒ (8, 10, 7) + 6 + (2) = 33.

Enora's turn: Draw Corrosive Backsword +4. I note that Arcane Cannonade should've been sent to recovery at the end of Enora's turn but seems to have been missed in the post.

Hour of Achaekek. Stay put at Windward Isle. There are two powers that happen at the end of my move step. I'll sequence Fortune-Teller before the scenario power. Call Bane, find a Shark-Eating Crab and encounter it. Reveal Keen Rapier +3 and Evangelist. Maznar reveals animal. Enora reveals Binder's Tome. Combat 18: 1d10 + 10 + 2d4 ⇒ (7) + 10 + (4, 4) = 25 Combat 18: 1d10 + 10 + 2d4 ⇒ (7) + 10 + (2, 3) = 22 Defeated.

For the scenario end of move check, Maznar reveals animal and I reveal Evangelist and Keen Rapier +3. Wisdom 9: 1d8 + 1 + 1d4 ⇒ (3) + 1 + (3) = 7 Swash reroll the d10. Wisdom 9: 1d8 + 4 ⇒ (1) + 4 = 5 Random open location: 1d2 ⇒ 1 Move to Theater of Corruption. In hand right now (alphabetical order): Armor of Skulls, Bolstering Armor, Corrosive Backsword +4, Disrupting Rapier +1, Evangelist, Fencer, Fortune-Teller, Keen Rapier +3. Randomly recharge 1d8 ⇒ 5 Evangelist, unfortunate.

I have a very solid chance of picking up the spell with Agna's blessing so I'll go for it. Explore Theater of Corruption to find Recast. Maznar reveals an animal (this does not count as playing the animal, so it is not banished). Agna discards Blessing of the Everbloom to bless twice. I reveal Keen Rapier +3. Wisdom 12: 3d8 + 1d4 ⇒ (5, 8, 6) + (1) = 20 Acquired. Banish Fencer to explore.

Theater of Corruption 2: Blessing of the Gods. Villain is at Windward Isle. Auto-acquire, then discard it to explore.

Theater of Corruption 3: Daughter of Imerta. BA check, reveal Keen Rapier +3 and Maznar reveals animal. Wisdom 10: 1d8 + 1d4 ⇒ (3) + (3) = 6 Swash reroll the d10. Wisdom 10: 1d8 + 3 ⇒ (6) + 3 = 9 Use Freedom Fighter boon to add a die post-roll to my BA check. That was the 2nd use, 2 uses remain. Wisdom 10: 1d8 + 9 ⇒ (2) + 9 = 11 Success, I can play weapons. Reveal Keen Rapier +3. Maznar reveals animal and discards Blessing of the Starsong, Enora reveals Binder's Tome. Combat 18+3=21: 2d10 + 9 + 2d4 ⇒ (5, 2) + 9 + (3, 2) = 21 Defeated. Attempt to close.

Random other location: 1d6 ⇒ 6 Hall of Champions. Display Disrupting Rapier +1 next to Hall of Champions. This doesn't banish it, I'll get it back at the end of the scenario during cleanup. WPC bury 1d4 ⇒ 4 cards: Recast, Bolstering Armor, Corrosive Backsword +4, Fortune-Teller. Then draw 1d4 ⇒ 1 cards: Blessing of Droskar. Ending turn, no flavor today.

Ow. I'm using Magic Spyglass once someone clears Alchemical Glue from Windward Isle to examine and rearrange the top 3 cards. Should someone need to be randomly selected for bad things to happen to them, I use Diviner's Blight to exclude myself from the random selection. Before exploring into the villain or an unknown card, I'll bury Bloodcrow Rapier to pseudo-heal 1d4 cards.

Jirelle wrote:

Hand: Keen Rapier +3, Blessing of Droskar, Magic Spyglass, Armor of Skulls, Bloodcrow Rapier, Diviner's Blight,

Displayed:
Deck: 2 Discard: 6 Buried: 8
"Notes: Blessings available, if any. Magic Spyglass available. Please use it before blindly exploring. If someone at random has something bad happen to them, I use Diviner's Blight to avoid it
5-6B: Playmat available, Paizo reroll used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).

Windward Isle Card 1 banished.
Theater of Corruption closed.


Deck Handler // Tier 6.6 // 8 hero points

Continuing turn, with just Enora's assistance I have very good odds against the villain (over 95%). Spoilering the rest of the combat so that others can make their checks. Note that I plan on using Blessing of Besmara on myself for the combat check, but Maat is available for use by anyone if they wish to bump their checks to stay put or guard a location.

Villain fight:
Before acting suffer 1d4 ⇒ 4 Electricity damage. Discard Diviner's Blight to damage, which counts as 4 cards. Choosing not to draw anything. For the Wisdom check, bury Councilor's Ring to add 1d20, then reveal Brine's Sting and Evangelist. Wisdom 13: 1d8 + 1 + 1d20 ⇒ (8) + 1 + (18) = 27 Succeeded, Hall of Champions makes me draw Armor of Skulls.

For Combat, reveal Keen Rapier +3 and Evangelist and discard Blessing of Besmara to bless twice. Enora reveals Binder's Tome and her Arcane Cannonade adds 1d6. Ruined Amphitheater increases DC by 3. Combat 31+3=34: 3d10 + 2d4 + 10 + 1d4 + 1d6 ⇒ (4, 1, 7) + (1, 1) + 10 + (2) + (5) = 31 Swash reroll the d10 that rolled a 1 and one of the d4s that rolled a 1. Combat 34: 1d10 + 1d4 + 29 ⇒ (9) + (4) + 29 = 42 Keen Rapier +3's power turns that into a 43. For passing a check at Hall of Champions, draw Fencer. Check to defeat did not have the Acid or Fire trait, so bury the bottom card of my deck (Vizier). Villan escapes, Hall of Champions is closed. 1d4 + 1 ⇒ (1) + 1 = 2 random weapons are shuffled into Hall of Champions.

Bury Brine's Sting to randomly recharge 1d4 ⇒ 3 cards from my discareds: Magic Spyglass, Bloodcrow Rapier, Diviner's Blight. At the end of my turn, recharge Masterwork Tools per Eagle Aerie to move everyone to Windward Isle. Everyone may draw a card. Jirelle refrains from doing so. Discard Dreamstalker and Fortified Breastplate at the end of my turn to get back down to hand size. If Blessing of Maat was expended on my turn, I hold onto Dreamstalker instead of discarding it.

It appears that the owner of the manse has caught wind of the party's escapades after one of the guards failed to report back. Jirelle was expecting to encounter perhaps heavier resistance as they snuck around towards the skiff, but was not expecting to face off against Kurida herself! However, if Jirelle can gain the upper hand in this battle, perhaps that could serve as a useful distraction to allow the others freer reign to approach the skiff and commandeer it.

She steels herself and readies her rapier, attacking the oni with both blade and wit. The oni seems taken aback by Jirelle's bravado, and shot back with a barrage of lightning. Jirelle then proceeded to lead her on a chase until she was able to lose track of the oni thanks to some timely magic by Enora. Hopefully that bought everyone else some time.

Jirelle wrote:

Hand: Keen Rapier +3, Evangelist, Fortune-Teller, Armor of Skulls, Blessing of Maat, Fencer,

Displayed:
Deck: 8 Discard: 4 Buried: 4
"Notes: Blessings available, if any. Fencer available.
5-6B: Playmat available, Paizo reroll used"
Sideboard cards:


Deck Handler // Tier 6.6 // 8 hero points

Olenjack's turn: draw Blessing of Besmara, Blessing of the Vaultmaster, Corrosive Backsword +4. Agna's turn: draw Brine's Sting. Enora's turn: draw Dreamstalker.

Hour of the Gods. Let's try to stay at Hall of Champions. Two things happen at the end of my move step, so let's use Fortune-Teller before the scenario power. Call Bane. Top card of Hall of Champions is Fortified Breastplate, not a bane so no encounter. Choose to fail Wisdom check, move to 1d4 ⇒ 4 Hall of Champions and randomly recharge 1d11 ⇒ 9 Corrosive Backsword +4. Explore.

Hall of Champions 1: Fortified Breastplate. Maznar reveals animal. I reveal Brine's Sting and Evangelist. Fortitude 10: 1d6 + 3 + 1d4 ⇒ (5) + 3 + (1) = 9 Swash reroll the 1. Fortitude 10: 1d4 + 8 ⇒ (2) + 8 = 10 Acquired, and draw Vizier for succeeding at a check. Reload Vizier to examine the top card of Hall of Champions: Blasting Pistol +2. Additionally discard Vizier to explore.

Hall of Champions 2: Blasting Pistol +2. Choosing Craft (which is based on Charisma for me). Maznar reveals animal. I reveal Brine's Sting and Evangelist. Enora reveals Binder's Tome. Craft 13: 1d8 + 6 + 2d4 ⇒ (7) + 6 + (3, 3) = 19 Acquired, and draw Masterwork Tools for succeeding at a check. Bury Blasting Pistol +2 to randomly recharge 1d4 ⇒ 2 cards from my discards: Blessing of Droskar, Vizier. Discard Blessing of the Vaultmaster to explore.

Hall of Champions 3: Kurida (villain!). When encountered, each other character must succeed at a Dexterity or Acrobatics 13 check or move to a random location and discard a random card. This meaningfully impacts my turn based on whether or not Enora and Maznar move away, so pausing for now. Remember that succeeding at the check forces you to draw a card from Hall of Champion's power. This is a When Encountered power, which due to the new Core rules happens before guarding locations. As such, if you fail and get moved to somewhere that is open, you can attempt to guard it. Posting hand below so you can more easily see what I have to offer assistance-wise should you need it.

Jirelle wrote:

Hand: Keen Rapier +3, Evangelist, Fortune-Teller, Diviner's Blight, Blessing of Maat, Councilor's Ring, Blessing of Besmara (Loot), Masterwork Tools, Brine's Sting (Loot), Dreamstalker, Fortified Breastplate (Acquired),

Displayed:
Deck: 7 Discard: 3 Buried: 1
"Notes: Blessings available, if any.
5-6B: Playmat available, Paizo reroll used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).


Deck Handler // Tier 6.6 // 8 hero points

Retcon on my turn: Agna would not have acquired Blessing of Pharasma and therefore Animalbane Dagger +1 would not have been banished on Agna's turn.

First, Enora recharges Byzantine Lexicon to add a die to my move step Wisdom check in place of Maznar's animal. This means 2d8 instead of 1d8+1d4, but since that's larger dice than what I originally had, the original roll would still be valid.

Fortune-Teller would reveal Animalbane Dagger +1, but that's still not a bane so no free encounter. I explore into it, choose to banish it, and then discard Magic Spyglass and re-order as I did on my above post. Then discard Blessing of Droskar to explore into the henchman.

Then, my BA check against Daughter of Imerta would fail, so I'll use my Freedom Fighter boon to add 1 die post-roll: Wisdom 10: 1d8 + 8 ⇒ (1) + 8 = 9 And my accessory reroll on that 1. Wisdom 10: 1d8 + 8 ⇒ (4) + 8 = 12 Success. The combat against Daughter of Imerta is unchanged, I still win (it just wasn't autosuccess). I have 2 uses of Freedom Fighter remaining.

Since I discarded Blessing of Droskar, I'd have drawn another card when I reset my hand. New hand is below.

Jirelle wrote:

Hand: Keen Rapier +3, Evangelist, Fortune-Teller, Diviner's Blight, Blessing of Maat, Councilor's Ring,

Displayed:
Deck: 11 Discard: 3 Buried: 0
"Notes: Blessings available, if any.
5-6B: Playmat available, Paizo reroll used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).


Deck Handler // Tier 6.6 // 8 hero points

Off-turn: Barroom Brawl. Reveal Bloodcrow Rapier. Maznar reveals animal. Dexterity 5+6=11: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (4) = 9 Swash reroll the 1. Dexterity 11: 1d10 + 8 ⇒ (7) + 8 = 15 Defeated. Then draw 2 cards (one for Agna's turn, one for Enora's turn). Hour of Pharasma. Move to Shrine to Norborger.

To stay in place, Maznar reveals an animal and I reveal Bloodcrow Rapier and Evangelist. Wisdom 9: 1d8 + 1d4 + 1 ⇒ (7) + (4) + 1 = 12 Stay at the Shrine. At the end of my move step, reveal Fortune-Teller and name bane, then examine Shrine to Norgorber. It's Keen Falcata +1, so no free encounter.

Discard Magic Spyglass to examine the top 3 cards of my location and rearrange them: Keen Falcata +1, Daughter of Imerta, Jellyfish Swarm. Put the henchman on top then explore.

Shrine to Norborger 9: Daughter of Imerta. BA check, Maznar reveals animal, I reveal Evangelist and Bloodcrow Rapier. Wisdom 10: 1d8 + 1 + 1d4 ⇒ (1) + 1 + (1) = 3 Swash reroll both dice. Wisdom 10: 1d8 + 1 + 1d4 ⇒ (7) + 1 + (4) = 12 Success, and didn't even have to use that Freedom Fighter boon that I was factoring into my success rate. For combat, reveal and additionally discard Bloodcrow Rapier. Reveal Evangelist, Maznar reveals animal. Combat 18: 1d10 + 3d4 + 13 + 1d4 ⇒ (6) + (2, 2, 2) + 13 + (3) = 28 Automatic success, 18 is snooze-worthy when we're tier 6. Banish Blessing of Erastil and Blessing of Milani to close Shrine to Norgorber. Then add 1d6 ⇒ 6 Items to the closed Shrine, which I can't explore into due to new Core rules. I am looking for an Item 6 upgrade so I may come back here to dig later.

At end of turn, use my character power to move everyone to Windward Isle. Everyone may draw a card. Jirelle refrains from doing so as I already have 7 cards in hand with a hand size of 6. Then, recharge Disrupting Rapier +1 for Eagle Aerie to move everyone to Hall of Champions. This sets everyone up for 2 card draws on Olenjack's turn if he fails the move phase Wisdom check, but I'll leave it up to him as to whether or not that's worth exploiting.

Jirelle helps Agna clear out the remainder of the shrine, using it to hide out until one of the flying fiends is nearby enough to ambush. With one of the guards taken care of, their journey just got a bit easier.

Jirelle wrote:

Hand: Keen Rapier +3, Evangelist, Fortune-Teller, Diviner's Blight, Blessing of Droskar, Councilor's Ring,

Displayed:
Deck: 12 Discard: 2 Buried: 0
"Notes: Blessings available, if any.
5-6B: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).


Deck Handler // Tier 6.6 // 8 hero points

Per Hangouts, started at Maznar's location. Draw valid starting hand, 2 extra cards per reward, and an additional card per moving to Windward Isle.

Jirelle wrote:

Hand: Keen Rapier +3, Blessing of Milani, Fortune-Teller, Magic Spyglass, Blessing of Droskar, Disrupting Rapier +1, Councilor's Ring, Bloodcrow Rapier, Blessing of Erastil,

Displayed:
Deck: 13 Discard: 0 Buried: 0
"Notes: Blessings available, if any.
5-6B: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).


Deck Handler // Tier 6.6 // 8 hero points

5-6A: Battle of the Sapphire Strait

Jirelle will spend her Hero Point on the Card Feat: 3 Armor. She has 6 Hero Points remaining.

Weapon 6: 1d1000 ⇒ 299 Replace Captain's Cutlass with Corrosive Backsword +4. It doesn't have Swashbuckling but it's an amazing weapon regardless because it lets me use Melee against barriers.

Armor 5: 1d1000 ⇒ 375 Fill empty slot with Bolstering Armor. I'm possibly eyeing Ophidian Armor but the wiki page confuses me so I need to check my physical cards to see what powers it actually has. As it's an Armor 6 and it looks like Agna isn't going to nab the Ally, I'll defer the current Armor 6 upgrade to Agna. In the meantime, Bolstering Armor lets me turn damage into card draw, and that's always a good thing.


Deck Handler // Tier 6.6 // 8 hero points

Off-turn: Heal Blessing of Erastil, Hellknight Armor, Dindreann, Diviner's Blight, and Baby Triceratops. Then auto-fail Treasure Hunt. Then take 1d4 - 1 ⇒ (1) - 1 = 0 and 1d4 - 1 ⇒ (4) - 1 = 3 damage, discarding Fortune-Teller, Magic Spyglass, and Masterwork Tools for damage. That was unfortunately rather annoying, but giving up some scouting is better than giving up a static +2 to all of my checks.

Hour of Norgorber. Start of turn encounter Ship: 1d22 ⇒ 10 Hate you too, dice. Everyone takes another round of 1d4-1 Ranged Combat damage as the Sanbalot shows up for the 3rd time in a row. Jirelle's damage: 1d4 - 1 ⇒ (1) - 1 = 0 At least my dice liked me that time. If Maznar still has an animal, the following checks each have an extra 1d4; I omitted it for the time being just in case. Reveal both Audessa and Evangelist, DC is +1 due to location power (1 ally in discard). Survival 7+1=8: 1d8 + 5 ⇒ (1) + 5 = 6 Free reroll vs ship. Survival 8: 1d8 + 5 ⇒ (6) + 5 = 11 Passed. Don't seize it because we'd lose a ton of plunder if I did, but stash an Plunder: 1d6 ⇒ 5 ally.

Stay at Widowmaker Isle and explore: Blessing of the Gods. Auto-acquire and discard to explore.

Widowmaker Isle 2: Oni Mariner. Before acting Alphabetical (AEJMO): 1d5 ⇒ 2 Enora must succeed at a Dexterity/Acrobatics 11 check or suffer 1d4 Cold damage. Remember that the location may increase check difficulty if you have allies in your discard. For my check, reveal and additionally discard Bloodcrow Rapier. Reveal Audessa and Evangelist. If Maznar still has an animal, he'll reveal that but it isn't included in the following roll. Combat 26+1=27: 1d10 + 3d4 + 14 ⇒ (5) + (3, 4, 4) + 14 = 30 Passed.

To close, fight Ship: 1d22 ⇒ 11 Sea Chanty. This is hilariously easy, I'll reveal both of my allies to its power and then reveal each of them again for their own powers to have 1d8+11 to get a 7... automatically succeed. Do not seize, but stash an Plunder: 1d6 ⇒ 3 armor. Widowmaker Isle is closed. On closing, recharge Fortune-Teller from my discards.

End of turn use the Come What May's power by milling a blessing from the hourglass. Banish the lowest-level ally plunder we have and stash a new ally. If the flip side of Widowmaker Isle has a nasty start of turn ability, use my character power to move everyone to Dagon's Jaws at end of turn assuming that Olenjack will likely just evade Gargiya anyway. If evasion isn't the plan, then I'll move everyone to a different closed location instead. If no nasty start of turn, then stay put.

The blasted Sanbalot seemed to have unending tricks up its sleeve. Despite Jirelle's best evasive maneuvers and assaults both physical and magical by Maznar and Enora, it seems they were able to conjure backup weaponry and continue to assault the Come What May. Jirelle turned to the arcanist and asked her if she could conjure up some something herself to turn the tides, and Enora responded that she had a spell able to control the weather and winds. By pushing gale-force winds back at the enemy ship, its projectiles could no longer reach our deck and the ship itself careened dangerously into some rocks. That should keep it out of commission for a while, Jirelle hopes.

The respite was short-lived, as another enemy vessel named Sea Chanty bore down on the Come What May, with an Oni Mariner at its helm. Jirelle ably swung over to the ship thanks to Enora's mastery of the local wind, and dispatched the Mariner, although not before it attempted to attack the spellcaster to disrupt her spell.

With the Sea Chanty out of commission, Jirelle returned just as Enora's spell wore off. She states she can cast it one more time, and Jirelle hopes that will be enough given how close they are to their target.

Jirelle wrote:

Hand: Audessa Reyquio (Acquired), Vizier, Blessing of Besmara (Loot), Diviner's Blight, Evangelist, Blessing of Erastil,

Displayed:
Deck: 14 Discard: 5 Buried: 4
"Notes: Blessings available, if any. Evangelist available for villain check (recharge for +1d4)
5-6A: Playmat available, Paizo reroll used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).

Everyone suffers 1d4-1 Ranged Combat damage.
Enora needs to make the BA check against Oni Mariner.
An extra blessing was discarded from the hourglass.


Deck Handler // Tier 6.6 // 8 hero points

Hour of the Gods. Ship: 1d22 ⇒ 5 Truewind. Reveal Audessa and Evangelist, Maznar reveals animal. Survival 6: 1d8 + 5 + 1d4 ⇒ (4) + 5 + (2) = 11 Automatic success. Do not seize. An 1d6 ⇒ 4 item is stashed as plunder.

Move solo to Dagon's Jaws 2, name "boon" at the end of my move step for Fortune-Teller. It's a Jellyfish Swarm, so no encounter. Explore.

DJ2 Card 1: Jellyfish Swarm. Reveal Bloodcrow Rapier, Audessa, and Evangelist. Check has Piercing, so Jellyfish adds 1d8. Combat 16 (20): 1d10 + 2d4 + 8 + 1d8 ⇒ (6) + (2, 3) + 8 + (1) = 20 Defeated and banished. Discard Erastil to explore.

DJ2 Card 2: Dindreann. Reveal Rapier, Audess, and Evangelist. Diplomacy 11: 1d8 + 7 ⇒ (6) + 7 = 13 Acquired. Discard it to examine and optionally explore. It's a Baby Triceratops (d'aww), so explore.

DJ2 Card 3: Baby Triceratops. Reveal Rapier, Audessa, and Evangelist. Agna discards Blessing of Milani to bless twice. Survival 13: 3d8 + 5 ⇒ (2, 1, 5) + 5 = 13 Acquired. Discard to explore, burying Ring of the Sea Strider.

DJ2 Card 4: Potion of Heroism. Reveal Rapier, Audessa, and Evangelist. Craft 7: 1d8 + 7 ⇒ (3) + 7 = 10 Automatic success. Attempt to close empty location (sadly this is not part of the explore, so Mr. Tops doesn't add 3d6).

Vrykolakas: Reveal Rapier, Audessa, and Evangelist. 1E reward adds 1d4. Combat 20: 1d10 + 2d4 + 8 + 1d4 ⇒ (7) + (2, 3) + 8 + (2) = 22 Defeated. I suffer 1d4 ⇒ 1 Poison damage: discarding Potion of Heroism. Dagon's Jaws 2 is closed. Per WPC, draw and recharge Vizier. At end of turn, I move back to Raker Shoals to rejoin the party.

Handing command of the Kraken's helm to Olenjack, Jirelle slips aboard the enemy ship Truewind. It isn't in the best health after having been hit by their forces, and is currently in the process of sinking. However, the opportunity to refresh their supplies proves too good to pass up.

The partially-submerged hold is now home to a swarm of jellyfish, which Jirelle dispatches quickly while she notices a large dinosaur and its attendant. They appear to be friendly, and were pressed into service by the Oni after being taken here as slaves. Thankful to be freed, they agreed to offer their services to Jirelle as she worked out the logistics of taking the two of them back to the Kraken.

An undead vrykolakas stood in their path on the way back, but the three of them made short work of it before rejoining the rest of the crew.

Jirelle wrote:

Hand: Audessa Reyquio (Acquired), Magic Spyglass, Fortune-Teller, Bloodcrow Rapier, Evangelist, Masterwork Tools,

Displayed:
Deck: 12 Discard: 6 Buried: 4
"Notes: Blessings available, if any.
5-6A: Playmat available, Paizo reroll used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).

Agna discards Blessing of Milani.

We now know the composition of Dagon's Jaws 1:
M:3 Ba:2 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1


Deck Handler // Tier 6.6 // 8 hero points

Off-turn BA against Oni Mariner: Maznar reveals an animal, I reveal Audessa and Evangelist (thanks to Audessa being psuedo-freely) to add 2. Also reveal Bloodcrow Rapier to add swashbuckling. Acrobatics 11: 1d10 + 7 + 1d4 ⇒ (4) + 7 + (3) = 14 Passed.

Then suffer 1d4 ⇒ 4 Fire damage thanks to Firedrake Trap. Discard Diviner's Blight to damage, which counts as 4 cards. This also allows me to draw 2 cards: Fortune-Teller and Armor of Skulls.

Jirelle wrote:

Hand: Audessa Reyquio (Acquired), Ring of the Sea Strider (Acquired), Fortune-Teller, Bloodcrow Rapier, Evangelist, Blessing of Erastil, Armor of Skulls,

Displayed:
Deck: 13 Discard: 2 Buried: 3
"Notes: Blessings available, if any.
5-6A: Playmat available, Paizo reroll used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).


Deck Handler // Tier 6.6 // 8 hero points

Hour of Acheakek. Jirelle finds a nice 1d22 ⇒ 6 Devil's Pallor to ransack. Unless otherwise stated, I'll be revealing one of my Swashbuckling weapons to add the Swashbuckling trait and Maznar is providing animal aid for every check this turn. Survival 9: 1d8 + 3 + 1d4 ⇒ (8) + 3 + (4) = 15 Defeated. Per ship power, a weapon is stashed and I discard Counilor's Ring. Choosing not to seize Devil's Pallor. Exploring Gannet Island.

Gannet Island 4: Ring of the Sea Strider. Fortitude 10: 1d6 + 2 + 1d4 ⇒ (1) + 2 + (1) = 4 Swash reroll both dice. Fortitude 10: 1d6 + 2 + 1d4 ⇒ (5) + 2 + (3) = 10 Acquired. Discard Fencer to explore.

Gannet Island 5: Trident +2. Choose to fail check to acquire and banish it. Discard Vaultmaster to explore.

Gannet Island 6: Hellknight Armor. Olenjack discards Blessing of Wadjet. Fortitude 12: 1d6 + 2 + 1d4 + 2d8 ⇒ (5) + 2 + (2) + (7, 5) = 21 Acquired. Discard Droskar to explore.

Gannet Island 7: Flaming Musket +2. Enora reveals Binder's Tome. Craft 13: 1d8 + 5 + 2d4 ⇒ (2) + 5 + (2, 3) = 12 Swash reroll both 2's. Craft 13: 1d8 + 1d4 + 8 ⇒ (1) + (3) + 8 = 12 Paizo reroll the 1. Craft 13: 1d8 + 11 ⇒ (7) + 11 = 18 Acquired.

Bury Disrupting Rapier +1 to pseudo-heal 1d4 ⇒ 1 cards (Of course it's a 1. It's always a 1.). Councilor's Ring recharged. Discard Milani to explore because I want to fight something this turn.

Gannet Island 8: Oni Mariner. Finally! BA Random Character (Agna, Enora, Jirelle, Maznar, Olenjack): 1d5 ⇒ 3 It's me! Acrobatics 11: 1d10 + 5 + 1d4 ⇒ (1) + 5 + (4) = 10 Swash reroll the 1. Acrobatics 11: 1d10 + 9 ⇒ (9) + 9 = 18 Passed.

For combat, burying that newly-acquired Flaming Musket +2. Enora reveals Binder's Tome. Combat 26: 2d10 + 2d8 + 6 + 2d4 ⇒ (6, 8) + (7, 6) + 6 + (3, 2) = 38 Defeated, and check has the Fire trait. To close, 1d4 ⇒ 4 blessings are milled from the hourglass (figures, roll 1 on heal and 4 on this). Gannet Island is closed, everyone draws a non-Basic non-Elite plunder. Jirelle's plunder: 1d6 ⇒ 5 Random ally 1: Audessa Reyquio (nice!)

Bury Captain's Cutlass for another heal, 1d4 ⇒ 4 cards this time (also nice!), which is everything in my discards. If Gannet Island has an annoying location effect on the flipside, I'll use my character power to move everyone elsewhere at the end of my turn. Then discard Hellknight Armor as I reset my hand.

With better positioning around Gannet Island, Jirelle swings over to a ship named Devil's Pallor that their fleet managed to hit with some cannon fire earlier. As such, the ship is mostly abandoned, and Jirelle picked up a few magic items that may be useful for their incursion.

The operative word seems to have been "mostly" however, as an oni mariner notices Jirelle and sends out cold magic at her. Jirelle deftly dodges out of the way and uses the closest weapon to hand -- a gun she just picked up from the deck not half a minute sooner -- and blasted the oni with it. The gun packs quite a punch, but its barrel is now empty and Jirelle can't find any additional ordnance for it with a quick search.

Not wanting to tarry too long, she heads back to rejoin the rest of the group aboard the Kraken and assist them in pushing further towards the fire yai oni.

Jirelle wrote:

Hand: Audessa Reyquio (Acquired), Ring of the Sea Strider (Acquired), Diviner's Blight, Bloodcrow Rapier, Evangelist, Blessing of Erastil,

Displayed:
Deck: 15 Discard: 1 Buried: 3
"Notes: Blessings available, if any.
5-6A: Playmat available, Paizo reroll used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☑ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).


Deck Handler // Tier 6.6 // 8 hero points

Starting with Maznar (with a slight preference for closing Gannet Island first to get some hopefully-useful plunder). After I draw a valid starting hand, drawing an additional two cards. As usual, taking Blessing of Besmara and Brine's Sting for loot.

Jirelle wrote:

Hand: Blessing of Droskar, Councilor's Ring, Fencer, Bloodcrow Rapier, Disrupting Rapier +1, Blessing of Milani, Captain's Cutlass, Blessing of the Vaultmaster,

Displayed:
Deck: 13 Discard: 0 Buried: 0
"Notes: Blessings available, if any. Fencer available, feel free to bot my check. Captain's Cutlass available to reduce Combat damage.
5-6A: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☐ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).


Deck Handler // Tier 6.6 // 8 hero points

5-P2 Rewards

Spend Hero Point on the power feat "☑ If you are on a ship, you may move at the end of your turn." Jirelle has 6 Hero Points remaining.

Scenario reward: Choose a Blessing 5, which I'll use to upgrade Blessing of Abadar into Blessing of Droskar (blesses twice for BA/AA checks). Not taking a 2nd upgrade.


Deck Handler // Tier 6.6 // 8 hero points
EmpTyger wrote:

I can’t ever seem to remember- is this type of reward drawn from the vault or from our class decks?

Either way, Enora will choose Spell, and is not interested in any other upgrades.

Draw from the vault and add the card to the upgrade pool. This effectively means that you get a level 5 upgrade of your choice in addition to a choice from the cards we acquired during the scenario. If there are no level 5 cards you want, this also lets you donate it to someone else.


Deck Handler // Tier 6.6 // 8 hero points

Hour of Achaekek. Nothing to examine at start of turn. Move to Eye of Serenity and explore.

Eye of Serenity 1: Hull Damage. Recharge Masterwork Tools to automatically defeat it. Discard Milani to explore.

Eye of Serenity 2: Wall of Blades (Spell 5). Hmm, well then. Olenjack discards Blessing of Wadjet to add 2d8. I reveal Evangelist and Keen Rapier +3. Wisdom 11: 3d8 + 1 ⇒ (1, 3, 4) + 1 = 9 Yikes. Swashbuckling reroll the 1 and the 3. Wisdom 11: 2d8 + 5 ⇒ (5, 7) + 5 = 17 Better. Wall of Blades acquired. Discard Dreamstalker to examine and encounter the top card of Eye of Serenity. Location means I examine the top 2 cards instead: Tentacle Slaver and Crawling Cyclops Hands. Then I encounter the top card, Tentacle Slaver.

Eye of Serenity 3: Tentacle Slaver. BA I'll summon and encounter Random Monster 1: Saltwater Ogre. Reveal Keen Rapier +3 and Evangelist. Combat 14: 1d10 + 2d4 + 10 ⇒ (1) + (1, 4) + 10 = 16 Actually 17 since 4's on d4 count as 5. Defeated. Olenjack can display Steal Soul if he wants (I did get a Spell 5 to replace it if needed).

For the actual fight, reveal Keen Rapier +3 and recharge Evangelist on the first check. Wisdom 8: 1d8 + 1d4 ⇒ (5) + (1) = 6 Swashbuckling reroll both dice. Wisdom 8: 1d8 + 1d4 ⇒ (4) + (4) = 8 Good enough. Second check reveal Keen Rapier +3. Combat 18: 1d10 + 2d4 + 9 ⇒ (4) + (4, 4) + 9 = 21 Actually 23, defeated.

Summon and encounter Curse of the Flesheaters. Agna discards Blessing of Milani to bless twice. I reveal Keen Rapier +3. Wisdom 16: 3d8 ⇒ (3, 1, 1) = 5 Hero Point reroll everything (would rather get a fresh set of results before I use pick-and-choose rerolls using Swashbuckling or Paizo reroll). Wisdom 16: 3d8 ⇒ (8, 3, 7) = 18 Passed.

Summon and encounter Cyclops Oracle. BA examine top 4 cards of my deck: Brine's Sting, Fortune-Teller, Blessing of the Vaultmaster, Councilor's Ring. Recharge Brine's Sting, discard Fortune-Teller, bury Councilor's Ring. Blessing is left on top. For combat, reveal Keen Rapier +3. Combat 20: 1d10 + 2d4 + 9 ⇒ (6) + (2, 2) + 9 = 19 Swashbuckling reroll the 2d4. Combat 20: 2d4 + 15 ⇒ (2, 1) + 15 = 18 Paizo reroll the 1. Combat 20: 1d4 + 17 ⇒ (4) + 17 = 21 Actually 22. Passed. Eye of Serenity closed. On closing, I recharge Magic Spyglass from my discards.

I then bury Captain's Cutlass to randomly recharge 1d4 ⇒ 3 cards from my discards: Vizier, Fencer, Blessing of Besmara. Then I end my turn.

Jirelle rendezvouses with Olenjack, who warns her about an enemy party trying to sneak around towards their ship, likely to sabotage it. The pair make short work of them and discover a spell scroll they were carrying. While neither of them are well-versed in magic, they suspect it is likely used to summon forth lots of sharp things, given the crude image drawn on the outside of the scroll.

After a fair bit of additional combat, Jirelle manages to secure the area for the most part and the two agree to meet up with the rest of the party for a final push to rout these monsters and secure the aid of the Tengu.

Jirelle wrote:

Hand: Blessing of the Vaultmaster, Keen Rapier +3, Bloodcrow Rapier, Wall of Blades, Diviner's Blight, Blessing of Abadar,

Displayed:
Deck: 10 Discard: 5 Buried: 2
"Notes: Blessings available, if any.
5-P2: Playmat used, Paizo reroll used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☐ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).

Olenjack discards Blessing of Wadget and has the option of displaying Steal Soul.
Agna discards Blessing of Milani.
Olenjack needs to summon and encounter Cyclops Oracle at the start of his turn due to WPC effect of location.


Deck Handler // Tier 6.6 // 8 hero points

Off-turn: discard Blessing of Maat. Thanks for the reminder but I updated my deck handler for that already a couple days ago :). Hour of Erastil. Start of turn use playmat power to cycle Vizier into Armor of Skulls, then examine top 2 cards of Tengu Rookery and return them in the same order (villain is on the bottom). Move to Torture Chamber and explore.

Torture Chamber 1: Merrill Pegsworthy. Reveal Evangelist. I unfortunately have no cards with the Swashbuckling trait to reveal right now, so no free rerolls. Diplomacy 8: 1d8 + 6 ⇒ (2) + 6 = 8 Didn't need a reroll anyway, acquired. Discard Magic Spyglass to examine and rearrnage the top 3 cards of Torture Chamber: Tentacle Slaver, Gargoyle Sniper, Norgorber Cultist. Leave them in that order. Discard Fencer to explore.

Torture Chamber 2: Tentacle Slaver. BA summon and encounter Random Monster 1: Saltwater Ogre. Recharge Armor of Skulls to evade it. For the Wisdom check against Tentacle Slaver, Maznar recharges Blessing of the Green Faith and I reveal Evangelist. Wisdom 8: 2d8 + 1 ⇒ (2, 8) + 1 = 11 Passed.

For the Combat check, Fencer adds 1d4 and the Finesse and Swashbuckling traits. This flips on my ability to use Dex for Melee, so I do that. Because this is now a dex combat check, I recharge Blessing of Erastil to bless twice. I also reveal Evangelist. Combat 18: 3d10 + 1d4 + 7 ⇒ (5, 9, 6) + (1) + 7 = 28 Defeated. Summon and encounter Curse of the Flesheaters, in which I realize that I should've cycled Masterwork Tools instead of Vizier for my playmat power. Alas.

Curse of the Flesheaters. Use the 4th (and final) use of my Amateur Swashbuckler boon to add 1d4 and the Swashbuckling trait. Discard Besmara to bless twice. Reveal Evangelist. Wisdom 16: 3d8 + 1d4 + 1 ⇒ (2, 6, 2) + (3) + 1 = 14 Swashbuckling reroll both of the d8s that rolled 2. Wisdom 16: 2d8 + 10 ⇒ (8, 4) + 10 = 22 Defeated. To close Torture Chamber, everyone takes 1 Mental damage that may not be reduced. I discard Merrill Pegsworthy to my point of damage.

From behind, a burst of thick webbing hits Jirelle and blocks access to her trusty rapier. The captain tells Merrill to stand guard while she attempts to remove the webbing, but there is no respite as Merrill calls out that a tentacle beast is fast approaching. Jirelle grabs Merrill's backup weapon and the duo strike it down. The monster seemed to have some sort of curse on it, however, which took all of Jirelle's concentration to shrug off.

With a massive headache and no threat in sight, Jirelle finally had time to free her weapon from the webbing. She steels herself to press onwards into another section of the forest.

Jirelle wrote:

Hand: Evangelist, Keen Rapier +3, Dreamstalker, Masterwork Tools, Captain's Cutlass, Blessing of Milani,

Displayed:
Deck: 10 Discard: 6 Buried: 0
"Notes: Blessings available, if any.
5-P2: Playmat used, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☐ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).

Maznar recharges Blessing of the Green Faith.
Everyone takes 1 Mental damage that may not be reduced.
Torture Chamber is closed.


Deck Handler // Tier 6.6 // 8 hero points

Ship is anchored, so everyone is required to start at Tengu Rookery. After drawing a valid starting hand, drawing 2 additional cards. Taking my normal loot cards (Blessing of Besmara and Brine's Sting). Didn't manage to draw any of my weapons, so this may be interesting...

Jirelle wrote:

Hand: Blessing of Erastil, Blessing of Besmara (Loot), Fencer, Masterwork Tools, Vizier, Evangelist, Blessing of Maat, Magic Spyglass,

Displayed:
Deck: 13 Discard: 0 Buried: 0
"Notes: Blessings available, if any.
5-P2: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☑+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☐ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).


Deck Handler // Tier 6.6 // 8 hero points

(I have 7 hero points remaining, not 8)


Deck Handler // Tier 6.6 // 8 hero points

Spent a hero point.

Reward gain skill feat: Charisma +2. Then, gain a hero point (back up to 7), forced to increase to Tier 6.

Upgrade: Item 4 (replace Emerald of Dexterity with Magic Spyglass). So, looks like the following upgrades:
Agna: Ally 5
Enora: Blessing 5
Jirelle: Item 4
Maznar: Spell 5
Olenjack: Item 5


Deck Handler // Tier 6.6 // 8 hero points

Hour of Gozreh, choose to fail SOT check since there's a chance of it benefiting me to fail versus having to spend resources to succeed. Random location: 1d7 ⇒ 4 Tempest Cay. Effect: 1d4 ⇒ 3 Not what I was hoping for, alas. Random card: 1d6 ⇒ 1 Diviner's Blight is discarded.

Move to Dagon's Jaws 1 and name Boon. It's Potion of Heroism, so encountered. Reveal Evangelist and Brine's Sting. Craft 7: 1d8 + 5 ⇒ (6) + 5 = 11 Acquired. Use free explore.

Dagon's Jaws 2: Kraken Tentacle. Structural damage: 1d4 ⇒ 1 -2 from my power and Besmara's Bones. Display Potion of Heroism to add 1d6 to all of my checks this turn. Reveal Evangelist and Brine's Sting. Fortitude 11: 1d6 + 3 + 1d6 ⇒ (3) + 3 + (3) = 9 Swash reroll both dice. Fortitude 11: 2d6 + 3 ⇒ (3, 3) + 3 = 9 Combat damage: 1d4 ⇒ 3 Reveal Armor of Skulls to reduce by 2, discard Masterwork Tools for remaining point. Blessing of Milani discarded from deck. For combat check, reveal Evangelist and Brine's Sting. Potion of Heroism adds 1d6. Combat 24: 1d10 + 2d4 + 9 + 1d6 ⇒ (9) + (3, 1) + 9 + (3) = 25 Defeated.

Vrykolakas: Reveal Brine's Sting and Evangelist. Potion of Heroism adds 1d6. 1E Reward adds 1d4. Combat 20: 1d10 + 2d4 + 9 + 1d6 + 1d4 ⇒ (10) + (1, 4) + 9 + (2) + (4) = 30 Poison damage: 1d4 ⇒ 3 Reveal Armor of Skulls to reduce by 2, discard Fortune-Teller to remaining point of damage. Kraken Maw found at Dagon's Jaws 1, all other cards in location are banished and location is not closed. Discard Evangelist to explore.

Kraken Maw. Agna guards Fog Bank by recharging her hand. Kraken Tentacle (AEJMO): 1d5 ⇒ 4 Maznar summons and encounters Kraken Tentacle. Reveal Brine's Sting. Potion of Heroism adds 1d6. Enora discards a blessing. Fortitude 8: 3d6 + 2 ⇒ (3, 6, 2) + 2 = 13 Combat check: Reveal and additionally discard Brine's Sting. Olenjack discards Blessing of the Savored Sting to add 1d4 + 1d6 + 1d8 + 1d10 ⇒ (3) + (3) + (1) + (3) = 10 3. Combat 30: 1d10 + 4d4 + 8 + 1d6 + 3 ⇒ (6) + (2, 4, 3, 3) + 8 + (3) + 3 = 32 WPC for Dagon's Jaws 1 doesn't kill me, so we win.

With the apparatus and most of the party safe in cloudier waters, out of eyesight from the kraken, Jirelle takes one last opportunity to distract the kraken to ensure that Maznar can get to safety as well. She drinks a potion of heroism she kept on hand, using her craftiness to ensure the water in the ocean doesn't mix with the magical liquid. She then begins attacking one of the tentacles to avert the beast's attention.

The attempt is successful, as the beast turns its attention to Jirelle and attempts to get rid of her for good! Before she can escape, another tentacle wraps around her ankle and pulls her inward. The kraken is in rough shape, and Jirelle puts all of her strength into her rapier strike, plunging it into the soft flesh of the kraken and rupturing some major artery. Screeching in pain and tinging the nearby water red, it releases Jirelle as she hurries back to the group. The kraken retreats a bit before falling still, succumbing to its wounds.

Jirelle hurriedly navigates the apparatus away before all of the nearby sharks are alerted to the site.


Deck Handler // Tier 6.6 // 8 hero points

Unpausing turn.

Check 1: Display Pearl of the Sirines. Reveal Brine's Sting and Evangelist. Fortitude 8: 1d6 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6 Swash reroll both dice. Fortitude 8: 1d6 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6 Hero point reroll. Fortitude 8: 1d6 + 3 + 1d4 ⇒ (5) + 3 + (1) = 9 Good enough.

Check 2: Reveal Brine's Sting and Evangelist. Maznar recharges Blessing of the Green Faith. Olenjack discards Splashbolt Crossbow. Pearl adds 1d4. Combat 30: 2d10 + 2d4 + 9 + 1d6 + 1d4 ⇒ (4, 9) + (2, 3) + 9 + (2) + (4) = 33 Defeated. Dagon's Jaws 2 closed. Villain escapes to Tempest Cay, Dagon's Jaws 1, or Fog Bank. WPC draw and recharge Captain's Cutlass.

Pick up the Pearl of Sirines and display it where Olenjack wants it. Can't find any way for me to move elsewhere so skipping my free explore and ending turn, burying Blessing of Abadar from the top of my deck.

Shortly after being given a potion from Enora and picking up some other sort of fragile flask, a stray tentacle from the kraken whips into her, sending Jirelle adjacent to the maw and cracking the bottles. Through a mixture of courage and fear, Jirelle begins stabbing at the maw to avoid being eaten and do some damage to the beast. Eventually things get chaotic enough that Jirelle thinks it wise to retreat and regroup. It's in much rougher shape, and the captain hopes that their next push will finally fell the beast.

Jirelle wrote:

Hand: Diviner's Blight, Evangelist, Brine's Sting (Loot), Armor of Skulls, Fortune-Teller, Masterwork Tools,

Displayed:
Deck: 11 Discard: 5 Buried: 2
"Notes: Blessings available, if any.
5-5E: Playmat available, Paizo reroll used"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☐+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☐ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).


Deck Handler // Tier 6.6 // 8 hero points

Off-turn: bury Dreamstalker to evade Kraken Tentacle. Gannet Island WPC: 1d6 ⇒ 4 Get Random Item 1: Alkali Flask to hand. Recharge Invigorating Kukri +1 to randomly recharge Emerald of Dexterity from discards. Receive Potion of the Ocean from Enora. Tempest Cay doesn't have any blessings naturally so we would know for sure the villain isn't there even if Mark was the one that shuffled the location instead of Enora rolling. Just making a note of that -- technically exploring a location with natural blessings after a villain escapes gives you info on whether or not the blessing you encountered was original or from the escape when normally you shouldn't know that.

Start of Turn: Hour of Achaekek. Grab Pearl of the Sirines. For SOT check, I reveal Brine's Sting and Evangelist and Maznar reveals animal. Fortitude 11: 1d6 + 3 + 1d4 ⇒ (4) + 3 + (2) = 9 Swash reroll the d4. Fortitude 11: 1d4 + 7 ⇒ (3) + 7 = 10 Because I can, paizo reroll the d6. Fortitude 11: 1d6 + 6 ⇒ (3) + 6 = 9 Still not enough. Random other location: 1d7 ⇒ 3 Tempest Cay. Effect: 1d4 ⇒ 1 Structural damage: 1d4 ⇒ 4 Increased by 1 and reduced by 2, so 3. Very annoying rolls. Discard both of my potions to structural damage. Someone else in the party must discard a card to structural damage.

Move to Dagon's Jaws 2, name bane for Fortune-Teller. Card: 1d5 ⇒ 5 Random Blessing 1,3, Villain: 1d3 ⇒ 3 Amazing. Tentacle (Agna, Enora, Jirelle, Maznar, Olenjack): 1d5 ⇒ 5 After drawing his plunder card from Gannet Island, Olenjack summons and encounters Kraken Tentacle. Sadly, I don't believe there's any opportunity for me to display the pearl in time to allow you to evade it (or better yet time for me to evade the villain -- I should have displayed the pearl here before moving as Fortune-Teller triggers at the end of my move step). Pausing turn as I may need party support on the villain check.


Deck Handler // Tier 6.6 // 8 hero points

Off-turn: discard Emerald of Dexterity and Vizier to structural damage on Enora's turn.

Start of turn: Raker Shoals does nothing. For SOT check, I reveal Evangelist and Brine's Sting and Maznar reveals animal. Fortitude 11: 1d6 + 3 + 1d4 ⇒ (5) + 3 + (4) = 12 Passed. Draw Pearl of the Sirines.

Move to Gannet Island. End of move step choose bane for Fortune-Teller. Top card is Invigorating Kukri +1, not a bane. Explore it.

Gannet Island 1: Invigorating Kukri +1. Reveal Evangelist and Brine's Sting. Melee 9: 1d10 + 7 ⇒ (7) + 7 = 14 Acquired. Discard Fencer to explore.

Gannet Island 2: Besmara's Bones. Reveal Evangelist and Brine's Sting. Survival 8: 1d8 + 4 ⇒ (7) + 4 = 11 Acquired. Display Besmara's Bones next to ship. Discard Vaultmaster to explore.

Gannet Island 3: Electricity Arc Trap. Reveal Evangelist and Brine's Sting. Vaultmaster's effect adds a die. Dexterity 12: 2d10 + 5 ⇒ (5, 7) + 5 = 17 Defeated.

That's as far as I can get. I'm displaying the Pearl at Gannet Island so I'd suggest everyone else heads over here to finish clearing this location; we get bonuses for grouping up here when it closes as well.

Despite having a lot of tentacles, Jirelle notices that the kraken can't pay attention to multiple places at once. She clutches her pearl as she makes her way around the kraken in an attempt to distract it and afford the others some breathing room. Along the way Jirelle finds a kukri with healing powers and some blessed bones that should strengthen the apparatus. Some electricity jolts through the water, but Jirelle manages to avoid it.

Jirelle wrote:

Hand: Diviner's Blight, Evangelist, Brine's Sting (Loot), Dreamstalker, Fortune-Teller, Invigorating Kukri +1 (Acq),

Displayed:
Deck: 11 Discard: 4 Buried: 0
"Notes: Blessings available, if any. Will use Kukri to heal myself if the condition is met.
5-5E: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☐+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☐ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).

Besmara's Bones is displayed by the ship; structural damage is reduced by a further 1.


Deck Handler // Tier 6.6 // 8 hero points

Regular loot (Blessing of Besmara, Brine's Sting) -- I'm always taking these every scenario unless otherwise noted.

Jirelle wrote:

Hand: Emerald of Dexterity, Evangelist, Brine's Sting (Loot), Blessing of the Vaultmaster, Fortune-Teller, Fencer, Diviner's Blight, Vizier,

Displayed:
Deck: 13 Discard: 0 Buried: 0
"Notes: Blessings available, if any. Fencer available.
5-5E: Playmat available, Paizo reroll available"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d10 ☑+1 ☑+2 ☑+3 ☑+4
Acrobatics: Dexterity +1
Constitution d6 ☐+1 ☐+2
Fortitude: Constitution +2
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Survival: Wisdom +3
Charisma d8 ☑+1 ☐+2 ☐+3

Favored Card: Ally
Hand Size 5 ☑6 ☐7 ☐8
Proficient with: Light Armors, Weapons
Powers:
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
If your check has the Swashbuckling trait (☑ or is a check to defeat a ship), you may reroll 1 die (☑ or 2 dice); you must take the second result.
Reduce Structural damage to your ship by 1 (☐ 2).
☑ You gain the skill Diplomacy (☑ and Craft): Charisma +3
☐ When you acquire a card that has the Pirate or Swashbuckling trait, you may immediately explore again.
☑ You may reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check.
☐ If you are on a ship, you may move at the end of your turn (☐ or the character commanding your ship may move at the end of her turn).


Deck Handler // Tier 6.6 // 8 hero points

5-5D: Gain a hero point, but also spent one, so now at 7 hero points.

Boon: 1d20 ⇒ 8

Pass on deck upgrades, I took the Ally 5 last time so I'm deferring it to the rest of the party this time. Nothing else looks notable.