STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Hour: Waxworks. At the start of your turn, discard a blessing or suffer the scourge Exhausted. SOT examine top card of Swamp: Troll. SOT discard Master of Masters to hour. Heal myself with Elixir of Healing, then display Third Eye. Not exploring. Quinn wrote:
Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: n
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Out of turn: Receive staff from Raheli. Hour: The Marriage. At the start of your turn, summon and encounter an ally. Per hour, summon and encounter Skoan-quah Boneslayer (ally 4). Fail, ally is banished. SOT, use staff to heal Dancing Dagger. Give Staff to Ezren. Stay @ Swamp and display armor. Pass on my free explore. Per Dazed scourge, shuffle my hand into my deck and remove the scourge. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: n Staff of GH given to Ezren.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Hour: The Inquisitor. You may not use powers to reroll dice. SOT heal Raheli a card with Staff. Give Staff to Raheli. SOT examine top card of Swamp. Trigger: Take 1 poison damage (discarding saber), then encounter Emperor Scorpion. Combat 20 w/ dagger (reloading Pegg): 1d10 + 6 + 3d4 + 3 + 5 ⇒ (8) + 6 + (1, 4, 4) + 3 + 5 = 31 - scorpion defeated That was a trigger. Now for regular explore: Good Omen. Wis 6: 1d8 + 3 ⇒ (2) + 3 = 5 - fail, banished Discard Twitch Tonic to explore, encounter Sentinel Devil. Combat 23 w/ dagger (reloading Myrmidon): 1d10 + 6 + 3d4 + 3 + 6 ⇒ (2) + 6 + (1, 2, 4) + 3 + 6 = 24 - devil defeated, am now wounded Banish Ambrosia to heal 2 cards and remove Wounded scourge. EOT examine of Swamp: Warning Bells. Yikes. Everyone at the Swamp suffers 1d4 Mental damage that can't be reduced, and is Dazed. Discard only remaining card (dagger) for damage. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: n Raheli healed for 1, then she receives the Staff of Greater Healing. Everyone at the Swamp suffers 1d4 Mental damage that can't be reduced, and becomes Dazed. Top card of Swamp is Warning Bells (card 4).
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Out of turn: Elixir of Healing used on Ezren. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: n From a previous turn, top card of Glade is known: Breath of Life (spell 5). Ezren and Quinn move to Swamp after Farm closure.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Hour: The Rabbit Prince. At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it. SOT, reveal staff to heal The Dance. Move to the Farm, encounter Azer. Combat 23 (11+12) w/ Dancing Dagger (reloading Saber): 1d10 + 6 + 3d4 + 3 + 6 ⇒ (8) + 6 + (1, 4, 3) + 3 + 6 = 31 - defeated AYA fire damage?: 1d4 - 1 ⇒ (1) - 1 = 0 Discard Publican to explore, encounter Obsession of Battle. Per 13 w/ Publican bonus, buried rapier: 1d8 + 5 + 1d8 + 1d8 + 5 ⇒ (1) + 5 + (8) + (3) + 5 = 22 - defeated, heal Publican, add trap marker to location Display armor and war paint. Draw up. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: n Trap marker added to Farm. Top card is Henchman Proxy A1 (Kobold Champion). Breath of Life is the top card of the Glade from my last turn.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Hour: The Beating. When you encounter a monster from a location, before acting, another local character summons and encounters it. SOT: Heal Djinn with my Staff. Stay @ Glade and encounter Forbiddance. Wis 13 w/ buried chain (for power): 1d8 + 3 + 1d8 + 5 ⇒ (3) + 3 + (4) + 5 = 15 - barrier defeated, second trap marker added to location (per scenario) Recharge Pegg and Louie to explore. Am I Frightened?: 1d4 ⇒ 2 - no Encounter Wyvern. Fail BYA, so I take 1 poison damage (discarding The Dance) and am now Poisoned. Combat 18 with saber (reloading armor) and trap bonus: 1d10 + 6 + 2d8 + 6 + 1d6 + 2 ⇒ (5) + 6 + (5, 1) + 6 + (3) + 2 = 28 - slithery Wyvern defeated, all trap markers are removed Banish Elixir to remove my Poisoned scourge. EOT examine of Glade: Breath of Life. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: n Top card of Glade is Breath of Life (spell 5). All trap markers have been removed.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Out of turn: Recharge Winged Serpent for Ezren. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: n Also, I should have added a trap marker to the Glade on my turn.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Hour: Winged Serpent. Stay @ Glade, examine top card: Bloodbug Swarm. Explore the swarm. Combat 10/14 w/ Saber (reloading chain): 1d10 + 6 + 2d8 + 5 ⇒ (4) + 6 + (3, 7) + 5 = 25 Combat 11/15 w/ Saber (reloading P&L): 1d10 + 6 + 2d8 + 5 ⇒ (9) + 6 + (3, 6) + 5 = 29 Combat 12/16 w/ Saber (reloading armor): 1d10 + 6 + 2d8 + 6 ⇒ (10) + 6 + (5, 2) + 6 = 29 - defeated, not shuffled back in Discard Djinn to explore, encounter Real Rabbit Prince - which is banished. Now for actual Djinn explore: Mad Prophet. Per 11 (4+6+1) w/ my Carnival: 1d8 + 5 + 1d8 ⇒ (8) + 5 + (1) = 14 - defeated, card healed from my power (Carnival) From Prophet defeat, add hour to my hand. EOT examine of Glade: Forbiddance (barrier 5). Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: n Cards 1-3 of Glade are banished. Card 4 is Forbiddance (barrier 5).
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Start @ Glade. Quinn wrote:
Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: n
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Boon?: 1d20 ⇒ 8 I'll take an Ally 5 upgrade (Pegg & Louie). Banking the hero point (11 total).
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Hour: Trumpet. Ignore cards' before acting powers. SOT examine of Hospice, per scenario. Reveal second villain: Azuretzi. Explore and encounter villain, then ask Raheli for Twisted Space to evade the villain. Discard Djinn to explore again. Which card encountered?: 1d2 ⇒ 2 - Rift encountered Per hour, Rift BYA is ignored. Combat 24 (11+12+1) w/ dagger (reloading armor), my Master of Masters: 1d10 + 6 + 3d4 + 3 + 6 + 2d10 ⇒ (5) + 6 + (4, 2, 3) + 3 + 6 + (5, 3) = 37 - henchman defeated Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: y Planar Rift is defeated and displayed. Raheli's Twisted Space used.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Out of turn: discarding Carnival for Amaryllis. Also fighting Queen's Physician to guard Hospice. Combat 11 w/ dagger (reloading Poison): 1d10 + 6 + 3d4 + 3 + 5 ⇒ (4) + 6 + (2, 2, 3) + 3 + 5 = 25 - Hospice guarded Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: y Villain proxy 1 has been cornered and defeated.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
After Shrine closing, Quinn moves to Crypt. SOT location examine from scenario: top card of Crypt is Ice Strike, which is reloaded. Move to Hospice and explore, encounter previously revealed Bottled Lightning. Int 12: 1d10 + 4 ⇒ (8) + 4 = 12 - item 4 acquired Recharge Djinn to draw a card (Mastermind) and shuffle my deck. Discard Publican to explore, encounter Zon Kuthon's Pain. Con 11 (5+6) w/ Publican bonus, recharged Mastermind (burying Lightning): 2d6 + 1d10 + 6 ⇒ (2, 6) + (2) + 6 = 16 - blessing acquired EOT examine of Hospice: Sarenrae's Light. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: y Top card of Hospice is card 6 (Sarenrae's Light). Top card of Crypt is Ice Strike.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Out of turn: Taking second check for Vampire. Will recharge Twitch Tonic per henchman ability. Combat 22 (10+12) w/ Dancing Dagger (reloading poison), raheli's hellhounds: 1d10 + 6 + 3d4 + 3 + 5 + 2d6 ⇒ (3) + 6 + (4, 3, 3) + 3 + 5 + (2, 4) = 33 defeated (no 6's, so Raheli doesn't discard) Quinn wrote:
Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: y
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Quinn moves to Shrine after Stable closes.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Hour: Shelyn's Song. When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. SOT examine of Shrine per scenario power: The Owl harrow. The Owl is reloaded. Move to Castle and explore, encounter Bearskin Armor (armor 4). Fail, discard rapier to Desperate. Discard Djinn to examine and explore. Top card is Norgorber's Shadow (blessing 2). Is a boon, so encounter it. Fail, discard Trident to Desperate. Now for free explore from Djinn: Henchman proxy A2 - Cultist. Combat 22 (10+12) w/ chain (reloading Eye), my Publican: 1d10 + 6 + 1d8 + 2 + 6 + 2d10 ⇒ (2) + 6 + (7) + 2 + 6 + (4, 2) = 29 - henchman defeated Bury top card of deck (Third Eye) to close Castle. No proxies or story banes in the closed location, so nothing gets moved per scenario power. Heal Trident from Castle closure. Move to Stable, use Ambrosia to heal myself. # cards healed?: 1d4 + 1 ⇒ (4) + 1 = 5 - full heal EOT examine of Stable: Baykok. Ugh, I suffer 1d6 force damage and discard my last card: Spiked Chain. Silver War Paint is buried because no cards left in hand. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: y Castle is closed. Quinn moves to Stable. Top card of Shrine is the Owl harrow. Top card of Stable is Baykok.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
On Ezren's turn: Discard Myrmidon, banish and auto-recover Elixir of Focus, and accept Third Eye. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: n On Ezren's turn, guarding and villain escape still need to be processed. If Amaryllis doesn't guard successfully, a retcon will be needed - as the Stable location will have been shuffled from villain escape. Move to Shrine after Arsenal closes.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Hour: The Dance. When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. Per scenario, examine top card of Arsenal: Blackjack's Rapier. Is reloaded. Stay @ Arsenal and explore rapier. Know 13 (using power, reloading myrmidon): 1d10 + 6 + 6 ⇒ (4) + 6 + 6 = 16 - weapon 4 acquired Discard Jasan to explore, encounter Orc Rager. BYA combat damage?: 1d4 ⇒ 2 - display and recharge bolstering armor to block, then draw 3 cards: myrmidon, glamered armor, silver war paint Asking Amaryllis for B of Gods. Combat 22 w/ reloaded rapier: 1d10 + 6 + 1d6 + 2 + 4 + 1d12 ⇒ (8) + 6 + (2) + 2 + 4 + (7) = 29 - defeated, B of G is recharged (result odd) Discard The Dance to explore, encounter Fury's Trident (weapon 6). Asking Amaryllis for another BoG. Str 16 w/ recharged Mastermind (burying rapier #2): 1d6 + 1d10 + 6 + 1d12 ⇒ (2) + (4) + 6 + (3) = 15 - using paizo reroll on d12 Str 16 w/ recharged Mastermind (burying rapier #2): 12 + 1d12 ⇒ 12 + (9) = 21 - weapon 6 acquired, second BoG is also recharged Banish Elixir of Healing to fully heal (2 cards). Display paint, glamered armor. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: n EOT examine of Arsenal: Toff Ornelos (ally 6). Top card of Arsenal is ally 6 (card 4). Amaryllis recharges two B of Gods.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Start @ Arsenal.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Starting somewhere amazing. :) Quinn wrote:
Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: n
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Boon?: 1d20 ⇒ 6 Saving hero point (feats already at max). Card upgrades: Ally 5: 1d1 ⇒ 1 - would be an odd lateral upgrade, so only if no one else is interested For reward, will take Greater Bolstering Armor (armor 6).
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Hour: Empty Throne. On your check, you may banish a boon to reroll a die. At start of turn, use Staff to heal the one card in my discards: The Carnival. Use Ambrosia on Ezren. # cards healed?: 1d4 + 1 ⇒ (4) + 1 = 5 Move to Academy and explore, encounter Foes on All Sides. Danger = Plague Zombie. Per hangouts discussion, I should have used the Core version - not the non-Core version inadvertently listed in the scenario. Combat 16 (10+6) w/ Dagger (reloading Poison): 1d10 + 6 + 3d4 + 3 + 5 ⇒ (3) + 6 + (2, 1, 4) + 3 + 5 = 24 Asking Raheli for Savored Sting. Savored Sting roll: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (1) + (5) + (7) + (2) = 15 - adding 7 to roll Combat 29 (11+6+6+6 barrier increase) w/ Dagger (reloading staff), savored sting: 1d10 + 6 + 3d4 + 3 + 6 + 7 ⇒ (4) + 6 + (1, 3, 1) + 3 + 6 + 7 = 31 - danger and barrier defeated Per location, didn't encounter a spell - so get a free explore. Encounter Warlord Devil. Asking Amaryllis for B of Gods for BYA. Con 11 w/ blessing: 1d6 + 1d12 ⇒ (1) + (11) = 12 - BYA passed, BoG is discarded Now for Warlord combat. Asking Amaryllis for other B of Gods. Combat 26 w/ reloaded dagger, blessing: 1d10 + 6 + 3d4 + 3 + 6 + 1d12 ⇒ (7) + 6 + (2, 1, 1) + 3 + 6 + (6) = 32 - devil defeated, B of G is discarded EOT examine of Academy: Breath of Life. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: n Ezren is healed for 5 cards. Support used: Raheli's Savored Sting, both of Amaryllis's B of Gods (discarded). Top card of Academy is Breath of Life (spell 5). Top card of Slaughterhouse is known from previous turn: Ancient Black Dragon.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Out of turn: Carnival discarded for Ezren. Quinn wrote:
Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Need to fix turn, as Evidence is a closing henchman. Dex 12 (6+6) w/ recharged Tuttle: 1d6 + 2d12 ⇒ (4) + (10, 8) = 22 - Cliff is closed My previous combat only changes total by 1 (reloading rapier instead of Tuttle), so I still defeat Warsworn. Need to update hand as well. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N Cliff is closed.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Hour: Desna's Freedom. On each check, the first blessing played to bless may be played freely. SOT examine top card of Cliff: Proxy A2 (Evidence). Evidence:
Evidence
CotCT Story Bane 1 Type: Barrier Traits: Task Trigger Veteran To Defeat: Intelligence Wisdom Knowledge Perception 10+# When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario. Asking Amaryllis for BoG 3. Know 16 w/ trigger bonus, blessing: 1d10 + 6 + 1d8 + 1d12 ⇒ (5) + 6 + (4) + (6) = 21 Result is odd, so BoG 3 recharges. Evidence is displayed. Quinn heals a card (Djinn) for defeating a barrier. The cliffs are not only beautiful and dangerous, but rich with hidden knowledge. To trained eyes, at least. Move to Slaughterhouse, banish Elixir to heal Ezren. # cards healed?: 1d4 + 1 ⇒ (2) + 1 = 3 Take my free explore, encounter Warsworn. Banish Liquid Courage to avoid BYA. BYA has no effect on Ezren. Combat 26 w/ Dagger (reloading Tuttle), headband, : 1d10 + 6 + 3d4 + 3 + 6 + 1d4 ⇒ (8) + 6 + (2, 3, 1) + 3 + 6 + (1) = 30 - monster defeated A tide of animated bodies washes over Ezren and the investigator, but blades and arcane blazes keep them at bay. EOT examine of Slaughterhouse: Ancient Black Dragon. A dark dragon blackens the sky, then swoops down and grabs two prize hogs from the slaughterhouse pens. We won't be seeing those again. Potions are auto-recovered. Reset hand, then shuffle in Headband from Confusion. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N Evidence (card 1) from Cliff is displayed. Amaryllis recharges BoG #3. Ezren is healed for 3. Top card of Slaughterhouse is Ancient Black Dragon.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Out of turn: Quinn moves to the Cliff when the Tenement is closed.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Hour: The Paladin. When this is the hour: When another character avenges your encounter, heal 1d4 cards. SOT examine of Alley: Ghast. Not sure everyone wants to deal with the BYA, so will head elsewhere. Move to Tenement and explore, encounter Headband of Mental Superiority. Int 13 w/ banished Elixir of Focus: 1d10 + 4 + 1d10 + 4 ⇒ (6) + 4 + (7) + 4 = 21 - item 5 acquired Discard Djinn to explore, examine Darb Tuttle (ally 6) and encounter it. Dip 15 w/ revealed headband, recharged Mastermind (burying Silver War Paint): 1d6 + 2 + 1d4 + 1d10 + 6 ⇒ (2) + 2 + (4) + (1) + 6 = 15 - ally 6 acquired Now get the actual explore from the Djinn: Wraith Combat 25 (13+12) w/ dagger (reloading Tuttle), headband: 1d10 + 6 + 3d4 + 3 + 6 + 1d4 ⇒ (9) + 6 + (3, 2, 3) + 3 + 6 + (3) = 35 - Wraith defeated Display Liquid Courage. EOT examine of Tenement: Red Mantis Initiate. Elixir is auto-recovered. Reset hand, then randomly shuffle Slick Leather into my deck from Confusion. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N Top card of Alley is Ghast. Top card of Tenement is Red Mantis Initiate (card 4). Ossuary is shuffled from Raheli's turn.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Start at the Alley. After drawing my starting hand, recharge Twitch Tonic. Quinn wrote:
Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Sorry about the late response. I'm good with either Discord or Hangouts. Looking forward to the game! Quinn's specialty is burying boons to help against local barriers. So feel free to feed Quinn junk (i.e., unwanted cards) to bury.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Get a boon?: 1d20 ⇒ 16
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Out of turn: Bury Shieldmaster and recharge Tuttle for Valeros. Quinn wrote:
Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N Supporters: Chronicler (upgraded), Bodyguard, Moise (upgraded), Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
The Desert3 WHEN THIS IS THE HOUR
Having cleared away an avalanche and eviscerated a scorpion, Flenta is exhausted. Quinn touches a blessed staff to her forehead, and the halfling's energy and smile return. SOT: Reveal staff to remove exhausted scourge from Flenta. SOT examine of Campsite: Mysterious Relic barrier (henchman). I'll stay put, so discard top card of deck: Wyvern Poison. Explore and encounter Relic. Know 10 (4+6) w/ Master of Masters: 1d10 + 6 + 2d10 ⇒ (5) + 6 + (8, 6) = 25 - defeated, heal Master of Masters A pandimensional relic pops into existence, and Quinn puts his keen mind to work deciphering its intent. To close, recharge Dagger, Publican, Staff. Campsite is closed. Which new location is built?: 1d3 ⇒ 2 - The River. Its secret unlocked, the item vanished - along with the campsite itself. After a momentary blackness, a forest brook becomes the new reality. Which wildcard disappears?: 1d2 ⇒ 1 - Wearisome is removed The entire party feels refreshed... New wildcard?: 1d5 ⇒ 3 - Harrow of Hammers ... but the forest banes become even more dangerous. River location is built, then changes to a new location when Quinn moves to it. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N Supporters: Chronicler (upgraded), Bodyguard, Moise (upgraded), Boors (upgraded), Ketrik (upgraded), Lemore (upgraded) Flenta loses exhausted scourge. Campsite is closed. Location is built as the River, then is replaced by another location. Quinn will examine top card of new location when he settles in.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Out of turn: Start of Al's turn, use Elixir of Healing on Radillo. # of cards healed?: 1d4 + 1 ⇒ (1) + 1 = 2 Previously out of turn: Al displayed Mist Horn for damage on Val's turn. That means armor was still available, and buried for Val's barrier. Also discarding Myrmidon on Rad's turn for combat damage. Quinn wrote:
Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N Supporters: Chronicler (upgraded), Bodyguard, Moise (upgraded), Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Recharge armor for combat damage, then bury Myrmidon for Val's barrier. Will bury armor instead if Al plays Mist Horn. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N Supporters: Chronicler (upgraded), Bodyguard, Moise (upgraded), Boors (upgraded), Ketrik (upgraded), Lemore (upgraded) I think Al owes 2 combat damage from Val's Ichor. Quinn follows Val to whatever the new Shop is.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Gozreh’s Growth. WHEN THIS IS THE HOUR: On your check against an Animal or Elemental card, add 1d4. SOT, reveal Staff to remove my Dazed condition. Then examine top card of Shop: Ambush, which has a trigger and I encounter it. Per 14 w/ trigger bonus, buried rapier (power): 1d8 + 5 + 1d4 + 1d8 + 5 ⇒ (8) + 5 + (4) + (6) + 5 = 28 - success, heal Good Omen Senses on high alert, Quinn guides the others on a circuitous path around an imminent ambush. Top cards of Bridge are known from Al's turn: Mercenary, Crematory Blast. Move to Bridge. Bridge becomes which location?: 1d6 ⇒ 1 - Arena. Bridge is now the Arena. Explore Arena/Bridge, encounter Mercenary. Arena difficulty increase?: 1d12 ⇒ 8 Asking for Val support. Combat 30 (10+12+8) w/ dagger (recharging chain), arena bonus (2 allies), Val help: 1d10 + 3d4 + 14 + 1d6 + 2 + 1d6 ⇒ (5) + (4, 2, 4) + 14 + (5) + 2 + (2) = 38 - Merc defeated A driven mercenary charges the oracle, fighter, and investigator, but Quinn sidesteps and lets the berserker fall upon his upthrust dagger. Discard Tuttle to encounter Crematory Blast (Tuttle recharges). Per 10 w/ other buried rapier: 1d8 + 5 + 1d8 + 5 ⇒ (5) + 5 + (6) + 5 = 21 - success, Djinn healed Alahazra thoughtfully suggests a burial for their opponent, and the others agree. But a hidden charge on the corpse explodes! Luckily, a pre-explosive hiss allows the Pathfinders to find shelter and escape unscathed. From Wearisome, have to stop exploring. EOT examine of Arena/Bridge: Immortal Ichor (monster 6) Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N Supporters: Chronicler (upgraded), Bodyguard, Moise (upgraded), Boors (upgraded), Ketrik (upgraded), Lemore (upgraded) Bridge is now the Arena. Top card of Shop (Ambush) is banished. Top 2 cards of Arena/Bridge are banished. Top card of Arena/Bridge is Immortal Ichor (monster 6). Val support used.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Out of turn: Auto-fail vs. Child BYA. Quinn is now Dazed. Quinn wrote:
Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N Supporters: Chronicler (upgraded), Bodyguard, Moise (upgraded), Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Continuing turn for henchman fight and close. Combat 23 (11+12) w/ dagger (reloading Myrmidon), cannonade, mindscape: 1d10 + 3d4 + 15 + 1d6 + 1d4 ⇒ (6) + (3, 1, 3) + 15 + (6) + (1) = 35 - defeated, healing Carnival To close, summon random weapon: Blackjack's Rapier. Awesome. For power, reload Staff of Healing. This lets me auto-acquire the weapon (d10+1d4+12) to get a 13. Arsenal (was River) is closed. Which new location is built?: 1d8 ⇒ 5 - plaza Which wildcard is removed?: 1d2 ⇒ 2 - Harrow of Keys is removed Which wildcard is added?: 1d5 ⇒ 4 - Unhallowed Resetting hand. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N Supporters: Chronicler (upgraded), Bodyguard, Moise (upgraded), Boors (upgraded), Ketrik (upgraded), Lemore (upgraded) Arsenal/River is closed. I will stay @ new Plaza, so top card will be revealed from EOT examine. New wildcard is Unhallowed.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Out of turn: Discard Carnival for Flenta. Hour: Desna's Freedom. When this is the hour: On each check, the first blessing played to bless may be played freely. SOT examine Campsite: Accursed Priest. SOT heal with staff: rapier. Move to River, so it transforms into something else. Which location?: 1d9 ⇒ 2 The River is now the Arsenal. Explore the new Arsenal and encounter Planar Rift story bane. For BYA, who encounters the danger? (1=Rad): 1d5 ⇒ 2 - Alahazra encounters the danger What is the danger?: 2d6 ⇒ (6, 6) = 12 Alahazra encounters Zenobia Zenderholm (link). Pausing for Al's combat, since need to see what resources are available afterwards.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Out of turn: Quinn buries Silver War Paint for Val's barrier check. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N Supporters: Chronicler (upgraded), Bodyguard, Moise (upgraded), Boors (upgraded), Ketrik (upgraded), Lemore (upgraded) Quinn moves to Campsite after location closing.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Out of turn: Recharging mastermind and burying twitch tonic to add 1d10+6 to barrier check. Al's Mindscape also adds 1d4. Quinn wrote:
Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N Supporters: Chronicler (upgraded), Bodyguard, Moise (upgraded), Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Hour: No effect. Stay @ Manor and explore, encounter Thundercaller. Are lots of nasty high-level barriers, to will fail to acquire. Discard Djinn to examine top card: Risibeth, which I encounter from Djinn power. Fail to acquire. Now to explore from Djinn: Fuse Grenade (item 6). Int 14: 1d10 + 4 ⇒ (5) + 4 = 9 - fail, banished Discard Tuttle to explore, encounter Good Omen (Tuttle is recharged). Int 6: 1d10 + 4 ⇒ (6) + 4 = 10 - spell acquired EOT examine of manor: Blackjack's Gear (card 5). Ablaze damage?: 1d4 - 2 ⇒ (4) - 2 = 2 - discard rapier, Good Omen. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N Supporters: Chronicler (upgraded), Bodyguard, Moise (upgraded), Boors (upgraded), Ketrik (upgraded), Lemore (upgraded) Top card of Manor is Blackjack's Geor.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Quinn will start at the Manor. Quinn wrote:
Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N Supporters: Chronicler (upgraded), Bodyguard, Moise (upgraded), Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Pulling an Ally 6 from the box for a Formian Myrmidon ally upgrade. (Zellara the loot ally is now available.) Item 6: 1d1000 ⇒ 151 - Staff of Greater Healing Quinn has some interest in item 7 loot, but already has a bunch of damage prevention. So someone interested in anti-damage would benefit more.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Out of turn: guarding, etc. Wis 11 w/ recharged Tuttle: 1d8 + 3 + 2d12 ⇒ (1) + 3 + (4, 10) = 18 - passages guarded Avoiding lich BYA with Liquid Courage. Also pre-rolling combat damage for Ketrik and the Dance. Combat damage for Ketrik: 1d4 + 1 ⇒ (1) + 1 = 2 - reduced by 1, recharge armor Combat damage for Dance: 1d4 + 1 ⇒ (2) + 1 = 3 - reduced by 1, recharge 2 cards (Poison, Gear) for damage w/ war paint
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
The Prince Of Pain. WHEN THIS IS THE HOUR
Quinn is feeling the pressure, and pushes himself beyond the bounds of reason. Stay at Twisting Passages and explore, encounter Nightspear. Use hour to draw a card (Cerulean Mastermind) and discard a card from deck (Elixir of Focus). Auto-fail vs. Nightspear. Far off, a figure darts through the corridors - then vanishes. Discard Twitch Tonic to explore, encounter Verminbane Warhammer. Use hour to draw a card (The Dance) and discard a card from deck (Silver War paint). Auto-fail vs. Warhammer. Moving swiftly, Quinn trips over a dense weapon in the dim light - ignoring it to make progress. Discard Mastermind to explore, encounter Poison Gas. Dis 12 w/ buried chain: 1d10 + 5 + 1d8 + 5 ⇒ (6) + 5 + (7) + 5 = 23 - barrier defeated, healing Elixir of Focus Discard Carnival to explore, encounter Guardian Zombie. A ghoul pops up, loses its head, and pops back down. Twitching, crawling, twitching. Combat 23 (11+12) w/ dagger freely revealed, saber (reloading dagger): 1d10 + 2d8 + 12 + 1d4 ⇒ (9) + (5, 4) + 12 + (4) = 34 - defeated EOT examine of Passages: Taniniver. Don't need to discard after resetting, as now have 8 cards in discard. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N Supporters: Chronicler (upgraded), Bodyguard, Moise (upgraded), Boors (upgraded), Ketrik (upgraded), Lemore (upgraded) Top card of Passages is Taniniver henchman.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Out of turn: Burying Chronicler to add 1d4+6 to Val's barrier check. Combat damage for non-local support?: 1d4 + 1 ⇒ (3) + 1 = 4. Bury Bodyguard to block damage. Quinn wrote:
Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N Supporters: Chronicler (upgraded), Bodyguard, Moise (upgraded), Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Hour: Orison. Refreshed by an evening with his favorite books, Quinn sets foot on a twisted path that could use a good straightening. Move to passages and explore, encounter Blackjack's Gear. Dis 10: 1d10 + 5 ⇒ (9) + 5 = 14 - gear acquired Why does tattered equipment litter the road? Who - or what - drove its owners away? Bury Zellara to explore, encounter Red Mantis Initiate. So the truce with the Mantis killers was brief. One arrives to pay her respects. With a jagged knife and a nasty smile. Banish Liquid Courage to ignore BYA. Combat 22 w/ freely revealed dagger, Saber (recharging dagger): 1d10 + 2d8 + 12 + 1d4 ⇒ (6) + (1, 2) + 12 + (1) = 22 - defeated, Blackjack's Rapier discarded to Harrow Discard Publican to explore, encounter Prayer blessing (auto-acquired). Discard Prayer to explore, encounter Warband. Monster encountered: Ghoul. Ghoul:
Ghoul Monster 1 Traits Undead Ghoul Veteran Check
Powers
Combat 23 (11+12) w/ saber (reloading Gear): 1d10 + 2d8 + 10 ⇒ (8) + (3, 2) + 10 = 23 - defeated, heal Tuttle from Warband defeat, harrow discards gear off top of deck Banish Ambrosia to heal self. # of cards healed?: 1d4 + 1 ⇒ (3) + 1 = 4 - Poison, Prayer, Rapier, Gear EOT examine of Passages: Nightspear (Ally 4) Display armor. Reset hand, then discard Rapier from hand and Djinn from deck. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N Supporters: Chronicler (upgraded), Bodyguard, Moise (upgraded), Boors (upgraded), Ketrik (upgraded), Lemore (upgraded) Top card of Passages is Nightspear.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Cayden Cailean’s Revelry. WHEN THIS IS THE HOUR: On your check, you may discard a card to reroll 1 die showing 1 or 2. Pretty sure Rad doesn't want to be healed, so reveal Staff at SOT to heal a card: Twitch Tonic. SOT examine of Repository: Animated Object. Explore henchman. Who encounters? (1=R,2=Q): 1d2 ⇒ 2 - Quinn Avenging their fallen flask, a dozen beakers and at least one burette assail Quinn and Radillo. The half-elf steps into the shadows, spitting an incantation that grows the investigator to monstrous size. Asking Radillo for Embiggen, which I believe allows the wizard to draw another Embiggen from bottom of deck. Animated Object:
Animated Object Story Bane Monster 1 Traits Construct Veteran Check
Powers
Combat 24 w/ Embiggen, Saber (recharging staff): 1d12 + 2d12 + 12 ⇒ (4) + (5, 6) + 12 = 27 - defeated, but have to discard top card to Harrow: Ambrosia Very little swordplay is needed. Three stomps and a smash and the lively objects are ground into crystal. Which boon encountered? (from henchman): 1d4 ⇒ 4 - item (Wand of Flame) Int 9 w/ Elixir of Focus, Embiggen: 1d12 + 4 + 1d12 + 4 ⇒ (6) + 4 + (9) + 4 = 23 - Wand Acquired Now to close, will summon and encounter another item: Blue War Paint. Fort 4 w/ Embiggen, recharged Mastermind (burying wand): 1d8 + 1d12 + 6 ⇒ (8) + (4) + 6 = 18 - paint acquired Repository is closed. # of boons recharged?: 1d4 ⇒ 3 - recharge everything but Blue War Paint and Elixir of Healing From closing scenario effect, discard Blue War Paint from hand and Darb Tuttle from deck. From closing, go to Base and explore. Heal a card (Keen Spiked Chain) and draw/display Pathfinder Chronicler. Banish Elixir to heal self. # cards healed?: 1d4 + 1 ⇒ (3) + 1 = 4 - everything but Blue War Paint Draw up, then discard Wyvern Poison from hand and Darb Tuttle from deck. Quinn wrote:
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Knowledge: Intelligence +2 Disable: Intelligence +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Perception: Wisdom +2 Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +2 Favored Card: Item Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11 Proficiencies: None POWERS: (Empiricist) For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level. On local check vs. barrier, may bury an item ([x] or a boon) to add Perception. At ([X] start or) end of turn, may examine top card of your location. [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed. [X] When you defeat a barrier, you may heal a card. Mat Reroll Used?: N Supporters: Chronicler (upgraded), Bodyguard, Moise (upgraded), Boors (upgraded), Ketrik (upgraded), Lemore (upgraded) Repository is closed. Radillo's Embiggen used, and Rad draws other Embiggen from bottom of deck.
STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler
Update: Should have taken Repository damage from failure to acquire spell. Poison damage?: 1d4 - 1 ⇒ (3) - 1 = 2 - bury slick leather armor retroactively |