Hm, this is tough. I don't have a lot of upgrade slots left (Allies are set, only 1 Blessing slot to upgrade)
First upgrade:
Weapon 1:1d1000 ⇒ 367 Blessing 1:1d1000 ⇒ 742
Second upgrade:
Blessing 1 (however, if somehow I don't get my first two upgrade choices above then I can only take 1 Blessing 1 and will have to forgo the second upgrade.)
I think what I get is Blessing 1 (forgoing the second upgrade).
IRL I had been putting this off because it was not exactly a cakewalk. But time to face the music I guess.
"Out of Turn Updates: none
Turn Order: Pizazz/Zalarian, Crimsi/eddiephlash, Fumbus/zeroth_hour, Grazzle/Danforth Turn - Hour: 27 - Gozreh's Growth Hour Rules: None SOT: Technically irrelevant but... Fumbus CON 5:1d8 ⇒ 7 pass
Crimsi SURV 5:1d8 + 2 ⇒ (1) + 2 = 3 fail
Pizazz STLT 5:1d10 + 1 ⇒ (7) + 1 = 8 pass
Give Card: Heavy Crossbow to Crimsi. I don't need it as I don't have a reason to explore with Gentleman explorer when I could just use it on the check. Move: Stay Explore: Ogre
Crimsi can use Chain Shirt or Bodyguard for damage. Pizazz uses bracers. I straight up discard PoL because it's useless in this case. Grazzle having Gozreh's Growth is actually Fortunate as SotH can be recharged for a die if he uses the Flame Staff. I then use Allying Dart along with Noxious Bomb. But since I'm not using the Ranged skill (Craft is much better), it doesn't have the Ranged trait so I can't use Bat.
Okay. If Grazzle doesn't defeat, this doesn't happen, but I'm going to explore with Gentleman Explorer if he does, since if I leave it to Pizazz he can't use his own power on himself. I also happen to have a card left to bury though that's irrelevant if Grazzle makes it. Use Benefaction and Pizazz's d4. Also have my reroll
If Grazzle defeats:
Dexterity 9:2d10 + 1d4 ⇒ (4, 9) + (1) = 14
Bury Fire Bolt to close. Win.
EOT: End Turn and Reset hand
Summary Acquired: None Banished: None Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None"
Turn Order: Pizazz/Zalarian, Crimsi/eddiephlash, Fumbus/zeroth_hour, Grazzle/Danforth Turn - Hour: 23 - Erastil's Eye Hour Rules: If you are at a Wild location, you may discard a card to explore. SOT: Scenario: Fumbus Constitution 5:1d8 ⇒ 2 No of course not.
Grazzle Survival 5:1d10 + 2 ⇒ (4) + 2 = 6 Yes
Pizazz Stealth 5:1d10 + 1 ⇒ (7) + 1 = 8 Yes
Crimsi Survival 5:1d8 + 2 ⇒ (2) + 2 = 4 No
Give Card: None Move: None Explore: Giantbane Greataxe. Nope.
Clearing a bit more makes sense (and allows Grazzle to move farther if a monster shows up). Discard Memory Mud to hour power to explore.
A Wolf Pack. Not exactly fun for me since I can't move, but Grazzle should be able to use it. First use Blast Stone with Heavy Crossbow, then just Heavy Crossbow.
Displayed:Armored Coat,
Deck: 7 Discard: 4 Buried: 0
Hero Points: 0
Mat Reroll: Unused
NOTES: Available Support: Blessings are available for use. Mogmurch available if needed, but note I can take damage from it. Acid Arrow available for Combat checks
Other: Hi I'm Fumbus! Please bot me if I need to Guard my location!
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): The Inquisitor, Blessing of the Gobs, Acid Flask, Potion of Healing, Shortbow, Sarenrae's Light, Elixir of Healing
Recharged: Discard Pile: Orison, The Cyclone, Memory Mud, Blast Stone, Buried Pile:
Favored Card: Alchemical Item or Attack Spell Hand Size: 6 ☐ 7 Proficiencies: Alchemical POWERS:
On a local combat check ([ ] or a local check to defeat an Obstacle or Trap barrier), you may discard a card ([ ] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead.
[X] On your check that invokes Acid, Fire, or Poison, add 1d6.
"
Summary Acquired: None Banished: Cave 1,2 Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None"
Turn Order: Pizazz/Zalarian, Crimsi/eddiephlash, Fumbus/zeroth_hour, Grazzle/Danforth Turn - Hour: XX - Nethys' Duality Hour Rules: On your check against a spell, add 1d4. SOT: None Give Card: None Move: None Explore: Crocodile. Orisoning the BA check as it is nasty with no Armor. Tossing Acid Flask at it.
Displayed:Armored Coat,
Deck: 9 Discard: 2 Buried: 0
Hero Points: 0
Mat Reroll: Unused
NOTES: Available Support: Blessings are available for use. Sarenrae's Light heals. Blast Stone available for local Lock/Trap and Shortbow available for +1d8 Combat.
Other: Hi I'm Fumbus! Please bot me if I need to Guard my location!
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Gentleman Explorer, Elixir of Healing, Fire Bolt, Potion of Healing, Blessing of the Gobs, Noxious Bomb, Acid Arrow, Mogmurch
Recharged: Acid Flask,
Discard Pile: Orison, The Inquisitor, Buried Pile:
Favored Card: Alchemical Item or Attack Spell Hand Size: 6 ☐ 7 Proficiencies: Alchemical POWERS:
On a local combat check ([ ] or a local check to defeat an Obstacle or Trap barrier), you may discard a card ([ ] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead.
[X] On your check that invokes Acid, Fire, or Poison, add 1d6.
"
Summary Acquired: None Banished: Campsite 1-2 Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None"
Turn Order: Pizazz/Zalarian, Crimsi/eddiephlash, Fumbus/zeroth_hour, Grazzle/Danforth Turn - Hour: XX - XX Hour Rules: None SOT: None Give Card: None Move: Can't Move Explore: Demonling. Discard Heavy Crossbow since the BA check is autofail and use Pizazz's Prayer for the Arcane check.
Displayed:Armored Coat,
Deck: 10 Discard: 1 Buried: 0
Hero Points: 0
Mat Reroll: Unused
NOTES: Available Support: Blessings are available for use. Mogmurch adds 2d6 + Fire to any check (though note it possibly damages me, so ask). Acid Flask adds 2d4 to local combat or Lock/Trap
Other: Hi I'm Fumbus! Please bot me if I need to Guard my location!
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): The Cyclone, Fire Bolt, Blessing of the Gobs, Blast Stone, Gentleman Explorer, Noxious Bomb, Sarenrae's Light, Acid Arrow, Elixir of Healing, Potion of Healing
Recharged: Discard Pile: Heavy Crossbow, Buried Pile:
Favored Card: Alchemical Item or Attack Spell Hand Size: 6 ☐ 7 Proficiencies: Alchemical POWERS:
On a local combat check ([ ] or a local check to defeat an Obstacle or Trap barrier), you may discard a card ([ ] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead.
[X] On your check that invokes Acid, Fire, or Poison, add 1d6.
"
Summary Acquired: None Banished: Campsite 1 (Demonling) Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: Prayer from Pizazz Actions needed by other Player(s): None"
looks like it was supposed to be a Vampire, so instead of discarding the Fire Bolt for the first fight, I can recharge Noxious Bomb instead. For the second fight, I'll use Heavy Crossbow + Mogmurch (can't roll 1s if they're 0 :thinking:), recharging Fire Bolt and the Inquisitor
Displayed:Armored Coat,
Deck: 9 Discard: 1 Buried: 0
Hero Points: 0
Mat Reroll: Unused
NOTES: Available Support: Blessings are available for use. Mogmurch adds 2d6 + Fire to any check (though note it possibly damages me, so ask). Acid Flask adds 2d4 to local combat or Lock/Trap
Other: Hi I'm Fumbus! Please bot me if I need to Guard my location!
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Gentleman Explorer, Potion of Healing, Shortbow, Blessing of the Gobs, Acid Arrow, Orison
Recharged: Elixir of Healing, Memory Mud, Sarenrae's Light,
Discard Pile: The Cyclone, Buried Pile:
Favored Card: Alchemical Item or Attack Spell Hand Size: 6 ☐ 7 Proficiencies: Alchemical POWERS:
On a local combat check ([ ] or a local check to defeat an Obstacle or Trap barrier), you may discard a card ([ ] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead.
[X] On your check that invokes Acid, Fire, or Poison, add 1d6.
"
Summary Acquired: None Banished: Cave 1 Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None"
Displayed:Armored Coat,
Deck: 12 Discard: 0 Buried: 0
Hero Points: 0
Mat Reroll: Unused
NOTES: Available Support: Blessings are available for use. I have healing (Sarenrae's Light)!
Other: Hi I'm Fumbus! Please bot me if I need to Guard my location!
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Gentleman Explorer, Acid Arrow, Orison, Shortbow, Potion of Healing, Blessing of the Gobs, Mogmurch, Fire Bolt, Acid Flask
Recharged: Elixir of Healing, Memory Mud, Sarenrae's Light,
Discard Pile: Buried Pile:
Favored Card: Alchemical Item or Attack Spell Hand Size: 6 ☐ 7 Proficiencies: Alchemical POWERS:
On a local combat check ([ ] or a local check to defeat an Obstacle or Trap barrier), you may discard a card ([ ] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead.
[X] On your check that invokes Acid, Fire, or Poison, add 1d6.
"Out of Turn Updates: I forgot to recover the Acid Flask I used last turn. Recover check first, then use power to discard if not passed.
Craft 6:1d8 + 4 ⇒ (3) + 4 = 7
Turn Order: Pizazz/Zalarian, Crimsi/eddiephlash, Fumbus/zeroth_hour, Grazzle/Danforth Turn - Hour: 7 - Incitation Hour Rules: None SOT: Wisdom check at the Mountain. Use Memory Mud.
Wisdom 4+#=5:1d4 + 1d8 ⇒ (2) + (6) = 8
Give Card: None Move: N/A Explore: It's an Orison. Well, it's guaranteed to recharge this turn. So I'll enhance to make it automatic. My enhancers are all kind of big though... I'll use Crimsi's SotH because it's hard to use and the Divine autos it.
Divine 2:2d4 ⇒ (3, 4) = 7
Discard the Orison to explore again. It's, uh, Sarenrae's Light.
Gonna use Mogmurch.
Divine 4+#=5:1d4 + 3d6 ⇒ (2) + (2, 1, 1) = 6
Damage:1d4 - 1 ⇒ (3) - 1 = 2
Don't want to bury the Armored Coat just yet, so I'm going to discard 2 cards and use Elixir of Healing on myself. But first, Crimsi gets healed for 1. Elixir of Healing next.
Displayed:Armored Coat,
Deck: 8 Discard: 0 Buried: 0
Hero Points: 0
Mat Reroll: Unused
NOTES: Available Support: Blessings are available for use. I have healing! Mogmurch gives you 2d6 and Fire to any check but possibly damages me so ask first.
Other: Hi I'm Fumbus! Please bot me if I need to Guard my location!
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Potion of Healing, Shortbow, Blessing of the Gobs, Gentleman Explorer, Fire Bolt, Acid Arrow, The Inquisitor, Heavy Crossbow
Recharged: Discard Pile: Buried Pile:
Favored Card: Alchemical Item or Attack Spell Hand Size: 6 ☐ 7 Proficiencies: Alchemical POWERS:
On a local combat check ([ ] or a local check to defeat an Obstacle or Trap barrier), you may discard a card ([ ] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead.
[X] On your check that invokes Acid, Fire, or Poison, add 1d6.
"
Summary Acquired: None Banished: Trail 1 (Cave Lizard) Examined: None Random Card(s) Used: None Displayed: None Other Player(s) Resources Used: None Actions needed by other Player(s): None"
Displayed:Armored Coat,
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES: Available Support: Blessings are available for use.
Other: Hi I'm Fumbus! Please bot me if I need to Guard my location!
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Acid Arrow, Fire Bolt, Gentleman Explorer, Blessing of the Gobs, Mogmurch, Potion of Healing, Shortbow, Heavy Crossbow, Noxious Bomb, The Inquisitor
Recharged: Discard Pile: Buried Pile:
Favored Card: Alchemical Item or Attack Spell Hand Size: 6 ☐ 7 Proficiencies: Alchemical POWERS:
On a local combat check ([ ] or a local check to defeat an Obstacle or Trap barrier), you may discard a card ([ ] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead.
[X] On your check that invokes Acid, Fire, or Poison, add 1d6.