Damiel Morgethai

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64 posts. Alias of zeroth_hour.


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I'm taking Item 5 and Blessing 5 then.

Card Feat is Blessing (Wind and Waves)
Taking Potion of Heroism for the Item, replacing Liquid Ice.


Correction to Sand Outsider fight: +1d4 Acid by recharging Balmberry, get 1d4 by using Radillo's Grimoire reveal

Combat 14: 8 + 4d4 ⇒ 8 + (1, 3, 4, 2) = 18

1,5,7,9,11,17 are explored. We have a random Corpse Coffer and 3 extra random monsters.

Damiel decides it's time for some more drastic measures. He decided a little pain was worth going a little farther. Discard Steel Ibis via playmat to draw Blessing of Nethys.

Explore (5 is Coffer Corpse, 9,11,17 are random monsters): 1d15 + 1 ⇒ (3) + 1 = 4

And it's the villain:

Katazuul:

Katazuul
Villain 2
Type: Monster
Traits:
Trigger
Outsider
Demon
Veteran
To Defeat:
Combat 15
When you examine this card, recharge a random card, then shuffle Katazuul back into the location deck she came from.
Katazuul is immune to the Electricity and Poison traits and cannot be evaded.
Before you act, each character must succeed at a Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number or be dealt Combat damage equal to the number of cards that have the Attack trait and weapons in her hand.
The difficulty to defeat is increased by three times the scenario’s adventure deck number.

Damiel deployed some Cloud Puff to disrupt Katazuul's powers of persuasion (BYA is negated.) He also accepts help from Radillo (BoAchaekek), Bekah (BoErastil, Deathbane Light Crossbow), and Feiya (BoSivanah, Daji recharge). (He himself recharges Bottled Lightning for Acid + Blessing of Nethys + Hawkmoon Bow + extra 2d6 for Acid)

Combat 35-7: 1d10 + 2d6 + 6 + 1d4 + 2d6 + 1d10 + 2d10 + 2d10 + 1d4 + 1 + 1d10 ⇒ (10) + (4, 3) + 6 + (3) + (4, 6) + (3) + (7, 1) + (8, 10) + (1) + 1 + (9) = 76


Damiel decides it's time to motor to the Ghol-Gan.

A Royal Naga. Blech. Would have liked to keep the Cannon.

random weapon (1=bow, 2=cannon): 1d2 ⇒ 1

Hm, I guess I could use powers before I make the choice on the combat check? In that case, I always choose to recharge the Flame Cannon. Doesn't make much of a difference in this first combat check though. Recharging Flame Cannon for 1d4 + Acid + using Hawkmoon Bow so I always use Hawkmoon Bow. Also recharging PoFocus on the second check for the same combat check.

Combat 16: 1d10 + 2d6 + 6 + 1d4 + 2d6 ⇒ (5) + (2, 4) + 6 + (2) + (6, 1) = 26

Combat 16: 1d10 + 2d6 + 6 + 1d4 + 2d6 ⇒ (8) + (6, 6) + 6 + (3) + (3, 6) = 38

Damiel calls on the Demon Queen before continuing because there are a ton of monsters. (Discard BotDQ)

Damiel encounters a Sand Creeper and it can't be shot. He calls for an assist from Feiya.

Feiya SS: 1d10 + 1d8 + 1d6 + 1d4 ⇒ (8) + (3) + (3) + (4) = 18

It doesn't seem like Calistria likes the Sand Creeper very much either. Auto'd

Aegis recharges Lab Coat EoT.

Damiel (MM version) wrote:

Hand: Balmberry Bush, Bottled Lightning, Aegis of Recovery*, Archaeopteryx, Hawkmoon Bow, Cloud Puff, Steel Ibis Lamellar,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes: Reroll used. I have healing and blessings. Damage Prevention for Acid/Ranged available. Can give 1d4 + Acid/Poison to a combat check. Can add d10 + 4 to WIS/CHA check. Can add 1d6 +2 to a combat check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Damiel decides the Scorched Ruins is the best course of action.

The Silver Crusade provides a bit of healing, which Damiel gladly accepts. (off turn recharge Blessing of Isis, discard Potion of Healing.)

He finds a scroll of Augury, which any of the others could probably use. Intelligence 6: 1d10 + 2 ⇒ (1) + 2 = 3 but it crumbles in his hands.

He sends his Crystalline Carnivore off to find something more interesting, and it comes back with a Steel Scorpion. Its idea of interesting... leaves something to be desired. He tries Disabling it.

Disable 10: 1d10 + 3 + 2d6 ⇒ (3) + 3 + (1, 3) = 10

He nearly set off the trap while disabling the mechanism, but he did it.

EoT recharge Blessing of Thoth via Aegis

Damiel (MM version) wrote:

Hand: Balmberry Bush, Allying Hand Crossbow +2, Aegis of Recovery*, Potion of Focus, Hawkmoon Bow, Flame Cannon, Blessing of the Demon Queen,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes: Reroll used. I have healing and blessings. Damage Prevention for Acid/Ranged available. Can give 1d4 + Acid/Poison to a combat check. Can add d10 + 4 to WIS/CHA check. Can add 1d6 +2 to a combat check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Damiel heads to the Tower to help get rid of the covering fire.

He starts by dispatching the Girtablilu Ranger. (use Hawkmoon Bow and recharge Liquid Ice with power

Combat 17+3: 1d10 + 2d6 + 6 + 1d4 + 2d6 ⇒ (8) + (6, 5) + 6 + (2) + (4, 6) = 37

Damiel continues with a icy gait in his step. (use Thoth to explore, as we'll need more explores.) He notices a Staff of Dark Flame but decides that the party has more than enough firepower and doesn't continue.

damage: 1d4 - 1 ⇒ (1) - 1 = 0

Ghol-Gan Ruins shuffles 1 monster in.

Damiel (MM version) wrote:

Hand: Balmberry Bush, Allying Hand Crossbow +2, Aegis of Recovery*, Potion of Focus, Hawkmoon Bow, Crystalline Carnivore, Potion of Healing,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes: Reroll used. I have healing and blessings. Damage Prevention for Acid/Ranged available. Can give 1d4 + Acid/Poison to a combat check. Can add d10 + 4 to WIS/CHA check. Can add 1d6 +2 to a combat check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


9-00C2: 1d20 ⇒ 14


Feiya rocketed Damiel to the Walled Oasis Vizier's Hill.


Damiel believes the Trenches are too dangerous for him and decides to go to the Earthworks instead.

random explore (12 is blessing or villain): 1d12 ⇒ 10

Damiel finds an Aegis of Recovery, which he'll need to use to kickstart the Earthworks. Luckily he knows a trick: (use Blessing of Isis to get a die + 2d6)

Constitution 12: 2d8 + 2d6 ⇒ (5, 1) + (4, 1) = 11

reroll the d8 showing 1: 1d8 ⇒ 5

Aegis pulled the Liquid Persuasion.

Damiel (MM version) wrote:

Hand: Balmberry Bush, Allying Hand Crossbow +2, Aegis of Recovery*, Liquid Ice, Hawkmoon Bow, Blessing of Thoth, Potion of Healing,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes: Reroll used. I have healing and blessings. Damage Prevention for Acid/Cold/Ranged available. Can give 1d4 + Acid/Poison to a combat check. Can add d10 + 4 to WIS/CHA check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Damiel's trusty Lab Coat should be a good backup.

Dexterity 9: 1d10 + 2 ⇒ (6) + 2 = 8

damage: 1d4 + 1 ⇒ (4) + 1 = 5

Damiel blocks it with his Lab Coat.


From the sea, to the land. This place was fairly unpleasant.

Damiel starts by clearing an Acid Mantis from the hill. (Autodefeat with d10 + 2d6 + 6 + another 2d6.) Unfortunately, that's all he can do for now.

Damiel (MM version) wrote:

Hand: Balmberry Bush, Blessing of Isis, Laboratory Coat, Liquid Ice, Hawkmoon Bow, Liquid Persuasion, Potion of Healing,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Reroll not used. I have healing and blessings. Damage Prevention for Acid/Cold/Ranged available. Can give 1d4 + Acid/Poison to a combat check. Can add d10 + 4 to WIS/CHA check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Vizier's Hill for me.

(I actually would like the Ally 4 that Tyler forgot to put in the rewards. Crystalline Carnivore would replace Deathtrap in a Jar here.)

Damiel (MM version) wrote:

Hand: Balmberry Bush, Blessing of Isis, Laboratory Coat, Liquid Ice, Hawkmoon Bow, Liquid Persuasion,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: Reroll not used. I have healing and blessings. Damage Prevention for Acid/Cold/Ranged available. Can give 1d4 + Acid/Poison to a combat check. Can add d10 + 4 to WIS/CHA check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


No deck upgrade


(discard Everbloom)

Some darts whiz by, nicking Damiel.

damage: 1d4 ⇒ 3

Damiel reveals the Crossbow to block the damage, but it'll be out of commission for a while (discard it)

Then he shores up for another attack through the unrelenting waves. Borrowing some help from Bekah (bardic) to prevent some more damage.

random explore in Shipwreck Graveyard 6,8-10: 1d4 ⇒ 2

It's a Kohl of Uncanny Discernment.

Intelligence 6: 1d10 + 2 ⇒ (8) + 2 = 10

Use it to look at the top 2 cards.

6,9,10: 1d3 ⇒ 310

6,9: 1d2 ⇒ 29

He spies Arminus in the distance.

Admiral Arminus Pythareus:
Admiral Arminus Pythareus
Villain 2
Type: Monster
Traits:
Undead
Aristocrat
Veteran
To Defeat:
Combat Divine 10
THEN Combat Divine 13
Admiral Arminus Pythareus is immune to the Mental and Poison traits. Damage dealt by Admiral Arminus Pythareus may not be reduced.
Before you act, you are dealt 1 Ranged Combat damage.

The difficulty to defeat is increased by twice the scenario’s adventure deck number.

After you act, you are dealt 1 Ranged Combat damage.

And a Mummy, but that's irrelevant.

He tosses a Potion of Healing Bekah's way.

Damiel (MM version) wrote:

Hand: Blessing of Thoth, Flame Cannon, Deathtrap in a Jar, Liquid Persuasion, Liquid Ice, Hawkmoon Bow,

Displayed:
Deck: 13 Discard: 4 Buried: 0
Notes: Reroll not used. I have healing and blessings. Damage Prevention for Cold/Ranged available. Can give 1d4 + Acid/Poison to a combat check. Can add 1d6 + 2 to a combat check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Damiel thanks Bekah for the heal.

heal: 1d4 + 1 ⇒ (2) + 1 = 3 (all the cards)

Damiel heads to the Shipwreck Graveyard as well. He carefully lures the Ice Elemental to a spot where he can hit it.

Constitution 7: 1d8 ⇒ 4

He aims with the Hawkmoon Bow and...

Combat 12: 1d10 + 2d6 + 6 ⇒ (8) + (4, 5) + 6 = 23

Damiel (MM version) wrote:

Hand: Blessing of the Everbloom, Flame Cannon, Allying Hand Crossbow +2, Potion of Healing, Liquid Ice, Hawkmoon Bow,

Displayed:
Deck: 16 Discard: 0 Buried: 0
Notes: Reroll not used. I have healing and blessings. Damage Prevention for Cold/Ranged available. Can give 1d4 + Acid/Poison to a combat check. Can add 1d6 + 2 to a combat check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Off-turn: Draw Zereletan
Ally 4
Traits:
Aberration
Naga To Acquire:
Charisma
Diplomacy 11
OR Combat 15
Bury this card to recharge any items in your discard pile.
Discard this card to explore your location.

Damiel heads to Scar Bay to heal Bekah up. Those Fevered Dreams don't look fun.

He grinds some Balmberry Bush into a fine paste and fed Bekah some. There was also enough to reconstruct the Deathtrap ooze.

Craft 8: 1d10 + 4 ⇒ (3) + 4 = 7

He found an old Compass that might prove useful.

Wisdom 4: 1d6 ⇒ 1

The needle was too rusty to be of any help.

Zereletan could also prove to be useful. She found a Rukh that was sleeping nearby and woke it up. Maybe not.

However, Damiel was insanely good at fighting things with Acid. Had to deal with them every day in the lab. (get +2d6 from invoking Acid)

Combat 13: 1d10 + 4d6 + 6 ⇒ (6) + (6, 4, 3, 1) + 6 = 26

Combat 13: 1d10 + 4d6 + 6 ⇒ (2) + (2, 1, 2, 4) + 6 = 17

Damiel (MM version) wrote:

Hand: Blessing of the Everbloom, Allying Hand Crossbow +2, Blessing of Thoth, Liquid Ice, Hawkmoon Bow, Potion of Healing,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes: Reroll not used. I have healing and blessings. Damage Prevention for Cold/Ranged available. Can give 1d4 + Acid/Poison to a combat check. Can add 1d6 + 2 to a combat check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Fog Bank is fine for now.

Not taking Deck upgrade. Selecting a Blessing 5 (Blessing of the Everbloom replaces Blessing of Gozreh)

There was too much dang fog, Damiel mused. He couldn't see the Insanity Mists until it was too late. Ugh, this was classic.

Too bad Archaeopteryx wasn't available. Damiel released his Deathtrap in a Jar for scouting. It gets back a scroll of Fiery Glare. Maybe it was useful for burning some other junk.

Intelligence 8: 1d10 + 2 ⇒ (3) + 2 = 5

It wasn't; the writing was too fuzzy.

Damiel (MM version) wrote:

Hand: Blessing of the Everbloom, Balmberry Bush, Allying Hand Crossbow +2, Blessing of Thoth, Liquid Ice, Hawkmoon Bow, Potion of Healing,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes: Reroll not used. I have healing and blessings. Damage Prevention for Cold/Ranged available. Can give 1d4 + Acid/Poison to a combat check. Can add 1d6 + 2 to a combat check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Damiel decides to do more vacationing at the Fringes.

He immediately found another ambushing Scurvy Zombie.

random ship: 1d17 ⇒ 14

Blood Moon:

Blood Moon
Ship 4
Class 4
Check to Defeat
Wisdom
Survival
9
OR
Arcane
Divine
11
When Encountered
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.

Need quite a bit of help (2 blessings preferred). Radillo and Feiya have gladly offered help.

Wisdom 9: 3d6 + 1d4 ⇒ (6, 2, 4) + (2) = 14

plunder: 1d6 ⇒ 3 Armor, Mistmail.

Mistmail:

Mistmail
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Use Allying Hand Crossbow +2 and recharge Hawkmoon Bow for d10 + d6 + d8 + 6, recharge Lab Coat for d4 + 2d6

Combat 22: 1d10 + 1d6 + 1d8 + 6 + 1d4 + 2d6 ⇒ (6) + (4) + (3) + 6 + (3) + (1, 1) = 24

Wisdom for First Law: 1d6 ⇒ 1

The sea did not like us tampering with the dead. (Suffer Curse of Ravenous.)

Damiel fights Hepsushep to get to the Eye of the Storm and deactivate... whatever was controlling the daed here. (recharge Bottled Lightning for the boost.

Combat 18: 1d10 + 1d6 + 6 + 1d4 + 2d6 ⇒ (6) + (6) + 6 + (3) + (5, 3) = 29

Easy peasy.

Barriers: 1d4 ⇒ 3

Blessings: 1d4 ⇒ 2

Encounter (barriers 1-3, blessings 4-5): 1d5 ⇒ 1

At the eye, somehow someone managed to place a Camouflaged Pit Trap exactly where Damiel would be.

Dexterity 10: 1d10 + 2 + 2d6 ⇒ (9) + 2 + (5, 1) = 17

Damiel continues on, somehow.

Encounter (barriers 1-2, blessings 3-4): 1d4 ⇒ 4

Blessing of the Lady of Graves. Damiel doesn't understand Pharasma at all.

Damiel called for his Archaeopteryx to see what's up ahead. Encounter (barriers 1-2, blessings 3): 1d3 ⇒ 1

Some Burning Tar that the storm didn't eliminate.

Craft 9: 1d10 + 4 ⇒ (6) + 4 = 10

Ravenous: 1d4 ⇒ 3 spells/weapons, aka nothing

Damiel (MM version) wrote:

Hand: Balmberry Bush, Flame Cannon, Allying Hand Crossbow +2, Blessing of Gozreh, Steel Ibis Lamellar, Mistmail, Potion of Healing,

Displayed: Curse of the Ravenous,
Deck: 8 Discard: 9 Buried: 0
Notes: Reroll not used. I have healing and a blessing. Damage Prevention for Fire/Electricity/Ranged available. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location). 2d8 to any combat check available.

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Recharging Thoth

I'm guessing people don't like Structural damage and I have an Angelstep to tank structural by healing, so I'm going to Raker Shoals.

Damiel sees that Radillo is interested in navigating the treacherous shoals, so to the Raker Shoals. Immediately a Scurvy Zombie rushes towards him.

random ship: 1d17 ⇒ 11

And then he saw the ship.

Dowager Queen:

Dowager Queen
Ship 3
Class 3
Check to Defeat
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
When Encountered
You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.

He pulled out his Liquid Persuasion and studied the patterns and psychology of the crew. He's hoping to catch them unawares.

Wisdom 8: 1d6 + 1d10 + 4 ⇒ (3) + (8) + 4 = 15

He managed to drive the ship aground with some deft maneuvering. He prepped for fighting the Zombie.

plunder: 1d6 ⇒ 1

He also pulled a Corrosive Dagger +1 on boarding the ship.

Use BoIsis to get an extra d10 + 2d6 for the check. Use Allying Hand Crossbow + recharge the Corrosive Dagger +1 for d10 + d6 + d8 + 6.

Combat 22: 1d10 + 1d6 + 1d8 + 6 + 1d10 + 2d6 ⇒ (5) + (5) + (4) + 6 + (8) + (2, 5) = 35

The Zombie is out of commission, and Damiel yelled for everyone to brace for impact.

Slight pause to discuss Structural damage distribution.

Taking all 4. Discard Vine Leshy, Liquid Ice, Potion of Focus, Deathtrap in a Jar.

Damiel took the brunt of the impact. He's a little bruised, but still okay. He took the time to heal Radillo up, who looks like she's in bad shape.

Craft 8: 1d10 + 4 ⇒ (1) + 4 = 5

Taking Radillo's Staff of Minor Healing before EoT

Damiel (MM version) wrote:

Hand: Balmberry Bush, Flame Cannon, Allying Hand Crossbow +2, Archaeopteryx, Bottled Lightning, Hawkmoon Bow, Laboratory Coat,

Displayed:
Deck: 8 Discard: 8 Buried: 0
Notes: Reroll not used. I have healing and no blessings. Damage Prevention for Fire/Electricity/Ranged available. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location). 2d8 to any combat check available.

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Such a tease (the post didn't show up right away and I regenerated the post and got this roll)

20: 1d20 ⇒ 20


Taking Unconventional Firepower.

9-00B boon: 1d20 ⇒ 5


off turn discard Thoth, recharge Nethys

Damiel gives Acid Splash to... someone (Feiya or Radillo, whoever wants it).

Damiel decided that the Fringes of the Eye would be a nice vacation spot. It seems Basif Iosep also had the same idea.

(sovereign court)
Charisma 6: 1d4 + 1d8 ⇒ (3) + (5) = 8

They hit it up on the mutual idea of vacationing in extreme places like this one. He then bid him adieu and carried on. (discard to explore)

Onto... a Coffer Corpse. He readied his Allying Hand Crossbow and shot.

Combat 8: 1d10 + 1d6 + 6 ⇒ (7) + (3) + 6 = 16

Combat 10: 1d10 + 1d6 + 6 ⇒ (5) + (1) + 6 = 12

He decided to settle in.

Damiel (MM version) wrote:

Hand: Balmberry Bush, Liquid Persuasion, Allying Hand Crossbow +2, Archaeopteryx, Bottled Lightning, Angelstep, Blessing of Isis,

Displayed:
Deck: 12 Discard: 3 Buried: 1
Notes: Reroll not used. I have healing and would prefer to keep the blessing, but can be persuaded to use it if critical. Damage Prevention for Acid/Electricity/Ranged available. Can give 1d4 + Acid/Poison to a combat check. Also d10 + 4 to a WIS/CHA check (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


It occurred to Damiel that there was this sense of deja vu coming from this place. Did he visit it before?

No matter. He encountered a Rukh. He absentmindedly loaded 2 Alchemical cartridges and shot. recharge twice for d4 + 2d6

Combat 13: 1d10 + 2d6 + 6 + 1d4 + 2d6 ⇒ (6) + (2, 3) + 6 + (2) + (1, 1) = 21

Combat 13: 1d10 + 2d6 + 6 + 1d4 + 2d6 ⇒ (3) + (6, 4) + 6 + (2) + (4, 2) = 27

Continuing on with the Demon Queen's blessing, not that he needed it. (discard Demon Queen) But all he saw was a bit of Acid Splash.

Intelligence 4: 1d10 + 2 ⇒ (7) + 2 = 9

Damiel (MM version) wrote:

Hand: Acid Splash, Blessing of Nethys, Allying Hand Crossbow +2, Blessing of Thoth, Bottled Lightning, Angelstep, Blessing of Isis,

Displayed:
Deck: 14 Discard: 1 Buried: 0
Notes: Reroll not used. I have a healing and blessings. Damage Prevention for Cold/Acid/Electricity/Ranged available. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Fog Bank I guess.

Damiel (MM version) wrote:

Hand: Potion of Healing, Blessing of the Demon Queen, Allying Hand Crossbow +2, Blessing of Thoth, Cloud Puff, Angelstep,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: Reroll not used. I have a lot of healing and a blessing. Damage Prevention for Cold/Ranged available. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


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Damiel heads over to the Sharkskin Reef. The sharks might be a little bit annoying if they decided to cluster, but the group needed to find those ships.

Random location (8 is explored): 1d9 ⇒ 6

Damiel finds some Skyplate Armor. He finds some Crafting is in order. It'll be tricky.

Craft 12: 1d10 + 4 ⇒ (8) + 4 = 12

He manages to repair it with some reagents he had on hand. Onward. (discard BotE)

Random location (not 6/8): 1d8 ⇒ 2

Fighting the Kalnaka with the usual Alchemical tricks. Recharge Lab Coat for 1d4 + Acid, +2d6 for Alchemical reveal, using Hawkmoon Bow. Also recharging Steel Ibis for an extra d6 to cycle it.

Combat 22: 1d10 + 2d6 + 6 + 1d4 + 2d6 + 1d6 ⇒ (2) + (5, 4) + 6 + (1) + (3, 5) + (2) = 28

Damiel (MM version) wrote:

Hand: Cloud Puff, Blessing of Isis, Liquid Persuasion, Hawkmoon Bow, Flame Cannon, Skyplate Armor,

Displayed:
Deck: 13 Discard: 5 Buried: 0
Notes: Reroll not used. I have 1 blessing which could be used for a critical check (or Int, for 2 dice). Damage Prevention for Acid/Fire/Ranged available. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location). +2d8 for combat available at any location.

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Off turn discarded BoRa from the Raker Shoals


Don't have an ally so piling onto Raker Shoals.

Damiel found a Javelin of Lightning at the Shoals, which was quite useless at this point, so he junked it.

He continued on (discard BoRa) and found a Fiendish Sphinx. He was getting tired of riddles. Really, what's a "hand"? Do they mean a physical hand? Feiya, could you please help with a hex? (Wolf hex for -4

Intelligence 8: 1d10 + 2d6 + 2 ⇒ (4) + (2, 3) + 2 = 11

Damiel decided to heal himself before continuing. Potion of Healing: 1d4 ⇒ 3 (Blessing of Ra, Potion of Focus, Blowgun)

Damiel (MM version) wrote:

Hand: Steel Ibis Lamellar, Blessing of Isis, Liquid Persuasion, Hawkmoon Bow, Blessing of the Elements, Laboratory Coat,

Displayed:
Deck: 14 Discard: 3 Buried: 0
Notes: Reroll not used. I have blessings. Damage Prevention for Acid/Ranged available. Can give 1d4 + Acid/Poison to a combat check. Can give WIS/CHA checks +d10 + 2 (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


off turn recharge Crossbow

Damiel surveyed the surroundings, and decided tackling the harder location was better triage. To the Shipwreck Graveyard.

Damiel found a Shipwreck at the Shipwreck Graveyard; how appropriate. But even with his decent diving abilities, he could use some help to get all the treasure from it (blessing help as the Isis would be used for closing)

Constitution 10: 2d8 + 2d6 ⇒ (6, 8) + (2, 5) = 21

plunder: 1d6 ⇒ 6 blessing - Blessing of Ra added to hand

close check plunder: 1d6 ⇒ 1 weapon - Blowgun (whew!), auto'd

Damiel was only able to procure a charm with the symbol of Ra attached to it - and a blowgun. But evidently the Blowgun also had a concealed message concerning the layout of the undead fleet.

But Damiel was broadsided by a huge boom. That was quite nasty.

Structural damage: 1d4 ⇒ 3

I can discard 1 off the top of my deck if needed. Discarded Potion of Focus.

Damiel (MM version) wrote:

Hand: Steel Ibis Lamellar, Blessing of Isis, Blessing of Ra, Hawkmoon Bow, Potion of Healing, Laboratory Coat,

Displayed:
Deck: 14 Discard: 4 Buried: 0
Notes: Reroll not used. I have blessings. I have healing. Damage Prevention for Acid/Fire/Ranged available. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Damiel doesn't like this place, where ships can just fire at people at will.

Still, loot is loot. Tempest Cay it is. An Elder Ifreeti shows up. Damiel readies his weapons. Hawkmoon Bow + recharge Flame Cannon for 1d4 + Acid + 2d6 reveal

Combat 19: 1d10 + 2d6 + 6 + 1d4 + 2d6 ⇒ (4) + (3, 5) + 6 + (4) + (1, 1) = 24

Damiel would prefer his desires manifest (Blessing).

A Blessing of Isis! Exactly what he wanted.

He asked the Archaeopteryx to find something interesting. (explore) instead it came back with some Memories of Violence. Damiel asks for some help from Feiya (Wolf) to curse the barrier as he doesn't have the reagents on hand to dispell them. He'll also call upon the Demon Queen. Fire with fire.

Wisdom 4: 2d6 ⇒ (6, 3) = 9

The memories faded.

He decided to rest a bit.

Damiel (MM version) wrote:

Hand: Steel Ibis Lamellar, Blessing of Isis, Allying Hand Crossbow +2, Hawkmoon Bow, Potion of Healing, Laboratory Coat,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes: Reroll not used. I have a blessing, but would prefer to keep it. I have healing. Damage Prevention for Acid/Ranged available. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Start at Tempest Cay. Not upgrading

Damiel (MM version) wrote:

Hand: Steel Ibis Lamellar, Flame Cannon, Allying Hand Crossbow +2, Hawkmoon Bow, Blessing of the Demon Queen, Archaeopteryx,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: Reroll not used. I have blessings. Damage Prevention for Fire/Ranged available. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location). Can add 2d8 at any location to combat

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


None available.

Use Hawkmoon Bow + recharge Alchemical + reveal Alchemical + discard Blessing of Thoth + borrow Kohl of Uncanny Discernment

Combat 22: 2d10 + 2d6 + 6 + 1d4 + 2d6 ⇒ (4, 5) + (3, 5) + 6 + (1) + (1, 1) = 26

The skin and wrappings were a bit tough, but Damiel was able to get it through with a bit of help from Feiya.

General escapes.

Damiel (MM version) wrote:

Hand: Vine Leshy, Allying Hand Crossbow +2, Blessing of Nethys, Flame Cannon, Hawkmoon Bow, Cloud Puff, Blessing of Abadar,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes: Reroll not used. I have blessings. Damage Prevention for Fire/Ranged available. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location). Can add 2d8 at any location to combat

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Damiel continues to try to shield everyone, though it's hard when everyone is scattered.

reveal Ranged weapon to block potential Ranged damage.

Continue at Dye Market. 1-5 is location, 6 is DotD Undead

random at location: 1d6 ⇒ 3

Well... it's the Devoted General.

Pause for temp closes.


Lib Edge: (2nd card from the random cards) Mad Dog Marrn

With a quick alchemical concoction, Damiel shrugged off all the arrows hitting the party. "Stick close to me as much as possible!" he shouted while heading over to the Dye Market. It was a useful location to go as damage could be an issue there and he had plenty of ways to prevent it.

Damiel encountered an Advocate's Armor, but he felt the price was too high. (0% chance of getting it.) He instead sent Marrn, recently freed, to go a bit of shopping. Instead, Marrn decided to provoke a Dark Stalker. Damiel sighed and loaded a cartridge into his Crossbow. (recharge Liquid Ice for 1d4 + 2d6 by revealing another Alchemical.)

Combat 17/20: 1d10 + 4 + 1d6 + 2 + 1d4 + 2d6 ⇒ (7) + 4 + (5) + 2 + (1) + (4, 6) = 29

(dang it, I drew all my weapons.)

Damiel (MM version) wrote:

Hand: Blessing of Thoth, Allying Hand Crossbow +2, Bottled Lightning, Flame Cannon, Hawkmoon Bow, Cloud Puff, Blessing of Abadar,

Displayed:
Deck: 15 Discard: 1 Buried: 0
Notes: Reroll not used. I have blessings. Damage Prevention for Cold/Fire/Electricity/Ranged available. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Grabbed a Blessing of Abadar (3rd from the random blessing list)

Damiel (MM version) wrote:

Hand: Blessing of Thoth, Allying Hand Crossbow +2, Bottled Lightning, Flame Cannon, Liquid Ice, Cloud Puff, Blessing of Abadar,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: Reroll not used. I have blessings. Damage Prevention for Cold/Fire/Electricity/Ranged available. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Item 5 (Bottled Lightning) -> Item B (Acid Flask)


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Damiel was kinda tired of these riddles, but Feiya handed him a note that said "weapon. Also, win.". Okay sure, he thought.

got the weapon. Move to compass and encounter, taking dice and bardic.

craft 16: 1d10 + 4 + 1d10 + 2d6 + 1d4 + 2 + 2d10 ⇒ (2) + 4 + (5) + (4, 6) + (2) + 2 + (4, 8) = 37

we win!


Damiel took a look at the riddle: "what's on top of the deck?" Damiel wondered what a "deck" was, but his allies seemed to be interested in spells.

Damiel instead found a charm with some elements inscribed on the front.

Dexterity 6: 1d10 + 2 ⇒ (1) + 2 = 3

He'll try again later.

Damiel (MM version) wrote:

Hand: Hawkmoon Bow, Flask Thrower, Liquid Ice, Acid Flask, Blessing of Gozreh, Cloud Puff, Laboratory Coat,

Displayed: Sky Pharaoh's Curse,
Deck: 8 Discard: 9 Buried: 0
Notes: Reroll not used. I have blessings. Damage Prevention for Cold/Acid/Ranged available. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Pure Holy Water healed into deck.


Using Savored Sting.

Sting: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (3) + (1) + (5) + (9) = 18

That's automatic.

Leaving that in a corner as well.

Damiel (MM version) wrote:

Hand: Hawkmoon Bow, Flask Thrower, Liquid Ice, Acid Flask, Blessing of Gozreh, Cloud Puff,

Displayed: Sky Pharaoh's Curse,
Deck: 8 Discard: 10 Buried: 0
Notes: Reroll not used. I have blessings. Damage Prevention for Cold/Acid/Ranged available. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Damiel could answer riddles all day long if it meant more fuel for his experiments. He proceeded to the Altar.

It's the Compass. Damiel supposes he should take care of it with some Focus.

Craft 16: 1d10 + 4 + 1d10 + 4 ⇒ (5) + 4 + (10) + 4 = 23

Displayed. Discard Thoth to explore.

A Caravan Guard... some "Persuasion" would probably help here.

Charisma 8: 1d4 + 1d10 + 4 ⇒ (1) + (3) + 4 = 8

Damiel decided to let him lead the way.

Another Necklace of Fireballs. Neat.

Pause while waiting for potential blessings.


I'm going to use... _the Mat_. I can't afford to encounter the Carrion Golem without an actual weapon in hand. Discard Deathtrap in a Jar to draw... Hawkmoon Bow. Yay!

Damiel sees that Bekah is worse for wear again. Incredibly deja vu. "Have some more shrooms", he pulled his Bow out of a Deathtrap in a Jar.

Rather curious, everything is.

Angelstep: 1d4 + 1 ⇒ (2) + 1 = 3

recharge Craft 8: 1d10 + 4 ⇒ (6) + 4 = 10

random encounter (not 1): 1d4 + 1 ⇒ (2) + 1 = 3 Uh... A Malfunctioning Deathtrap? Sure, if they want stuff to be easy.

Autoed since I can get d10 + 2d6 + 3 which is way more than 5 Disable. Use Blessing of Nethys.

Nethys, maybe you can help delve into the secrets of the universe... or maybe just this room.

2,4, or 5: 1d3 ⇒ 3 card 5 Sky Pharaoh's Curse, which displays.
2,4: 1d2 ⇒ 1 Carrion Golem

Damiel fights the Golem. Good thing Damiel was ready with the Bow.

Discard BotE from top. Recharge Lab Coat for 1d4 + Acid. Use reveal power for 2d6 extra. That is, um, automatic.

Combat 12: 1d10 + 4d6 + 1d4 + 6 ⇒ (7) + (6, 5, 5, 3) + (3) + 6 = 35

Damiel rides the Archaeopteryx to "victory". Really more treasure. But a Shotel? That's not treasure. autofail

Intelligence 6: 1d10 + 2 ⇒ (8) + 2 = 10

Liquid Persuasion autos the other check. And I draw it back on close.

Damiel (MM version) wrote:

Hand: Hawkmoon Bow, Flask Thrower, Blessing of Thoth, Acid Flask, Liquid Persuasion, Potion of Focus,

Displayed: Sky Pharaoh's Curse,
Deck: 11 Discard: 5 Buried: 0
Notes: Reroll not used. I have blessings. Damage Prevention for Cold/Acid/Ranged available. Can give my Craft to a WIS/CHA check, can give your INT/Craft to any non-combat. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Damiel throws some Ice at the Smuggler. He's also somewhat annoyed at having to take damage. (discard Blessing of Nethys)

Combat 12: 1d10 + 2d8 + 4 ⇒ (4) + (7, 4) + 4 = 19

No banish cause I'm using something with the Attack trait.

Damiel first takes care of the Conflagration, with the power of teamwork! Asks for some help from Bekah, use BotE. Forgot it was a CtD whoops

Craft 14: 1d10 + 4 + 1d10 + 1d4 + 2 ⇒ (2) + 4 + (9) + (4) + 2 = 21

Damiel patches himself up with the Potion of Healing before continuing.

healing: 1d4 ⇒ 2 Potion of Focus, Liquid Ice

Hm, only 3 cards left in hand. Going to double heal and yolo explore. Sorry in advance Bekah if I run into anything.

Damiel wants to patch himself up some more before continuing. That potion just wasn't satisfying enough.

angelstep: 1d4 + 1 ⇒ (4) + 1 = 5

Discard Angelstep and recharge Vine Leshy to draw it.

Damiel encounters some Pure Holy Water at the Precinct. He thinks it could be used for some synthesis in the future, so he tries to grab some. But it'll be tough negotiating with the authorities and so he wants Feiya to provide some backup (2 die blessing, either Sivanah or MoM; Feiya picks)

Craft 12: 3d10 + 4 ⇒ (6, 7, 10) + 4 = 27

He is able to negotiate the release of some Pure Holy Water. He promptly drops it in a pile in the corner for pickup later. Discards it, since its actual use is fairly niche.

Damiel (MM version) wrote:

Hand: Deathtrap in a Jar, Blessing of Nethys, Blessing of Thoth, Laboratory Coat, Liquid Persuasion, Angelstep, Archaeopteryx,

Displayed:
Deck: 14 Discard: 1 Buried: 0
Notes: Reroll not used. I have blessings and healing. Damage Prevention for Cold/Acid/Ranged available. Can give my Craft to a WIS/CHA check. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Damiel was long gone from the Surgery.

However, the fire did singe Damiel a little. Discard Deathtrap in a Jar since I forgot. Draw Vine Leshy instead.

Damiel (MM version) wrote:

Hand: Blessing of the Elements, Potion of Healing, Vine Leshy, Liquid Ice, Liquid Persuasion, Angelstep, Blessing of Nethys,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: Reroll not used. I have blessings and lots of healing. Damage Prevention for Cold/Acid/Ranged available. Can give my Craft to a WIS/CHA check. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


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Damiel didn't mind working in the Surgery some more. He did wonder why this set of fires looked so familiar... but Focus first. (discard PoFocus)

Craft 14: 1d10 + 4 + 1d10 + 4 ⇒ (7) + 4 + (10) + 4 = 25

Even the movement to the Precinct of Left Eyes seemed familiar.

An Ice Elemental? That's not a nice elemental, Damiel mused. Wait, that's something that Radillo would say. Damiel shook his head.

Using Flame Cannon

Combat 12: 1d10 + 4d8 + 4 ⇒ (7) + (4, 1, 1, 6) + 4 = 23

Damiel made the necessary preparations to get rid of some more fire.

Reset reveal Angelstep.

Damiel (MM version) wrote:

Hand: Blessing of the Elements, Potion of Healing, Deathtrap in a Jar, Liquid Ice, Liquid Persuasion, Angelstep, Blessing of Nethys,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: Reroll not used. I have blessings and lots of healing. Damage Prevention for Cold/Acid/Ranged available. Can give my Craft to a WIS/CHA check. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Surgery.

Damiel (MM version) wrote:

Hand: Potion of Focus, Potion of Healing, Deathtrap in a Jar, Flame Cannon, Liquid Persuasion, Angelstep,

Displayed:
Deck: 16 Discard: 0 Buried: 0
Notes: Reroll not used. I have lots of healing. Damage Prevention for Fire/Acid/Ranged available. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location). Since it's my only weapon at the moment, no 2d8.

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Note: I discarded the Flask Thrower during reset so I don't have it in my hand. Otherwise it's the same hand since I have Cloud Puff + Angelstep increasing hand size to 8 before I use the Angelstep.


A shiny Kopis caught Damiel's eye at the Market. It was Galvanic.

Ranged 10: 1d10 + 4 ⇒ (2) + 4 = 6

Someone was able to buy it before Damiel could even react.

During reset, discard the Flask Thrower and draw. Then draw Angelstep with Vine Leshy and heal myself.

Angelstep: 1d4 + 1 ⇒ (4) + 1 = 5 (everything)

recharge Angelstep: 1d10 + 4 ⇒ (3) + 4 = 7 nope

Damiel (MM version) wrote:

Hand: Flame Cannon, Hawkmoon Bow, Flask Thrower, Liquid Persuasion, Blessing of Thoth, Cloud Puff, Blessing of Gozreh, Laboratory Coat,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes: Reroll used. I have blessings! Damage Prevention for Fire/Cold/Ranged available. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location). Can give 2d8 to any combat check. Fire heh.

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


(off turn) Damiel thanks Feiya for the assist.

Damiel (MM version) wrote:

Hand: Flame Cannon, Hawkmoon Bow, Flask Thrower, Liquid Persuasion, Vine Leshy, Cloud Puff, Laboratory Coat,

Displayed:
Deck: 11 Discard: 4 Buried: 0
Notes: Reroll used. Can Heal. Damage Prevention for Fire/Ranged available. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location). Can give 2d8 to any combat check. Fire heh.

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


Damiel is getting a little impatient and wonders where his Acidic components are. He heads over to the Dye Market to see if they have any available.

He sees a Hide Armor of Fire Resistance, which is not an Acidic component. (autofail because Withering). Maybe Nethys has better ideas. (play blessing of Nethys)

Or he could just trigger a Blast Glyph. (other card is a Armored Kilt) Damiel will have Thoth protect him. (no 2d6 :(

Intelligence 10: 3d8 + 2 ⇒ (7, 2, 5) + 2 = 16

Encounter the Armored Kilt instead.

Constitution 5: 1d6 ⇒ 5

He's not sure he really wanted that. discard

Damiel (MM version) wrote:

Hand: Flame Cannon, Hawkmoon Bow, Flask Thrower, Liquid Persuasion, Vine Leshy, Cloud Puff, Angelstep, Laboratory Coat,

Displayed: Curse of Withering,
Deck: 10 Discard: 3 Buried: 1
Notes: Reroll used. Can Heal. Damage Prevention for Cold/Fire/Ranged available. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location). Can give 2d8 to any combat check. Fire heh.

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).


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9-00A boon?: 1d20 ⇒ 1


Damiel thinks that there's an exciting trove of treasure hidden behind the Vault. There's a bunch of Curses and pain behind all that, but who cares? Focus on the good stuff.

Hm... there's a Black Echelon Operative. That's a nasty customer (Combat 30!)

We should be able to easily take him on with both Feiya and Bekah's support (Take Bekah's Bardic and Feiya's 5 difficulty reduction. Hawkmoon Bow + recharge PoFocus for 1d4 + Acid + reveal Cloud Puff for 2d6 + BotE)

Combat 25: 2d10 + 4d6 + 1d4 + 6 + 1d4 + 2 ⇒ (10, 9) + (4, 1, 4, 1) + (3) + 6 + (2) + 2 = 42

Damiel thinks Curses are swell-ish.

Curse roll: 1d8 + 1 ⇒ (6) + 1 = 7 Which I believe is Fevered Dreams (yuck)

reroll that Curse: 1d8 + 1 ⇒ (5) + 1 = 6 Withering, which is bad but manageable.

But the location is closed.

the revolving door for the Vault leads to...: 1d6 ⇒ 6 It's a literal revolving door and Damiel ends up back at the Vault.

Draw up; reveal Vine Leshy and Cloud Puff to get to Hand Size 8

Damiel (MM version) wrote:

Hand: Flame Cannon, Hawkmoon Bow, Blessing of Nethys, Liquid Persuasion, Vine Leshy, Cloud Puff, Angelstep, Blessing of Thoth,

Displayed: Curse of Withering,
Deck: 12 Discard: 0 Buried: 0
Notes: Reroll not used. Can Heal. Damage Prevention for Cold/Fire/Ranged available. Can give 1d10 + 4 to a Wisdom/CHA non combat. Can give 1d4 + Acid/Poison to a combat check. (All above powers have to be at my location). Can give 2d8 to any combat check. Fire heh.

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [X]+1 [X]+2 [ ]+3
Disable: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d4 [ ]+1

Hand Size 5 [X] 6
Light Armors Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power, you may discard it instead ([ ] then you may draw a card) ([ ] or you may search your deck for a boon that has the Alchemical trait and put it on top of your deck).
You may recharge a card that has the Alchemical trait to add 1d4 and the Acid or Poison trait to a combat check by a character at your location ([ ] or to ignore a bane’s immunities for that check).
You may recharge ([X] or reveal) a card to add 1d6 to your check that invokes the Acid or Poison ([ ] or Cold or Electricity) trait ([X] or to your check to defeat a barrier). If your card has the Alchemical trait, you may add another 1d6.
[ ] At the start of another character’s turn, you may give that character a card that has the Alchemical trait.
[X] When you are dealt ([X] or a character at your location is dealt) a type of damage, you may reveal a card that has a trait matching that type to reduce that damage by 2 ([ ] 3).

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