Sajan

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Tier 3.3/2 Die Bumps

115717-1012


Tier 3.3/2 Die Bumps

CMB, all these boons and banes look exactly like the ones from the last Scorched Obelisk, are you sure you rebuilt the location with new boons and banes?


Tier 3.3/2 Die Bumps

It's a weapon b so based on past experience no


Tier 3.3/2 Die Bumps

Feiya's got a d4 Constitution IIRC so I assume skizzerz is just going to reset. If not I have this spoilered.

Technically it's not my turn but if Feiya's turn is everything but closing...:

"Thanks Kyra! I feel invincible!"

close check DC 9: 3d6 + 5 ⇒ (4, 5, 6) + 5 = 20


Tier 3.3/2 Die Bumps

The deck is empty, correct?

We have 4 blessings left in the deck; I have a whooping d6 + 5 to Fortitude (yay Ring of WW); I can close it on my turn with some help (1 blessing should be enough and I'll use either Erastil on my turn or a rechargable one if it gets to my turn).

Actually, I would like to use Kyra's Dawnflower for 2 dice to almost guarantee it.


Tier 3.3/2 Die Bumps

3 of 4 players have taken care of the bell already so I'm going to go ahead and post in the open.

Question: when it says "repeat", do we reset our decks and draw a new hand or not? Since rebuilding wasn't part of the "during this scenario" instructions, I assume no.

Explore. Encounter Blessing of Erastil.

Dexterity DC 4: 1d10 + 2 ⇒ (5) + 2 = 7

Discard Riftwarden to explore. Goblin Snake. Autodefeat with Kusarigama (using Melee, which is still almost automatic), but do a Con/Fort check. Using straight Constitution because I want the check to be harder (stupid Obelisk)

Constitution DC 6: 1d6 ⇒ 5

Combat DC 9: 2d6 + 6 ⇒ (3, 6) + 6 = 15

Still take damage from the Obelisk :(

damage from Obelisk: 1d4 ⇒ 1

Discard Fighting Fan to damage. End turn because we have lots of blessings in the blessings deck left.

Sajan (CD) wrote:

Hand: Blessing of Abadar (B), Hat of Glamour, Emerald of Dexterity, Ring of Wave Walking, Blessing of Erastil*, Kusarigama,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes: Abadar and Erastil available.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [X] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3/2 Die Bumps

Also remember the Obelisk ability.

Falling Bell:

Since my hand is useless for this check-wise, gonna see if I can reduce the difficulty by 4, which would make my check automatic (Acro d10+5 against DC 10-4)

Recharging Teamster for the Wisdom check to reduce.

Wisdom DC 10 for reducing difficulty: 1d8 + 1d6 + 1 ⇒ (5) + (3) + 1 = 9

Awww, missed by 1. I can probably just take the damage if it fails since I reduce by 1, and my hand is not super useful. Also if I overshoot I take damage anyway :P

Acrobatics DC 10: 1d10 + 5 ⇒ (8) + 5 = 13

Haha, just narrowly missed the Obelisk zapping. Take 1-1=0 Combat damage from Bell.


Tier 3.3/2 Die Bumps

I am now very confused and will ask a question about this in the ACG forum.

it was above: Hand: Venomous Fighting Fan +1, Hat of Glamour, Teamster, Ring of Wave Walking, Riftwarden, Kusarigama,


Tier 3.3/2 Die Bumps

Well, that's different then. Picking Random Ally:

1: Athlete
2: Chanty Singer
3: Cook
4: Evangelist
5: Frog
6: Imp
7: Quartermaster
8: Raconteur
9: Rogue Ape
10: Snake
11: Turtle

random ally: 1d11 ⇒ 1

nope.

Not picking any deck upgrades.

Also current order sounds good.


Tier 3.3/2 Die Bumps

Oh right, I don't actually care about my random draw from the box (I need 3s) so I will pick spell to help Feiya out.


Tier 3.3/2 Die Bumps
Sajan (CD) wrote:

Hand: Venomous Fighting Fan +1, Hat of Glamour, Teamster, Ring of Wave Walking, Riftwarden, Kusarigama,

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

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [X] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3/2 Die Bumps

Tier advancement does not tie into scenario reward. You still get scenario rewards even if you don't tier advance with this - that's the whole point of being able to play without tier advancement.

I got 2 Ally Bs, 1 Armor 1, 1 Item B

Did anyone pick up a Weapon B in this scenario? I would like to put the Invigorating Temple Sword into my deck (even though it's weaker than all of my other weapons, it's got more utility), and while I can put the card feat into weapon to get it, I think having another blessing card feat may be better. My power feat is going to be a 6th card so I think having the 4th weapon is acceptable as well (esp. since I want the Invig to recharge often)

Yeah, the 4th weapon is okay since I'm going Temple Guardian and I have other uses for weapons (planning to take the "discard/recharge weapon to evade" though it makes my power feat schedule headachy - 6 power feats for 7 powers I want.)


Tier 3.3/2 Die Bumps

"draw a card from the box" should be "draw a card from the game box", shouldn't it? Basically it's not a random card from the class deck but instead a card of that type into the boons pile?


Tier 3.3/2 Die Bumps

Actually, it's 5d10 + d6 + 9 (I still have the Boots of Elvenkind = +d10 for Acrobatics checks, even combat ones)

Let's just beat this guy. Executing plan skizzerz. Assuming Kyra autocloses the location, Mage Ogre is 2x Combat 18 checks. Reducing to Combat 13 and Combat 14 via Feiya's recharges. Absorb all the blessings (3x for each check) + reveal Kama + reveal Boots of Elvenkind:

Combat 1 DC 13: 5d10 + 1d6 + 9 ⇒ (8, 9, 9, 5, 4) + (6) + 9 = 50

Combat 2 DC 14: 5d10 + 1d6 + 9 ⇒ (1, 10, 7, 10, 5) + (5) + 9 = 47

Mage Ogre goes splat in the caverns. I don't think we can find any of the pieces.

Win scenario (yay!)


Tier 3.3/2 Die Bumps

I have exactly zero blessings and am not at the Wounded Lands, so I need to reset 1 turn to be helpful. Agna is actually better than me at closing the Wounded Lands, so I can help fight the Mage Ogre (a repeatable 2d10 + d6 + 9 is a good combat check y'all)

Oh, it's my turn. Move to Cavern and reset my hand then, discarding Kama, Emerald of Dexterity, and Teamster. Draw Guard*, Blessing of Abadar (A), Blessing of Milani.

Feiya's divinations of the Cavern proved fruitful and the party is outside the door. Sajan's hands twitched in excitement as they prepare for an ambush.

Sajan (CD) wrote:

Hand: Blessing of Milani, Guard*, Boots of Elvenkind*, Blessing of Abadar (A), Kusarigama,

Displayed:
Deck: 10 Discard: 6 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3/2 Die Bumps

Puzzle update:
"you should dig in" indicates a place we should be at to uncover the elemental lord to defeat him, perhaps?


Tier 3.3/2 Die Bumps

Hand update (from last turn)

Sajan (CD) wrote:

Hand: Kama, Teamster, Boots of Elvenkind*, Emerald of Dexterity, Kusarigama,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3/2 Die Bumps

I only have 2 explores, so I will grab a puzzle piece and dump the Ring of Wave Walking to see I can get another explore.

Stay at Wounded Lands (no scouting). Get a puzzle piece. End turn. Discard Ring of Wave Walking during reset.

CMB, you'll tell us when we have no more puzzle pieces, correct?

(hand update pending)


Tier 3.3/2 Die Bumps

Kyra and Feiya have convinced me. 1 location villain scouted with 2 open locations is better than 1 location villain scouted with 3 open locations. Kyra is also going after me.

Attempt to defeat Ogre Mage with Kama (there's a small chance I fail; since we are blessing light, I will use the Kama to give us a backup plan if it fails. It's worth the -1 in the combat check.) Borrowing a Black Spot from Feiya to reduce the difficulty by 3 for the first check (since it only works on one), then probably recharging the Fan (and maybe using BotE) for the second. Revealing Boots of Elvenkind both times.

First combat check against Mage Ogre, DC 15 (w/Black Spot): 2d10 + 9 ⇒ (5, 3) + 9 = 17

Second combat check against Mage Ogre, DC 18 (w/Fighting Fan recharged): 2d10 + 1d12 + 10 ⇒ (1, 8) + (6) + 10 = 25

Um, it's a good thing I borrowed Black Spot.

Sajan stumbles on the Mage Ogre. It was surprisingly nimble for such a large creature. With Feiya's Black Spot support, Sajan manages to barely catch it off guard, causing it to stumble. Sensing a desperate fight, Sajan then jumps around the brute, throwing the Fighting Fan at its midsection. The seeping poison causes the Mage Ogre to run off.

End turn and reset.

EDIT: I totally forgot the extra d6 and d4 in the weapon combat checks. Doesn't affect the outcome, but here

extra d6 in first check: 1d6 ⇒ 5

extra d4 in second check: 1d4 ⇒ 4

Sajan (CD) wrote:

Hand: Kama, Teamster, Boots of Elvenkind*, Emerald of Dexterity, Ring of Wave Walking,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3/2 Die Bumps

Autodefeat Ancient Skeleton.

Top card is Erastil. Explore Scorched Ruins. It is indeed the villain: I will evade the villain by using my Kama after failing the combat check (using Strength) to ignore the result, unless you believe I should actually engage the villain and defeat it. I will pause to get some opinions first then actually decide since this is an important decision.

The Mage Ogre isn't that bad (at least for me): it's an Ogre that deals damage to everyone at the location, but it's only 2 16 Combat checks, which I get 2d10 + 9 on. However, the certainty of knowing where the villain is is nice. However, Kyra has the Mayor and can guarantee we know where the villain is by using her after defeating the villain here.(only 2 locations left)

Now that I think about it, because the Kyra has the Mayor and can use it _and_ get a puzzle piece, I'm leaning towards defeating the villain (I will grab Feiya's Black Spot just in case.)


Tier 3.3/2 Die Bumps

Sounds good. I can villain scout with the Kama if the villain is evadable (fail and evade by choosing to use Strength)

recharge Abadar to help Kyra.


Tier 3.3/2 Die Bumps

Number of cards shuffled: 1d4 + 1 ⇒ (4) + 1 = 5 That's all the cards.

Sajan lands on top of the Scorched Ruins. This is it...

My group never solved the puzzle during last year's GenCon, so I'll be helping.

Exploring the Ruins. Half-Plate. Declining to get it unless someone really wants it. Discarding Riftwarden to explore (6 cards in hand from Mastiff). Chain Mail. Also declining to get it even though it would be automatic. End turn. Discarding Elven Breastplate during reset as there isn't as much of a need for it now.

Sajan explores the Scorched Ruins. However, all he finds is some discarded armor. He discards his Elven Breastplate as well, now that the bridges flinging shrapnel are less of a threat.

Sajan (CD) wrote:

Hand: Kama, Blessing of Abadar (B), Boots of Elvenkind*, Emerald of Dexterity, Venomous Fighting Fan +1,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes: Abadar available.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3/2 Die Bumps

Sajan hears the order from Dreng and sprints as fast as he can towards the objective.


Tier 3.3/2 Die Bumps

With only 1 blessing in hand(s) other than Alase's same location blessings, Displaying Mastiff off turn to get 2 cards. Draw BoAbadar +
Riftwarden.

Abadar available for use against a nasty barrier.


Tier 3.3/2 Die Bumps

Got an early page. Yay oncall.

"Nooooo! Kyra!" Sajan reached out but wasn't fast enough, as the crumbling bridge flings Kyra away.

cards Cured: 1d4 + 1 ⇒ (3) + 1 = 4

Everything but Milani shuffled.

Moving to CB2 is as good a place as any. Even if the Werewolf is going to be in werewolf form. Explore. It's the Siren. Borrowing Milani from Arabundi this time :)

Wisdom DC 8: 3d8 + 1 ⇒ (5, 6, 2) + 1 = 14

Passed, discard Researcher to explore. Collapsed Ceiling. Reveal Boots of Elvenkind to add 1 die. End turn.

Collapsed Ceiling DC 10: 2d10 + 5 ⇒ (2, 6) + 5 = 13

Sajan joins Arabundi and finds the lurking Siren. The Siren, however, doesn't understand the concept of earplugs, and was quickly dispatched. However, further on, there was yet another collapsed ceiling. Where would there be a ceiling to collapse on a bridge? Sajan again marvels at the weird architecture, but quickly dispatches that one too by jumping through a gap in the rocks.

Sajan (CD) wrote:

Hand: Kama, Mastiff, Boots of Elvenkind*, Elven Breastplate*, Venomous Fighting Fan +1,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3/2 Die Bumps

Sadly, I don't have another explore to meet the Siren. Sorry I didn't make that clear that it was conditional. You don't have to discard Milani, as I never encountered the Siren.

My turn is done, but Kyra's turn will be taken by new person (yay!)


Tier 3.3/2 Die Bumps

Gonna help out CB6 (somewhat dangerous) since we are flush with blessing time. Will borrow Arabundi's Milani if I encounter the Siren.

Top blessing is BotG. Move to CB6 and explore. Diseased Rats, which Alase helpfully put on top. I autodefeat the Rats. Discard Riftwarden to explore. It's a Skeleton Horde. Autodefeats his, but everyone else needs to dispatch one.

Sajan heads over to yet another bridge. He dispatches the Diseased Rats easily enough, but fails to notice the cluster of skeletons heading in his direction. He barely downs one of them before getting out of the way of the mass. "Watch out everyone!" he shouted.

As I have 5 blessings/allies in my discard pile, I would like a Cure from Arabundi or Kyra. There's only the Siren at CB6. We may consider leaving CB6 empty and not closed since we are flush with blessing time - I have the ability to close by only discarding 1 card, and I don't like my Kama at the moment (but unwilling to discard it to reset)

Sajan (CD) wrote:

Hand: Kama, Researcher, Elven Breastplate*, Venomous Fighting Fan +1, Boots of Elvenkind*,

Displayed:
Deck: 11 Discard: 5 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3/2 Die Bumps

Just a small thing (since it may come up in the future) - your Cure recharge is based on your Divine skill, so you get +5 to it, not +3.


Tier 3.3/2 Die Bumps

Yeah

Draw a Riftwarden (completely useless in this phase except for exploring)

Sajan (CD) wrote:

Hand: Kama, Riftwarden, Elven Breastplate*, Venomous Fighting Fan +1, Boots of Elvenkind*,

Displayed:
Deck: 12 Discard: 4 Buried: 0
Notes: Milani available

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3/2 Die Bumps

CMB, the bridge re-collapsed, so even though I saw the top of the deck it was searched and shuffled. Besides I forgot that the Passageway gives you the ability to put it at the bottom and if it were not shuffled I would have put the Zombie at the bottom (Pit Trap lets you explore)

autodefeat the skeleton. Determine randomly which thing I explore (1 = Zombie, 2 = Pit Trap)

which one?: 1d2 ⇒ 1

Zombie it is, autodefeat that as well. End turn. Wait for Kyra's answer before drawing.

Sajan confidently explores the shifted bridge and reencounters the Zombie along with a Skeleton, and dispatches them both easily.


Tier 3.3/2 Die Bumps

I'll clear out CB2 I think. I forgot collapsing the bridge reshuffled the deck.

Sajan briefly surveyed the situation. We should prepare go through past some of these bridges or else we'll never be able to get to the clues. Arabundi detected a Zombie earlier; I think I can dispatch that.. Much to his surprise, it's the locked passageway that had been scouted earlier. Hm, it looks like everything shifted from before.

Move to CB2 and explore. It's a Locked Passageway. Discard Abadar for 2 dice.

Dexterity DC 8: 3d10 + 2 ⇒ (3, 7, 6) + 2 = 18

Success. Plague Zombie on top. End turn. Collapse will reshuffle.

reshuffle?: 1d10 ⇒ 4

Sajan gets a glimpse of the Plague Zombie before the rumbling of the bridge shifts everything again.

Sajan (CD) wrote:

Hand: Kama, Blessing of Milani, Elven Breastplate*, Venomous Fighting Fan +1, Boots of Elvenkind*,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Notes: Milani available

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3/2 Die Bumps

Thank you Kyra! I will gladly pray to the Gods in your aid.

number of cards Cured: 1d4 + 1 ⇒ (3) + 1 = 4

Everything but Blessing of Lamashtu is shuffled. BotG discarded.


Tier 3.3/2 Die Bumps

CB2 has a Pit Trap, Plague Zombie (top) and Locked Passageway.
CB3 has an Explosive Runes, an Enchanter, and Ghost.
CB4 has a Large Chest and Slashing Blade.
CB6 has a Collapsed Ceiling.
I have 2d10 + 5 against the 10 of the Collapsed Ceiling, since the Boots of Elvenkind is still up. I can't take damage even if I fail. It does enough against a lot of traps that I may consider using it for that (3 barriers in addition to my combats).
But that means to close, I have to give up the Guard (I have to discard a card to close, and I want to keep everything else). On the other hand, nobody has really expressed any interest in using it to close a location. So I'll do that.

Top blessing is Irori. Move to CB6 and explore. Reveal Boots of Elvenkind against the Collapsed Ceiling.

Feeling like haste may be the solution out of this impending Collapsing Ceiling, he decides to trip the Collapse, then find an aerial path through the falling rocks.

Acrobatics DC 10: 2d10 + 5 ⇒ (5, 1) + 5 = 11

It was a success, and it seems that the collapse didn't block the passage through the rest of the bridge. Everything's just collapsing, isn't it? "Kyra, the way is clear!"

Sajan usually though of armor as something that severely limited his mobility, but this Elven Breastplate seemed alright. It is coming in handy to prevent the shards of collapsed bridge from doing too much damage.

Close location. Power reduces Combat damage to 3, Elven Breastplate reduces to 1, discard Guard for the last. End turn.

Would like a Cure (hit 5 cards in discard with 2 blessings), but not urgent. Will move to Arabundi's location next turn.

Sajan (CD) wrote:

Hand: Blessing of Abadar (A), Blessing of the Gods (A), Elven Breastplate*, Venomous Fighting Fan +1, Boots of Elvenkind*,

Displayed:
Deck: 11 Discard: 5 Buried: 0
Notes: Abadar available. BotG most likely used to help Arabundi recharge a Cure.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3/2 Die Bumps

Sirens are not a combat check, they are a Wisdom check.


Tier 3.3/2 Die Bumps

Move to CB2 and explore. It's a Giant Gecko (which is automatically defeated.)

Sajan, somewhat oblivious to Flenta's body language, decides to follow her to the other bridge. "I do apologize for the bridge and not shouting a warning, but what's a bit of danger in a day of adventuring? Oh, this one looks collapsed too. Wait, a Giant Gecko!" With a series of complicated somersaults, wall-walking and flips, he dispatches the Giant Gecko. He kept his face stoic, even though internally he was incredibly satisfied with the boots.

End turn. Hand is also unchanged.

Sajan (CD) wrote:

Hand: Blessing of Abadar (A), Guard*, Elven Breastplate*, Venomous Fighting Fan +1, Boots of Elvenkind*,

Displayed:
Deck: 12 Discard: 4 Buried: 0
Notes: Abadar available. Guard available to close a location to take minimal damage.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3/2 Die Bumps

Hand update (not a turn):

Sajan (CD) wrote:

Hand: Blessing of Abadar (A), Guard*, Elven Breastplate*, Venomous Fighting Fan +1, Boots of Elvenkind*,

Displayed:
Deck: 12 Discard: 4 Buried: 0
Notes: Abadar available. Guard available to close a location to take minimal damage.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3/2 Die Bumps

Still autodefeated. Just for kicks, though, I'm using my Boots of Elvenkind with the Venomous Fighting Fan +1:

Combat DC 11: 2d10 + 1d4 + 2 + 3 + 4 + 1 ⇒ (7, 2) + (4) + 2 + 3 + 4 + 1 = 23

Whoa, these Boots of Elvenkind are amazing! I wish I could keep them! Sajan's feet felt as light as air as he danced around the Skeleton. Before the Skeleton knew it, he had split the skeleton apart bone by bone.[/i]

As a reveal item that adds a die to every single one of his combat checks, Boots of Elvenkind is broken for CD Sajan. I'll probably still discard it to damage for a close or something, but we're not closing anytime soon so I'll go to Flenta's location and explore.

Sajan heads over to the location and greets Flenta. "I see you are a mage of some sort, and while I prefer the divine guidance of the Master of Masters, I respect anyone who seeks self-improvement. Let's go bust some bridges and find some clues, shall we?"

Move to CB3 and explore. Ameiko Kaijutsu (who I can't get)

Sajan sees Ameiko Kaijutsu and suggests a duet, but a few notes causes Ameiko to politely decline and leave.

Discard Blessing of Lamashtu to explore. A soldier.

Charisma DC 6: 1d6 ⇒ 5

Sajan, not giving up, tries again on the soldier. He, too, politely declines and leaves.

collapse?: 1d10 ⇒ 7

Bridge collapses, showing Explosive Runes, Enchanter, and Ghost. Yuck. I think we should avoid that location.

The bridge reveals a nasty set of monsters and traps. "Perhaps this is not the best location to be in at this time."

Hand update pending, but the only difference is a discarded Blessing of Lamashtu. I still have a Blessing of Abadar if anyone needs it, and a Guard to help close a location (blocks 3 damage).


Tier 3.3/2 Die Bumps

@Feiya: Oh that's why, I saw CMB's post and it said it was my turn


Tier 3.3/2 Die Bumps

You can banish the Levitate by using it at the end of the turn (before reset) to move someone (probably yourself so you can give another card?). I doubt anyone cares about it.

I'll take the Boots - they're marginally useful for combat checks for me (even if they're not really needed in this scenario), and I can always discard it to damage if I don't feel I need it.


Tier 3.3/2 Die Bumps

Top card of blessings deck marginally matters for me, but not really.
Probably only exploring once anyway.

Explore CB6. Non-collapsed cards are Mystic Inscription (1), Battered Chest (2), Cultist (3) and Faceless Stalker (4). 1d4 to determine which one to encounter.

If I encounter Mystic Inscription I'll probably not banish and let Kyra try to get it. It may come up with more Divine spells.

explore: 1d4 ⇒ 2

Battered Chest it is. Force-failing it by using Disable (1d4) - I don't need any more items in my hand :). Banishing it. Ending turn.

(no fluff as I've got a nasty headache which I want to hopefully sleep off)

Edit: Forgot to see Kyra's result, but I didn't care about Mystic Inscription anyway. Battered Chest was what I wanted to fail against regardless. Neither was good (in terms of boons, they are good because no bad side effects), but Mystic Inscription can pull out Divine spells, so I left that for you (your choice as to whether or not you want to get it).

Hand is exactly the same as last turn's, but repeating anyway.

Sajan (CD) wrote:

Hand: Blessing of Abadar (A), Blessing of Lamashtu, Guard*, Elven Breastplate*, Venomous Fighting Fan +1,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes: Abadar, Lamashtu available. Guard available to close a location to take minimal damage.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3/2 Die Bumps

Since the Falling Bell would be terrible to Kyra, I am just going to head to CB6 and explore once. Since we have 2 almost closable locations already I see no need to rush.

Move to CB6 and explore. A standard bearer.

Charisma DC 6: 1d6 ⇒ 6

Discard it to explore. Night Watch

Sajan greets the standard bearer cordially. "Do you want to know why there's blades, secret passages, and pit traps on these bridges?" Surprisingly, it worked. "Lead the way then." A Night Watch.

Wisdom DC 7: 1d8 + 1 ⇒ (4) + 1 = 5

He tried the same thing, but the Night Watch just shakes his head and leaves.

end turn.

Bridge?: 1d10 ⇒ 6

The bridge teeters, but stays intact.

Sajan (CD) wrote:

Hand: Blessing of Abadar (A), Blessing of Lamashtu, Guard*, Elven Breastplate*, Venomous Fighting Fan +1,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes: Abadar, Lamashtu available. Guard available to close a location to take minimal damage.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3/2 Die Bumps

Autodefeat by revealing Venomous Fighting Fan +1

Sajan rolled his eyes as he dispatched yet another Goblin.

Turn coming, almost done with work


Tier 3.3/2 Die Bumps

I can _almost_ jump over the Pit Trap by myself and I can deal with the Trapped Locker (though I wonder what armor is sometimes), so CB1 seems like the most logical choice to explore. The armor should also help with the location close allowing someone else to use the Guard.

Top of Blessings deck is Torag. Go to CB1 and explore. Hope it's the Pit Trap rather than the Trapped Locker, but the strategy is the same regardless. Prioritize Milani to discard over Abadar as there are still a lot of barriers out there. Plan next turn is to close CB2 with the Guard unless someone else takes it (unlikely).

The barrier showed a glimpse of a blade trap near the end of the bridge. I don't want Kyra to get hurt by that thing. He instead goes to the nearly identical bridge with a nearly identical set of barriers. Secret passageways before, now Pit Traps and Trapped Lockers? Where's the ground underneath this thing? On second thought, I don't want to find out. And where are those clues?

The Trapped Locker :-/ I will get an armor from it. Discarding Milani for 2 dice.

Dexterity DC 9: 3d10 + 2 ⇒ (4, 7, 7) + 2 = 20

CMB, please give me the Elven Breastplate a random armor.

I could explore again, but I have absolutely no reason to, since whether clearing the location this turn or next doesn't make much of a difference, I'm going to save the Lamashtu for another check. So end turn.

I'm a little worried because all the healing is at this table right now.

Sajan (CD) wrote:

Hand: Blessing of Abadar (A), Blessing of Lamashtu, Guard*, Random Armor*, Venomous Fighting Fan +1,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: Abadar, Lamashtu available. Guard available to close a location to take minimal damage.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3/2 Die Bumps

number of cards shuffled: 1d4 + 2 ⇒ (3) + 2 = 5

Everything but Ring of Wave Walking is shuffled. Turn coming shortly.


Tier 3.3/2 Die Bumps

Don't wanna close this turn, blessings too valuable. Will explore at Kyra's location since even if the bridge collapses it's not too big of a deal since most of it is banes anyway.

Move to CB4 and explore. It's a Guard (which actually isn't bad; it can be used to close a location!)

Fortitude DC 4: 1d6 + 2 ⇒ (5) + 2 = 7

Sajan joined Kyra in the winding set of bridges and encounters a Guard. The Guard is glad to join, being incredibly lost.

Discard Blessing of Sivanah to explore. It's a Mercenary. Nope, still autodefeated even with Combat 12 check (reveal Venomous Fighting Fan +1, +2 DEX +3 Acro +4 Slashing +1 Weapon and 2 dice).

A Mercenary blocks their path, but at this point most small fry are just inconveniences to Sajan.

Discard Researcher to explore. It's a Giant Gecko. Autodefeated (reveal Fan). End turn (which most likely causes the bridge to collapse)

bridge: 1d10 ⇒ 7

Bridge does collapse but only 1 ally remaining. In exchange we get the knowledge of 2 barriers. Large Chest and Slashing Blade (shuffled).

I would like some healing from Kyra but it's not a critical thing at the moment, if you want to prioritize your own heals I wouldn't mind. I do have exactly 6 cards in my discard which helps.

Sajan (CD) wrote:

Hand: Blessing of Abadar (A), Blessing of Lamashtu, Guard*, Blessing of Milani, Venomous Fighting Fan +1,

Displayed:
Deck: 7 Discard: 6 Buried: 0
Notes: Abadar, Lamashtu, Milani available. Guard available to close a location to take minimal damage.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3/2 Die Bumps

I'll do mine; I have 3 Blessings in my hand.

Discard BotG to add 2 dice to Arabundi's recharge check.


Tier 3.3/2 Die Bumps

Also, I believe Agna took Kyra's Cure, so I had to borrow Arabundi's Cure. So I think one of the Cures is now invalid - whose though? I would still prefer to take mine, because I had I would be down 8 cards if I don't.


Tier 3.3/2 Die Bumps

I will have to borrow Arabundi's Cure instead.


Tier 3.3/2 Die Bumps

Evidently I had completely failed to notice that it was my turn. Partly because of Agna's replayed turn and partly because I had taken JohnF's cue to mean that he hadn't taken his turn yet. Whoops.

"Greetings, Arabundi. I'm about to close your location, so be ready to go loud!" Sajan was a bit disoriented from the turn of events, but was ready to close the location.

Sajan moves to CB6 and explores the location, then plays his Blessing of Sivanah on the Trapped Passageway.

Acrobatics DC 9: 2d10 + 5 ⇒ (5, 8) + 5 = 18

The passageway leads to... the end of the bridge. How could a bridge have a hidden passageway? To prepare for the shards of bridge flying every time we reach the end of a bridge, Sajan requests a Cure from Kyra.

Take the Cure from Kyra, then decide whether to take the second Cure from Arabundi if I roll really low on the check.

Cure cards: 1d4 + 1 ⇒ (4) + 1 = 5

"Thanks a lot Kyra! Your heals are always great!"

I am now healthy, so that's good. Just take the 3 damage (4-1 from my power) to close the bridge and draw up. Discard Ring of Wave Walking, Kama, and Emerald of Dexterity.

Sajan (CD) wrote:

Hand: Blessing of Abadar (A), Blessing of the Gods (A), Blessing of Sivanah, Researcher, Venomous Fighting Fan +1,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: BotG + Abadar + Sivanah available

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3/2 Die Bumps

I could use a Cure the next time my turn rolls around, to shuffle all those blessings and pull the Blood Periapt back to a higher location.

Also have a Sivanah if needed.

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