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Combat 9, using Ahtez and Stalking Armor: 1d10 + 8 ⇒ (9) + 8 = 17
Hand: Random Monster 2, Dogslicer +1, Good Omen, Reta's Stalking Armor, Stalking Armor, Researcher
Displayed: Ahtez
Deck: 7 Discard: 6 Buried: 1
Notes: Please use any spells or blessings you like. I have a few spells to help in combat.Skills and Powers:Skills:
Strength d4
Dexterity d10 +1
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1Favored Card: Item
Hand Size 6
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move) (☐ or to add 1d6 to your check to defeat a barrier).Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.

Poog - Keith |

Poog smash stupid Zombie in its stupid face, leaving his pick stuck in its burning skull. Combat 9: 1d8 + 1 + 1d6 + 1 + 1d6 + 1d6 ⇒ (3) + 1 + (6) + 1 + (2) + (4) = 17
Once Furryface defeats his zombie, Poog closes the Warrens, with Zetha's Good Omen and his own blessing. Dex 6: 1d4 + 3 + 1d4 ⇒ (2) + 3 + (4) = 9
Hand: Poog of Zarongel, Goblin Buckler Gun, Horsechopper, Reformarium Servant, Fiery Glare,
Deck: 6 Discard: 4 Buried: 1
Strength d8 □+1 □+2 □+3 □+4
. Melee: Strength +1
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Intelligence d6 □+1 □+2
Wisdom d10 ■+1 □+2 □+3
. Divine: Wisdom +2
. Survival: Wisdom +1
Charisma d6 □+1 □+2
Hand Size 5 □6
Proficient with Light Armors and Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card (■ or 2 random cards) from her discard pile into her deck.
Add 1d6 (□+1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (□ recharge a random card from your discard pile and) draw a card.

Qualzar 1006 |

Qualzar sees the zombie minion and fires his Force Missile at it. Combat 9: 1d10 + 3 + 2d4 ⇒ (6) + 3 + (3, 4) = 16 Zombie is dead for real. Arcane 6: 1d10 + 3 ⇒ (6) + 3 = 9 Force Missile recharged.

MorkXII |

During This Adventure: You gain the Goblin trait.
When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.
During This Scenario: When placing token cards, all characters start at the location Birdcruncher Cave.
When you move, all characters move to the same location, ignoring any movement restrictions.
When you would encounter a barrier from a location deck, roll 1d4 and summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
1. Bird Pie
2. Blind Bird Shoot
3. Bloodbug Bog Bash
4. The original barrier
To win this scenario, close the location Birdcruncher Cave.
Henchman Barrier 2
Traits
Dark
Skirmish
Task
Check
See below
Powers
Each character summons and encounters the henchman Cooking Eagle. If any of the henchmen are defeated, this card is defeated.
Henchman Barrier 2
Traits
Dare
Skirmish
Task
Animal
Check
Perception
5
THEN
Combat
10
Powers
If defeated, draw a blessing from the box.
Henchman Barrier 2
Traits
Dark
Skirmish
Task
Check
Dexterity
Acrobatics
6
Powers
Before you act, summon and encounter the henchman Bloodbug. If the Bloodbug is not defeated, this barrier is evaded.
Henchman Monster 2
Traits
Animal
Fire
Check
Combat
11
Powers
If undefeated, you are dealt 1d4 Fire damage.
If defeated, you are dealt 1 Fire damage.
Monster 1
Traits
Animal
Basic
Check
Combat
9
Powers
If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Monster B
Traits
Xulgath
Basic
Check
Combat
9
Powers
Before the encounter, put 1 card of your choice from your hand on top of your deck.
Monster C
Traits
Undead
Elite
Check
Combat
11
Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Monster B
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Monster B
Traits
Goblin
Ranger
Elite
Check
Combat
9
Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Barrier 1
Traits
Cache
Check
None.
Powers
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier 2
Traits
Obstacle
Elite
Check
Dexterity
Acrobatics
10
Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
Wisdom
Perception
9
Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.
Weapon 2
Traits
Knife
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Weapon B
Traits
Knife
Ranged
Piercing
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
2
Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Mental
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor C
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits
Shield
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Item B
Traits
Object
Magic
Check
Wisdom
Survival
5
Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
Item B
Traits
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and chose a character at your location to succeed at a Perception check.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
Item B
Traits
Accessory
Magic
Basic
Check
Intelligence
Arcane
3
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Ally B
Traits
Human
Elite
Check
Strength
Melee
8
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally C
Traits
Human
Basic
Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Ally B
Traits
Human
Basic
Check
Constitution
Fortitude
4
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Ally B
Traits
Human
Basic
Check
Constitution
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Turn: 15 Qualzar Furryface/yamasaki
Top of Blessing Discard Pile: Blessing of the Gods
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 15
Blessings Deck
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing C
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Birdcruncher Cave
Traits: None
At This Location: If another location is open, this location may not be permanently closed.
When Closing: Succeed at a Wisdom or Perception 8 check.
When Permanently Closed: No effect.
M:5 Ba:3 W:2 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:0
Notes: 4 monsters on top
Monster B
Traits
Outsider
Elite
Check
Combat
10
Powers
Add 1 die to checks to defeat the Hell Hound with the Cold trait.
After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.
Monster C
Traits
Human
Elite
Check
Combat
11
Powers
Before the encounter, discard a random ally from your hand.
Monster B
Traits
Siren
Elite
Check
Wisdom
8
Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Monster 2
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Barrier B
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Weapon B
Traits
Axe
Melee
Slashing
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Mace
Melee
Bludgenoning
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
Blessing 2
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Monster 2
Traits
Animal
Swarm
Elite
Check
Combat
11
OR
Dexterity
Stealth
9
Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Item B
Traits
Liquid
Alchemical
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
Barrier 2
Traits
Skirmish
Cultist
Elite
Check
None
Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Armor B
Traits
Shield
Offhand
Magic
Elite
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Bloodbug Bog
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Woods
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Warrens
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Reta (2), Reepazo (2), Zetha, Poog (1), Qualzar (1)
Nettlemaze
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Treacherous Cave
Traits: None
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:5 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:0
Notes: 3 monsters on top
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Monster 1
Traits
Goblin
Rogue
Basic
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
Monster 2
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Item B
Traits
Accessory
Magic
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.
Monster 1
Traits
Outsider
Elite
Check
Combat
9
Powers
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Monster 1
Traits
Animal
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Item B
Traits
Clothing
Magic
Check
Dexterity
Acrobatics
5
Powers
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Weapon 1
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Reveal this card to add 1d4 to your check against a card that has the Goblin trait; if you fail the check, discard this card.
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Weapon B
Traits
Axe
Ranged
Slashing
Elite
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Barrier C
Traits
Cache
Lock
Veteran
Check
Strength
Melee
10
OR
Dexterity
Disable
9
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Qualzar 1006 |

Qualzar flips Blessing of the Gods and brings the whole gang to the Treacherous Cave. He encounters a Bunyip. Auto fails Wisdom 9. He attacks using his Arcane Blast, discarding Ring of Protection. Combat 9+1: 1d10 + 3 + 1d6 ⇒ (10) + 3 + (1) = 14 Bunyip is dead.
He discards Blessing of Iomedae to encounter a Goblin Cutpurse?! No, it's really a Xulgath. Puts Token of Remembrance on top on his deck. He fires his Arcane Blast fueled by the Goblin Buckler Gun. Combat 9: 1d10 + 3 + 1d6 ⇒ (6) + 3 + (4) = 13 Another dead monster.
Qualzar finally draws back up and ends his turn.
On Reta's turn, he uses the Surgeon to heal (random card: Lightning Touch).
Hand: Token of Remembrance, Blessing of Zarongel, Blessing of Pharasma, Fire Sneeze, Sage,
Displayed:
Deck: 7 Discard: 5 Buried: 1
Notes: Blessings available.
Sideboard cards:
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
WISDOM d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
CHARISMA d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([x] and put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.

Reta Hawkmoon |

Greatest leader begins her turn with greatest blessing flip ever to show Irori. Then makes greatest move to Birdcruncher Cave since it is very monstery. Then takes greatest exploration to finds Hell Hound.
Reveal Dogslicer+1
Combat 10: 1d10 + 3 + 1d6 + 1 ⇒ (10) + 3 + (5) + 1 = 19
Greatest roll. Defeated.
1 Fire damage AYA to everyone.
Poog tosses Reformarium Servant to 1d4 ⇒ 4 Qualzar.
Qualzar tosses it to 1d4 ⇒ 2 Reepazo.
Reepazo tosses it to 1d4 ⇒ 4 Qualzar.
Reta does greatest reveal ever to reveal Sweet Dragon Costume.
Sweet Dragon Costume: 1d12 ⇒ 11 Not banished.
Reta buries Thieves' Tools from discard pile to explore and finds out a Traitor is in our midst. Random ally in my hand: 1d2 ⇒ 2
Its the Crow. "I knew it was a bad idea to trust the bird."
Reveal Dogslicer+1
Combat 11: 1d10 + 3 + 1d6 + 1 ⇒ (7) + 3 + (6) + 1 = 17
Defeated.
Reta buries Crow for revenge and to explore.
Ah Crap. Siren.
Using one of Qualzar's blessings.
Wisdom 8: 1d6 + 1d6 ⇒ (5) + (2) = 7
Use my die bump from last adventure to make that an 8. Defeated.
Bury Blessing of the Gobs to explore again.
Ghoul. Going to discard (recharge) Dogslicer+1 this time.
Combat 11: 1d10 + 1 + 1d6 + 1 + 1d6 ⇒ (7) + 1 + (1) + 1 + (2) = 12 d6 1s are 3s so that is a 14. Defeated either way.
Bury Blessing of Hadregash to explore.
It looks like a Skeleton Horde, but it is really a 1d4 ⇒ 4
Nope. Its a Skeleton Horde.
Combat 11: 1d10 + 3 + 1d6 ⇒ (9) + 3 + (6) = 18
Whoot! Defeated. Reta really is the greatest.
That counts as defeating a monster, so I'll bury Erastil to explroe again. Battle Axe.
Strength 8: 1d8 ⇒ 7
Nope. Banished.
Discard Chuffy to explore.
Flaming Mace +1. Can't do it, so banished.
Ending the greatest turn ever.
So, to recap: I used one of Qualzar's blessings and got through the top 7 cards at the Birdcruncher Cave. Qualzar also now has the Reformarium Servant from the Goblin toss.
Ally B
Traits
Goblin
Hireling
Spy
Basic
Check
Charisma
Diplomacy
8
OR
Discard a card
Powers
Reveal this card and discard another card to add 1d4 to your check.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire.
Skills and Powers:Hand: Hand Crossbow, Sweet Dragon Costume, Emerald of Dexterity, Poog of Zarongel, Blessing of ZarongelSkills STRENGTH d8
DEXTERITY d10+1
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☑ or discard pile) to (☐examine the top card of your deck, then you may) explore your location.
Deck: 4 Discard: 1 Buried: 8 Displayed: 2
Notes:

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Discarded Stalking Armor for the fire damage.
Combat 8 Skeleton, using Ahtez and Stalking Armor: 1d10 + 8 ⇒ (2) + 8 = 10
Hand: Random Monster 2, Dogslicer +1, Stalking Armor, Researcher
Displayed: Ahtez
Deck: 8 Discard: 7 Buried: 1
Notes: Please use any spells or blessings you like. I have a few spells to help in combat.Skills and Powers:Skills:
Strength d4
Dexterity d10 +1
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1Favored Card: Item
Hand Size 6
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move) (☐ or to add 1d6 to your check to defeat a barrier).Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.

Reepazo by redeux |

Ancient Skeleton DC 11 combat: 1d12 + 2d6 + 2 ⇒ (2) + (3, 6) + 2 = 13
Reepazo attacks the collection of bones with the new Shiny Zetha gave her! "Thanks thunderstealer!!"
start of Reepazo's turn
Reepazo gives Reta Masterwork Tools
"Here nice box! make good use!"
Reepazo explore the Birdcruncher cave.
BoAchaekek DC 5 divine: 1d8 + 1d6 + 3 ⇒ (3) + (2) + 3 = 8 auto-succeed check
"Ooh nice blessing!"
Reepazo uses the Boachaekek to explore again.
Diseased Rats DC 11 combat: 1d12 + 2d6 + 2 ⇒ (7) + (5, 2) + 2 = 16 banished
She finds a swarm of rats. She's an expert at dealing with swarms and makes quick work of them with her Heavy Pick!
Reepazo resets hand and ends turn
Hand: BotGobs 1, Poog of Zarongel, Flaming Heavy Pick+1, Heavy Pick +1 (acquired),
Displayed: Rain of Frogs, Immolate, Battered Chest , Locked Passage,
Deck: 9 Discard: 3 Buried: 0
Notes: bugform activated. I have not used my 1x scenario shirt reroll for 2B-2A
DEXTERITY d8 []+1[]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3
Hand Size 4 []5
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [X] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card).
Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.
Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song
Each character still needs to fight Ancient Skeleton from Retas turn DC 8 combat. DC 11 if you use piercing or slashing traits.

Reta Hawkmoon |

After the gift from Reepazo:
Skills and Powers:Hand: Hand Crossbow, Sweet Dragon Costume, Emerald of Dexterity, Masterwork Tools, Poog of Zarongel, Blessing of ZarongelSkills STRENGTH d8
DEXTERITY d10+1
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☑ or discard pile) to (☐examine the top card of your deck, then you may) explore your location.
Deck: 4 Discard: 1 Buried: 8 Displayed: 2
Notes: Use Poog for +3 and Fire on Combat if you want.Use my blessing only if you really need it. (I've got less than my hand size in my deck.)

MorkXII |

During This Adventure: You gain the Goblin trait.
When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.
During This Scenario: When placing token cards, all characters start at the location Birdcruncher Cave.
When you move, all characters move to the same location, ignoring any movement restrictions.
When you would encounter a barrier from a location deck, roll 1d4 and summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
1. Bird Pie
2. Blind Bird Shoot
3. Bloodbug Bog Bash
4. The original barrier
To win this scenario, close the location Birdcruncher Cave.
Henchman Barrier 2
Traits
Dark
Skirmish
Task
Check
See below
Powers
Each character summons and encounters the henchman Cooking Eagle. If any of the henchmen are defeated, this card is defeated.
Henchman Barrier 2
Traits
Dare
Skirmish
Task
Animal
Check
Perception
5
THEN
Combat
10
Powers
If defeated, draw a blessing from the box.
Henchman Barrier 2
Traits
Dark
Skirmish
Task
Check
Dexterity
Acrobatics
6
Powers
Before you act, summon and encounter the henchman Bloodbug. If the Bloodbug is not defeated, this barrier is evaded.
Henchman Monster 2
Traits
Animal
Fire
Check
Combat
11
Powers
If undefeated, you are dealt 1d4 Fire damage.
If defeated, you are dealt 1 Fire damage.
Monster 1
Traits
Animal
Basic
Check
Combat
9
Powers
If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Monster C
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster C
Traits
Undead
Zombie
Check
Combat
13
Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.
Monster B
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Monster B
Traits
Human
Elite
Check
Combat
11
Powers
Before the encounter, discard a random ally from your hand.
Barrier 2
Traits
Skirmish
Cultist
Elite
Check
None
Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier B
Traits
Obstacle
Veteran
Elite
Check
Dexterity
Acrobatics
Constitution
Fortitude
8
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Barrier B
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier 1
Traits
Obstacle
Human
Basic
Check
Wisdom
8
Powers
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
Barrier C
Traits
Cache
Magic
Elite
Check
Intelligence
Arcane
10
Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Veteran
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
Weapon 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Weapon 2
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
Weapon B
Traits
Sling
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.
Weapon B
Traits
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Divine
Check
Wisdom
Divine
4
Powers
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Attack
Mental
Check
Intelligence
Arcane
6
Powers
Discard this card to evade a monster; return it to the top of the deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Attack
Acid
Elite
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
2
Powers
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor C
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor C
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor 2
Traits
Shield
Magic
Offhand
Check
Constitution
Fortitude
6
Powers
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.
Item B
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Item 2
Traits
Instrument
Magic
Check
Intelligence
Arcane
Diplomacy
8
Powers
After a character at your location moves during her move step, display this card at your location. While displayed, when a character ends her turn, each character at this location may move, and each character at another location may move to this location. At the start of your turn, discard this card.
Item C
Traits
Accessory
Magic
Elite
Check
Charisma
Diplomacy
5
Powers
Reveal this card to add 1 die to your Diplomacy check.
Recharge this card to succeed at your Diplomacy check.
Item B
Traits
Book
Basic
Check
Intelligence
Knowledge
8
Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Ally B
Traits
Human
Basic
Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Ally B
Traits
Human
Sage
Basic
Check
Wisdom
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Ally B
Traits
Human
Elite
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 18 Zetha Thunderstealer/Wikwocket
Top of Blessing Discard Pile: Blessing of the Gods
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 12
Blessings Deck
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing C
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Birdcruncher Cave
Traits: None
At This Location: If another location is open, this location may not be permanently closed.
When Closing: Succeed at a Wisdom or Perception 8 check.
When Permanently Closed: No effect.
M:0 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:0
Located here: Reta (2), Reepazo (2), Zetha, Poog (1), Qualzar (1)
Notes:
Item B
Traits
Liquid
Alchemical
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
Barrier 2
Traits
Skirmish
Cultist
Elite
Check
None
Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Armor B
Traits
Shield
Offhand
Magic
Elite
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Bloodbug Bog
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Woods
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Warrens
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Nettlemaze
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Treacherous Cave
Traits: None
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:0
Notes: 1 monster on top
Monster 2
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Item B
Traits
Accessory
Magic
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.
Monster 1
Traits
Outsider
Elite
Check
Combat
9
Powers
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Monster 1
Traits
Animal
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Item B
Traits
Clothing
Magic
Check
Dexterity
Acrobatics
5
Powers
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Weapon 1
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
5
Powers
Reveal this card to add 1d4 to your check against a card that has the Goblin trait; if you fail the check, discard this card.
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Weapon B
Traits
Axe
Ranged
Slashing
Elite
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Barrier C
Traits
Cache
Lock
Veteran
Check
Strength
Melee
10
OR
Dexterity
Disable
9
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Reta Hawkmoon |
1 person marked this as a favorite. |

Nice job Poog. You kill that one monster pretty good. A lot like how Reta kill 5 monsters. You definitely 1/5th as great a leader as Reta.
Reta recharges her Poog instead of Poog recharging Poog. Poog Poog Poog Poog.
Skills and Powers:Hand: Hand Crossbow, Sweet Dragon Costume, Emerald of Dexterity, Masterwork Tools, Blessing of ZarongelSkills STRENGTH d8
DEXTERITY d10+1
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☑ or discard pile) to (☐examine the top card of your deck, then you may) explore your location.
Deck: 5 Discard: 1 Buried: 8 Displayed: 2
Notes: Use my blessing only if you really need it. (I've got less than my hand size in my deck.)

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Drawing 2 random monsters from the box.
Zetha wants to go to Treacherous Cave. Seems like good sneaky place. First she gives Dogslicer +1 to Reta. "Reta seem to be losing most of her stuff. Here, have this stuff!"
Entering the Treacherous Cave, Zetha spied a Ghoul. Ghouls are not very sneaky. Zetha is!
Combat 11, using Ahtez and Stalking Armor: 1d10 + 8 ⇒ (10) + 8 = 18
Zetha enters the cave. (Exploring via Researcher) She finds a shiny Amulet of Life in the mud. More treasure for goblins!
Arcane 4: 1d10 + 2 ⇒ (2) + 2 = 4
Zetha can't see any more interesting stuff, asks Poog if he wants to look around. After pausing though she finds her Staff of Heal Clubbing and asks if anyone needs whacking.
Hand: Random Monster - Ogre, Stone Skin, Random Monster - Zombie Giant, Detect Magic, Stalking Armor, Staff of Minor Healing
Displayed: Ahtez
Deck: 5 Discard: 9 Buried: 2
Notes: Please use any spells or blessings you like. I have a few spells to help in combat.Skills and Powers:Skills:
Strength d4
Dexterity d10 +1
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1Favored Card: Item
Hand Size 6
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move) (☐ or to add 1d6 to your check to defeat a barrier).Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.

Qualzar 1006 |

Qualzar takes the Reformarium Servant and discards Blessing of Zarongel during the previous turn.
The ancient skeleton encounter: Qualzar uses Fire Sneeze. Combat 8: 1d10 + 3 + 1d12 ⇒ (1) + 3 + (10) = 14 Skeleton is dust. Recharge Arcane 8: 1d10 + 3 ⇒ (2) + 3 = 5 Fire Sneeze discarded.
On his turn, Qualzar flips Blessing of the Gods and sees a Yeth Hound. Wisdom BYA 6: 1d6 ⇒ 2 Checks now more difficult. He tosses the Sage in front of the monster to fuel his Mental Blast. Combat 9+1: 1d10 + 3 + 1d6 ⇒ (5) + 3 + (3) = 11 Sage is knocked out but did her job of killing the pooch.
He discards Reformarium Servant to explore more and finds a Tickwood Boar. Auto fail Wisdom 7+1 check. He tosses the Token of Remembrance at the pig for Mental Blast plus Blessing of Pharasma for good measure. Combat 11: 3d10 + 3 + 1d6 ⇒ (6, 2, 10) + 3 + (4) = 25 Pork chop for dinner!
Spent, he draws back up and ends his turn.
Hand: Force Missile, Good Omen, Lightning Touch, Codex, Incanter, Frost Sling +1,
Displayed:
Deck: 1 Discard: 11 Buried: 1
Notes: HEAL ME I'M DYING!!!
Sideboard cards:
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
WISDOM d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
CHARISMA d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([x] and put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.

Poog - Keith |

Poog gets briefly confused cause of the Poogening, but eventually decides he should start exploring after Qualzar finishes. He gives Qualzar a Goblin Buckler Gun. "Here, carry this. If something hit you, either hide behind, or blow it up."
Poog explores the Treacherous Cave, finding Boots of Elvenkind. "Bad elves!", he exclaims, as he sets them on fire with a glare of disapproval. Recharge 10: 1d10 + 3 + 1d6 ⇒ (9) + 3 + (2) = 14
He looks past that and finds a suit of Chainmail. He kicks it into a little puddle in the cave. "Still no want you. Stop following Poog!"
Hand: Blessing of Hadregash, Cure, Blessing of Zarongel, Burning Snot, Fire Sneeze,
Deck: 3 Discard: 5 Buried: 3
Strength d8 □+1 □+2 □+3 □+4
. Melee: Strength +1
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Intelligence d6 □+1 □+2
Wisdom d10 ■+1 □+2 □+3
. Divine: Wisdom +2
. Survival: Wisdom +1
Charisma d6 □+1 □+2
Hand Size 5 □6
Proficient with Light Armors and Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card (■ or 2 random cards) from her discard pile into her deck.
Add 1d6 (□+1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (□ recharge a random card from your discard pile and) draw a card.
OOC: 4 cards left in Treacherous Cave

Reta Hawkmoon |

Reta continues her greatness at the Treacherous Cave. She has Blessing of Calistra.
She hands Q an Emerald of Dexterity. Worse comes to worse, he can recharge it to use his Dexterity skill on a check to acquire a boon we don't need and put it in his deck.
She explores and finds a Force Shortbow +1.
Ranged 10: 1d10 + 3 ⇒ (5) + 3 = 8
But being a great leader, she knows the group doesn't need that right now.
Discard Blessing of Zarongel to explore. Doghide Armor.
Fortitude 5: 1d8 + 1 ⇒ (2) + 1 = 3
We don't need that either.
Ending my turn.
Skills and Powers:Hand: Blowgun, Force Shortbow +1, Hand Crossbow, Sweet Dragon Costume, Masterwork ToolsSkills STRENGTH d8
DEXTERITY d10+1
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☑ or discard pile) to (☐examine the top card of your deck, then you may) explore your location.
Deck: 3 Discard: 2 Buried: 8 Displayed: 2
Notes:

Reepazo by redeux |

Reepazo gives Qualzar the bearded one Poog of Too Many Poogs (ally)
Reepazo explores and finds a Throwing Axe
Throwing Axe DC 6 dex: 1d12 + 1d6 ⇒ (2) + (3) = 5
Reepazo doesn't like ranged weapons (for wussys) so she leaves it alone.
She uses BotGobs to explore and finds a large chest
Barrier Roll: 1d4 ⇒ 3 blood bug bash
But on top of the chest there is an extra large blood bug!!!
Reepazo uses the full strength of her flaming heavy pick+1
Bloodbug DC 9 combat: 1d12 + 3d6 + 2 ⇒ (6) + (5, 6, 3) + 2 = 22 actually 23 with +1 from rolling a 6. but dead is dead
With the blood bug dead, she puts it in her bag for latter. She would've liked to keep it alive but it was much too large and probably would've found it's way out to hurt the bearded one.
Bloodbug bash: 1d12 + 1d6 ⇒ (11) + (6) = 17 near aces- banished
Reepazo is an expert at cleaning up the rest of the bloodbugs. She even convinces the group to haul the large chest away for later.
With nothing left in the Treacherous Cave, Reepazo attempts to Close
Treacherous Cave DC 7 survival: 2d6 + 3 ⇒ (6, 2) + 3 = 11 closed
Feeling pretty good about her finds, Reepazo takes a rest and starts thinking of how yummy her blood bug soup will be.
reset hand and rest
Hand: BotGobs 2, Fire Sneeze, BotGobs 4, Heavy Pick +1 (acquired),
Displayed: Rain of Frogs, Immolate, Battered Chest , Locked Passage, Large Chest,
Deck: 6 Discard: 5 Buried: 0
Notes: blessings available. bugform activated. I have not used my 1x scenario shirt reroll for 2B-2A
DEXTERITY d8 []+1[]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3
Hand Size 4 []5
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [X] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card).
Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.
Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song

Reta Hawkmoon |

Greatest leader Reta says it time to return to Birdcruncher Cave!!!

Qualzar 1006 |

Qualzar off turn buries Reepazo's Poog of Zarongel 1d4 ⇒ 2. Recharged random cards -- Reformarium Servant and Blessing of Lamashtu.
Current hand.
Hand: Force Missile, Good Omen, Lightning Touch, Codex, Incanter, Frost Sling +1, Goblin Buckler Gun (Poog's), Emerald of Dexterity (Reta's),
Displayed:
Deck: 3 Discard: 9 Buried: 2
Notes:
Sideboard cards:
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
WISDOM d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
CHARISMA d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([x] and put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.

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Drawing a random monster from the box.
Zetha gives Qualzar her Staff of Minor Healing. Zetha won't need it today, with 2 sets of armor! Then she decides to go back to Birdcruncher Cave to show them how good we did.
On the way, she finds a Potion of Energy Resistance. Hmm, might be tasty?
1d8 ⇒ 7
When right outside cave, Zetha gets worried. Last time she was around this many goblins, she got clubbed a few times. She casts Detect Magic to see what's inside.
Arcane 4 recharge: 1d10 + 2 ⇒ (8) + 2 = 10
Uh oh, crazy burd goblins starting a Skinsaw Ritual! Zetha decides it's best for someone else to interrupt them.
Hand: Black Spot, Stone Skin, Random Monster - Zombie Giant, Random Monster - Skeleton, Stalking Armor, Bound Magma Spirit
Displayed: Ahtez
Deck: 4 Discard: 11 Buried: 3
Notes: Please use any spells or blessings you like. I have a few spells to help in combat.Skills and Powers:Skills:
Strength d4
Dexterity d10 +1
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1Favored Card: Item
Hand Size 6
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move) (☐ or to add 1d6 to your check to defeat a barrier).Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.

Qualzar 1006 |

Qualzar uses the Staff of Healing off turn (recharged random card: Token of Remembrance).
Updated Hand: Force Missile, Good Omen, Lightning Touch, Codex, Incanter, Frost Sling +1, Goblin Buckler Gun (Poog's), Emerald of Dexterity (Reta's),
Displayed:
Deck: 5 Discard: 8 Buried: 2
Notes:
Sideboard cards:
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
WISDOM d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
CHARISMA d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([x] and put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.

Poog - Keith |

Poog surveys the group, "Okay, everyone do great under mostly greatest leader Poog, with help from tries-very-hard-which-is-great Reta. Now time to finish this, and be best goblins in Licktoads and Birdcrunch."
Before his turn, Poog takes a moment to Cure himself Cards: 1d4 + 1 ⇒ (4) + 1 = 5 Recharge 8: 1d10 + 3 ⇒ (7) + 3 = 10
He then hands Reta a blessing of Hadregash. "Reta need this more than Poog." (though, I mean, use it on Poog and you heal 2)
Then Poog charges down into what might be a Skinsaw Ritual 1d4 ⇒ 1, but is really just a Bird Pie!
Poog cheerfully eats one Eagle, seasoned with a Fiery Sneeze. (If anyone wants to bless to heal themselves, add some more dice, so I'll spoiler, but I'm 3 dice + 3 for an 11 so I'm not in real danger)

Reta Hawkmoon |

Reta plays Blessing of Hadregash on Poog's check. She heals Blessing of Hadregash and Blessing of Zarongel.
Discard (recharge) Force Shortbow+1
Combat 11: 1d10 + 3 + 1d6 + 1 + 2d4 ⇒ (10) + 3 + (6) + 1 + (3, 1) = 24
Defeated.
1 Fire damage reduced by Sweet Dragon Costume.
Sweet Dragon Costume: 1d12 ⇒ 7
Not banished.
Skills and Powers:Hand: Blowgun, Hand Crossbow, Sweet Dragon Costume, Masterwork ToolsSkills STRENGTH d8
DEXTERITY d10+1
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☑ or discard pile) to (☐examine the top card of your deck, then you may) explore your location.
Deck: 6 Discard: 1 Buried: 8 Displayed: 2
Notes:

Reepazo by redeux |

use heavy pick+1
Cooking Bird DC 11 combat: 1d12 + 2d6 + 2 ⇒ (5) + (2, 1) + 2 = 10 use 1x scenario reroll on 2nd d6
Cooking Bird DC 11 combat: 5 + 2 + 1d6 + 2 ⇒ 5 + 2 + (5) + 2 = 14 banished
Reepazo no like the fire birdies, threatening to overcook her buggies! discard fire sneeze for fire damage
Hand: BotGobs 2, BotGobs 4, Heavy Pick +1 (acquired),
Displayed: Rain of Frogs, Immolate, Battered Chest , Locked Passage, Large Chest,
Deck: 6 Discard: 6 Buried: 0
Notes: bugform activated. I have used my 1x scenario shirt reroll for 2B-2A
DEXTERITY d8 []+1[]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3
Hand Size 4 []5
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [X] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card).
Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.
Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song
i have two blessings if needed...don't die bearded one

Poog - Keith |

Fire Sneeze Recharge 8: 1d10 + 3 + 1d6 ⇒ (10) + 3 + (5) = 18
Hand: Conch Shell, Blessing of Zarongel, BotGobs, Horsechopper, Fiery Glare,
Deck: 8 Discard: 0 Buried: 4
Notes: Please use my blessings, and I'll steal one with Gobs.
Strength d8 □+1 □+2 □+3 □+4
. Melee: Strength +1
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Intelligence d6 □+1 □+2
Wisdom d10 ■+1 □+2 □+3
. Divine: Wisdom +2
. Survival: Wisdom +1
Charisma d6 □+1 □+2
Hand Size 5 □6
Proficient with Light Armors and Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card (■ or 2 random cards) from her discard pile into her deck.
Add 1d6 (□+1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (□ recharge a random card from your discard pile and) draw a card.

Qualzar 1006 |

Qualzar flips Blessing of the Gods, relieved that his friends patched him up ("thanks, suck... mates! You are all truly best leaders and I your lone lackey is in your debt.")
He sees a magic shield and uses Codex to acquire. Constitution 6: 2d4 ⇒ (3, 2) = 5 Fail. Using Poog's Blessing of Zarongel. Codex Knowledge recharge 10: 2d10 + 2 ⇒ (2, 7) + 2 = 11 Recharged.
Discards Incanter to explore again and sees an Ambush? 1d4 ⇒ 2 No, a blind Bird Shoot. Using Reepazo's Blessing of the Gobs. Perception 5: 2d6 + 2 ⇒ (4, 4) + 2 = 10 Success. Using Force Missile to shoot bird down. Combat 10: 1d10 + 3 + 2d4 ⇒ (9) + 3 + (3, 4) = 19 Bird is down. Barrier defeated. Arcane 6 recharge: 1d10 + 3 ⇒ (4) + 3 = 7 Recharged.
Random blessing from the box: Blessing of Abadar.
Closing the cave. Using newly acquired blessing, Poog and Reepazo's final blessings, with Good Omen. Perception 8: 4d6 + 5 ⇒ (1, 1, 5, 2) + 5 = 14 Cave closed. We win!

Reta Hawkmoon |

Reta is so proud her greatness had stated to rub off on other goblins. Sure, they meet still only have 1/100000000000000 of her greatness, but that is a lot more than what they had when we started out together.
Great job. That one had some potential to turn nasty, but we really worked through it.

MorkXII |

DEVELOPMENT:
Now that you have decided which of you is the new chieftain, it’s time to show your new subjects that you are a tough and strong leader. On Wise Mummy Sprattleharsh’s request, go hunt down the ogre who has been causing problems for the tribe... just watch out for those fire-breathing boars!
SCENARIO REWARD:
For each barrier displayed next to a character, that character may choose weapon, armor, item, or ally and add a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.
For the rest of Season of the Goblins, each character may temporarily replace 1 of his items with the promo card Birdcruncher Crown.
Characters who have completed their first scenario at this tier gain a Skill feat.
ACQUIRED CARDS:
Weapon 2 Heavy Pick +1
Weapon 1 Dogslicer +1
Weapon B Scimitar
Armor B Wooden Shield
Item 2 Ring of Protection
Item B Amulet of Life
Item B Caltrops
Item C Masterwork Tools
Item B Potion of Energy Resistance
Ally C Crow
Blessing 2 Blessing of Achaekek
Blessing 1 Blessing of Lamashtu
Blessing C Blessing of Erastil
For barrier counts, I had:
Reta (2), Reepazo (3), Zetha, Poog (2), Qualzar (2)
If I made a mistake, let me know. Otherwise, please let me know which cards you would like me to add.

Qualzar 1006 |

Ally, Ally! Qualzar also picks Charisma +2 to add to his smouldering good looks. Will pick which card upgrade once all the choices are in.

MorkXII |

Ally 2
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.

Reta Hawkmoon |

Ally and Ally for me as well. I don't think I want the Weapon 2 actually. I might like the Weapon 1. Anyone else looking at the weapons? It also might be a good time to go with armor.
I'm taking Wisdom for my skill feat.

MorkXII |

Ally B
Traits
Human
Basic
Check
Constitution
Fortitude
4
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Ally B
Traits
Human
Basic
Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.

MorkXII |

Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.
Ally B
Traits
Elf
Scout
Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Ally 1
Traits
Human
Noble
Check
Charisma
Diplomacy
4
Powers
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
Added so far:
1x Ally 2
1x Ally 1
5x Ally B

MorkXII |

Ally 2
Traits
Animal
Elite
Check
Wisdom
Survival
9
Powers
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Ally 1
Traits
Human
Shopkeeper
Check
Charisma
Diplomacy
6
OR
Dexterity
Stealth
8
Powers
Banish this card to add a random item from the box to your hand.

MorkXII |

Here's the final list:
Weapon 2 Heavy Pick +1
Weapon 1 Dogslicer +1
Weapon B Scimitar
Armor B Wooden Shield
Item 2 Ring of Protection
Item B Amulet of Life
Item B Caltrops
Item C Masterwork Tools
Item B Potion of Energy Resistance
Ally 2 Merchant
Ally 2 Monkey
Ally 1 Ven Vinder
Ally 1 Aldern Foxglove
Ally C Dog
Ally B Guard
Ally B Shalelu Andosana
Ally B Night Watch
Ally C Crow
Ally B Vulture
Blessing 2 Blessing of Achaekek
Blessing 1 Blessing of Lamashtu
Blessing C Blessing of Erastil
Please post your 1st and 2nd picks (and maybe a 3rd would be a good idea), and your skill feat if you haven't already.

Qualzar 1006 |

Ally 2: 1d1000 ⇒ 964
Blessing 2: 1d1000 ⇒ 691
Ally 2: 1d1000 ⇒ 438

Reta Hawkmoon |

Looks like I lose out on the Ally 2, but no one else wants a weapon or armor.
But, after Keith said that, I'm reminded to look in Ultimate Combat. So, I will actually take the Weapon 2 and take Venomous Hand Crossbow +1. And if no one wants it, I'll take the Item 2 and take the Smoke Arrows.
If anyone else wants to change their mind though, I'll roll for the item 2.
1d1000 ⇒ 522

Reepazo by redeux |

BUNNY FUN TIME!! GET 'EM!!
Assuming no changes:
Reta - Weapon 2, Item 2
Qualzar - Ally 2
Zetha - Ally 2
Reepazo - Blessing 1
Poog - Blessing 2
Remaining cards:
Weapon 1 Dogslicer +1
Weapon B Scimitar
Armor B Wooden Shield
Item B Amulet of Life
Item B Caltrops
Item C Masterwork Tools
Item B Potion of Energy Resistance
Ally 1 Ven Vinder
Ally 1 Aldern Foxglove
Ally C Dog
Ally B Guard
Ally B Shalelu Andosana
Ally B Night Watch
Ally C Crow
Ally B Vulture
Blessing C Blessing of Erastil

MorkXII |

2B-2B: IT’S ALL FUN AND GAMES TILL AN ARCH-LICH LOSES AN EYE
You are on your way to Munchmeat Farm when you spy a group of longshanks adventurers coming out of a cave… and one of them has a shiny blue thing. This is what you’d hear them say if you were paying attention.
“’Twas a tryingly arduous struggle, I must admit,” says the wizardy one.
“‘Tryingly arduous,’ you say?” says the swordy one. “We just lost half our blessed party down there!”
The wizardy one answers. “But triumphant have we boon companions emerged, with a worldshaking prize wrested from the hellish depths of the most formidable dungeon in all the northland!”
As the burnt-up elfy one just repeats the word “Ow” over and over, the swordy one says, “I’m not feeling too blessed triumphant now, mage…”
“Oh smile, brave paladin! For we’ve just liberated the mightiest magical artifact to see daylight in centuries, surely! Claiming the Other Eye of the Arch-Lich Kalzaroth will make me—nay, us—powerful beyond our wildest dreams!”
But who has time to listen to all of that? Kill them and claim the shiny thing for yourselves!
VILLAIN:
Arch-Lich Kalzaroth
HENCHMEN:
Bandits
DURING THIS SCENARIO:
After adding the villain and henchmen, build the location Treacherous Cave and shuffle in the henchman Longshanks Adventurers.
When placing token cards, all characters start at the location Treacherous Cave and cannot move until it is closed.
When you defeat the henchman Longshanks Adventurers, display the support card Shiny Eye Thing next to your deck, then summon and encounter the henchman Fight Over the Eye.
Henchman Barrier 2
Traits
Skirmish
Check
Combat
13
Powers
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character's result.
After you act, banish this barrier; it is defeated.
Support 2
Powers
Display this card next to your deck.
While displayed, you gain the skill Arcane: Charisma +4.
While displayed, on your Constitution check, subtract 1d4+1 from the result.
While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.
Henchman Barrier 1
Traits
Dwarf
Elf
Human
Army
Skirmish
Veteran
Check
Acrobatics
Disable
Fortitude
Perception
Stealth
Survival
8
Powers
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated.
If undefeated, you are dealt 1d4+1 Combat damage.
If defeated, you may automatically close the location this henchman came from.

MorkXII |

During This Adventure: You gain the Goblin trait.
When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.
During This Scenario: After adding the villain and henchmen, build the location Treacherous Cave and shuffle in the henchman Longshanks Adventurers.
When placing token cards, all characters start at the location Treacherous Cave and cannot move until it is closed.
When you defeat the henchman Longshanks Adventurers, display the support card Shiny Eye Thing next to your deck, then summon and encounter the henchman Fight Over the Eye.
Henchman Barrier 2
Traits
Skirmish
Check
Combat
13
Powers
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character's result.
After you act, banish this barrier; it is defeated.
Support 2
Powers
Display this card next to your deck.
While displayed, you gain the skill Arcane: Charisma +4.
While displayed, on your Constitution check, subtract 1d4+1 from the result.
While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.
Henchman Barrier 1
Traits
Dwarf
Elf
Human
Army
Skirmish
Veteran
Check
Acrobatics
Disable
Fortitude
Perception
Stealth
Survival
8
Powers
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated.
If undefeated, you are dealt 1d4+1 Combat damage.
If defeated, you may automatically close the location this henchman came from.
Monster 1
Traits
Animal
Basic
Check
Combat
9
Powers
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Monster C
Traits
Human
Cultist
Basic
Check
Combat
9
Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.
Monster 1
Traits
Animal
Aquatic
Elite
Check
Combat
9
Powers
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
Monster B
Traits
Undead
Incorporeal
Elite
Check
Combat
11
OR
Wisdom
Divine
7
Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Barrier B
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier B
Traits
Cache
Lock
Elite
Check
Dexterity
Disable
10
OR
Strength
Melee
8
Powers
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
Barrier B
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier 2
Traits
Skirmish
Cultist
Elite
Check
None
Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon B
Traits
Sword
Melee
Slashing
2-Handed
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits
Pick
Melee
Piercing
Magic
Elite
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon B
Traits
Bow
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Spell B
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
6
Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell 2
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor C
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor C
Traits
Shield
Offhand
Magic
Elite
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits
Shield
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Item B
Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Item C
Traits
Book
Basic
Check
Intelligence
Knowledge
8
Powers
Reveal this card to add 1d4 to your check to defeat a henchman or villain.
Item B
Traits
Accessory
Magic
Basic
Check
Intelligence
Arcane
3
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Item B
Traits
Liquid
Alchemical
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Stealth check.
Ally B
Traits
Human
Basic
Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
6
Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
Ally B
Traits
Human
Basic
Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Ally 2
Traits
Animal
Pirate
Check
Wisdom
Survival
8
Powers
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Ally B
Traits
Human
Basic
Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 1 Zetha Thunderstealer/Wikwocket
Top of Blessing Discard Pile: Blessing of the Gods
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 29
Blessings Deck
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 2
Traits
Divine
Venkelvore
Check
Wisdom
Divine
5
OR
Constitution
Fortitude
6
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Zogmugot
Check
Dexterity
Stealth
Divine
5
OR
Discard your hand
Powers
Discard this card to add 2 dice to your check to acquire a weapon, an armor, or an item.
Instead of your move step, recharge this card to draw a card from the discard pile of another character at your location, then move.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Zogmugot trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Zarongel
Check
Wisdom
Divine
11
OR
Reveal 5 cards
Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Venkelvore
Check
Wisdom
Divine
5
OR
Constitution
Fortitude
6
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.
Treacherous Cave
Traits: None
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Located here: Zetha, Reepazo, Reta, Poog, Qualzar
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
11
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
Armor C
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Monster 1
Traits
Goblin
Bard
Elite
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Barrier 2
Traits
Lock
Veteran
Check
Dexterity
Disable
11
OR
Combat
22
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Monster 2
Traits
Animal
Swarm
Elite
Check
Combat
11
OR
Dexterity
Stealth
9
Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Item B
Traits
Object
Basic
Check
Dexterity
4
Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Item B
Traits
Object
Magic
Divine
Check
Wisdom
Divine
10
Powers
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Henchman Barrier 1
Traits
Dwarf
Elf
Human
Army
Skirmish
Veteran
Check
Acrobatics
Disable
Fortitude
Perception
Stealth
Survival
8
Powers
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated.
If undefeated, you are dealt 1d4+1 Combat damage.
If defeated, you may automatically close the location this henchman came from.
Woods
Traits: None
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Barrier 2
Traits
Skirmish
Undead
Zombie
Elite
Check
None
Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Monster B
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
Henchman Monster C
Traits
Human
Bandit
Check
Combat
8
Powers
Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.
Weapon 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Barrier 2
Traits
Skirmish
Cultist
Elite
Check
None
Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Warrens
Traits: None
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1
Monster C
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Item B
Traits
Object
Basic
Check
Dexterity
4
Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
2
Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
Henchman Monster B
Traits
Human
Bandit
Check
Combat
8
Powers
Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.
Monster B
Traits
Human
Cultist
Basic
Check
Combat
9
Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Veteran
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
Ally C
Traits
Human
Elite
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Mill
Traits: None
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:1
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Item B
Traits
Accessory
Magic
Basic
Check
Intelligence
Arcane
3
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Henchman Monster C
Traits
Human
Bandit
Check
Combat
8
Powers
Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.
Ally B
Traits
Goblin
Hireling
Spy
Basic
Check
Charisma
Diplomacy
8
OR
Discard a card
Powers
Reveal this card and discard another card to add 1d4 to your check.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire.
Weapon B
Traits
Dart
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Monster 1
Traits
Outsider
Elite
Check
Combat
9
Powers
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Monster B
Traits
Xulgath
Basic
Check
Combat
9
Powers
Before the encounter, put 1 card of your choice from your hand on top of your deck.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier 2
Traits
Skirmish
Undead
Zombie
Basic
Check
None
Powers
Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Shrine to Lamashtu
Traits: None
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:1
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Barrier B
Traits
Cache
Lock
Veteran
Check
Strength
Melee
10
OR
Dexterity
Disable
9
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Monster C
Traits
Undead
Zombie
Check
Combat
13
Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Henchman Monster B
Traits
Human
Bandit
Check
Combat
8
Powers
Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.
Blessing 1
Traits
Divine
Zarongel
Check
Wisdom
Divine
11
OR
Reveal 5 cards
Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spell 1
Traits
Magic
Arcane
Divine
Acid
Check
Intelligence
Arcane
Wisdom
Divine
7
Powers
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
Blessing C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Monster B
Traits
Outsider
Elite
Check
Combat
10
Powers
Add 1 die to checks to defeat the Hell Hound with the Cold trait.
After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.
Nettlemaze
Traits: None
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:6 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Henchman Monster B
Traits
Human
Bandit
Check
Combat
8
Powers
Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.
Monster C
Traits
Human
Elite
Check
Combat
11
Powers
Before the encounter, discard a random ally from your hand.
Monster B
Traits
Human
Ranger
Veteran
Check
Combat
8
Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Monster B
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster B
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
Item 1
Traits
Object
Check
Dexterity
Fortitude
8
Powers
Banish this card to evade a monster whose highest difficulty to defeat is 20 or lower, or 14 or lower if it is immune to the Mental or Poison trait.
Banish this card to defeat a monster whose highest difficulty to defeat is 12 or lower, or 9 or lower if it is immune to the Mental or Poison trait.
Monster 2
Traits
Undead
Swarm
Elite
Check
Combat
12
OR
Divine
8
Powers
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.
Barrier B
Traits
Obstacle
Veteran
Elite
Check
Dexterity
Acrobatics
Constitution
Fortitude
8
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Monster 1
Traits
Outsider
Elite
Check
Combat
9
Powers
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Weapon C
Traits
Bow
Ranged
Piercing
2-Handed
Elite
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Farmhouse
Traits: None
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1
Item B
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Item C
Traits
Accessory
Magic
Basic
Check
Intelligence
Arcane
Wisdom
Divine
Powers
Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.
Monster B
Traits
Undead
Zombie
Check
Combat
13
Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.
Villain Monster 2
Traits
Undead
Lich
Wizard
Check
Dexterity
Stealth
16
OR
Combat
30
Powers
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
Item B
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Monster B
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
Monster B
Traits
Goblin
Ranger
Elite
Check
Combat
9
Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Ally B
Traits
Animal
Pet
Check
Wisdom
Survival
4
Powers
Put this card on top of another character's deck to add 1d4 to your Dexterity check.
Discard this card to explore your location.
Barrier C
Traits
Cache
Lock
Elite
Check
Dexterity
Disable
10
OR
Strength
Melee
8
Powers
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Reta Hawkmoon |

Skills and Powers:Hand: Dogslicer +1, Hand Crossbow, Stalking Armor, Blessing of Hadregash, Blessing of the GobsSkills STRENGTH d8
DEXTERITY d10+1
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+1
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☑ or discard pile) to (☐examine the top card of your deck, then you may) explore your location.
Deck: 11 Discard: 0 Buried: 0 Displayed: 0
Notes:

Reepazo by redeux |

Hand: Immolate, Flaming Heavy pick+1, BoBarkbreaker, BotGobs 1,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: I have NOT used my 1x scenario shirt reroll for 2B-2B
DEXTERITY d8 [X]+1[]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3
Hand Size 4 []5
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [X] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card).
Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.
Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song