[ACG][Outpost I]JohnF's Season of Plundered Tombs Adventure 1: Serpents in the Deep

Game Master JohnF

Currently playing scenario 3-2E: Maybe You Saw This Coming


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Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

@Korundo & Rivani:

Oasis wrote:
On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When adding henchmen, also shuffle the henchman Aspis Agent into each location deck.
Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.

Turn: 14 Salim/Deane Beman

Top of Blessing Discard Pile: Blessing of the Elements

Top Blessing:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.


Blessings Remaining: 16
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 141 Korundo)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 2 (Turn 142 Rivani)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 143 Erasmus)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

Blessings Deck Card 4 (Turn 144 Salim)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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.

Blessings Deck Card 5 (Turn 145 Korundo)
Spoiler:
Blessing of the Elements
Blessing C

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 6 (Turn 146 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 7 (Turn 147 Erasmus)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 8 (Turn 148 Salim)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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.

Blessings Deck Card 9 (Turn 149 Korundo)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 10 (Turn 1410 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 11 (Turn 1411 Erasmus)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 12 (Turn 1412 Salim)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessings Deck Card 13 (Turn 1413 Korundo)
Spoiler:
Blessing of Pharasma
Blessing B

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.

Blessings Deck Card 14 (Turn 1414 Rivani)
Spoiler:
Blessing of Abadar
Blessing C

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.

Blessings Deck Card 15 (Turn 1415 Erasmus)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 16 (Turn 1416 Salim)
Spoiler:
Blessing of Ra
Blessing C

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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.

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M:1 Ba:1 W:2 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:2
Located here: Erasmus/Akaitora

Smoking Den Card 1:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Smoking Den Card 2:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Smoking Den Card 3:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Smoking Den Card 4:
Unshakable Chill
Spell C

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
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 8 check to recharge this card instead of discarding it.

Smoking Den Card 5:
Baited Jewel Box
Barrier B

Traits
Cache
Lock
Poison
Trigger
Veteran

Check
Disable
6
OR
Craft
8

Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

Smoking Den Card 6:
Scarab Swarm
Monster B

Traits
Vermin
Swarm
Poison
Trigger
Veteran

Check
Combat
6

Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.

Smoking Den Card 7:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Smoking Den Card 8:
Icy Longspear +1
Weapon C

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

Smoking Den Card 9:
Dhabba
Ally B

Traits
Animal
Poison
Basic

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Smoking Den Card 10:
Scimitar
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

Warehouse
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Salim/Deane

Oasis
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Korundo/Elinnea, Rivani/Keith

Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M:0 Ba:2 W:0 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1

Caravanserai Card 1:
Porcupine
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Caravanserai Card 2:
Compass
Item C

Traits
Object
Basic

Check
Wisdom
Survival
4

Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.

Caravanserai Card 3:
Wing of Horus
Item B

Traits
Object
Magic
Horus
Trigger

Check
Dexterity
Knowledge
Divine
6

Powers
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.

Caravanserai Card 4:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

Caravanserai Card 5:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

Caravanserai Card 6:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Caravanserai Card 7:
Magnifying Glass
Item B

Traits
Tool
Basic

Check
Intelligence
Perception
4

Powers
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

Dilapidated Plaza
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Alchemical Laboratory
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed


Salim

Salim wanders into the Caravanserai hoping to bump into Rivani...but it appears as though she has moved on. ”Guess I might as well have a look around while I’m here.” A porcupine wanders out into the open. ”Hello there...my friend Kurundo would love to meet you!” Startled...the creature scurried away.

Wisdom DC7: 1d6 ⇒ 5 auto-fail

Discarding Hand Crossbow

Salim wrote:

Hand: The Melted Blade, Cure, Blessing of the Gods C, Blood Periapt, Caltrop Bead,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a Monster on your turn, you may shuffle a random card from your discard pile into your deck.


Deck handler

Erasmus, do you really only have 2 cards in your deck right now? We have two people with cures in their hands, neither of whom is me, but I'm nervous about leaving you on the brink of death.


Salim

Sorry...I’m having a tough time keeping track of my own hand that I totally missed you were running low. Come visit me for a cure!


Deck handler

Korundo nods at Rivani when she walks up and uncovers some arcane text or other. "I guess that's all we need from here, then?" He goes to top off his waterskin, but realizes that it's still full. No liquid to recharge

He heads back in the direction Rivani came from, and is nearly impaled by a porcupine fleeing the area. "Hey, watch it! Oh, it's you Salim, didn't see you there." Move to Caravanserai and explore

Compass:
Item C
Traits
Object
Basic

Check
Wisdom
Survival
4

Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.


Survival 4 is an auto-acquire

"A compass? I already have one of these. Whatever, I guess it doesn't hurt to have two." With a shrug, he bends over to pick it up, and then gives it a try right away to make sure it's working properly. Discard to explore

Wing of Horus:

Item B
Traits
Object
Magic
Horus
Trigger

Check
Dexterity
Knowledge
Divine
6

Powers
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.


There's something quite appealing about these local gods. First there was a jackal, now a falcon. These Osiriani guys have the right idea. Korundo tries to pick up the delicate item without breaking it.
Divine 6: 1d8 + 4 ⇒ (2) + 4 = 6

For an instant he almost drops it, but his increasing experience with gods of all kinds helps him treat the object with the respect it deserves. Tucking it safely into a pocket, he pulls out his other compass to make sure he's still headed in the right direction. Discard compass to explore

Dry Quicksand:

Barrier C
Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.


Survival 9: 1d8 + 3 ⇒ (2) + 3 = 5
With his face buried in his compass, Korundo completely fails to look where he is going and stumbles into a pit of quicksand. Who keeps a pit of quicksand in a place of commerce, anyway?! He lunges out with the staff of Anubis, trying to catch on solid ground, but it is merely dragged away.

Looks like I'm stuck here. I didn't want to throw resources at the barrier since the location is almost empty and it (hopefully) won't take too long to get out. I'm discarding the Anubis Staff as part of my hand reset.

Korundo wrote:

Hand: Cure, Vulture, Crocodile Skin Armor, Wing of Horus, Longspear

Displayed: Giant Chameleon
Deck: 6 Discard: 8 Buried: 0
Notes:

Skills and Powers:
SKILLS
Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d8 [X] +1 [ ] +2 [ ] +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Ally or Spell
Hand Size: 4 [ T ]5 [ ]6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. ([ ] After the roll, you may additionally recharge that card to add its adventure deck number.)
[ ] Add 1d4 to your check that invokes the Animal trait.

The good news is, now I have my own cure! Now Erasmus just has to reach somebody - anybody - and we can patch him up. I'd like to heal myself as well if possible to get my blessings back but I'll wait until the most injured get taken care of.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When adding henchmen, also shuffle the henchman Aspis Agent into each location deck.
Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.

Turn: 16 Rivani/Keith

Top of Blessing Discard Pile: Blessing of the Ancients

Top Blessing:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.


Blessings Remaining: 14
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 161 Erasmus)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

Blessings Deck Card 2 (Turn 162 Salim)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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.

Blessings Deck Card 3 (Turn 163 Korundo)
Spoiler:
Blessing of the Elements
Blessing C

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 4 (Turn 164 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 5 (Turn 165 Erasmus)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 166 Salim)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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.

Blessings Deck Card 7 (Turn 167 Korundo)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 8 (Turn 168 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 9 (Turn 169 Erasmus)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 10 (Turn 1610 Salim)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessings Deck Card 11 (Turn 1611 Korundo)
Spoiler:
Blessing of Pharasma
Blessing B

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.

Blessings Deck Card 12 (Turn 1612 Rivani)
Spoiler:
Blessing of Abadar
Blessing C

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.

Blessings Deck Card 13 (Turn 1613 Erasmus)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 1614 Salim)
Spoiler:
Blessing of Ra
Blessing C

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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.

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M:1 Ba:1 W:2 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:2
Located here: Erasmus/Akaitora

Smoking Den Card 1:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Smoking Den Card 2:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Smoking Den Card 3:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Smoking Den Card 4:
Unshakable Chill
Spell C

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
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 8 check to recharge this card instead of discarding it.

Smoking Den Card 5:
Baited Jewel Box
Barrier B

Traits
Cache
Lock
Poison
Trigger
Veteran

Check
Disable
6
OR
Craft
8

Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

Smoking Den Card 6:
Scarab Swarm
Monster B

Traits
Vermin
Swarm
Poison
Trigger
Veteran

Check
Combat
6

Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.

Smoking Den Card 7:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.

Smoking Den Card 8:
Icy Longspear +1
Weapon C

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

Smoking Den Card 9:
Dhabba
Ally B

Traits
Animal
Poison
Basic

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Smoking Den Card 10:
Scimitar
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

Warehouse
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Oasis
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Closed
Located here: Rivani/Keith

Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:2
Located here: Salim/Deane, Korundo/Elinnea; Dry Quicksand
Notes: The villain Sandstorm at this location is a proxy for Korundo's token.

Caravanserai Card 1:
Sandstorm
Villain Barrier B

Traits
Obstacle
Weather
Trigger

Check
None

Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.

Caravanserai Card 2:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

Caravanserai Card 3:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Caravanserai Card 4:
Magnifying Glass
Item B

Traits
Tool
Basic

Check
Intelligence
Perception
4

Powers
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

Dilapidated Plaza
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Alchemical Laboratory
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Lone Shark Games

Rivani follows Korundo to the Caravanserai. To her surprise, she sees Korundo falling into Quicksand. She quickly levitates him out of the sands.

She then explores further into the Caravanserai, hoping to find a Sign to lead her way. Unfortunately, what she does find is a Corridor Dart Trap. She opens her third eye, using the Conch Shell as a focus, and deftly weaves safely past the traps. Per 8: 1d12 + 3 + 1d6 ⇒ (12) + 3 + (6) = 21

I sense that we are very close, my friends. If no one else finds it soon, I am certain that I will shortly.

Rivani

Hand: Hand Crossbow, Conch Shell, Inflict Pain, Cure, Telempathic Projection, Silver Balladeer,
Deck: 5 Discard: 4 Buried: 1
Notes: Cure is ready to use on someone, or give to someone with Divine. If no one takes it before my next turn and there's no one here to give it to, I'll probably just use it on myself.
Displayed: Elemental Treaty,

Skills and Powers:
SKILLS
Strength d4 □+1
Dexterity d6 □+1
Constitution d6 □+1 □+2
Intelligence d12 ■+1 □+2 □+3 □+4
. Arcane: Intelligence +2
. Knowledge: Intelligence +2
Wisdom d8 □+1 □+2 □+3 □+4
Charisma d6 □+1 □+2 □+3

Hand Size 6

Powers:
For your Perception or Ranged (□ or Acrobatics, Craft, or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (□ or recharge) a spell (□ or a boon) to add 1d4 to your Arcane check.
□ During your move step, instead of moving, you may examine the top card of your location deck, then you may shuffle the deck.

OOC: Korundo did have an opportunity to find different items in the Caravanserai due to "At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other." - mostly if you wanted something other than the Wing of Horus, since the compass was actually useful to you.


Erasmus's Deck Handler

Thankfully, Erasmus has the ability to recharge his hand to prevent a lot of damage and get some bonuses to boot. This turn I'm safe, from dying, but I'm definitely moving to where the people with cures are. That however means we are all in the same location.

At the beginning of his turn, Erasmus chooses "Item" to recharge his Smokestick and Harrow Deck, giving himself +2 on all checks until the end of the turn..

@GM, I have a question about the spell Posession:

Possession wrote:
On your turn, discard this card to examine the top card of your location deck

Does this mean that I can do this before or during my move step? In other words, can I use possession and then move away from my current location?

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

I'd interpret "On your turn" as meaning "At any time during your turn (except when you're in the middle of doing something else)"

(I expect Keith has a more precise definition)

In any case, it's certainly wider in scope than "At the start of your turn"

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Summoned Alternative to Wing of Horus:
Flash Freeze
Item B

Traits
Liquid
Cold
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.


Salim

Salim can join Erasmus at the Smoking Den on his turn...its getting a bit crowded at the Caravanserai!


Deck handler

Oops, I did forget about the extra item summoning. I had conflated it with the closing effect. I'll banish the flash freeze anyway though. (Intelligence? What's that?)


Erasmus's Deck Handler

Salim, that seems like a better idea. I will stay here in the Smoking Den in that case. I'm counting on the healing though!

After spending a few moments to re-align with Baylock, Erasmus focuses his mental energy in trying to detect anyone who might be nearby to possess them. He doesn't detect anyone, but manages to feel some residual elemental energy.

Erasmus explores. He finds Blessing of the Elements. Erasmus would roll 1d8+1d4+4 to acquire, so he just auto-acquires it. He would also roll 1d8+5 to recharge a DC 6 spell, so he just recharges it.

He channels the elemental energy to expand his psychic reach. With it, he is able to catch some residual thoughts that show him the location of the Aspis Analysis! He heads over to them stealthily and begins analyzing them. He memorizes the contents of the report with ease.

Once more, since Erasmus would roll 1d8+5 for his Perception check to defeat, he auto-succeeds. @GM, can I please have a random spell and a random ally that lists diplomacy in the check to acquire to attempt to close the location?

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Random Spell:
Acid Splash
Spell B

Traits
Magic
Arcane
Acid
Attack

Check
Intelligence
Arcane
4

Powers
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

Random Ally:
Black Kiss
Ally 1

TraitsSummoned Ally
Half-Elf
Alchemist
Hireling

Check
Intelligence
Craft
Charisma
Diplomacy
10

Powers
If you fail the check to acquire Black Kiss, you are dealt 1d4 Poison damage.
Recharge this card to add your Craft skill and the Poison trait to a combat check at your location.
Discard this card to explore your location.


Convincing the Black Kiss to betray the Aspis and join the Pathfinder Society would be quite an achievement. Of course, failing to do so is likely to be quite painful. I only wish I could assist in the endeavor.


Erasmus's Deck Handler

@Salim, I hope you don't mind if I use your BotGs to attempt the check to acquire the Black Kiss. It's a check to close and I'd rather not take the damage.

In the scroll, Erasmus finds some arcane writings:

Arcana DC 5: 1d8 + 3 ⇒ (8) + 3 = 11

He deciphers it without issue. As he is putting the scroll away, an aspis alchemist, the renown Black Kiss walks in and spots Erasmus. Erasmus tries to talk his way out of this sticky situation.

Charisma DC 10: 2d8 + 2 ⇒ (8, 4) + 2 = 14

With godly inspiration, Erasmus explains their cause and convinces the Black Kiss to join them for this mission.

Success! The location is closed. I'll end my turn here. I didn't expect to be so successful this turn. I think it wouldn't make sense for anyone to come heal me here now, plus I've "healed" 2 from acquiring those 2 cards. I think the heal can wait one more turn.

Erasmus wrote:

Hand: Light Crossbow, Black Kiss, Conch Shell, Acid Jet, Mind Thrust,

Displayed: Talisman Crafter, Spirit Relatives, Ring of Rejection,
Deck: 4 Discard: 6 Buried: 3
"Notes: -I'm very close to death.Can any of you heal me?
-Spirit Relatives is on Baylock, giving Erasmus Dexterity:Stealth, Dexterity:Disable and 1d4+1 on checks using Dexterity and the aforementioned skills."
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2
Perception: Wisdom +3
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Archane: Charisma +1

Favored Card: Player's Choice
Hand Size 5 [ ] 6
Proficient with: Light Armors, Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ( [ ]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type, add ( [ ] 1 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives


Salim
Erasmus the Medium wrote:
@Salim, I hope you don't mind if I use your BotGs to attempt the check to acquire the Black Kiss. It's a check to close and I'd rather not take the damage.

No worries...I’m glad it worked out! 8-)

Salim wrote:

Hand: The Melted Blade, Cure, Blood Periapt, Caltrop Bead,

Displayed:
Deck: 9 Discard: 4 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a Monster on your turn, you may shuffle a random card from your discard pile into your deck.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When adding henchmen, also shuffle the henchman Aspis Agent into each location deck.
Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.

Turn: 18 Salim/Deane Beman

Top of Blessing Discard Pile: Blessing of Ra

Top Blessing:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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.


Blessings Remaining: 12
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 181 Korundo)
Spoiler:
Blessing of the Elements
Blessing C

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 2 (Turn 182 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 3 (Turn 183 Erasmus)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 184 Salim)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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.

Blessings Deck Card 5 (Turn 185 Korundo)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 6 (Turn 186 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 7 (Turn 187 Erasmus)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 8 (Turn 188 Salim)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessings Deck Card 9 (Turn 189 Korundo)
Spoiler:
Blessing of Pharasma
Blessing B

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.

Blessings Deck Card 10 (Turn 1810 Rivani)
Spoiler:
Blessing of Abadar
Blessing C

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.

Blessings Deck Card 11 (Turn 1811 Erasmus)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 12 (Turn 1812 Salim)
Spoiler:
Blessing of Ra
Blessing C

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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.

Smoking Den
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Erasmus/Akaitora

Warehouse
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Oasis
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Closed

Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Salim/Deane, Korundo/Elinnea, Rivani/Keith

Caravanserai Card 1:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Caravanserai Card 2:
Magnifying Glass
Item B

Traits
Tool
Basic

Check
Intelligence
Perception
4

Powers
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

Dilapidated Plaza
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Alchemical Laboratory
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed


Salim

Salim spied a cache of documents...the writing looks very familiar to the documents he found earlier.

Knowledge DC5: 1d6 + 2 ⇒ (3) + 2 = 5

”Add these to the pile...we’re done here.”

Looks like I have another spell to attempt to acquire...also do I banish the item to close before drawing two items and banishing one or after?


Erasmus's Deck Handler

Just a reminder that we still have to explore the Alchemical Laboratory, which will open once we close the location you guys are at. The mission is not yet over!

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class
Deane's PACG Character wrote:

Salim spied a cache of documents...the writing looks very familiar to the documents he found earlier.

[dice= Knowledge DC5]1d6+2

”Add these to the pile...we’re done here.”

Looks like I have another spell to attempt to acquire...also do I banish the item to close before drawing two items and banishing one or after?

Before. The "When permanently closed" clause only triggers if you actually close the location; if you don't close the location nothing happens.

I'm assuming you're going to close the location, so ...

Summoned Spell:
Cure
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.

Summoned Item #1:
Compass
Item B

Traits
Object
Basic

Check
Wisdom
Survival
4

Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.

Summoned Item #2:
Frost Staff
Item B

Traits
Staff
Attack
Magic
Cold

Check
Arcane
Divine
6

Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.


Salim

Salim discovers a spell that will allow him to cure himself or others.

Wisdom DC6: 1d6 ⇒ 6

Banish Caltrop Bead to close.

OK....the Compass is more useful to me...but if anyone would like the Frost Staff I’ll acquire it and hand it off to you. The consequences of the choice shouldn’t matter as far as setting up the Alchemical Laboratory is concerned so I’ve temporarily marked my choice as “item.”

Salim wrote:

Hand: The Melted Blade, Cure, Cure, Blood Periapt, Item,

Displayed:
Deck: 9 Discard: 4 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a Monster on your turn, you may shuffle a random card from your discard pile into your deck.


Erasmus's Deck Handler

The compass seems solid to me. I very rarely use my spells to attack so the staff could be useful, but it's unlikely to.


Deck handler

Wow, the location-closing one-two punch! I have no use for the staff and the compass also looks more useful to me.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When adding henchmen, also shuffle the henchman Aspis Agent into each location deck.
Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.

Turn: 19 Korundo/Elinnea

Top of Blessing Discard Pile: Blessing of the Elements

Top Blessing:
Blessing of the Elements
Blessing C

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.


Blessings Remaining: 11
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 191 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 2 (Turn 192 Erasmus)
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 193 Salim)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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.

Blessings Deck Card 4 (Turn 194 Korundo)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 5 (Turn 195 Rivani)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 6 (Turn 196 Erasmus)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 7 (Turn 197 Salim)
Spoiler:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessings Deck Card 8 (Turn 198 Korundo)
Spoiler:
Blessing of Pharasma
Blessing B

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.

Blessings Deck Card 9 (Turn 199 Rivani)
Spoiler:
Blessing of Abadar
Blessing C

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.

Blessings Deck Card 10 (Turn 1910 Erasmus)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 11 (Turn 1911 Salim)
Spoiler:
Blessing of Ra
Blessing C

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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.

Smoking Den
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Erasmus/Akaitora

Warehouse
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Oasis
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Closed

Caravanserai
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Salim/Deane, Korundo/Elinnea, Rivani/Keith

Dilapidated Plaza
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Alchemical Laboratory
At This Location: If your roll exceeds the difficulty of a combat check to defeat by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M:1 Ba:2 W:0 Sp:2 Ar:0 I:3 Al:1 Bl:0 ?:2

Alchemical Laboratory Card 1:
Noxious Bomb
Item B

Traits
Liquid
Attack
Poison
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.

Alchemical Laboratory Card 2:
Reta Bigbad
Ally P

Traits
Goblin
Fighter
Veteran

Check
Combat
15
OR
Charisma
Diplomacy
10

Powers
Reveal this card and a weapon to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location, adding 1d4+1 to your first combat check during the exploration.

Alchemical Laboratory Card 3:
Cure
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.

Alchemical Laboratory Card 4:
Crystal Stalker
Monster 1

Traits
Trigger
Elemental
Outsider
Elite

Check
Combat
9

Powers
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.

Alchemical Laboratory Card 5:
Dry Quicksand
Barrier B

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

Alchemical Laboratory Card 6:
Mummify Self
Spell P

Traits
Magic
Divine

Check
Wisdom
Divine
10

Powers
Display this card next to the deck of a character. While displayed, reduce Poison damage dealt to that character to 0. She may bury a card to add 1d6 and the Cold trait to to her combat and Wisdom checks. Also, add 1 die to her checks that invoke the Mummy trait.
At the end of the scenario, if you do not have the Divine skill, banish this card; otherwise, bury it.

Alchemical Laboratory Card 7:
Memories of Violence
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Divine
Charisma
Diplomacy
8

Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

Alchemical Laboratory Card 8:
Aspis Analysis
Henchman Barrier 1

Traits
Cache

Check
Intelligence
Knowledge
Wisdom
Perception
5

Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.

Alchemical Laboratory Card 9:
Antitoxin
Item B

Traits
Liquid
Poison
Alchemical
Basic

Check
Intelligence
Knowledge
Craft
5

Powers
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.

Alchemical Laboratory Card 10:
Bladeguard
Item B

Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Alchemical Laboratory Card 11:
Aspis Agent
Henchman Monster 1

Traits
Human
Aspis

Check
Combat
11
OR
Stealth
Diplomacy
8

Powers
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.

If undefeated, shuffle a barrier from the box into your location deck.


Deck handler

While Salim inspects some more documents, Korundo takes a few moments to bind up his wounds. I'm using my Cure on myself. If anyone wants to hand me their Cures to get a better recharge chance I can do that, but I'm moving this turn so it would have to wait another round until we're starting in the same location again. The recharge probably won't actually matter, looking at how many turns we collectively have left.

Cure: 1d4 + 1 ⇒ (4) + 1 = 5 Nice! The heal included all the blessings that were in my discard.
Recharge Divine 8: 1d8 + 4 ⇒ (8) + 4 = 12

Korundo tries to slip back into stealth mode to cross over to the other side of the camp and creep into the laboratory.

Noxious Bomb:

Item B
Traits
Liquid
Attack
Poison
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.


Appropriately enough, there is a bomb sitting on a table just inside the entrance. To Korundo, it looks like a bizarre and probably dangerous gizmo, so he leaves it alone.

Impossible to acquire. Ending my turn.

Korundo wrote:

Hand: Blessing of the Gods, Vulture, Crocodile Skin Armor, Wing of Horus, Longspear

Displayed: Giant Chameleon
Deck: 10 Discard: 3 Buried: 0
Notes: Blessing is freely available

Skills and Powers:
SKILLS
Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d8 [X] +1 [ ] +2 [ ] +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Ally or Spell
Hand Size: 4 [ T ]5 [ ]6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. ([ ] After the roll, you may additionally recharge that card to add its adventure deck number.)
[ ] Add 1d4 to your check that invokes the Animal trait.


Elemental Treaty: 1d12 + 3 ⇒ (12) + 3 = 15 recharges.

Rivani prepares to hand a Cure scroll to Salim, then sees he's already weighed down by them. "Ah, I'll just read this myself."

Heals Cure: 1d4 + 1 ⇒ (4) + 1 = 5 cards.

This laboratory looks a bit unsafe. Only the Aspis would actually leave a goblin in it. Reta, come with me.

Telempathic Projection
Cha 10: 1d6 + 1d10 ⇒ (1) + (7) = 8
Recharge: 1d12 + 3 ⇒ (7) + 3 = 10

At least leave without breaking anything, then.

Rivani sneaks onwards, with the guidance of her bard friend, finding an interesting scroll.
Wis 6: 1d8 ⇒ 7 Ah, yet another Cure. These Aspis must be preparing for some very dangerous expedition.

"Here, Korundo, you look slightly injured." Heal: 1d4 + 1 ⇒ (4) + 1 = 5 cards.

Rivani

Hand: Hand Crossbow, Inflict Pain, Blessing of the Gods, Elemental Treaty, Sage, Unshakable Chill,
Deck: 8 Discard: 2 Buried: 1

Skills and Powers:
SKILLS
Strength d4 □+1
Dexterity d6 □+1
Constitution d6 □+1 □+2
Intelligence d12 ■+1 □+2 □+3 □+4
. Arcane: Intelligence +2
. Knowledge: Intelligence +2
Wisdom d8 □+1 □+2 □+3 □+4
Charisma d6 □+1 □+2 □+3

Hand Size 6

Powers:
For your Perception or Ranged (□ or Acrobatics, Craft, or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (□ or recharge) a spell (□ or a boon) to add 1d4 to your Arcane check.
□ During your move step, instead of moving, you may examine the top card of your location deck, then you may shuffle the deck.

Rivani smiles, "Excellent, the elementals will help look over us here."
Display Elemental Treaty.


Erasmus's Deck Handler

Wow! Those were some nice heals. Erasmus is feeling jealous so he will go join you all to see if he can get some of that healing action. Beginning of his turn, he chooses "Spell" to recharge Acid Jet and Mind Thrust, giving himself +2 to all his checks.

Feeling that he's gathered enough intel and with a new ally in tow, Erasmus goes to the pre-determined rendevouz and sees that the group already left without him to the Alchemical Laboratory, so he rushes to there himself.

In his hurry he foregoes stealth and is noticed by a Crystal Stalker that is apparently guarding the lab. He readies his crossbow:

Combat Dexterity DC 9: 2d8 + 1d4 + 4 ⇒ (7, 2) + (4) + 4 = 17

The elemental is banished with ease. "Come, this way!" says Black Kiss. Erasmus follows...but something is wrong.

Erasmus notices a second too late that he is being lead into a Dry Quicksand trap. The warnings of the venture captain echo in his head "Aspis is synonymous with betrayal" and wishes he had listened.

Dexterity DC 9: 1d8 + 1d4 + 3 ⇒ (5) + (1) + 3 = 9

He manages to jump over the Dry Quicksand, Black Kiss nowhere to be seen. He takes a moment to catch his breath.

I'll end my turn here. At the beginning of Salim's turn, I'll use my Harrow Deck to look at the top 3 cards of the location. I find Mummify Self, Memories of Violence and the Aspis Documents! I could use the Ring of rejection I got from the Talisman Crafter to cancel the trigger from Memories of Violence, but not doing so is effectively a free explore at this point, so I won't. I reveal the Conch Shell to add 1d6 on my check to recharge the Harrow Deck:

Perception DC 12: 1d4 + 1d6 + 3 ⇒ (4) + (5) + 3 = 12

Somehow that succeeded. Hooray! I use my Planchette and call "Spell", so I automatically acquire Mummify Self (combo!). Check to recharge Planchette:

Perception DC 6: 1d4 + 1d6 + 3 ⇒ (3) + (4) + 3 = 10

Success! @Everyone, the next explore at the Alchemical Lab will let us close, so make sure we can succeed at the check to close before taking a go at it. It still wouldn't hurt to get a heal whenever you guys can. I think I'm at little risk of dying but we could then get this game wrapped up faster.

Erasmus wrote:

Hand: Planchette, Light Crossbow, Harrow Deck, Conch Shell, Smoke Stick,

Displayed: Talisman Crafter, Spirit Relatives, Ring of Rejection,
Deck: 3 Discard: 7 Buried: 3
"Notes: -I'm very close to death.Can any of you heal me?
-Spirit Relatives is on Baylock, giving Erasmus Dexterity:Stealth, Dexterity:Disable and 1d4+1 on checks using Dexterity and the aforementioned skills."
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2
Perception: Wisdom +3
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Archane: Charisma +1

Favored Card: Player's Choice
Hand Size 5 [ ] 6
Proficient with: Light Armors, Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ( [ ]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type, add ( [ ] 1 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives


Rivani is glad for the recently cast Elemental Treaty as the Crystal Stalker's death shatters beakers of acid throughout the lab. Still, she is dealt a moderate amount of Acid: 1d4 - 1 ⇒ (3) - 1 = 2 damage.

Hand: Hand Crossbow, Inflict Pain, Blessing of the Gods,
Deck: 8 Discard: 4 Buried: 1
Displayed: Elemental Treaty,

OOC: Erasmus and Korundo also take 1d4 Acid for the Location power, reduced by 1 by the Elemental Treaty.


Erasmus's Deck Handler

Woops! Had forgotten about that. Let's see...

Acid Damage: 1d4 ⇒ 3

Erasmus would have taken 2 acid damage thanks to Elemental Treaty, so thankfully he is able to discard his Light Crossbow and Conch Shell, keeping Black Kiss in his hand to do both of the explores in my previous post. The only thing that changes is that the recharge check for the Harrow Deck failed, so it is now buried, but everything else still happens in the same way as before.

Next explore is still the final Aspis Analysis, so make sure you can close the location if you plan to explore here!

Erasmus wrote:

Hand: Possession, Mummify Self, Acid Jet, Smoke Stick,

Displayed: Memories of Violence, Spirit Relatives,
Deck: 3 Discard: 10 Buried: 3
"Notes: -I'm very close to death.Can any of you heal me?
-Spirit Relatives is on Baylock, giving Erasmus Dexterity:Stealth, Dexterity:Disable and 1d4+1 on checks using Dexterity and the aforementioned skills."
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2
Perception: Wisdom +3
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Archane: Charisma +1

Favored Card: Player's Choice
Hand Size 5 [ ] 6
Proficient with: Light Armors, Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ( [ ]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type, add ( [ ] 1 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives


Deck handler

Great timing on the elemental treaty

Korundo is just feeling like himself again thanks to all the healing, when Erasmus takes an overeager shot at an enemy and shatters a vial of acid over everyone. Korundo faces the splash boldly, forgetting that the ankylosaur is not around today to guard him.
Acid damage: 1d4 - 1 ⇒ (4) - 1 = 3

Fortunately he's still wearing the crocodile skin armor, which absorbs the acidic burn, but it becomes unwearable in the process. Bury the armor to reduce the damage to 0.

Korundo wrote:

Hand: Blessing of the Gods, Vulture, Wing of Horus, Longspear

Displayed: Giant Chameleon
Deck: 14 Discard: 0 Buried: 1
Notes: Blessing is freely available


Salim

Assuming I'm turning over card #8..

Salim Cures: 1d4 + 1 ⇒ (1) + 1 = 2 Erasmus before exploring the lab.

Salim spies yet another cache of documents. He's getting good at deciphering these. "It's easy once you figure out the pattern."

Knowledge DC5: 1d6 + 2 ⇒ (4) + 2 = 6

Looks like I have another spell to draw...also if anyone has a Blessing to spare I will probably need it in order to have a better shot at closing.

Salim wrote:

Hand: The Melted Blade, Cure, Blood Periapt, Compass,

Displayed:
Deck: 9 Discard: 5 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a Monster on your turn, you may shuffle a random card from your discard pile into your deck.


Erasmus's Deck Handler

Final check of the game! I'm sure Rivani and Korundo won't mind if you take their BotGs. I would contribute also but I don't have blessings left.


Salim

Just wanted to make sure everyone's listed hand was accurate..there has been a lot of action in the last few hours!

"Now to lock up so we can all head home..." "Korundo, if you would favor me with a Blessing..."

Intelligence DC6: 2d6 ⇒ (4, 3) = 7

Salim wrote:

Hand: The Melted Blade, Cure, Blood Periapt, Compass,

Displayed:
Deck: 9 Discard: 5 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a Monster on your turn, you may shuffle a random card from your discard pile into your deck.


Erasmus's Deck Handler

The check to close was Intelligence or Craft DC 6, but you still made it I think.


Salim

updated...we’re still good!

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

I have to step away for a few hours and you go and win the game!
Well done!

I have you as having acquired from location decks:


  • 1 Weapon B - Blowgun
  • 3 Spell B - Cure, Mummify Self, Unshakable Chill
  • 2 Item 1 - Anubis Staff, Smoke Stick
  • 2 Item B - Compass, Wing of Horus
  • 1 Ally B - Pahmet Clansman
  • 2 Blessing B - Blessing of Abadar, Blessing of the Elements

plus some other summoned boons (which are a bit harder to track down).

Scenario Reward:
For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Remove Curse. At the end of each scenario, return the spell to the game box. Each character draws an item from the game box. Adventure Card Guild characters may choose a bonus deck upgrade.

Random Items:

Item 1:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Item 2:
Acid Flask
Item B

Traits
Liquid
Attack
Acid
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

Item 3:
Twitch Tonic
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
6

Powers
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw all the allies in your discard pile. Then you may shuffle any number of ally cards into your deck.

Item 4:
Flash Freeze
Item B

Traits
Liquid
Cold
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

(Sorry about that)


Erasmus's Deck Handler

I'm pretty sure we also obtained an ally 1 (Black Kiss) and also a Spell 1 (stone skin). On the other hand, just to make sure I'm reading correctly, if this is Erasmus' second game, does he get a card upgrade and a power upgrade?

Lone Shark Games

You get a power feat for your second game. The extra upgrade mentioned is taking a new card (ex: taking a Spell 1 and an Item 1 in place of old cards), not a card feat (ex: Increasing the number of spells in your deck).

Spell B and Blessing B for me, preferably.

For power feat, I'll take the extra 3 skills on my recharge power.


Deck handler

Good job! I am impressed with Erasmus's skill at evading death. It must be from hanging out with those ghosts all the time.

All the cards I acquired are accounted for in the list. For deck upgrades, I could use one of the Item 1s. Weapon B and Spell 1 would also be improvements, but neither is necessary for me so other people can take them if you'll get something good. I also recall that Erasmus gets priority on a first pick, carried over from last time.

For power feat I'll go with hand size increase to 5.


Erasmus's Deck Handler

Thanks for the clarification Keith. And yes Elinnea, Erasmus is the bee's knees! Really enjoying playing as him thus far.

For deck upgrades, I think I would like to take Spell B, Weapon B. For my power feat, I will take the one that improves my power to recharge cards at the start of the turn to give myself bonuses to all my checks.

I do have a question about that power feat. Can I choose a type of card I don't have in my hand just to get +1 to all my checks?


Salim picked up a Ring of Rejection as well. For my Power Feat I'm going to select "Add 1d4 to your non combat check against a bane."

My choice of card upgrades in order of preference (keeping in mind that I got my first choice last time so if I'll concede if there is any conflict): Item 1, Ally 1, Blessing B


Deck handler

Ok what I'm seeing is:

Rivani: Spell B, Blessing B
Korundo: Item 1, Spell 1
Erasmus: Spell B, Weapon B
Salim: Item 1, Ally 1

And then I think everyone will be happy?


Erasmus's Deck Handler

That seems good to me!

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

OK, folks. If you're happy with your choices, I'll get on with setting up the next scenario.

One caveat - I've received a new, bug-fixed, version of the game setup database. For some reason it's only half the size of the previous one, so if I run into strange bugs there may be a short delay while I get a new version.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Pointless post #1 (to get the next scenario on a fresh page)

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Pointless post #2 (to get the next scenario on a fresh page)

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Pointless post #3 (to get the next scenario on a fresh page)

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Pointless post #4 (to get the next scenario on a fresh page)

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