[ACG] Season of the Runelords (Inactive)

Game Master MorkXII

Turn Order:
Lirianne/yamasaki
Seoni/Merisal The Risen
Reta/Redelia
Kyra/redeux
Raz/Chris
Acquired Loot:

Sihedron Medallion
Spoiler:
Sihedron Medallion
Loot Item 1

Traits
Accessory
Magic
Sihedron

Check

Powers
Discard this card to reduce damage dealt to you by 4.
Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.


Holy Candle (One time use remaining: Liranne, Seoni, Reta, Kyra, Raz)
Spoiler:
Holy Candle
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.


Medusa Mask
Spoiler:
Medusa Mask
Loot Item 2

Traits
Accessory
Magic

Check

Powers
When you encounter a monster, you may display this card and put the monster atop it; the monster is neither defeated nor undefeated. At the end of your turn, put the monster on top of its original location deck and bury this card.


Impaler of Thorns
Spoiler:
Impaler of Thorns
Loot Weapon 2

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check

Powers
For your combat check, reveal this card to roll your Strength or Melee die +1d8+2; you may additionally discard this card to also reduce the difficulty to defeat the bane by 2 until the end of the turn. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.


Snakeskin Tunic
Spoiler:
Snakeskin Tunic
Loot Armor 2

Traits
Light Armor
Magic

Check

Powers
Reveal this card to add 1 to your Dexterity check.
Recharge this card to reduce Combat or Poison 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.


Wand of Enervation
Spoiler:
Wand of Enervation
Loot Item 3

Traits
Wand
Magic
Arcane

Check

Powers
Bury this card to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Succeed at an Arcane 8 check to recharge this card instead of burying it.


Mokmurian's Club
Spoiler:
Mokmurian's Club
Loot Weapon 4

Traits
Club
Melee
Bludgeoning
2-Handed
Magic

Check

Powers
For your combat check, reveal this card to roll your Strength or Melee die +1d10+2; you may additionally discard one other card from your hand to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you defeat a monster while playing this weapon, recharge a random card from your discard pile.


Robe of Runes
Spoiler:

Loot Item 4

Traits
Clothing
Magic

Check

Powers
Reveal this card to add 2 to your Intelligence check. You may play another item on this check.
Recharge this card to add a spell of your choice from your discard pile to your hand.


Fanged Falchion
Spoiler:
Fanged Falchion
Loot Weapon 5

Traits
Sword
Melee
Slashing
Magic

Check

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4+2; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled using this weapon is a 4, count it as 6.


Emerald Codex
Spoiler:
Emerald Codex
Loot Item 4

Traits
Book
Magic

Check

Powers
Banish this card to add 3 random Divine spells from the box to your hand. You may instead bury this card to place the spells faceup next to your character card, you may banish any of these cards for its effect as though you had played it as a spell. Banish any that remain at the end of the scenarion.


Staff of Hungry Shadows
Spoiler:
Staff of Hungry Shadows
Loot Item 5

Traits
Staff
Magic

Check

Powers
When you play a spell with the Attack trait, you may reveal this card and discard a spell to add 1d8+2 to your check. If you succeed at the check, recharge a random card from your discard pile.
Reveal this card and discard a spell to roll your Arcane die and decrease the difficulty of another character's combat check at your location by that amount.


Morgiv
Spoiler:
Morgiv
Ally 6

Traits
Enshrouded

Check
Charisma
Diplomacy
13

Powers
Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
Discard this card to explore your location.

Summoned Henchmen:

Bandit
Spoiler:
Bandit
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.


Goblin Raider
Spoiler:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.


Poison Trap
Spoiler:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.


Ancient Skeleton
Spoiler:
Ancient Skeleton
Henchman Monster B

Traits
Undead
Skeleton

Check
Combat
8

Powers
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.


Wrathful Sinspawn
Spoiler:
Wrathful Sinspawn
Henchman Monster 1

Traits
Aberration

Check
Combat
9

Powers
Before the encounter, Succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
If defeated, you may immediately attempt to close this location.


Skinsaw Cultist
Spoiler:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.


Scarecrow Golem
Spoiler:
Scarecrow Golem
Henchman Monster 2

Traits
Construct
Golem

Check
Combat
12

Powers
You may not play spells with the Attack trait.
If defeated, you may immediately attempt to close this location.


Zombie Minion
Spoiler:
Zombie Minion
Henchman Monster 2

Traits
Undead
Zombie

Check
Combat
9

Powers
The Zombie Minion is immune to the Mental and Poison traits.
Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.


Charmed Faceless Stalker
Spoiler:
Charmed Faceless Stalker
Henchman Monster 2

Traits
Aberration

Check
Combat
11

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; bury the top card of your deck.
If defeated, you may immediately attempt to close this location.


The Sandpoint Devil
Spoiler:
The Sandpoint Devil
Villain Monster 1

Traits
Outsider

Check
Combat
20
THEN
Combat
20

Powers
After the encounter, banish The Sandpoint Devil.



51 to 100 of 2,099 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

It might be worth leaving The Old Light for now, and moving to Kyra's location? Her Cure is used up already, but maybe she can use her healing power. The Old Light doesn't have a henchman anymore anyways, so we probably don't need to cover that location until we're ready to defeat the villain. (just a thought)

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Not too keen on using Kyra's turn to heal me. will consider other options. On a different point can you repost your last turn post so its on the top of the new campaign page


Good idea, thanks!

During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.

Turn: 11 Kyra/redeux

Top of Blessing Discard Pile: Blessing of Sarenrae

Top Blessing:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
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 Constitution 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.


Blessings Remaining: 19
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 111 Reta)
Spoiler:
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 Deck Card 2 (Turn 112 Lirianne)
Spoiler:
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 Deck Card 3 (Turn 113 Seoni)
Spoiler:
Blessing of Shelyn
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.

Blessings Deck Card 4 (Turn 114 Kyra)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 5 (Turn 115 Reta)
Spoiler:
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 Deck Card 6 (Turn 116 Lirianne)
Spoiler:
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 Deck Card 7 (Turn 117 Seoni)
Spoiler:
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 Deck Card 8 (Turn 118 Kyra)
Spoiler:
Blessing of Torag
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.

Blessings Deck Card 9 (Turn 119 Reta)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 10 (Turn 1110 Lirianne)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 11 (Turn 1111 Seoni)
Spoiler:
Blessing of Gorum
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.

Blessings Deck Card 12 (Turn 1112 Kyra)
Spoiler:
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 Deck Card 13 (Turn 1113 Reta)
Spoiler:
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 Deck Card 14 (Turn 1114 Lirianne)
Spoiler:
Blessing of Gorum
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.

Blessings Deck Card 15 (Turn 1115 Seoni)
Spoiler:
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 Deck Card 16 (Turn 1116 Kyra)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 17 (Turn 1117 Reta)
Spoiler:
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 Deck Card 18 (Turn 1118 Lirianne)
Spoiler:
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 Deck Card 19 (Turn 1119 Seoni)
Spoiler:
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.

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M:2 Ba:0 W:2 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1
Located here: Lirianne
Yeth Hound

City Gate Card 1:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

City Gate Card 2:
Holy Water
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
8

Powers
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

City Gate Card 3:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

City Gate Card 4:
Starknife
Weapon B

Traits
Knife
Melee
Piercing
Finesse
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

City Gate Card 5:
Potion of Fortitude
Item B

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.

City Gate Card 6:
Crow
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.

City Gate Card 7:
Short Sword
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee 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.

City Gate Card 8:
Sage
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.

City Gate Card 9:
Yeth Hound
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.

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1

Goblin Fortress Card 1:
Dart
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.

Goblin Fortress Card 2:
Amulet of Fortitude
Item B

Traits
Accessory
Magic
Elite

Check
Constitution
Fortitude
5

Powers
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

Goblin Fortress Card 3:
Grizzled Mercenary
Ally 1

Traits
Human
Hireling

Check
Charisma
Diplomacy
6

Powers
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

Goblin Fortress Card 4:
Mercenary
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.

Goblin Fortress Card 5:
Goblin Cutpurse
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.

Goblin Fortress Card 6:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Goblin Fortress Card 7:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Goblin Fortress Card 8:
Goblin Raid
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.

Goblin Fortress Card 9:
Soldier
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.

Goblin Fortress Card 10:
Mercenary
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.

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:0
Located here: Seoni

The Old Light Card 1:
Dogslicer
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
7

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 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

The Old Light Card 2:
Sanctuary
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.

The Old Light Card 3:
Goblin Dog
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.

The Old Light Card 4:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
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.

The Old Light Card 5:
Bugbear
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
10

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

The Old Light Card 6:
Potion of Ghostly Form
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.

The Old Light Card 7:
Explosive Runes
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.

Woods
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

Woods Card 1:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Woods Card 2:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Woods Card 3:
Werewolf
Monster B

Traits
Lycanthrope

Check
Combat
13

Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

Woods Card 4:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Woods Card 5:
Trapped Passageway
Barrier B

Traits
Trap
Basic

Check
Wisdom
Perception
Dexterity
Acrobatics
9

Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.

Woods Card 6:
Goblin Dog
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.

Woods Card 7:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Woods Card 8:
Tome of Knowledge
Item B

Traits
Book
Magic
Elite

Check
Intelligence
Knowledge
5

Powers
Reveal this card to add 1d6 to your Knowledge check.
Recharge this card to succeed at your Knowledge check.

Woods Card 9:
Skeleton
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.

Woods Card 10:
Sling
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.

Treacherous Cave
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:0 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Kyra

Treacherous Cave Card 1:
Heavy Crossbow
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.

Treacherous Cave Card 2:
Locked Passage
Barrier B

Traits
Lock
Elite

Check
Dexterity
Disable
8
OR
Strength
Melee
16

Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Treacherous Cave Card 3:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 4:
Wooden Shield
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.

Treacherous Cave Card 5:
Short Sword +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; 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.

Treacherous Cave Card 6:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Farmhouse
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:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Reta

Farmhouse Card 1 - Gogmurt:
Gogmurt
Villain Monster 1

Traits
Goblin
Druid

Check
Combat
10
THEN
Combat
12

Powers
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.

Farmhouse Card 2 - Luckstone:
Luckstone
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.

Farmhouse Card 3:
Large Chest
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.

Farmhouse Card 4:
Attic Whisperer
Monster 1

Traits
Undead
Elite

Check
Combat
10

Powers
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Farmhouse Card 5:
Guard
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.

Farmhouse Card 6:
Yeth Hound
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.

Farmhouse Card 7:
Mace
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.


My initial goal was to burn through Treacherous Cave as fast as possible so I could then do heals. I figured with my wisdom I'd be the only one closing this location and the "at this location" text makes it pretty difficult to move, hence the churning of cards. I could attempt to move to Old Light and heal Seoni, but since she has indicated she's not keen on the idea, I'll continue to burn through this location as fast as possible. I'll be able to use my power feat to heal on just about any turn if you move here (but then you might be stuck until it is closed)


Kyra wrote:

Hand: Chain Mail, Mace, BoCaydenCailean 1, Standard Bearer, Sages Journal,

Displayed:
Deck: 8 Discard: 1 Buried: 1
Notes: I'll probably need a blessing for my close check so I'm not so close to the a verage, but if someone needs my blessing for a villain/hench/close check...go for it.

Skills and Powers:
SKILLS

STRENGTH d10 []+1 []+2 []+3 []+4
Melee: Strength +2
DEXTERITY d4 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d10 []+1 []+2 []+3 []+4
Divine: Wisdom +2
Survival: Wisdom +1
CHARISMA d6 []+1 []+2

Hand Size 5
Light Armors Heavy Armors []Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 ([] 4) and you may add the Magic trait ([] and/or Fire trait)

Kyra, having recuperated, carries on her investigation. Nearby all these broken bones is a Heavy Crossbow

I'd ask if anyone wants this but at a d4 I'd need 2 blessings just to tie the average. Probably not worth it for a AD-B upgrade

DC 7 Dexterity: 1d4 ⇒ 2

The Heavy Crossbow has been rotted through...no use.

Banish Heavy Crossbow

Kyra goes further into the Cave

discard Standard Bearer

She finds herself trapped in a Locked Passage. She has no patience for locked doors, however, and relies on her mace to smash it open, calling upon Cayden Cailean for the strength.

Discard BoCaydenCailean(+2 die)

Barrier DC 16 Melee: 3d10 + 2 ⇒ (3, 2, 1) + 2 = 8

Kyra's Mace falls flat on the door...no luck. Out of options, she is forced to rest for a while.

barrier and remaining location deck needs shuffled

reset hand and end turn

Kyra wrote:

Hand: Chain Mail, Mace, Inflict, BoGods 2, Sage's Journal,


Reta turns over the next blessing card, and finds a blessing of Sarenrae.

She moves to the Goblin Fortress and turns over a card.

In the fortress, she finds a dart.

ranged: 1d10 + 2 ⇒ (10) + 2 = 12

She picks up the dart and adds it to her personal armory.

She whispers to Frog and explores further.

She finds an amulet, which she looks at more closely.

fortitude: 1d8 + 1 ⇒ (5) + 1 = 6

The amulet looks nice, so she holds onto it.

She discards the dart, and again has the proper number of cards.

Reta wrote:

Hand: Blessing of the Gobs 1, Amulet of Fortitude, Dagger, Torch, Blessing of the Gobs 2,

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

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
DEXTERITY d10 []+1 []+2 []+3 []+4
Ranged: Dexterity +2
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Constitution +1
INTELLIGENCE d6 []+1
WISDOM d6 []+1 []+2 []+3
Perception: Wisdom +3
CHARISMA d4 []+1

Hand Size 5 [] 6
Light Armors Weapons
Powers:
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 location deck, then you may) explore your location.


During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.

Turn: 13 Lirianne/yamasaki

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
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: 17
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 131 Seoni)
Spoiler:
Blessing of Shelyn
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.

Blessings Deck Card 2 (Turn 132 Kyra)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 3 (Turn 133 Reta)
Spoiler:
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 Deck Card 4 (Turn 134 Lirianne)
Spoiler:
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 Deck Card 5 (Turn 135 Seoni)
Spoiler:
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 Deck Card 6 (Turn 136 Kyra)
Spoiler:
Blessing of Torag
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.

Blessings Deck Card 7 (Turn 137 Reta)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 8 (Turn 138 Lirianne)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 9 (Turn 139 Seoni)
Spoiler:
Blessing of Gorum
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.

Blessings Deck Card 10 (Turn 1310 Kyra)
Spoiler:
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 Deck Card 11 (Turn 1311 Reta)
Spoiler:
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 Deck Card 12 (Turn 1312 Lirianne)
Spoiler:
Blessing of Gorum
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.

Blessings Deck Card 13 (Turn 1313 Seoni)
Spoiler:
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 Deck Card 14 (Turn 1314 Kyra)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 15 (Turn 1315 Reta)
Spoiler:
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 Deck Card 16 (Turn 1316 Lirianne)
Spoiler:
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 Deck Card 17 (Turn 1317 Seoni)
Spoiler:
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.

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M:2 Ba:0 W:2 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1
Located here: Lirianne
Yeth Hound

City Gate Card 1:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

City Gate Card 2:
Holy Water
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
8

Powers
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

City Gate Card 3:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

City Gate Card 4:
Starknife
Weapon B

Traits
Knife
Melee
Piercing
Finesse
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

City Gate Card 5:
Potion of Fortitude
Item B

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.

City Gate Card 6:
Crow
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.

City Gate Card 7:
Short Sword
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee 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.

City Gate Card 8:
Sage
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.

City Gate Card 9:
Yeth Hound
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.

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Reta

Goblin Fortress Card 1:
Grizzled Mercenary
Ally 1

Traits
Human
Hireling

Check
Charisma
Diplomacy
6

Powers
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

Goblin Fortress Card 2:
Mercenary
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.

Goblin Fortress Card 3:
Goblin Cutpurse
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.

Goblin Fortress Card 4:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Goblin Fortress Card 5:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Goblin Fortress Card 6:
Goblin Raid
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.

Goblin Fortress Card 7:
Soldier
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.

Goblin Fortress Card 8:
Mercenary
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.

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:0
Located here: Seoni

The Old Light Card 1:
Dogslicer
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
7

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 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

The Old Light Card 2:
Sanctuary
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.

The Old Light Card 3:
Goblin Dog
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.

The Old Light Card 4:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
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.

The Old Light Card 5:
Bugbear
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
10

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

The Old Light Card 6:
Potion of Ghostly Form
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.

The Old Light Card 7:
Explosive Runes
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.

Woods
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

Woods Card 1:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Woods Card 2:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Woods Card 3:
Werewolf
Monster B

Traits
Lycanthrope

Check
Combat
13

Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

Woods Card 4:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Woods Card 5:
Trapped Passageway
Barrier B

Traits
Trap
Basic

Check
Wisdom
Perception
Dexterity
Acrobatics
9

Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.

Woods Card 6:
Goblin Dog
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.

Woods Card 7:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Woods Card 8:
Tome of Knowledge
Item B

Traits
Book
Magic
Elite

Check
Intelligence
Knowledge
5

Powers
Reveal this card to add 1d6 to your Knowledge check.
Recharge this card to succeed at your Knowledge check.

Woods Card 9:
Skeleton
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.

Woods Card 10:
Sling
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.

Treacherous Cave
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:0 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Kyra
Locked Passage

Treacherous Cave Card 1:
Short Sword +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; 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.

Treacherous Cave Card 2:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 3:
Locked Passage
Barrier B

Traits
Lock
Elite

Check
Dexterity
Disable
8
OR
Strength
Melee
16

Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Treacherous Cave Card 4:
Wooden Shield
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.

Treacherous Cave Card 5:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Farmhouse
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:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1

Farmhouse Card 1 - Gogmurt:
Gogmurt
Villain Monster 1

Traits
Goblin
Druid

Check
Combat
10
THEN
Combat
12

Powers
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.

Farmhouse Card 2 - Luckstone:
Luckstone
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.

Farmhouse Card 3:
Large Chest
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.

Farmhouse Card 4:
Attic Whisperer
Monster 1

Traits
Undead
Elite

Check
Combat
10

Powers
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Farmhouse Card 5:
Guard
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.

Farmhouse Card 6:
Yeth Hound
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.

Farmhouse Card 7:
Mace
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.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Actually the caves 2 boon for 1 bad stuff ratio is getting very appealing probably headed your way Kyra


Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

On my turn -- since the Yeth Hound was undefeated, does it mean I get to roll a die to see which card in the location I take when I explore?


Nope, I shuffled the deck. So you can just explore the first card. You would generally only have to do that if something causes the deck to be shuffled during your turn, like Augury, or failing to defeat a monster. Good luck!


Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

Lirianne flips over Blessing of the Gods and continues her exploration of the City Gate. A Goblin Raider henchman!

Check to see what's on top of her deck -- Blessing of the Gods 4. This gets recharged.

Goblin effect: 1d6 ⇒ 6 Bury random card in discard pile -- buries Thieves' Tools.

Will continue posting... on my way to work


Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

She summons the Blessing of the Gods to empower her as she shoots the vile thing with her Wheellock Pistol.

Combat Check 8: 1d10 + 2 + 1d6 + 1d10 ⇒ (2) + 2 + (4) + (2) = 10

Wheew! That was a bit close, but the henchman is defeated.

Wheellock Pistol 1-3: 1d12 ⇒ 3

Darn it! Pistol was supposed to be shuffled in her deck, but Lirianne uses her power to shuffle the Quartermaster instead. She then attempts to close the location by trying to defeat the bandit guarding the gate.

She rummages through her pack and gets her Arquebus. The bandit forces her to recharge a card -- the Alchemical Cartridges. Lirianne then decides to use her trusty Wheellock to full effect.

Combat Check 8: 1d10 + 2 + 1d6 + 1d10 ⇒ (2) + 2 + (5) + (3) = 12

Wheellock Pistol buried and bandit defeated! The City Gate is closed.

Lirianne wrote:

Hand: Arquebus, Powder Horn, Pistol, Quartermaster, Matchlock Hackbut,

Displayed:
Deck: 6 Discard: 2 Buried: 2
Notes:

Skills and Powers:
SKILLS

STRENGTH d4 []+1
DEXTERITY d10 []+1 []+2 []+3 []+4
Ranged: Dexterity +2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 []+1 []+2 []+3
Craft: Intelligence +1
WISDOM d8 []+1 []+2 []+3
Perception: Wisdom +2
CHARISMA d6 []+1 []+2

Hand Size 5 [] 6
Light Armors Weapons
Powers:
When you play a card that has the Firearm trait, if you would bury ([] or discard) ([] or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([] You may then recharge a card that has the Firearm trait from your discard pile.)


Yay!
During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.

Turn: 14 Seoni/Merisal The Risen

Top of Blessing Discard Pile: Blessing of Shelyn

Top Blessing:
Blessing of Shelyn
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.


Blessings Remaining: 16
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 141 Kyra)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 2 (Turn 142 Reta)
Spoiler:
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 Deck Card 3 (Turn 143 Lirianne)
Spoiler:
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 Deck Card 4 (Turn 144 Seoni)
Spoiler:
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 Deck Card 5 (Turn 145 Kyra)
Spoiler:
Blessing of Torag
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.

Blessings Deck Card 6 (Turn 146 Reta)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 7 (Turn 147 Lirianne)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 8 (Turn 148 Seoni)
Spoiler:
Blessing of Gorum
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.

Blessings Deck Card 9 (Turn 149 Kyra)
Spoiler:
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 Deck Card 10 (Turn 1410 Reta)
Spoiler:
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 Deck Card 11 (Turn 1411 Lirianne)
Spoiler:
Blessing of Gorum
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.

Blessings Deck Card 12 (Turn 1412 Seoni)
Spoiler:
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 Deck Card 13 (Turn 1413 Kyra)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 14 (Turn 1414 Reta)
Spoiler:
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 Deck Card 15 (Turn 1415 Lirianne)
Spoiler:
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 Deck Card 16 (Turn 1416 Seoni)
Spoiler:
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.

City Gate
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: Lirianne

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Reta

Goblin Fortress Card 1:
Grizzled Mercenary
Ally 1

Traits
Human
Hireling

Check
Charisma
Diplomacy
6

Powers
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

Goblin Fortress Card 2:
Mercenary
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.

Goblin Fortress Card 3:
Goblin Cutpurse
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.

Goblin Fortress Card 4:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Goblin Fortress Card 5:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Goblin Fortress Card 6:
Goblin Raid
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.

Goblin Fortress Card 7:
Soldier
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.

Goblin Fortress Card 8:
Mercenary
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.

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:0
Located here: Seoni

The Old Light Card 1:
Dogslicer
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
7

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 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

The Old Light Card 2:
Sanctuary
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.

The Old Light Card 3:
Goblin Dog
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.

The Old Light Card 4:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
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.

The Old Light Card 5:
Bugbear
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
10

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

The Old Light Card 6:
Potion of Ghostly Form
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.

The Old Light Card 7:
Explosive Runes
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.

Woods
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

Woods Card 1:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Woods Card 2:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Woods Card 3:
Werewolf
Monster B

Traits
Lycanthrope

Check
Combat
13

Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

Woods Card 4:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Woods Card 5:
Trapped Passageway
Barrier B

Traits
Trap
Basic

Check
Wisdom
Perception
Dexterity
Acrobatics
9

Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.

Woods Card 6:
Goblin Dog
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.

Woods Card 7:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Woods Card 8:
Tome of Knowledge
Item B

Traits
Book
Magic
Elite

Check
Intelligence
Knowledge
5

Powers
Reveal this card to add 1d6 to your Knowledge check.
Recharge this card to succeed at your Knowledge check.

Woods Card 9:
Skeleton
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.

Woods Card 10:
Sling
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.

Treacherous Cave
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:0 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Kyra
Locked Passage

Treacherous Cave Card 1:
Short Sword +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; 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.

Treacherous Cave Card 2:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 3:
Locked Passage
Barrier B

Traits
Lock
Elite

Check
Dexterity
Disable
8
OR
Strength
Melee
16

Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Treacherous Cave Card 4:
Wooden Shield
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.

Treacherous Cave Card 5:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Farmhouse
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:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1

Farmhouse Card 1 - Gogmurt:
Gogmurt
Villain Monster 1

Traits
Goblin
Druid

Check
Combat
10
THEN
Combat
12

Powers
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.

Farmhouse Card 2 - Luckstone:
Luckstone
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.

Farmhouse Card 3:
Large Chest
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.

Farmhouse Card 4:
Attic Whisperer
Monster 1

Traits
Undead
Elite

Check
Combat
10

Powers
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Farmhouse Card 5:
Guard
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.

Farmhouse Card 6:
Yeth Hound
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.

Farmhouse Card 7:
Mace
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.


Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

Lirianne will hunt for goblins in the Woods next.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Seoni travels to the treacherous cave to help Kyra

She finds a nice shiny sword

Happy to throw a blessing at this if someone else does as a weapon 1 is a nice boon but with str 4 even with the plus 2 for magic chances are not really good with just one blessing


I could also contribute, though without my deck in front of me I'm unsure if it would be good for me so up to you. I'll still have inflict as a divine card to heal you

Liberty's Edge

I would if I could, but I have no blessings!


The Cleric deck has a Morningstar +1 as a Weapon 1.

Morningstar +1:
Morningstar +1
Weapon 2

Traits
Mace
Melee
Piercing
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

Reta's deck has a few good options for Weapon 1, and so does Lirianne's.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

star and 2blessings dc7: 3d4 + 2 ⇒ (3, 2, 3) + 2 = 10

Using one of second and 1 kyra

Seoni acquires the magic sword

Ennds turn

Short sword +1 I/o blessing of gods 2 in hand


During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.

Turn: 15 Kyra/redeux

Top of Blessing Discard Pile: Blessing of Irori

Top Blessing:
Blessing of Irori
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.


Blessings Remaining: 15
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 151 Reta)
Spoiler:
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 Deck Card 2 (Turn 152 Lirianne)
Spoiler:
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 Deck Card 3 (Turn 153 Seoni)
Spoiler:
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 Deck Card 4 (Turn 154 Kyra)
Spoiler:
Blessing of Torag
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.

Blessings Deck Card 5 (Turn 155 Reta)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 6 (Turn 156 Lirianne)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 7 (Turn 157 Seoni)
Spoiler:
Blessing of Gorum
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.

Blessings Deck Card 8 (Turn 158 Kyra)
Spoiler:
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 Deck Card 9 (Turn 159 Reta)
Spoiler:
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 Deck Card 10 (Turn 1510 Lirianne)
Spoiler:
Blessing of Gorum
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.

Blessings Deck Card 11 (Turn 1511 Seoni)
Spoiler:
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 Deck Card 12 (Turn 1512 Kyra)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 13 (Turn 1513 Reta)
Spoiler:
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 Deck Card 14 (Turn 1514 Lirianne)
Spoiler:
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 Deck Card 15 (Turn 1515 Seoni)
Spoiler:
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.

City Gate
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: Lirianne

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Reta

Goblin Fortress Card 1:
Grizzled Mercenary
Ally 1

Traits
Human
Hireling

Check
Charisma
Diplomacy
6

Powers
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

Goblin Fortress Card 2:
Mercenary
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.

Goblin Fortress Card 3:
Goblin Cutpurse
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.

Goblin Fortress Card 4:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Goblin Fortress Card 5:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Goblin Fortress Card 6:
Goblin Raid
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.

Goblin Fortress Card 7:
Soldier
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.

Goblin Fortress Card 8:
Mercenary
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.

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:0

The Old Light Card 1:
Dogslicer
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
7

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 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

The Old Light Card 2:
Sanctuary
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.

The Old Light Card 3:
Goblin Dog
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.

The Old Light Card 4:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
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.

The Old Light Card 5:
Bugbear
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
10

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

The Old Light Card 6:
Potion of Ghostly Form
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.

The Old Light Card 7:
Explosive Runes
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.

Woods
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

Woods Card 1:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Woods Card 2:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Woods Card 3:
Werewolf
Monster B

Traits
Lycanthrope

Check
Combat
13

Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

Woods Card 4:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Woods Card 5:
Trapped Passageway
Barrier B

Traits
Trap
Basic

Check
Wisdom
Perception
Dexterity
Acrobatics
9

Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.

Woods Card 6:
Goblin Dog
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.

Woods Card 7:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Woods Card 8:
Tome of Knowledge
Item B

Traits
Book
Magic
Elite

Check
Intelligence
Knowledge
5

Powers
Reveal this card to add 1d6 to your Knowledge check.
Recharge this card to succeed at your Knowledge check.

Woods Card 9:
Skeleton
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.

Woods Card 10:
Sling
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.

Treacherous Cave
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:0 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Kyra, Seoni
Locked Passage

Treacherous Cave Card 1:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 2:
Locked Passage
Barrier B

Traits
Lock
Elite

Check
Dexterity
Disable
8
OR
Strength
Melee
16

Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Treacherous Cave Card 3:
Wooden Shield
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.

Treacherous Cave Card 4:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Farmhouse
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:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1

Farmhouse Card 1 - Gogmurt:
Gogmurt
Villain Monster 1

Traits
Goblin
Druid

Check
Combat
10
THEN
Combat
12

Powers
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.

Farmhouse Card 2 - Luckstone:
Luckstone
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.

Farmhouse Card 3:
Large Chest
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.

Farmhouse Card 4:
Attic Whisperer
Monster 1

Traits
Undead
Elite

Check
Combat
10

Powers
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Farmhouse Card 5:
Guard
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.

Farmhouse Card 6:
Yeth Hound
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.

Farmhouse Card 7:
Mace
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.


Kyra wrote:

Hand: Chain Mail, Mace, Inflict, Sage's Journal,

Displayed:
Deck: 6 Discard: 4 Buried: 1
Notes:

Skills and Powers:
SKILLS

STRENGTH d10 []+1 []+2 []+3 []+4
Melee: Strength +2
DEXTERITY d4 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d10 []+1 []+2 []+3 []+4
Divine: Wisdom +2
Survival: Wisdom +1
CHARISMA d6 []+1 []+2

Hand Size 5
Light Armors Heavy Armors []Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 ([] 4) and you may add the Magic trait ([] and/or Fire trait)

Kyra has been joined up with Seoni, and upon noticing Seoni's wounds Kyra attempts to heal her

reveals Inflict

heal: 1d4 + 1 ⇒ (3) + 1 = 4

"That should feel a bit better"

Seoni healed for 4 random cards shuffled into deck.

Kyra discards Inflict

Kyra with no moves left starts to wonder if she's ever going to get out of this Cave.

resets hand and ends turn

Kyra wrote:

Hand: Chain Mail, Mace, BoCaydenCailean 2, BoCaydenCailean 3, Sage's Journal,

Displayed:
Deck: 4 Discard: 5 Buried: 1
Notes: feel free to use a blessing if needed for hench/villain/close.


Reta turns over BotGods from the blessings deck.

Then she explores the fortress, and finds the grizzled veteran, a possible ally. However, he doesn't trust a goblin, so goes away. Can't possibly make the check without spending resources

Reta discards Blessing of the Gobs 2 to explore again, and finds that she is being attacked by a mercenary monster.

She displays her dagger, and discards it.
ranged+dagger: 1d10 + 2 + 1d4 + 1d4 ⇒ (5) + 2 + (2) + (2) = 11
I assume this is adventure number 1
Reta defeats the monster.

Her hand is getting low, so she chooses not to use the power that would let her bury a card and explore again.

She resets her hand, and draws a Hand Crossbow and the Reformarium Servant.

Reta wrote:

Hand: Blessing of the Gobs 1, Amulet of Fortitude, Hand Crossbow, Torch, Reformarium Servant,

Displayed:
Deck: 7 Discard: 6 Buried: 0
Notes:

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
DEXTERITY d10 []+1 []+2 []+3 []+4
Ranged: Dexterity +2
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Constitution +1
INTELLIGENCE d6 []+1
WISDOM d6 []+1 []+2 []+3
Perception: Wisdom +3
CHARISMA d4 []+1

Hand Size 5 [] 6
Light Armors Weapons
Powers:
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 location deck, then you may) explore your location.

edit: oops, the dagger gets recharged, not discarded to get the extra 1d4. Fixed on spreadsheet, but not above.


Yes, this is Adventure 1, so you rolled exactly enough!
During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.

Turn: 17 Lirianne/yamasaki

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
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: 13
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 171 Seoni)
Spoiler:
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 Deck Card 2 (Turn 172 Kyra)
Spoiler:
Blessing of Torag
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.

Blessings Deck Card 3 (Turn 173 Reta)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 4 (Turn 174 Lirianne)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 5 (Turn 175 Seoni)
Spoiler:
Blessing of Gorum
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.

Blessings Deck Card 6 (Turn 176 Kyra)
Spoiler:
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 Deck Card 7 (Turn 177 Reta)
Spoiler:
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 Deck Card 8 (Turn 178 Lirianne)
Spoiler:
Blessing of Gorum
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.

Blessings Deck Card 9 (Turn 179 Seoni)
Spoiler:
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 Deck Card 10 (Turn 1710 Kyra)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 11 (Turn 1711 Reta)
Spoiler:
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 Deck Card 12 (Turn 1712 Lirianne)
Spoiler:
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 Deck Card 13 (Turn 1713 Seoni)
Spoiler:
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.

City Gate
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: Lirianne

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Reta

Goblin Fortress Card 1:
Goblin Cutpurse
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.

Goblin Fortress Card 2:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Goblin Fortress Card 3:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Goblin Fortress Card 4:
Goblin Raid
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.

Goblin Fortress Card 5:
Soldier
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.

Goblin Fortress Card 6:
Mercenary
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.

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:0

The Old Light Card 1:
Dogslicer
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
7

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 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

The Old Light Card 2:
Sanctuary
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.

The Old Light Card 3:
Goblin Dog
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.

The Old Light Card 4:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
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.

The Old Light Card 5:
Bugbear
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
10

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

The Old Light Card 6:
Potion of Ghostly Form
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.

The Old Light Card 7:
Explosive Runes
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.

Woods
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

Woods Card 1:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Woods Card 2:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Woods Card 3:
Werewolf
Monster B

Traits
Lycanthrope

Check
Combat
13

Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

Woods Card 4:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Woods Card 5:
Trapped Passageway
Barrier B

Traits
Trap
Basic

Check
Wisdom
Perception
Dexterity
Acrobatics
9

Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.

Woods Card 6:
Goblin Dog
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.

Woods Card 7:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Woods Card 8:
Tome of Knowledge
Item B

Traits
Book
Magic
Elite

Check
Intelligence
Knowledge
5

Powers
Reveal this card to add 1d6 to your Knowledge check.
Recharge this card to succeed at your Knowledge check.

Woods Card 9:
Skeleton
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.

Woods Card 10:
Sling
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.

Treacherous Cave
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:0 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Kyra, Seoni
Locked Passage

Treacherous Cave Card 1:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 2:
Locked Passage
Barrier B

Traits
Lock
Elite

Check
Dexterity
Disable
8
OR
Strength
Melee
16

Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Treacherous Cave Card 3:
Wooden Shield
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.

Treacherous Cave Card 4:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Farmhouse
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:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1

Farmhouse Card 1 - Gogmurt:
Gogmurt
Villain Monster 1

Traits
Goblin
Druid

Check
Combat
10
THEN
Combat
12

Powers
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.

Farmhouse Card 2 - Luckstone:
Luckstone
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.

Farmhouse Card 3:
Large Chest
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.

Farmhouse Card 4:
Attic Whisperer
Monster 1

Traits
Undead
Elite

Check
Combat
10

Powers
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Farmhouse Card 5:
Guard
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.

Farmhouse Card 6:
Yeth Hound
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.

Farmhouse Card 7:
Mace
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.


Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

Lirianne flips over Blessing of the Gods and moves to the Woods. She encounters a Goblin Raider!

Goblin Effect: 1d6 ⇒ 5

The goblin explodes!

Acid damage: 1d4 ⇒ 4

The damage was so severe it left Lirianne with only the Arquebus on hand.

She staggers to close the Woods and uses one of Kyra's blessings her check.

Wisdom 8: 1d8 + 1d8 ⇒ (7) + (7) = 14

The Woods are closed! Lirianne recharges her hand and ends her turn. Two locations closed in a row!!!

Lirianne wrote:

Hand: Arquebus, Blessing of the Gods 4, Blessing of the Gods 2, Blessing of the Gods 3, Scale Mail,

Displayed:
Deck: 2 Discard: 6 Buried: 2
Notes: I have 2 Blessings for anyone to use in closing a location or defeating a henchman/villain.

Skills and Powers:
SKILLS

STRENGTH d4 []+1
DEXTERITY d10 []+1 []+2 []+3 []+4
Ranged: Dexterity +2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 []+1 []+2 []+3
Craft: Intelligence +1
WISDOM d8 []+1 []+2 []+3
Perception: Wisdom +2
CHARISMA d6 []+1 []+2

Hand Size 5 [] 6
Light Armors Weapons
Powers:
When you play a card that has the Firearm trait, if you would bury ([] or discard) ([] or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([] You may then recharge a card that has the Firearm trait from your discard pile.)


Awesome! Too bad on that damage roll though...
During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.

Turn: 18 Seoni/Merisal The Risen

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
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: 12
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 181 Kyra)
Spoiler:
Blessing of Torag
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.

Blessings Deck Card 2 (Turn 182 Reta)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 3 (Turn 183 Lirianne)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 4 (Turn 184 Seoni)
Spoiler:
Blessing of Gorum
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.

Blessings Deck Card 5 (Turn 185 Kyra)
Spoiler:
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 Deck Card 6 (Turn 186 Reta)
Spoiler:
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 Deck Card 7 (Turn 187 Lirianne)
Spoiler:
Blessing of Gorum
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.

Blessings Deck Card 8 (Turn 188 Seoni)
Spoiler:
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 Deck Card 9 (Turn 189 Kyra)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 10 (Turn 1810 Reta)
Spoiler:
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 Deck Card 11 (Turn 1811 Lirianne)
Spoiler:
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 Deck Card 12 (Turn 1812 Seoni)
Spoiler:
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.

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

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Reta

Goblin Fortress Card 1:
Goblin Cutpurse
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.

Goblin Fortress Card 2:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Goblin Fortress Card 3:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Goblin Fortress Card 4:
Goblin Raid
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.

Goblin Fortress Card 5:
Soldier
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.

Goblin Fortress Card 6:
Mercenary
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.

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:0

The Old Light Card 1:
Dogslicer
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
7

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 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

The Old Light Card 2:
Sanctuary
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.

The Old Light Card 3:
Goblin Dog
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.

The Old Light Card 4:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
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.

The Old Light Card 5:
Bugbear
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
10

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

The Old Light Card 6:
Potion of Ghostly Form
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.

The Old Light Card 7:
Explosive Runes
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.

Woods
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: Lirianne

Treacherous Cave
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:0 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Kyra, Seoni
Locked Passage

Treacherous Cave Card 1:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 2:
Locked Passage
Barrier B

Traits
Lock
Elite

Check
Dexterity
Disable
8
OR
Strength
Melee
16

Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Treacherous Cave Card 3:
Wooden Shield
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.

Treacherous Cave Card 4:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Farmhouse
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:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1

Farmhouse Card 1 - Gogmurt:
Gogmurt
Villain Monster 1

Traits
Goblin
Druid

Check
Combat
10
THEN
Combat
12

Powers
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.

Farmhouse Card 2 - Luckstone:
Luckstone
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.

Farmhouse Card 3:
Large Chest
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.

Farmhouse Card 4:
Attic Whisperer
Monster 1

Traits
Undead
Elite

Check
Combat
10

Powers
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Farmhouse Card 5:
Guard
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.

Farmhouse Card 6:
Yeth Hound
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.

Farmhouse Card 7:
Mace
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.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Feeling much healthier Seoni explores and encounters a goblin!

The card not recharged was confusion which remains in Seonis discard pile

goblin: 1d6 ⇒ 1

The goblin stinks constitution dc5: 1d6 ⇒ 2

Seoni discards her bracers for an arcane bolt and adds in a blessing

force bolt: 2d12 + 1d6 - 3 ⇒ (11, 6) + (4) - 3 = 18

Now closing the cave

I can recharge the sage to get 2d6 wisdom die plus sage d6 but does the minus 2 still apply


Nope, closing the location is not part of the encounter, so you don't need to subtract 2 from each die on the close check.


Take my second blessing for a 3rd die. You'll be at 10.5 average


3d6 has almost a 91% chance of rolling a 7+. (2d6 is only a 58% chance.)

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

I will take the blessing

3d6: 3d6 ⇒ (6, 1, 2) = 9

Seoni wisely closes the location and ends her turn

Seoni wrote:

Hand: Codex, Blessing of Pharasma, Short sword +1, Blessing of the gods 2, Turtle, Arcane armor,

Displayed:
Deck: 5 Discard: 3 Buried: 1
Notes:

Skills and Powers:
SKILLS

STRENGTH d4 []+1 []+2
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 []+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 []+1 []+2
CHARISMA d12 []+1 []+2 []+3 []+4
Arcane: Charisma +2
Diplomacy: Charisma +1

Hand Size 6 [] 7

Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([]+1) ([]+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([] 4) to your check to acquire a boon that has the Magic trait.


During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.

Turn: 19 Kyra/redeux

Top of Blessing Discard Pile: Blessing of Torag

Top Blessing:
Blessing of Torag
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.


Blessings Remaining: 11
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 191 Reta)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 2 (Turn 192 Lirianne)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 3 (Turn 193 Seoni)
Spoiler:
Blessing of Gorum
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.

Blessings Deck Card 4 (Turn 194 Kyra)
Spoiler:
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 Deck Card 5 (Turn 195 Reta)
Spoiler:
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 Deck Card 6 (Turn 196 Lirianne)
Spoiler:
Blessing of Gorum
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.

Blessings Deck Card 7 (Turn 197 Seoni)
Spoiler:
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 Deck Card 8 (Turn 198 Kyra)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 9 (Turn 199 Reta)
Spoiler:
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 Deck Card 10 (Turn 1910 Lirianne)
Spoiler:
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 Deck Card 11 (Turn 1911 Seoni)
Spoiler:
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.

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

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Reta

Goblin Fortress Card 1:
Goblin Cutpurse
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.

Goblin Fortress Card 2:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Goblin Fortress Card 3:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Goblin Fortress Card 4:
Goblin Raid
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.

Goblin Fortress Card 5:
Soldier
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.

Goblin Fortress Card 6:
Mercenary
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.

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:0

The Old Light Card 1:
Dogslicer
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
7

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 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

The Old Light Card 2:
Sanctuary
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.

The Old Light Card 3:
Goblin Dog
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.

The Old Light Card 4:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
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.

The Old Light Card 5:
Bugbear
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
10

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

The Old Light Card 6:
Potion of Ghostly Form
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.

The Old Light Card 7:
Explosive Runes
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.

Woods
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: Lirianne

Treacherous Cave
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: Kyra, Seoni

Farmhouse
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:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1

Farmhouse Card 1 - Gogmurt:
Gogmurt
Villain Monster 1

Traits
Goblin
Druid

Check
Combat
10
THEN
Combat
12

Powers
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.

Farmhouse Card 2 - Luckstone:
Luckstone
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.

Farmhouse Card 3:
Large Chest
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.

Farmhouse Card 4:
Attic Whisperer
Monster 1

Traits
Undead
Elite

Check
Combat
10

Powers
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Farmhouse Card 5:
Guard
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.

Farmhouse Card 6:
Yeth Hound
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.

Farmhouse Card 7:
Mace
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.


Kyra wrote:

Hand: Chain Mail, Mace, Sage's Journal,

Displayed:
Deck: 4 Discard: 7 Buried: 1
Notes: feel free to use a blessing if needed for hench/villain/close.

Skills and Powers:
SKILLS

STRENGTH d10 []+1 []+2 []+3 []+4
Melee: Strength +2
DEXTERITY d4 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d10 []+1 []+2 []+3 []+4
Divine: Wisdom +2
Survival: Wisdom +1
CHARISMA d6 []+1 []+2

Hand Size 5
Light Armors Heavy Armors []Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 ([] 4) and you may add the Magic trait ([] and/or Fire trait)


Thanks to Seoni for assisting with the Treacherous Cave, Kyra is free to see the daylight. She spots a nearby crumbled tower and heads in that direction

Kyra moves to The Old Light

(I can't really take much damage and need to do a bit of healing myself)

Kyra explores and finds a weapon DogSlicer among the crumbled entrance of the tower

DC 7 melee: 1d10 + 2 ⇒ (5) + 2 = 7

Kyra reaches for the weapon and it does not break for once! Kyra feels a certain power within her...something must be connected to this sword that she has not felt with her trusty mace before.

DogSlicer acquired

Kyra stops at the entrance and waits.

resets hand (discard sage journal), and ends turn

Kyra wrote:

Hand: Chain Mail, Mace, BoGods 3, Dogslicer(weapon1 non CD), Fireblade,

Displayed:
Deck: 2 Discard: 8 Buried: 1
Notes: feel free to use a blessing if needed for hench/villain/close.

My plan will be to heal and reset as much of my hand for blessings as possible. Alternatively, if needed, I could Heal my next turn (23) and fight villain on turn (27). I have armor up to reduce the Before You Act (BYA) damage and 2 weapons for discarding. Dogslicer is also particularly good since it gives me my +2 power feat without the normal sword trait of increasing difficulty by 4 if not proficient with weapons. We'd just need to make sure we are able to temp or permanently close the other locations before then. And if someone else wants to tackle the villain, by all means--not saying it has to be me. Just throwing it out there so we're thinking about who can/will. Still have some time to decide.


During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.

Turn: 20 Reta/Redelia

Top of Blessing Discard Pile: Blessing of Irori

Top Blessing:
Blessing of Irori
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.


Blessings Remaining: 10
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 201 Lirianne)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 2 (Turn 202 Seoni)
Spoiler:
Blessing of Gorum
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.

Blessings Deck Card 3 (Turn 203 Kyra)
Spoiler:
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 Deck Card 4 (Turn 204 Reta)
Spoiler:
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 Deck Card 5 (Turn 205 Lirianne)
Spoiler:
Blessing of Gorum
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.

Blessings Deck Card 6 (Turn 206 Seoni)
Spoiler:
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 Deck Card 7 (Turn 207 Kyra)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 8 (Turn 208 Reta)
Spoiler:
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 Deck Card 9 (Turn 209 Lirianne)
Spoiler:
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 Deck Card 10 (Turn 2010 Seoni)
Spoiler:
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.

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

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Reta

Goblin Fortress Card 1:
Goblin Cutpurse
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.

Goblin Fortress Card 2:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Goblin Fortress Card 3:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Goblin Fortress Card 4:
Goblin Raid
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.

Goblin Fortress Card 5:
Soldier
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.

Goblin Fortress Card 6:
Mercenary
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.

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:0
Located here: Kyra

The Old Light Card 1:
Sanctuary
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.

The Old Light Card 2:
Goblin Dog
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.

The Old Light Card 3:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
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.

The Old Light Card 4:
Bugbear
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
10

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

The Old Light Card 5:
Potion of Ghostly Form
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.

The Old Light Card 6:
Explosive Runes
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.

Woods
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: Lirianne

Treacherous Cave
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: Seoni

Farmhouse
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:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1

Farmhouse Card 1 - Gogmurt:
Gogmurt
Villain Monster 1

Traits
Goblin
Druid

Check
Combat
10
THEN
Combat
12

Powers
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.

Farmhouse Card 2 - Luckstone:
Luckstone
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.

Farmhouse Card 3:
Large Chest
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.

Farmhouse Card 4:
Attic Whisperer
Monster 1

Traits
Undead
Elite

Check
Combat
10

Powers
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Farmhouse Card 5:
Guard
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.

Farmhouse Card 6:
Yeth Hound
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.

Farmhouse Card 7:
Mace
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.


Reta throws away her torch so that she has room in her hands for something better. i.e. discards it so she can draw another card

Then she waits for the signal from her longshanks friends that they need her.

Ready to close the location whenever someone attacks the villain.

Reta wrote:

Hand: Blessing of the Gobs 1, Amulet of Fortitude, Hand Crossbow, Spotol, Reformarium Servant,

Displayed:
Deck: 7 Discard: 6 Buried: 0
Notes:

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
DEXTERITY d10 []+1 []+2 []+3 []+4
Ranged: Dexterity +2
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Constitution +1
INTELLIGENCE d6 []+1
WISDOM d6 []+1 []+2 []+3
Perception: Wisdom +3
CHARISMA d4 []+1

Hand Size 5 [] 6
Light Armors Weapons
Powers:
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 location deck, then you may) explore your location.

question: when closing in my location includes summoning a goblin henchman. Do I do the same d6 roll for a summoned goblin monster?


Yes, you'll have to roll for the summoned Goblin. Just please don't roll a 3, I don't know what happens then. :)


I'd say if you rolled a 3 on the summoned goblin you still have to encounter the summoned goblin and after the encounter you'd move to a random location. I.e. You could still close.


That's my opinion as well. I'm just not completely confident in that. :)

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Seonis plan is to move to the old light and try and nab a spell and be in position to close it

Looks like Kyra or lirianne with their heavy armour to absorb the fire damage are the best gogmurt fighters to me


Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

I think we are ready to confront Gogmurt. I just hope Lirianne's fate will not be the same as my first two PFS ACG characters (Seoni 1 and Seoni 2) --- killed by Gogmurt!

How's this game plan: on my turn I go to the Farmhouse and confront Gogmurt, Reta temp closes Goblin Fortress and Kyra the Old Light. Hopefully the Goblin effect will not screw me too much. Best case scenario, I will retain my full hand of 3 BotGs, Arquebus and Scale Mail. Scale Mail gets buried with Gogmurt's acid attack, I use Arquebus (1d10 + 2 + 1d8) and 1st BotG (+1d10) for the first check and bury the Arquebus (or the 2nd BotG) (1d10 +2 + 1d8 +1d10) and last BotG (+1d10). How does that sound?

Caveat: I am down to 2 cards on my deck -- if I don't pull this off, Lirianne's dead!


the way I look at it is if either kyra or lirianne fight gogmurt now we risk death. But if we wait and we fail to defeat we won't have time to beat him at another location. I think I'd rather wait a round of turns and heal up and hope for some more blessings. I also think seoni will be much better at the temp close at old light than myself.

So with that in mind.
21- lirianne to old light
22- seoni to old light
23 I heal self and reset hand to get as many blessings as possible (unless you guys want me to fight villain)

24 reta wait,
25 lirianne wit
26 seoni wait
27 I heal lirianne so she can survive a hand wipe
28 reta wait
29 lirriane fight villain.

Plays out pretty similar with the caveat it takes more time to set up. It will prevent you from dying and if I can get a boCayden then I'd feel much more comfortable having that in case you need a constitution check from the gobo roll. I could potentially get a few blessings to help with everyone's task (reta temp close, seoni temp close, and lorianne villain).

Again, if think we're either going to risk a death or a scenario failure from timer. I'd rather wait the clock out, we all survive and take an upgrade if we don't win, but I think chances are better if we wait. If everyone else wants to risk it now then I'd be ok though, just not a fan of sending someone in to die and I am not confident in my close check.

Sorry that's a wall of text, thoughts?


I'm fine either way. I'm pretty confident Reta can close temporarily. Worst case, she rolls a 2 on the d6 for a goblinoid, and gets 2d10+1d6+1d4+2 against an 18. If she has another round, I may discard one card again to try to improve my hand.


Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

I am convinced by Kyra's plan. I will go to the Old Light next and wait to be healed before taking on Gogmurt.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

With the blessing of Gorum Seoni moves to the old light and explores and discovers a magic incantation on the wall. She consults her book as she tries to master it

discards codex to add a die to her check to acquire a magic card

wisdom dc6: 2d6 + 2 ⇒ (3, 6) + 2 = 11

recharge not discard codex dc10: 1d8 + 2 ⇒ (1) + 2 = 3

She understands the incantation as a divine spell Sanctuary but not before ripping several pages from her book

So going with Kyra’s plan my next turn would be give sanctuary to Kyra to power more heals give turtle and short sword to lirianne to give more discards for fire and try to draw third blessing into hand on reset. Just realised if she had encountered say slashing blade trap that would be bad. She is happy to have a spell choice. But no more explores for Seoni


turn 23. blessing discard stack=boGods

reveal fireblade

heal kyra: 1d4 + 1 ⇒ (2) + 1 = 3

heal 3 then discard fireblade

reset hand (discard both weapons) and end turn

doing this from my phone, will have to do the deck shuffling+template later but wanted to get my turn posted so we can go through turns. Good call on handing me the divine spell seoni! I'll give my armor to lirianne on my next turn in case she rolls damage from gobo roll and needs two armors


During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.

Turn: 24 Reta/Redelia

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
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: 6
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 241 Lirianne)
Spoiler:
Blessing of Gorum
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.

Blessings Deck Card 2 (Turn 242 Seoni)
Spoiler:
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 Deck Card 3 (Turn 243 Kyra)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 4 (Turn 244 Reta)
Spoiler:
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 Deck Card 5 (Turn 245 Lirianne)
Spoiler:
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 Deck Card 6 (Turn 246 Seoni)
Spoiler:
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.

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

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Reta

Goblin Fortress Card 1:
Goblin Cutpurse
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.

Goblin Fortress Card 2:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Goblin Fortress Card 3:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Goblin Fortress Card 4:
Goblin Raid
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.

Goblin Fortress Card 5:
Soldier
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.

Goblin Fortress Card 6:
Mercenary
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.

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:0
Located here: Kyra, Lirianne, Seoni

The Old Light Card 1:
Goblin Dog
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.

The Old Light Card 2:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
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.

The Old Light Card 3:
Bugbear
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
10

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

The Old Light Card 4:
Potion of Ghostly Form
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.

The Old Light Card 5:
Explosive Runes
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.

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

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

Farmhouse
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:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1

Farmhouse Card 1 - Gogmurt:
Gogmurt
Villain Monster 1

Traits
Goblin
Druid

Check
Combat
10
THEN
Combat
12

Powers
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.

Farmhouse Card 2 - Luckstone:
Luckstone
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.

Farmhouse Card 3:
Large Chest
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.

Farmhouse Card 4:
Attic Whisperer
Monster 1

Traits
Undead
Elite

Check
Combat
10

Powers
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Farmhouse Card 5:
Guard
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.

Farmhouse Card 6:
Yeth Hound
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.

Farmhouse Card 7:
Mace
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.


Reta sends her friend Spotol out to search for flies to eat, and instead grabs her dogslicer from her pack.

Reta wrote:

Hand: Blessing of the Gobs 1, Amulet of Fortitude, Hand Crossbow, Dogslicer, Reformarium Servant,

Displayed:
Deck: 6 Discard: 7 Buried: 0
Notes:

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
DEXTERITY d10 []+1 []+2 []+3 []+4
Ranged: Dexterity +2
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Constitution +1
INTELLIGENCE d6 []+1
WISDOM d6 []+1 []+2 []+3
Perception: Wisdom +3
CHARISMA d4 []+1

Hand Size 5 [] 6
Light Armors Weapons
Powers:
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 location deck, then you may) explore your location.


It's probably not worth posting this, since nothing has changed except the blessing deck, but here it is anyways:

During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.

Turn: 25 Lirianne/yamasaki

Top of Blessing Discard Pile: Blessing of Gorum

Top Blessing:
Blessing of Gorum
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.


Blessings Remaining: 5
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 251 Seoni)
Spoiler:
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 Deck Card 2 (Turn 252 Kyra)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 3 (Turn 253 Reta)
Spoiler:
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 Deck Card 4 (Turn 254 Lirianne)
Spoiler:
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 Deck Card 5 (Turn 255 Seoni)
Spoiler:
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.

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

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Reta

Goblin Fortress Card 1:
Goblin Cutpurse
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.

Goblin Fortress Card 2:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Goblin Fortress Card 3:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Goblin Fortress Card 4:
Goblin Raid
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.

Goblin Fortress Card 5:
Soldier
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.

Goblin Fortress Card 6:
Mercenary
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.

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:0
Located here: Kyra, Lirianne, Seoni

The Old Light Card 1:
Goblin Dog
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.

The Old Light Card 2:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
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.

The Old Light Card 3:
Bugbear
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
10

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

The Old Light Card 4:
Potion of Ghostly Form
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.

The Old Light Card 5:
Explosive Runes
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.

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

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

Farmhouse
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:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1

Farmhouse Card 1 - Gogmurt:
Gogmurt
Villain Monster 1

Traits
Goblin
Druid

Check
Combat
10
THEN
Combat
12

Powers
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal Trait.
All damage from Gogmurt is Fire damage.

Farmhouse Card 2 - Luckstone:
Luckstone
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.

Farmhouse Card 3:
Large Chest
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.

Farmhouse Card 4:
Attic Whisperer
Monster 1

Traits
Undead
Elite

Check
Combat
10

Powers
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Farmhouse Card 5:
Guard
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.

Farmhouse Card 6:
Yeth Hound
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.

Farmhouse Card 7:
Mace
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.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

If we sticking to the plan Seoni will give Kyra Sanctuary sit tight then discard turtle, Arcane armour and short sword +1 to draw jinx eater, guide, black spot and blessing of the gods into her hand so she has 3 blessings for Liriannes turn

then plan is 1 blessing on her check to close old light. and one each on Liriannes two checks with a black spot on the final check to reduce check by two. Unless Reta has really tough goblin then may have one blessing for retas check. Now do we get to choose which of Kyra and Seoni get first chance to close Old light? (when Lirianne encounters Gogmort)

black spot:

Spell
magic
arcane
divine
basic

Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario if any

After playing <spell recharge text> check to recharge is 6

Unless the rules are different in wrath of the righteous to runelords when you reset your hand you can discard as many as you like


Kyra wrote:

Hand: Chain Mail, BoCaydenCailean 2, BoGods 3, Wooden Armor, Cure,

Displayed:
Deck: 2 Discard: 8 Buried: 1
Notes:

Skills and Powers:
SKILLS

STRENGTH d10 []+1 []+2 []+3 []+4
Melee: Strength +2
DEXTERITY d4 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d10 []+1 []+2 []+3 []+4
Divine: Wisdom +2
Survival: Wisdom +1
CHARISMA d6 []+1 []+2

Hand Size 5
Light Armors Heavy Armors []Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 ([] 4) and you may add the Magic trait ([] and/or Fire trait)

Nice guys! And yes pg 14 of MM rulebook you can still discard as many cards as you'd like during reset hand phase.

Kyra gives Lirianne Chain Mail

Kyra reveals Sanctuary to heal Lirianne

heal: 1d4 + 1 ⇒ (2) + 1 = 3

Lirianne healed for 3

Sanctuary discarded

Kyra uses Cure on Lirianne

heal: 1d4 + 1 ⇒ (3) + 1 = 4

Lirianne healed for 4

Kyra rolls for recharge

cure recharge DC 8: 1d10 + 2 ⇒ (5) + 2 = 7

Cure discarded

Reset hand and end turn

Kyra wrote:

Hand: BoCaydenCailean 1, BoCaydenCailean 2, BoGods 3, Wooden Armor, Quarterstaff,

Displayed:
Deck: 0 Discard: 10 Buried: 1
Notes:

Unsure on who should close Old Light first. On one hand I could try to roll my 1d6 and see if I succeed and we know we don't have to waste any blessings. On second hand if I fail and Seoni Fails we'd be out of luck. If Seoni went first and failed, then we'd know we'd need to dump at least one blessing into my check to close it. What do you think? I think Seoni's 2d8+2 on closs is a pretty sure thing...95.41% So wouldn't hurt if I tried for a 1/6 chance on my roll first and only have Seoni try it if needed? Or better safe than sorry and have Seoni try first?

Apart from that, i have 3 blessings. BoCayden's would be good if either Reta or Lirianne roll the gobo constitution check. we HAVE to pass those checks or things would look very grim IMO. If we can avoid those rolls then I have 1 blessing for Reta and then each stage of gogmurt


Reta has an auto-succeed at a fortitude check card in her hand, so it's only the increase difficulty by 10 option she is concerned about.

51 to 100 of 2,099 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [ACG] Season of the Runelords Adventure 1: Dark Waters Rising All Messageboards

Want to post a reply? Sign in.