[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.



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Reta looks at the harpy, mystified by it. auto-fails wisdom check She realizes it is a threat, but does not have time to use a weapon, so she just tries to grapple with it with her bare hands. Kyra helps her with a blessing.

2d8 + 1 ⇒ (2, 3) + 1 = 6

Then she buries the Mercenary from her discard pile to explore again.
She finds a simple shortbow, which she chooses not to acquire so that it is banished.

She ends her turn (hand size is already what it should be).

Reta wrote:

Hand: Improvised Monster, Adherer, Doghide Armor, Force Shortbow +1, Ancient Skeleton, Animalbane Crossbow +2,

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

Skills and Powers:
SKILLS

STRENGTH d8 [x]+1 []+2 []+3
DEXTERITY d10 [x]+1 [x]+2 [x]+3 [x]+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 [x] 6 []7 []9
Light Armors Weapons
Powers:
When you would discard a weapon for its power, you may recharge it ([x] or a random other weapon in your discard pile) instead. ([X]You may treat this power as if both occurrences of the word "weapon" were "ally."
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster ([x]or acquire an ally), you may bury a card from your hand ([x] or discard pile) to ([] examine the top card of your location deck, then you may) explore your location.
[]At the end of your turn, ([]you may move, then) each other character at your location may give you a card. Each character who does may draw a card.
[]When you are at the same location as another character, and one of you attempts a check, if you both recharge 1 card each, add 1d8. ([]If the character fails this check, you may both instead discard the cards to reroll the dice, take the new result.)


During This Adventure: You may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

During This Scenario: On your check to defeat a bane that has the Aberration trait, subtract 2.

When you discard a weapon, an armor, or an item for its power, roll 1d6; on a result of 1, bury it instead.

Turn: 22 Kyra/redeux

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: 8
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 221 Raz)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 2 (Turn 222 Lirianne)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 3 (Turn 223 Seoni)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 224 Reta)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 5 (Turn 225 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 6 (Turn 226 Raz)
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 227 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 8 (Turn 228 Seoni)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Festering Maze of Sloth
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Raz, Reta, Seoni

Nettlemaze Card 1:
Adherer
Henchman Monster 5

Traits
Aberration

Check
Combat
18
THEN
Combat
18

Powers
If you play a weapon on your check to defeat and fail that check, bury the weapon.

If defeated, you may immediately attempt to close the location this henchman came from.

Nettlemaze Card 2:
Wand of Scorching Ray
Item 3

Traits
Wand
Attack
Fire
Ranged
Magic
Arcane

Check
Intelligence
Arcane
8

Powers
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

Shimmerglens
At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
M:0 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Lirianne

Shimmerglens Card 1:
Invasion Plans
Barrier 4

Traits
Cache

Check
Wisdom
Survival
13

Powers
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Shimmerglens Card 2:
Charmed Red Dragon
Ally 4

Traits
Dragon

Check
Charisma
Diplomacy
Arcane
Divine
12

Powers
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.

Shimmerglens Card 3:
Levitate
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Shimmerglens Card 4:
Incendiary Cloud
Spell 3

Traits
Magic
Arcane
Attack
Fire

Check
Intelligence
Arcane
8

Powers
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Shimmerglens Card 5:
Adherer
Henchman Monster 5

Traits
Aberration

Check
Combat
18
THEN
Combat
18

Powers
If you play a weapon on your check to defeat and fail that check, bury the weapon.

If defeated, you may immediately attempt to close the location this henchman came from.

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

Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:0 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:0

Thassilonian Dungeon Card 1:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Thassilonian Dungeon Card 2:
Allying Dart +1
Weapon C

Traits
Dart
Ranged
Piercing
Magic

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.

Thassilonian Dungeon Card 3:
Find Traps
Spell C

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
Discard this card to add 2 dice to any check to defeat a barrier.
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.

Temple
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Kyra

Temple Card 1:
Restoration
Spell 4

Traits
Magic
Divine

Check
Wisdom
Divine
12

Powers
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Temple Card 2:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Temple Card 3:
Putrid Horror
Villain Monster 5

Traits
Aberration

Check
Combat
19

Powers
All damage dealt by the Putrid Horror is Acid damage.

If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location, then shuffle the Putrid Horror into a random open location deck.


Kyra explores and finds the a spell scroll

reveal Evangelist
Restoration DC 12 divine: 1d10 + 5 ⇒ (7) + 5 = 12 acquired
It takes her a moment, but with help of her Evangelist they are able to recognize it as the spell Restoration

Kyra uses Restoration and draws BoGorum and Chainmail of Cold Resistance

Restoration Recharge DC 14 divine: 1d10 + 5 ⇒ (9) + 5 = 14 recharged

Kyra discards Evangelist to explore and she finds a BoErastil, which she auto acquires 1d10+4 divine.

Kyra discards BoErastil to explore and she finds...A Nasty Putrid Horror.

It's the villain!!

everyone--need temp close checks

As an FYI, here is my current hand:

Kyra, fireflower wrote:

Hand: BoGorum 1, Flaming Ranseur +3 (acquired), Find Traps, Fanged Falchion (loot), Chainmail of Cold Resistance,

Displayed:
Deck: 11 Discard: 7 Buried: 2
Notes: lirianne feel free to use blessing on temp close. Use find traps if needed. Find Traps give +2 die to check to defeat a barrier. I have NOT exhausted my 1x scenario reroll for 2-5B.
BotDawnflower:
same as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.

Skills and Powers:
SKILLS

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

Hand Size 5 []6 []7
Light Armors Heavy Armors [X]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 ([x]+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 ([x] 4) and you may add the Magic trait ([] and/or Fire trait)
[X] If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard ( [] or recharge) a card to immediately explore again.
[] You may automatically suceed at your check to acquire a weapon ( [] or a spell).
[X] When you play Blessing of Sarenrae, you may recharge it ( [] or shuffle it into your deck) instead of discarding it.

Fireflowers deal with schisms and heresies within their own faith. If those wounds can't be healed, they'll cauterize them.


Summoned Monster:
Shadow
Monster C

Traits
Undead
Incorporeal

Check
Combat
13

Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.


Reta shoots her crossbow at the shadow who comes after her.
2d10 + 8 ⇒ (7, 10) + 8 = 25

Location is temp closed.


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

Lirianne uses the wisdom-giving power of her Navigator Musket and a Blessing from Kyra.

Wisdom 8: 2d8 + 1d6 ⇒ (7, 3) + (3) = 13 Shimmerglens temporarily closed.


Kyra attacks the Putrid Horror, using her Fanged Falchion with all her might discard

Putrid Horror DC 19 combat: 1d10 + 4d4 + 13 - 2 ⇒ (10) + (1, 1, 2, 1) + 13 - 2 = 26 defeated
scenario weapon discard DC 2: 1d6 ⇒ 2 not buried
Her sword slices through the villain, but it is able to escape!

Kyra resets her hand and ends turn. Recharging her armor and discarding her flaming ranseur.

Kyra, fireflower wrote:

Hand: BotDawnflower, Augury 1, BoSarenrae 2, Find Traps, Spellsword+2,

Displayed:
Deck: 8 Discard: 10 Buried: 2
Notes: Ask for blessings-probably will be OK. . Use find traps if needed. Find Traps give +2 die to check to defeat a barrier. I have NOT exhausted my 1x scenario reroll for 2-5B.
BotDawnflower:
same as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.

Skills and Powers:
SKILLS

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

Hand Size 5 []6 []7
Light Armors Heavy Armors [X]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 ([x]+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 ([x] 4) and you may add the Magic trait ([] and/or Fire trait)
[X] If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard ( [] or recharge) a card to immediately explore again.
[] You may automatically suceed at your check to acquire a weapon ( [] or a spell).
[X] When you play Blessing of Sarenrae, you may recharge it ( [] or shuffle it into your deck) instead of discarding it.

Fireflowers deal with schisms and heresies within their own faith. If those wounds can't be healed, they'll cauterize them.


During This Adventure: You may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

During This Scenario: On your check to defeat a bane that has the Aberration trait, subtract 2.

When you discard a weapon, an armor, or an item for its power, roll 1d6; on a result of 1, bury it instead.

Turn: 23 Raz/Chris

Top of Blessing Discard Pile: Blessing of Iomedae

Top Blessing:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.


Blessings Remaining: 7
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 231 Lirianne)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 2 (Turn 232 Seoni)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 233 Reta)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 234 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 235 Raz)
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 236 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 237 Seoni)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Festering Maze of Sloth
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Raz, Reta, Seoni

Nettlemaze Card 1:
Adherer
Henchman Monster 5

Traits
Aberration

Check
Combat
18
THEN
Combat
18

Powers
If you play a weapon on your check to defeat and fail that check, bury the weapon.

If defeated, you may immediately attempt to close the location this henchman came from.

Nettlemaze Card 2:
Wand of Scorching Ray
Item 3

Traits
Wand
Attack
Fire
Ranged
Magic
Arcane

Check
Intelligence
Arcane
8

Powers
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

Shimmerglens
At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
M:0 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Lirianne

Shimmerglens Card 1:
Invasion Plans
Barrier 4

Traits
Cache

Check
Wisdom
Survival
13

Powers
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Shimmerglens Card 2:
Charmed Red Dragon
Ally 4

Traits
Dragon

Check
Charisma
Diplomacy
Arcane
Divine
12

Powers
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.

Shimmerglens Card 3:
Levitate
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Shimmerglens Card 4:
Incendiary Cloud
Spell 3

Traits
Magic
Arcane
Attack
Fire

Check
Intelligence
Arcane
8

Powers
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Shimmerglens Card 5:
Adherer
Henchman Monster 5

Traits
Aberration

Check
Combat
18
THEN
Combat
18

Powers
If you play a weapon on your check to defeat and fail that check, bury the weapon.

If defeated, you may immediately attempt to close the location this henchman came from.

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

Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:0 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1

Thassilonian Dungeon Card 1:
Putrid Horror
Villain Monster 5

Traits
Aberration

Check
Combat
19

Powers
All damage dealt by the Putrid Horror is Acid damage.

If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location, then shuffle the Putrid Horror into a random open location deck.

Thassilonian Dungeon Card 2:
Find Traps
Spell C

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
Discard this card to add 2 dice to any check to defeat a barrier.
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.

Thassilonian Dungeon Card 3:
Allying Dart +1
Weapon C

Traits
Dart
Ranged
Piercing
Magic

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.

Thassilonian Dungeon Card 4:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Temple
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Closed
Located here: Kyra


Spreadsheet. Desired cards (in order): blessing 6-4, weapon 6, armor 6-5

Knowing the villain is bound for the Thassilonian dungeon, Raz peeks at Reta’s hand then heads there. She explores and finds the putrid horror!

Checks to close required!


Summoned Monster:
Carrionstorm
Monster 2

Traits
Undead
Swarm
Elite

Check
Combat
12
OR
Divine
8

Powers
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.


Reta grabs the Adherer from her hand and uses it to swing at the Carrionstorm.

1d8 + 1 + 19 ⇒ (3) + 1 + 19 = 23

Location is temp closed again.


Lirianne, I can give you dawnflower and sarenrae for a total of +2 die on your temp close check


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

Lirianne attempts to close the Shimmerglens again, with the Navigator Musket and 2 of Kyra's blessings.

Wisdom 8: 3d8 + 1d6 ⇒ (2, 2, 3) + (1) = 8 Just enough! Shimmerglens is temporarily closed again.


Spreadsheet. Desired cards (in order): blessing 6-4, weapon 6, armor 6-5

With the aberration cornered, Raz mounts her warhorse and charges in with her lance (discarding it in the process), discarding her top card for a boost!

Combat DC 19: 3d8 + 3d6 + 7 - 2 ⇒ (4, 1, 8) + (2, 3, 6) + 7 - 2 = 29

The lance sends waves of electricity coursing through the villain’s blobby body, finishing it off!

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Seonis stares at the dead harpy wondering where the dungeon went

Great job everypme


DEVELOPMENT:
You’re not sure whether to cheer in victory or to heave in disgust, but the ooze-things that attacked you have fallen. You crawl unceremoniously up on the Sihedron of Sloth’s walkway, your equipment and clothes dripping with filth.

Taking stock of this place is dizzying. The walkway stretches beyond your vision; in the distance are maze-like structures that seem to have no end, and a strange dome hangs suspended at the mansion’s apex. Everything smells like decay and neglect. All you can do is keep pushing forward, which you do—until a familiar disorientation overtakes your senses and your surroundings again go black.

SCENARIO REWARD:
Each character chooses armor, ally, or blessing and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.

Characters who have completed their second scenario at this tier gain a Power feet.

ACQUIRED CARDS:
Weapon 5 Flaming Ranseur +3
Spell 4 Mass Cure
Spell 4 Restoration
Spell 3 Incendiary Cloud
Armor B Half-Plate
Item B Caltrops
Ally 5 Pyromaniac Mage
Blessing 4 Blessing of Gozreh
Blessing B Blessing of Erastil
Blessing B Blessing of Iomedae
Blessing B Blessing of the Gods
Blessing B Blessing of the Gods
Blessing B Blessing of the Gods
Blessing C Blessing of the Gods


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

Armor for Lirianne.


Armor for Kyra


Blessing for Reta.


Spreadsheet. Desired cards (in order): blessing 6-4, weapon 6, armor 6-5

Armor for Raz. She will take the power feat that allows her to discard a mount rather than bury it to ride in and save another character. Her preferences for upgrades (in order, with rolls in the event of competition), are:
Ally 5: 1d1000 ⇒ 672 Pegasus for Riding Horse.
Weapon 5: 1d1000 ⇒ 229 Frost Lance +2 for Cold Iron Longsword.
Blessing 4: 1d1000 ⇒ 324 Blessing of Norgorber for Blessing of Sarenrae.
Armor 5 (if one becomes available): 1d1000 ⇒ 114 Adamantine Plate Armor for Eagle Knight Dress Uniform.
Armor 5 (if one becomes available): 1d1000 ⇒ 183 Fortified Breastplate for Spiked Plate.
Blessing 5 (if one becomes available): 1d1000 ⇒ 296 Blessing of Gozreh for Blessing of Iomedae B.
Ally 3+ (if one becomes available): 1d1000 ⇒ 910 Varisian Illusionist for Riding Horse or Scribe.


Reta's deck upgrade wishes:
Blessing 4 1d1000 ⇒ 427
Weapon 5 1d1000 ⇒ 877

Increasing hand size to 7 as power feat.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

I'll gp with blessing for extra pick

taking spell 3 scrying for safe harbour
and blessing 4 1d1000 ⇒ 108 Lamashtu for Erastil


Here's the new list:
Weapon 5 Flaming Ranseur +3
Spell 4 Mass Cure
Spell 4 Restoration
Spell 3 Incendiary Cloud
Armor 4 Chainmail of Cold Resistance
Armor B Elven Chain Shirt
Armor B Half-Plate
Armor C Magic Half-Plate
Item B Caltrops
Ally 5 Pyromaniac Mage
Blessing 4 Blessing of Gozreh
Blessing 3 Blessing of Norgorber
Blessing B Blessing of Iomedae
Blessing B Blessing of Erastil
Blessing C Blessing of Shelyn
Blessing C Blessing of the Gods
Blessing B Blessing of the Gods
Blessing B Blessing of the Gods
Blessing B Blessing of the Gods


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

Going for Armor 4 roll off: 1d1000 ⇒ 446 and Blessing 3 roll off: 1d1000 ⇒ 333 for Lirianne.

Will take the power "Add 2d6 to checks to acquire or recharge weapon or item".


Blessing 3: 1d1000 ⇒ 572

If Kyra gets blessing 3 she is replacing BoCaydenCailean for BoAbadar
Kyra is replacing her banished Cure with AD3 Major Cure.

Power feat: Hand size 6


2-5C: THE PUTRID GARDENS
When your surroundings blink back into existence, you appear to be among some sort of warped gardens. They were once likely very beautiful; a fitting refuge, even, for the Runelord of Sloth himself, as the place’s guardian implied. You can still see an occasional burst of color in between the rotten, greasy vegetation that grows everywhere wildly, and the remnants of carefully cultivated hedges now sag with weeds, moss, and other decaying overgrowth.

As you make your way through the gardens, looking for any sign of activity or an exit, you come into a curious courtyard. At its center is a massive sculpture of the same man depicted on the mansion’s exterior—Krune, you guess. The Runelord of Sloth lounges in iron on a fabulous duvet, a spellbook in his hand and a magnificent spear, its tip a mighty pointed tooth, slung across his lap. Below the statue is a pool that was likely once a fountain but has long since grown stagnant.

Even stranger, this courtyard is far from abandoned. All around are peculiar humanoids, many of them bald, all wearing cloaks with clasps depicting that same whip-encircled Sihedron. Some seem almost human, while others are red- or blue-skinned, and some are covered in chains that pierce their flesh in multiple places.

They seem almost cultish in their devotion to lazing around the garden, and then it hits you: these must be cultists of Lissala, the Thassilonian goddess of runes and fate, for whom Krune served as high priest. The Sihedron of Sloth, then, was not only Krune’s private sanctum, but it’s also a temple devoted to his powerful goddess!

The cultists, however, seem to care nothing for the revelations that just struck. They’ve seen you, and it seems you’re not welcome. Practically in unison they yell, “Vessels for the prophet! To arms, scions!”

VILLAIN:
None
HENCHMEN:
Warriors of Wrath

DURING THIS SCENARIO:
When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.

To win the scenario, close all locations.

Start Player: 1d5 ⇒ 5 = Raz.


During This Adventure: You may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

During This Scenario: On your check to defeat a bane that has the Aberration trait, subtract 2.

When you discard a weapon, an armor, or an item for its power, roll 1d6; on a result of 1, bury it instead.

Turn: 1 Raz/Chris

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: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 11 Lirianne)
Spoiler:
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 Deck Card 2 (Turn 12 Seoni)
Spoiler:
Blessing of Irori
Blessing C

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 13 Reta)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
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 14 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 15 Raz)
Spoiler:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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 Deck Card 6 (Turn 16 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 17 Seoni)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 8 (Turn 18 Reta)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 9 (Turn 19 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 10 (Turn 110 Raz)
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 111 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 112 Seoni)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 13 (Turn 113 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 114 Kyra)
Spoiler:
Blessing of Gozreh
Blessing 4

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 Deck Card 15 (Turn 115 Raz)
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 16 (Turn 116 Lirianne)
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 17 (Turn 117 Seoni)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 18 (Turn 118 Reta)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 119 Kyra)
Spoiler:
Blessing of Iomedae
Blessing C

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 20 (Turn 120 Raz)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 21 (Turn 121 Lirianne)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 22 (Turn 122 Seoni)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 23 (Turn 123 Reta)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 24 (Turn 124 Kyra)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 25 (Turn 125 Raz)
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 26 (Turn 126 Lirianne)
Spoiler:
Blessing of Sarenrae
Blessing C

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 Deck Card 27 (Turn 127 Seoni)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 28 (Turn 128 Reta)
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 29 (Turn 129 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.

Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:1 ?:1

Festering Maze of Sloth Card 1:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Festering Maze of Sloth Card 2:
Detect Magic
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 3:
Ogrekin
Monster 3

Traits
Giant
Ogrekin

Check
Combat
13

Powers
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

Festering Maze of Sloth Card 4:
Charmed Red Dragon
Ally 4

Traits
Dragon

Check
Charisma
Diplomacy
Arcane
Divine
12

Powers
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.

Festering Maze of Sloth Card 5:
Trapped Spellbook
Barrier 5

Traits
Cache
Trap
Arcane

Check
Intelligence
Arcane
Wisdom
Divine
15

Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Festering Maze of Sloth Card 6:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Festering Maze of Sloth Card 7:
Magic Spyglass
Item 4

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

Festering Maze of Sloth Card 8:
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.

Festering Maze of Sloth Card 9:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 10:
Shadow
Monster C

Traits
Undead
Incorporeal

Check
Combat
13

Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:1

Shrine to Lamashtu Card 1:
Grazuul
Monster 3

Traits
Giant
Troll
Aquatic
Fighter

Check
Combat
16

Powers
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

Shrine to Lamashtu Card 2:
Reduction Field
Barrier 4

Traits
Trap
Magic
Arcane

Check
Constitution
Fortitude
Dexterity
Disable
13

Powers
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.

Shrine to Lamashtu Card 3:
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.

Shrine to Lamashtu Card 4:
Battered Chest
Barrier B

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

Powers
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Shrine to Lamashtu Card 5:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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.

Shrine to Lamashtu Card 6:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Shrine to Lamashtu Card 7:
Mammoth
Monster 4

Traits
Animal

Check
Combat
16

Powers
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.

Shrine to Lamashtu Card 8:
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.

Shrine to Lamashtu Card 9:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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.

Shrine to Lamashtu Card 10:
Hag
Monster 3

Traits
Hag

Check
Combat
15

Powers
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

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:
Warlord
Monster B

Traits
Human
Fighter
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.

Woods Card 2:
Wyvern
Monster 4

Traits
Dragon

Check
Combat
16

Powers
If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.

Woods Card 3:
Goblin Warrior
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
9

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

Woods Card 4:
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.

Woods Card 5:
Potion of Glibness
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

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

Woods Card 6:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Woods Card 7:
Shortspear +3
Weapon 4

Traits
Spear
Melee
Piercing
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.

Woods Card 8:
Cloak of Elvenkind
Item 2

Traits
Clothing
Magic

Check
Dexterity
Stealth
5

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

Woods Card 9:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Woods Card 10:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:3 Ar:0 I:0 Al:1 Bl:2 ?:1

Thassilonian Library Card 1:
Lightning Bolt
Spell 2

Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
8

Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

Thassilonian Library Card 2:
Ogre
Monster 3

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Thassilonian Library Card 3:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Thassilonian Library Card 4:
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.

Thassilonian Library Card 5:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Thassilonian Library Card 6:
Frost Ray
Spell 1

Traits
Magic
Arcane
Attack
Cold

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Thassilonian Library Card 7:
Toxic Cloud
Spell 2

Traits
Magic
Arcane
Attack
Poison

Check
Intelligence
Arcane
8

Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Thassilonian Library Card 8:
Sneak
Monster B

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Thassilonian Library Card 9:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Thassilonian Library Card 10:
Ilsoari Gandethus
Ally 1

Traits
Human
Wizard

Check
Intelligence
Arcane
7
OR
Charisma
Diplomacy
6

Powers
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:6 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1

Nettlemaze Card 1:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Nettlemaze Card 2:
Necromantic Deathtrap
Barrier 5

Traits
Trap
Magic
Arcane

Check
Dexterity
Disable
Arcane
14

Powers
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

Nettlemaze Card 3:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Nettlemaze Card 4:
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.

Nettlemaze Card 5:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.

Nettlemaze Card 6:
Shortbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Nettlemaze Card 7:
Carrionstorm
Monster 2

Traits
Undead
Swarm
Elite

Check
Combat
12
OR
Divine
8

Powers
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.

Nettlemaze Card 8:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Nettlemaze Card 9:
Clay Golem
Monster 5

Traits
Construct
Golem

Check
Combat
21

Powers
You may not play spells with the Attack trait.
If undefeated, after the encounter, bury your discard pile.

Nettlemaze Card 10:
Shadow
Monster B

Traits
Undead
Incorporeal

Check
Combat
13

Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M:4 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:1 ?:1

Desecrated Vault Card 1:
Potion of Hiding
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

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

Desecrated Vault Card 2:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Desecrated Vault Card 3:
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.

Desecrated Vault Card 4:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Desecrated Vault Card 5:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Desecrated Vault Card 6:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

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

Desecrated Vault Card 7:
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.

Desecrated Vault Card 8:
Trapped Spellbook
Barrier 5

Traits
Cache
Trap
Arcane

Check
Intelligence
Arcane
Wisdom
Divine
15

Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Desecrated Vault Card 9:
Aid
Spell C

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
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.

Desecrated Vault Card 10:
Mummy
Monster 5

Traits
Undead
Mummy

Check
Combat
21

Powers
The Mummy is immune to the Cold, Mental, and Poison traits.
If your check to defeat the Mummy has the Fire trait, add 1d8.
If undefeated, after you act, bury your discard pile.

Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:3 Ar:1 I:1 Al:0 Bl:0 ?:1

Thassilonian Dungeon Card 1:
Magic Studded Leather Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Thassilonian Dungeon Card 2:
Scorching Ray
Spell 1

Traits
Magic
Arcane
Attack
Fire

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 3:
Mending
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

Powers
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 4:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Thassilonian Dungeon Card 5:
Stone Giant
Monster 4

Traits
Giant

Check
Combat
16

Powers
Damage Dealt by the Stone Giant is dealt to each character at this location.

Thassilonian Dungeon Card 6:
Hand Chopper
Barrier 3

Traits
Trap

Check
Dexterity
Disable
12

Powers
If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

Thassilonian Dungeon Card 7:
Longbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Thassilonian Dungeon Card 8:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 9:
Mass Cure
Spell 4

Traits
Magic
Divine
Healing

Check
Wisdom
Divine
12

Powers
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 10:
Werewolf
Monster C

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.


Kyra will start at Desecrated Vault

Kyra, fireflower wrote:

Hand: Flaming Scimitar+1, Fanged Falchion (loot), BoSarenrae 2, Spellsword+2, Chainmail of Cold Resistance, BoSarenrae 3,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: I have NOT exhausted my 1x scenario reroll for 2-5C.
BotDawnflower:
same as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.

Skills and Powers:
SKILLS

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

Hand Size 5 [X]6 []7
Light Armors Heavy Armors [X]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 ([x]+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 ([x] 4) and you may add the Magic trait ([] and/or Fire trait)
[X] If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard ( [] or recharge) a card to immediately explore again.
[] You may automatically suceed at your check to acquire a weapon ( [] or a spell).
[X] When you play Blessing of Sarenrae, you may recharge it ( [] or shuffle it into your deck) instead of discarding it.

Fireflowers deal with schisms and heresies within their own faith. If those wounds can't be healed, they'll cauterize them.


Reta will start in the Nettlemaze.

Reta wrote:

Hand: Sawtooth Sabre +2, Magic Studded Leather Armor, Blessing of Hadregash 2, Mighty Steed, Cleaving Dogslicer +2, Planar Crossbow +2, Blessing of Lamashtu,

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

Skills and Powers:
SKILLS

STRENGTH d8 [x]+1 []+2 []+3
DEXTERITY d10 [x]+1 [x]+2 [x]+3 [x]+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 [x] 6 []7 []9
Light Armors Weapons
Powers:
When you would discard a weapon for its power, you may recharge it ([x] or a random other weapon in your discard pile) instead. ([X]You may treat this power as if both occurrences of the word "weapon" were "ally."
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster ([x]or acquire an ally), you may bury a card from your hand ([x] or discard pile) to ([] examine the top card of your location deck, then you may) explore your location.
[]At the end of your turn, ([]you may move, then) each other character at your location may give you a card. Each character who does may draw a card.
[]When you are at the same location as another character, and one of you attempts a check, if you both recharge 1 card each, add 1d8. ([]If the character fails this check, you may both instead discard the cards to reroll the dice, take the new result.)


Spreadsheet. Desired cards (in order): blessing 6-4, weapon 6, armor 6-5

Raz will start in the Woods.

Raz wrote:

Hand: Pegasus, Shocking Lance +1, Retriever, Eagle Knight Dress Uniform, Merchant Lord,

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

Skills and Powers:
SKILLS

STRENGTH d8 [X]+1 [X]+2 []+3 []+4
Melee: Strength +2
DEXTERITY d8 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d4 []+1
WISDOM d6 []+1
Divine: Wisdom +1
CHARISMA d10 [X]+1 [X]+2 [X]+3 []+4
Diplomacy: Charisma +2

Hand Size 4 [X] 5 [] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of your deck to add 1d6 ([X]+1) ([]+2) to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or an armor ([X] or an item or an ally), you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster ([] or a weapon or an armor), you may bury ([X] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
[] You may recharge a card that has the Mount trait to give a card to another character ([] an that character may give you a card). This power may not be used during an encounter.
[X] When you acquire ([] or a character at your location acquires) a weapon or an armor ([X] or a spell or an item), you may exchange it for a random card of the same type from the box.


Spreadsheet. Desired cards (in order): blessing 6-4, weapon 6, armor 6-5

Raz flips a blessing of the gods and explores the woods. She encounters a local warlord, challenging her to single combat! She mounts her retriever and charges in with her magic lance!

Combat DC 14: 3d8 + 6 - 3 ⇒ (1, 4, 2) + 6 - 3 = 10

Raz fumbles her attack! She recharges her Eagle Knight armor to negate 3 damage, and discards her merchant lord for the remaining damage. The woods swallow the warlord, banishing her despite Raz’s loss. She discards her retriever to explore again, and encounters a wyvern! She mounts her Pegasus and takes to the skies to strike down the dragon, discarding her top card (lance +1) for a boost!

Combat DC 16: 2d8 + 1d6 + 6 ⇒ (2, 7) + (3) + 6 = 18

She slays the wyvern, then discards her Pegasus to explore once more. She encounters s goblin warrior, and lunges at him with her lance!

Combat DC 9: 2d8 + 5 ⇒ (8, 1) + 5 = 14

She skewers the goblin, banishing the elite foe from the game permanently! With no explorations left, Raz rests and ends her turn.

Raz wrote:

Hand: Mokmurian’s Club (Loot, replaces Cold Iron Mace +1), Shocking Lance +1, Boomcrown, Mountain Dog, Scribe,

Displayed:
Deck: 11 Discard: 4 Buried: 0
Notes:

Skills and Powers:
SKILLS

STRENGTH d8 [X]+1 [X]+2 []+3 []+4
Melee: Strength +2
DEXTERITY d8 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d4 []+1
WISDOM d6 []+1
Divine: Wisdom +1
CHARISMA d10 [X]+1 [X]+2 [X]+3 []+4
Diplomacy: Charisma +2

Hand Size 4 [X] 5 [] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of your deck to add 1d6 ([X]+1) ([]+2) to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or an armor ([X] or an item or an ally), you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster ([] or a weapon or an armor), you may bury ([X] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
[] You may recharge a card that has the Mount trait to give a card to another character ([] an that character may give you a card). This power may not be used during an encounter.
[X] When you acquire ([] or a character at your location acquires) a weapon or an armor ([X] or a spell or an item), you may exchange it for a random card of the same type from the box.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Seoni will start in library swapping out Safe Harbour for scrying as her one upgrade and boosting her arcane blast as her power feat

Seoni wrote:

Hand: Blessing of Lamashtu 4, Reveller, Headband of alluring charisma, Scrying, Sage, Blessing of Abadar 2b, Good omen,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Good omen adds 6 to check to acquire loot or close locations. Blessing available

Skills and Powers:
SKILLS

STRENGTH d4 []+1 []+2
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 []+1 []+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1

Hand Size 6 [X3] 7 [ ] 8

Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( []+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
[ ] You gain the skill Craft Charisma +1
[] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
[X4] You may bury a card to add its adventure deck number to your check


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

Lirianne will start at the Thassilonian Dungeon. I let go of the Snakeskin Tunic loot now so anyone feel free to use it.

Lirianne, Alkenstar Marshal wrote:

Hand: Sniper Goggles, Surgeon, Shock Musket +1, Quartermaster, Expeditious Chain Mail, Double-Barreled Musket,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

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

Hand Size 5 [x] 6
Light Armors Weapons
Powers:
When you play a card that has the Firearm trait, if you would bury ([x] 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. ([x] You may then recharge a card that has the Firearm trait from your discard pile.) ([x] You may then recharge a card to draw a card.)
[x] Add 1d6 ([x] 2d6) to your check to acquire or recharge an item or weapon.
[] You may bury a weapon or an item ([] or any boon) to recharge a card that has the Firearm trait from your discard pile.
[] When you would recharge a card that has the Firearm trait, you may instead shuffle it into your deck.
[] Treat your character powers that say "Firearm" as if they say "Ammunition or Firearm."


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

Lirianne flips Blessing of Sarenrae and explores the Thassilonian Dungeon. A magic light armor! She uses Kyra's Blessing of Sarenrae to help with the check.

Constitution 5: 3d6 ⇒ (3, 5, 4) = 12 Magic Studded Leather Armor (3) acquired.


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

Lirianne then asks the Quartermaster to look around, and she finds a magic scroll.

Intelligence 6: 1d8 + 2 ⇒ (6) + 2 = 8 Scorching Ray acquired. She discards the Double-Barreled Musket and ends her turn.

Lirianne, Alkenstar Marshal wrote:

Hand: Sniper Goggles, Surgeon, Shock Musket +1, Scorching Ray (ncd), Expeditious Chain Mail, Magic Studded Leather Armor (ncd),

Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes:

Skills and Powers:
SKILLS

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

Hand Size 5 [x] 6
Light Armors Weapons
Powers:
When you play a card that has the Firearm trait, if you would bury ([x] 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. ([x] You may then recharge a card that has the Firearm trait from your discard pile.) ([x] You may then recharge a card to draw a card.)
[x] Add 1d6 ([x] 2d6) to your check to acquire or recharge an item or weapon.
[] You may bury a weapon or an item ([] or any boon) to recharge a card that has the Firearm trait from your discard pile.
[] When you would recharge a card that has the Firearm trait, you may instead shuffle it into your deck.
[] Treat your character powers that say "Firearm" as if they say "Ammunition or Firearm."


During This Adventure: You may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

During This Scenario: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.
To win the scenario, close all locations.

Turn: 3 Seoni/Merisal The Risen

Top of Blessing Discard Pile: Blessing of Irori

Top Blessing:
Blessing of Irori
Blessing C

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: 27
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 31 Reta)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
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 32 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 3 (Turn 33 Raz)
Spoiler:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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 Deck Card 4 (Turn 34 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 5 (Turn 35 Seoni)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 36 Reta)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 7 (Turn 37 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 8 (Turn 38 Raz)
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 39 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 310 Seoni)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 11 (Turn 311 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 312 Kyra)
Spoiler:
Blessing of Gozreh
Blessing 4

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 Deck Card 13 (Turn 313 Raz)
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 14 (Turn 314 Lirianne)
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 15 (Turn 315 Seoni)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 16 (Turn 316 Reta)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 17 (Turn 317 Kyra)
Spoiler:
Blessing of Iomedae
Blessing C

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 18 (Turn 318 Raz)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 319 Lirianne)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 20 (Turn 320 Seoni)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 21 (Turn 321 Reta)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 22 (Turn 322 Kyra)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 23 (Turn 323 Raz)
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 24 (Turn 324 Lirianne)
Spoiler:
Blessing of Sarenrae
Blessing C

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 Deck Card 25 (Turn 325 Seoni)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 26 (Turn 326 Reta)
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 27 (Turn 327 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.

Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:1 ?:1

Festering Maze of Sloth Card 1:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Festering Maze of Sloth Card 2:
Detect Magic
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 3:
Ogrekin
Monster 3

Traits
Giant
Ogrekin

Check
Combat
13

Powers
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

Festering Maze of Sloth Card 4:
Charmed Red Dragon
Ally 4

Traits
Dragon

Check
Charisma
Diplomacy
Arcane
Divine
12

Powers
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.

Festering Maze of Sloth Card 5:
Trapped Spellbook
Barrier 5

Traits
Cache
Trap
Arcane

Check
Intelligence
Arcane
Wisdom
Divine
15

Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Festering Maze of Sloth Card 6:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Festering Maze of Sloth Card 7:
Magic Spyglass
Item 4

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

Festering Maze of Sloth Card 8:
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.

Festering Maze of Sloth Card 9:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 10:
Shadow
Monster C

Traits
Undead
Incorporeal

Check
Combat
13

Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:1

Shrine to Lamashtu Card 1:
Grazuul
Monster 3

Traits
Giant
Troll
Aquatic
Fighter

Check
Combat
16

Powers
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

Shrine to Lamashtu Card 2:
Reduction Field
Barrier 4

Traits
Trap
Magic
Arcane

Check
Constitution
Fortitude
Dexterity
Disable
13

Powers
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.

Shrine to Lamashtu Card 3:
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.

Shrine to Lamashtu Card 4:
Battered Chest
Barrier B

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

Powers
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Shrine to Lamashtu Card 5:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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.

Shrine to Lamashtu Card 6:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Shrine to Lamashtu Card 7:
Mammoth
Monster 4

Traits
Animal

Check
Combat
16

Powers
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.

Shrine to Lamashtu Card 8:
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.

Shrine to Lamashtu Card 9:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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.

Shrine to Lamashtu Card 10:
Hag
Monster 3

Traits
Hag

Check
Combat
15

Powers
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

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

Woods Card 1:
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.

Woods Card 2:
Potion of Glibness
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

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

Woods Card 3:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Woods Card 4:
Shortspear +3
Weapon 4

Traits
Spear
Melee
Piercing
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.

Woods Card 5:
Cloak of Elvenkind
Item 2

Traits
Clothing
Magic

Check
Dexterity
Stealth
5

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

Woods Card 6:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Woods Card 7:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:3 Ar:0 I:0 Al:1 Bl:2 ?:1
Located here: Seoni

Thassilonian Library Card 1:
Lightning Bolt
Spell 2

Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
8

Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

Thassilonian Library Card 2:
Ogre
Monster 3

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Thassilonian Library Card 3:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Thassilonian Library Card 4:
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.

Thassilonian Library Card 5:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Thassilonian Library Card 6:
Frost Ray
Spell 1

Traits
Magic
Arcane
Attack
Cold

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Thassilonian Library Card 7:
Toxic Cloud
Spell 2

Traits
Magic
Arcane
Attack
Poison

Check
Intelligence
Arcane
8

Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Thassilonian Library Card 8:
Sneak
Monster B

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Thassilonian Library Card 9:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Thassilonian Library Card 10:
Ilsoari Gandethus
Ally 1

Traits
Human
Wizard

Check
Intelligence
Arcane
7
OR
Charisma
Diplomacy
6

Powers
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:6 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Reta

Nettlemaze Card 1:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Nettlemaze Card 2:
Necromantic Deathtrap
Barrier 5

Traits
Trap
Magic
Arcane

Check
Dexterity
Disable
Arcane
14

Powers
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

Nettlemaze Card 3:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Nettlemaze Card 4:
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.

Nettlemaze Card 5:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.

Nettlemaze Card 6:
Shortbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Nettlemaze Card 7:
Carrionstorm
Monster 2

Traits
Undead
Swarm
Elite

Check
Combat
12
OR
Divine
8

Powers
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.

Nettlemaze Card 8:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Nettlemaze Card 9:
Clay Golem
Monster 5

Traits
Construct
Golem

Check
Combat
21

Powers
You may not play spells with the Attack trait.
If undefeated, after the encounter, bury your discard pile.

Nettlemaze Card 10:
Shadow
Monster B

Traits
Undead
Incorporeal

Check
Combat
13

Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M:4 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:1 ?:1
Located here: Kyra

Desecrated Vault Card 1:
Potion of Hiding
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

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

Desecrated Vault Card 2:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Desecrated Vault Card 3:
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.

Desecrated Vault Card 4:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Desecrated Vault Card 5:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Desecrated Vault Card 6:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

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

Desecrated Vault Card 7:
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.

Desecrated Vault Card 8:
Trapped Spellbook
Barrier 5

Traits
Cache
Trap
Arcane

Check
Intelligence
Arcane
Wisdom
Divine
15

Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Desecrated Vault Card 9:
Aid
Spell C

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
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.

Desecrated Vault Card 10:
Mummy
Monster 5

Traits
Undead
Mummy

Check
Combat
21

Powers
The Mummy is immune to the Cold, Mental, and Poison traits.
If your check to defeat the Mummy has the Fire trait, add 1d8.
If undefeated, after you act, bury your discard pile.

Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Lirianne

Thassilonian Dungeon Card 1:
Mending
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

Powers
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 2:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Thassilonian Dungeon Card 3:
Stone Giant
Monster 4

Traits
Giant

Check
Combat
16

Powers
Damage Dealt by the Stone Giant is dealt to each character at this location.

Thassilonian Dungeon Card 4:
Hand Chopper
Barrier 3

Traits
Trap

Check
Dexterity
Disable
12

Powers
If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

Thassilonian Dungeon Card 5:
Longbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Thassilonian Dungeon Card 6:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 7:
Mass Cure
Spell 4

Traits
Magic
Divine
Healing

Check
Wisdom
Divine
12

Powers
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 8:
Werewolf
Monster C

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.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Seoni pokes around the library and finds a crackling scroll of lightning she leaves it then decides to use it as a focus for scrying the shrine to Lamashtu for blessings

She finds a troll and a reduction field barrier and a blessing of the gods Shuffles the shrine location deck and puts blessing of the gods as the bottom card

scrying recharge dc 12 HB: 1d12 + 7 ⇒ (7) + 7 = 14

Discards reveller to explore again and finds an ogre discards sage to fuel arcane blast
arcane blast 14: 1d12 + 6 + 2 + 1 + 1d6 ⇒ (9) + 6 + 2 + 1 + (2) = 20
(arcane +2 for power +1 for headband)

ogre is defeated Seoni resets her hand and ends her turn

Seoni wrote:

Hand: Blessing of Lamashtu 4, Wall of fire, Headband of alluring charisma, Blessing of Erastil 1, Sihedron medallion, Blessing of Abadar 2b, Good omen,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Good omen adds 6 to check to acquire loot or close locations. Blessings available

Skills and Powers:
SKILLS

STRENGTH d4 []+1 []+2
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 []+1 []+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1

Hand Size 6 [X3] 7 [ ] 8

Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( []+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
[ ] You gain the skill Craft Charisma +1
[] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
[X4] You may bury a card to add its adventure deck number to your check


During This Adventure: You may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

During This Scenario: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.
To win the scenario, close all locations.

Turn: 4 Reta/Redelia

Top of Blessing Discard Pile: Blessing of Desna

Top Blessing:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
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: 26
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 41 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 2 (Turn 42 Raz)
Spoiler:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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 Deck Card 3 (Turn 43 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 4 (Turn 44 Seoni)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 5 (Turn 45 Reta)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 46 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 47 Raz)
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 48 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 9 (Turn 49 Seoni)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 10 (Turn 410 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 411 Kyra)
Spoiler:
Blessing of Gozreh
Blessing 4

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 Deck Card 12 (Turn 412 Raz)
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 13 (Turn 413 Lirianne)
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 14 (Turn 414 Seoni)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 15 (Turn 415 Reta)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 16 (Turn 416 Kyra)
Spoiler:
Blessing of Iomedae
Blessing C

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 17 (Turn 417 Raz)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 18 (Turn 418 Lirianne)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 419 Seoni)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 20 (Turn 420 Reta)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 21 (Turn 421 Kyra)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 22 (Turn 422 Raz)
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 23 (Turn 423 Lirianne)
Spoiler:
Blessing of Sarenrae
Blessing C

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 Deck Card 24 (Turn 424 Seoni)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 25 (Turn 425 Reta)
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 26 (Turn 426 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.

Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:1 ?:1

Festering Maze of Sloth Card 1:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Festering Maze of Sloth Card 2:
Detect Magic
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 3:
Ogrekin
Monster 3

Traits
Giant
Ogrekin

Check
Combat
13

Powers
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

Festering Maze of Sloth Card 4:
Charmed Red Dragon
Ally 4

Traits
Dragon

Check
Charisma
Diplomacy
Arcane
Divine
12

Powers
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.

Festering Maze of Sloth Card 5:
Trapped Spellbook
Barrier 5

Traits
Cache
Trap
Arcane

Check
Intelligence
Arcane
Wisdom
Divine
15

Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Festering Maze of Sloth Card 6:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Festering Maze of Sloth Card 7:
Magic Spyglass
Item 4

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

Festering Maze of Sloth Card 8:
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.

Festering Maze of Sloth Card 9:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 10:
Shadow
Monster C

Traits
Undead
Incorporeal

Check
Combat
13

Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:1
Located here: Grazuul (M), Reduction Field (B)

Shrine to Lamashtu Card 1:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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.

Shrine to Lamashtu Card 2:
Battered Chest
Barrier B

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

Powers
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Shrine to Lamashtu Card 3:
Hag
Monster 3

Traits
Hag

Check
Combat
15

Powers
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

Shrine to Lamashtu Card 4:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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.

Shrine to Lamashtu Card 5:
Reduction Field
Barrier 4

Traits
Trap
Magic
Arcane

Check
Constitution
Fortitude
Dexterity
Disable
13

Powers
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.

Shrine to Lamashtu Card 6:
Mammoth
Monster 4

Traits
Animal

Check
Combat
16

Powers
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.

Shrine to Lamashtu Card 7:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Shrine to Lamashtu Card 8:
Grazuul
Monster 3

Traits
Giant
Troll
Aquatic
Fighter

Check
Combat
16

Powers
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

Shrine to Lamashtu Card 9:
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.

Shrine to Lamashtu Card 10 - Blessing of the Gods:
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.

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

Woods Card 1:
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.

Woods Card 2:
Potion of Glibness
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

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

Woods Card 3:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Woods Card 4:
Shortspear +3
Weapon 4

Traits
Spear
Melee
Piercing
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.

Woods Card 5:
Cloak of Elvenkind
Item 2

Traits
Clothing
Magic

Check
Dexterity
Stealth
5

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

Woods Card 6:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Woods Card 7:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:2 ?:1
Located here: Seoni

Thassilonian Library Card 1:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Thassilonian Library Card 2:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Thassilonian Library Card 3:
Frost Ray
Spell 1

Traits
Magic
Arcane
Attack
Cold

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Thassilonian Library Card 4:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Thassilonian Library Card 5:
Sneak
Monster B

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Thassilonian Library Card 6:
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.

Thassilonian Library Card 7:
Toxic Cloud
Spell 2

Traits
Magic
Arcane
Attack
Poison

Check
Intelligence
Arcane
8

Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Thassilonian Library Card 8:
Ilsoari Gandethus
Ally 1

Traits
Human
Wizard

Check
Intelligence
Arcane
7
OR
Charisma
Diplomacy
6

Powers
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:6 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Reta

Nettlemaze Card 1:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Nettlemaze Card 2:
Necromantic Deathtrap
Barrier 5

Traits
Trap
Magic
Arcane

Check
Dexterity
Disable
Arcane
14

Powers
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

Nettlemaze Card 3:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Nettlemaze Card 4:
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.

Nettlemaze Card 5:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.

Nettlemaze Card 6:
Shortbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Nettlemaze Card 7:
Carrionstorm
Monster 2

Traits
Undead
Swarm
Elite

Check
Combat
12
OR
Divine
8

Powers
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.

Nettlemaze Card 8:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Nettlemaze Card 9:
Clay Golem
Monster 5

Traits
Construct
Golem

Check
Combat
21

Powers
You may not play spells with the Attack trait.
If undefeated, after the encounter, bury your discard pile.

Nettlemaze Card 10:
Shadow
Monster B

Traits
Undead
Incorporeal

Check
Combat
13

Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M:4 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:1 ?:1
Located here: Kyra

Desecrated Vault Card 1:
Potion of Hiding
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

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

Desecrated Vault Card 2:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Desecrated Vault Card 3:
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.

Desecrated Vault Card 4:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Desecrated Vault Card 5:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Desecrated Vault Card 6:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

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

Desecrated Vault Card 7:
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.

Desecrated Vault Card 8:
Trapped Spellbook
Barrier 5

Traits
Cache
Trap
Arcane

Check
Intelligence
Arcane
Wisdom
Divine
15

Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Desecrated Vault Card 9:
Aid
Spell C

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
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.

Desecrated Vault Card 10:
Mummy
Monster 5

Traits
Undead
Mummy

Check
Combat
21

Powers
The Mummy is immune to the Cold, Mental, and Poison traits.
If your check to defeat the Mummy has the Fire trait, add 1d8.
If undefeated, after you act, bury your discard pile.

Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Lirianne

Thassilonian Dungeon Card 1:
Mending
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

Powers
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 2:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Thassilonian Dungeon Card 3:
Stone Giant
Monster 4

Traits
Giant

Check
Combat
16

Powers
Damage Dealt by the Stone Giant is dealt to each character at this location.

Thassilonian Dungeon Card 4:
Hand Chopper
Barrier 3

Traits
Trap

Check
Dexterity
Disable
12

Powers
If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

Thassilonian Dungeon Card 5:
Longbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Thassilonian Dungeon Card 6:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 7:
Mass Cure
Spell 4

Traits
Magic
Divine
Healing

Check
Wisdom
Divine
12

Powers
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 8:
Werewolf
Monster C

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.


Reta explores the Nettlemaze, and finds caltrops. She ignores them. (basic, so removed from game)

She discards Blessing of Hadregash to explore again.
Ahhh! She finds a necromantic death trap!
She discards Blessing of Lamashtu to help with the check.
2d10 + 4 ⇒ (7, 10) + 4 = 21
(barrier is defeated)

Reta draws up and ends her turn.

Reta wrote:

Hand: Sawtooth Sabre +2, Magic Studded Leather Armor, Blessing of the Gobs 2, Mighty Steed, Cleaving Dogslicer +2, Planar Crossbow +2, Emerald of Dexterity,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes:

Skills and Powers:
SKILLS

STRENGTH d8 [x]+1 []+2 []+3
DEXTERITY d10 [x]+1 [x]+2 [x]+3 [x]+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 [x] 6 []7 []9
Light Armors Weapons
Powers:
When you would discard a weapon for its power, you may recharge it ([x] or a random other weapon in your discard pile) instead. ([X]You may treat this power as if both occurrences of the word "weapon" were "ally."
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster ([x]or acquire an ally), you may bury a card from your hand ([x] or discard pile) to ([] examine the top card of your location deck, then you may) explore your location.
[]At the end of your turn, ([]you may move, then) each other character at your location may give you a card. Each character who does may draw a card.
[]When you are at the same location as another character, and one of you attempts a check, if you both recharge 1 card each, add 1d8. ([]If the character fails this check, you may both instead discard the cards to reroll the dice, take the new result.)


Kyra explores the Desecrated Vault and finds a potion of hiding. She does not attempt to acquire it and it is removed from game.

She recharges BoSarenrae to explore and finds a rat swarm. She uses her Fanged Falchion to make quick work of them.
Rat Swarm, DC 8, 12: 1d10 + 2d4 + 11 ⇒ (6) + (1, 4) + 11 = 22 banished, and removed

Kyra discards her flaming scimitar to explore again (power feat). She finds a potion of ruggedness but does not attempt to acquire it. removed from game

Kyra resets her hand and ends turn

Kyra, fireflower wrote:

Hand: Magic Half-Plate, Fanged Falchion (loot), Greatclub+3, Spellsword+2, BoGorum 1, BotDawnflower,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes: I have NOT exhausted my 1x scenario reroll for 2-5C.
BotDawnflower:
same as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.

Skills and Powers:
SKILLS

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

Hand Size 5 [X]6 []7
Light Armors Heavy Armors [X]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 ([x]+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 ([x] 4) and you may add the Magic trait ([] and/or Fire trait)
[X] If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard ( [] or recharge) a card to immediately explore again.
[] You may automatically suceed at your check to acquire a weapon ( [] or a spell).
[X] When you play Blessing of Sarenrae, you may recharge it ( [] or shuffle it into your deck) instead of discarding it.

Fireflowers deal with schisms and heresies within their own faith. If those wounds can't be healed, they'll cauterize them.


During This Adventure: You may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

During This Scenario: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.
To win the scenario, close all locations.

Turn: 6 Raz/Chris

Top of Blessing Discard Pile: Blessing of Norgorber

Top Blessing:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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: 24
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 61 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 62 Seoni)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 63 Reta)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 64 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 65 Raz)
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 66 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 67 Seoni)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 8 (Turn 68 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 69 Kyra)
Spoiler:
Blessing of Gozreh
Blessing 4

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 Deck Card 10 (Turn 610 Raz)
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 11 (Turn 611 Lirianne)
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 12 (Turn 612 Seoni)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 13 (Turn 613 Reta)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 614 Kyra)
Spoiler:
Blessing of Iomedae
Blessing C

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 15 (Turn 615 Raz)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 16 (Turn 616 Lirianne)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 17 (Turn 617 Seoni)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 18 (Turn 618 Reta)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 19 (Turn 619 Kyra)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 20 (Turn 620 Raz)
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 21 (Turn 621 Lirianne)
Spoiler:
Blessing of Sarenrae
Blessing C

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 Deck Card 22 (Turn 622 Seoni)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 23 (Turn 623 Reta)
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 24 (Turn 624 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.

Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:1 ?:1

Festering Maze of Sloth Card 1:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Festering Maze of Sloth Card 2:
Detect Magic
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 3:
Ogrekin
Monster 3

Traits
Giant
Ogrekin

Check
Combat
13

Powers
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

Festering Maze of Sloth Card 4:
Charmed Red Dragon
Ally 4

Traits
Dragon

Check
Charisma
Diplomacy
Arcane
Divine
12

Powers
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.

Festering Maze of Sloth Card 5:
Trapped Spellbook
Barrier 5

Traits
Cache
Trap
Arcane

Check
Intelligence
Arcane
Wisdom
Divine
15

Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Festering Maze of Sloth Card 6:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Festering Maze of Sloth Card 7:
Magic Spyglass
Item 4

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

Festering Maze of Sloth Card 8:
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.

Festering Maze of Sloth Card 9:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 10:
Shadow
Monster C

Traits
Undead
Incorporeal

Check
Combat
13

Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:1
Located here: Grazuul (M), Reduction Field (B)

Shrine to Lamashtu Card 1:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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.

Shrine to Lamashtu Card 2:
Battered Chest
Barrier B

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

Powers
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Shrine to Lamashtu Card 3:
Hag
Monster 3

Traits
Hag

Check
Combat
15

Powers
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

Shrine to Lamashtu Card 4:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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.

Shrine to Lamashtu Card 5:
Reduction Field
Barrier 4

Traits
Trap
Magic
Arcane

Check
Constitution
Fortitude
Dexterity
Disable
13

Powers
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.

Shrine to Lamashtu Card 6:
Mammoth
Monster 4

Traits
Animal

Check
Combat
16

Powers
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.

Shrine to Lamashtu Card 7:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Shrine to Lamashtu Card 8:
Grazuul
Monster 3

Traits
Giant
Troll
Aquatic
Fighter

Check
Combat
16

Powers
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

Shrine to Lamashtu Card 9:
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.

Shrine to Lamashtu Card 10 - Blessing of the Gods:
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.

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

Woods Card 1:
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.

Woods Card 2:
Potion of Glibness
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

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

Woods Card 3:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Woods Card 4:
Shortspear +3
Weapon 4

Traits
Spear
Melee
Piercing
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.

Woods Card 5:
Cloak of Elvenkind
Item 2

Traits
Clothing
Magic

Check
Dexterity
Stealth
5

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

Woods Card 6:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Woods Card 7:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:2 ?:1
Located here: Seoni

Thassilonian Library Card 1:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Thassilonian Library Card 2:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Thassilonian Library Card 3:
Frost Ray
Spell 1

Traits
Magic
Arcane
Attack
Cold

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Thassilonian Library Card 4:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Thassilonian Library Card 5:
Sneak
Monster B

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Thassilonian Library Card 6:
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.

Thassilonian Library Card 7:
Toxic Cloud
Spell 2

Traits
Magic
Arcane
Attack
Poison

Check
Intelligence
Arcane
8

Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Thassilonian Library Card 8:
Ilsoari Gandethus
Ally 1

Traits
Human
Wizard

Check
Intelligence
Arcane
7
OR
Charisma
Diplomacy
6

Powers
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:6 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Reta

Nettlemaze Card 1:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Nettlemaze Card 2:
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.

Nettlemaze Card 3:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.

Nettlemaze Card 4:
Shortbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Nettlemaze Card 5:
Carrionstorm
Monster 2

Traits
Undead
Swarm
Elite

Check
Combat
12
OR
Divine
8

Powers
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.

Nettlemaze Card 6:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Nettlemaze Card 7:
Clay Golem
Monster 5

Traits
Construct
Golem

Check
Combat
21

Powers
You may not play spells with the Attack trait.
If undefeated, after the encounter, bury your discard pile.

Nettlemaze Card 8:
Shadow
Monster B

Traits
Undead
Incorporeal

Check
Combat
13

Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M:3 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Kyra

Desecrated Vault Card 1:
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.

Desecrated Vault Card 2:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Desecrated Vault Card 3:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Desecrated Vault 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.

Desecrated Vault Card 5:
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.

Desecrated Vault Card 6:
Trapped Spellbook
Barrier 5

Traits
Cache
Trap
Arcane

Check
Intelligence
Arcane
Wisdom
Divine
15

Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Desecrated Vault Card 7:
Aid
Spell C

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
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.

Desecrated Vault Card 8:
Mummy
Monster 5

Traits
Undead
Mummy

Check
Combat
21

Powers
The Mummy is immune to the Cold, Mental, and Poison traits.
If your check to defeat the Mummy has the Fire trait, add 1d8.
If undefeated, after you act, bury your discard pile.

Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Lirianne

Thassilonian Dungeon Card 1:
Mending
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

Powers
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 2:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Thassilonian Dungeon Card 3:
Stone Giant
Monster 4

Traits
Giant

Check
Combat
16

Powers
Damage Dealt by the Stone Giant is dealt to each character at this location.

Thassilonian Dungeon Card 4:
Hand Chopper
Barrier 3

Traits
Trap

Check
Dexterity
Disable
12

Powers
If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

Thassilonian Dungeon Card 5:
Longbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Thassilonian Dungeon Card 6:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 7:
Mass Cure
Spell 4

Traits
Magic
Divine
Healing

Check
Wisdom
Divine
12

Powers
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 8:
Werewolf
Monster C

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.


Spreadsheet. Desired cards (in order): blessing 6-4, weapon 6, armor 6-5

Raz flips a blessing of Norgorber and explores, finding a large chest. She discards her top card (Blessing of Iomedae) for a boost.

Melee DC 15: 1d8 + 1d6 + 5 ⇒ (8) + (3) + 5 = 16

She busts open the chest, finding 1d4 ⇒ 4 random weapons! She then discards her scribe to explore again, finding a potion of glibness. She automatically acquires it with Diplomacy, then swaps it for a random item. Wanting to keep her mountain dog for closing the location down the road, she ends her turn there, discarding all her new finds when she resets her hand unless she gets something really useful.

Raz wrote:

Hand: Mokmurian’s Club (Loot, replaces Cold Iron Mace +1), Shocking Lance +1, Boomcrown, Mountain Dog, Ebon Thorn,

Displayed:
Deck: 9 Discard: 6 Buried: 0
Notes:

Skills and Powers:
SKILLS

STRENGTH d8 [X]+1 [X]+2 []+3 []+4
Melee: Strength +2
DEXTERITY d8 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d4 []+1
WISDOM d6 []+1
Divine: Wisdom +1
CHARISMA d10 [X]+1 [X]+2 [X]+3 []+4
Diplomacy: Charisma +2

Hand Size 4 [X] 5 [] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of your deck to add 1d6 ([X]+1) ([]+2) to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or an armor ([X] or an item or an ally), you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster ([] or a weapon or an armor), you may bury ([X] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
[] You may recharge a card that has the Mount trait to give a card to another character ([] an that character may give you a card). This power may not be used during an encounter.
[X] When you acquire ([] or a character at your location acquires) a weapon or an armor ([X] or a spell or an item), you may exchange it for a random card of the same type from the box.


Weapon 1:
Glaive
Weapon C

Traits
Polearm
Melee
Slashing
2-Handed
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. 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.

Weapon 2:
Longbow
Weapon C

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Weapon 3:
Runechill Hatchet +2
Weapon 4

Traits
Axe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 4:
Short Sword
Weapon C

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.

Item 1:
Boots of Elvenkind
Item B

Traits
Clothing
Magic

Check
Dexterity
Acrobatics
5

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


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

Lirianne flips Blessing of Gorum and continues her exploration of the dungeon. She sees a spell scroll but does not attempt to acquire. Mending banished and removed from game.

Not wanting to endanger her Surgeon to look around, she packs the Magic Studded Leather Armor and ends her turn, drawing Old Salt.

Lirianne, Alkenstar Marshal wrote:

Hand: Sniper Goggles, Surgeon, Shock Musket +1, Scorching Ray (ncd), Expeditious Chain Mail, Old Salt,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes:

Skills and Powers:
SKILLS

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

Hand Size 5 [x] 6
Light Armors Weapons
Powers:
When you play a card that has the Firearm trait, if you would bury ([x] 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. ([x] You may then recharge a card that has the Firearm trait from your discard pile.) ([x] You may then recharge a card to draw a card.)
[x] Add 1d6 ([x] 2d6) to your check to acquire or recharge an item or weapon.
[] You may bury a weapon or an item ([] or any boon) to recharge a card that has the Firearm trait from your discard pile.
[] When you would recharge a card that has the Firearm trait, you may instead shuffle it into your deck.
[] Treat your character powers that say "Firearm" as if they say "Ammunition or Firearm."

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Seoni flips blessing of Iomedae and explores in the library she finds a door spike

Buries wall of fire and discards blessing of Abadar

door spike dc12: 3d6 + 4 ⇒ (4, 4, 5) + 4 = 17

She then discard blessing of erastil to explore again

and encounters a henchman Warrior

She fails he dex check and discards swipe from the top of her deck

she discards her medallion to prevent the worst of the burning

sihedron recharge dc 9: 1d12 + 7 ⇒ (9) + 7 = 16

Then discards her headband to fuel her arcane blast burying a blessing to Lamashtu

arcane blast dc 20: 3d12 + 8 + 1d6 ⇒ (2, 1, 2) + 8 + (2) = 15

shirt reroll dc 20: 2 + 1d12 + 2 + 8 + 2 ⇒ 2 + (11) + 2 + 8 + 2 = 25

Banishes good omen to close the library and draws entirely new hand

New Hand includes surgeon which she will reveal at the start of Retas turn to shuffle in a reveller

Seoni wrote:

Hand: Blessing of Pharasma 1, Blessing of Abadar 2a, Apprentice, Poison blast, Wand of enervation, Robe of runes,

Displayed:
Deck: 5 Discard: 5 Buried: 3
Notes: Blessing available. Healing desired

Skills and Powers:
SKILLS

STRENGTH d4 []+1 []+2
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 []+1 []+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1

Hand Size 6 [X3] 7 [ ] 8

Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( []+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
[ ] You gain the skill Craft Charisma +1
[] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
[X4] You may bury a card to add its adventure deck number to your check


During This Adventure: You may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

During This Scenario: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.
To win the scenario, close all locations.

Turn: 9 Reta/Redelia

Top of Blessing Discard Pile: Blessing of Pharasma

Top Blessing:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Blessings Remaining: 21
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 91 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 92 Raz)
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 93 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 94 Seoni)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 5 (Turn 95 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 96 Kyra)
Spoiler:
Blessing of Gozreh
Blessing 4

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 Deck Card 7 (Turn 97 Raz)
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 8 (Turn 98 Lirianne)
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 99 Seoni)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 10 (Turn 910 Reta)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 11 (Turn 911 Kyra)
Spoiler:
Blessing of Iomedae
Blessing C

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 12 (Turn 912 Raz)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 13 (Turn 913 Lirianne)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 914 Seoni)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 15 (Turn 915 Reta)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 16 (Turn 916 Kyra)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 17 (Turn 917 Raz)
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 918 Lirianne)
Spoiler:
Blessing of Sarenrae
Blessing C

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 Deck Card 19 (Turn 919 Seoni)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 20 (Turn 920 Reta)
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 21 (Turn 921 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.

Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:1 ?:1

Festering Maze of Sloth Card 1:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Festering Maze of Sloth Card 2:
Detect Magic
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 3:
Ogrekin
Monster 3

Traits
Giant
Ogrekin

Check
Combat
13

Powers
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

Festering Maze of Sloth Card 4:
Charmed Red Dragon
Ally 4

Traits
Dragon

Check
Charisma
Diplomacy
Arcane
Divine
12

Powers
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.

Festering Maze of Sloth Card 5:
Trapped Spellbook
Barrier 5

Traits
Cache
Trap
Arcane

Check
Intelligence
Arcane
Wisdom
Divine
15

Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Festering Maze of Sloth Card 6:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Festering Maze of Sloth Card 7:
Magic Spyglass
Item 4

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

Festering Maze of Sloth Card 8:
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.

Festering Maze of Sloth Card 9:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 10:
Shadow
Monster C

Traits
Undead
Incorporeal

Check
Combat
13

Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:1
Located here: Grazuul (M), Reduction Field (B)

Shrine to Lamashtu Card 1:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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.

Shrine to Lamashtu Card 2:
Battered Chest
Barrier B

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

Powers
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Shrine to Lamashtu Card 3:
Hag
Monster 3

Traits
Hag

Check
Combat
15

Powers
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

Shrine to Lamashtu Card 4:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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.

Shrine to Lamashtu Card 5:
Reduction Field
Barrier 4

Traits
Trap
Magic
Arcane

Check
Constitution
Fortitude
Dexterity
Disable
13

Powers
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.

Shrine to Lamashtu Card 6:
Mammoth
Monster 4

Traits
Animal

Check
Combat
16

Powers
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.

Shrine to Lamashtu Card 7:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Shrine to Lamashtu Card 8:
Grazuul
Monster 3

Traits
Giant
Troll
Aquatic
Fighter

Check
Combat
16

Powers
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

Shrine to Lamashtu Card 9:
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.

Shrine to Lamashtu Card 10 - Blessing of the Gods:
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.

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:1 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Raz

Woods Card 1:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Woods Card 2:
Shortspear +3
Weapon 4

Traits
Spear
Melee
Piercing
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.

Woods Card 3:
Cloak of Elvenkind
Item 2

Traits
Clothing
Magic

Check
Dexterity
Stealth
5

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

Woods Card 4:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Woods Card 5:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Thassilonian Library
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

Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:6 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Reta

Nettlemaze Card 1:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Nettlemaze Card 2:
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.

Nettlemaze Card 3:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.

Nettlemaze Card 4:
Shortbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Nettlemaze Card 5:
Carrionstorm
Monster 2

Traits
Undead
Swarm
Elite

Check
Combat
12
OR
Divine
8

Powers
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.

Nettlemaze Card 6:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Nettlemaze Card 7:
Clay Golem
Monster 5

Traits
Construct
Golem

Check
Combat
21

Powers
You may not play spells with the Attack trait.
If undefeated, after the encounter, bury your discard pile.

Nettlemaze Card 8:
Shadow
Monster B

Traits
Undead
Incorporeal

Check
Combat
13

Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M:3 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Kyra

Desecrated Vault Card 1:
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.

Desecrated Vault Card 2:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Desecrated Vault Card 3:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Desecrated Vault 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.

Desecrated Vault Card 5:
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.

Desecrated Vault Card 6:
Trapped Spellbook
Barrier 5

Traits
Cache
Trap
Arcane

Check
Intelligence
Arcane
Wisdom
Divine
15

Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Desecrated Vault Card 7:
Aid
Spell C

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
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.

Desecrated Vault Card 8:
Mummy
Monster 5

Traits
Undead
Mummy

Check
Combat
21

Powers
The Mummy is immune to the Cold, Mental, and Poison traits.
If your check to defeat the Mummy has the Fire trait, add 1d8.
If undefeated, after you act, bury your discard pile.

Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Lirianne

Thassilonian Dungeon Card 1:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Thassilonian Dungeon Card 2:
Stone Giant
Monster 4

Traits
Giant

Check
Combat
16

Powers
Damage Dealt by the Stone Giant is dealt to each character at this location.

Thassilonian Dungeon Card 3:
Hand Chopper
Barrier 3

Traits
Trap

Check
Dexterity
Disable
12

Powers
If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

Thassilonian Dungeon Card 4:
Longbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Thassilonian Dungeon Card 5:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 6:
Mass Cure
Spell 4

Traits
Magic
Divine
Healing

Check
Wisdom
Divine
12

Powers
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 7:
Werewolf
Monster C

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.


Summoned Monster for Reta:
Roc
Monster 4

Traits
Animal

Check
Combat
17

Powers
If undefeated, move to a random open location and shuffle the Roc into that deck.


Reta flips over Blessing of Pharasma, and then explores.

She finds a henchman!
using BotGobs on dex check
dex check, DC 12: 2d10 + 4 ⇒ (2, 8) + 4 = 14

using Seoni's blessing of Pharasma (recharged) on the combat
Reta shoots the henchman with her planar crossbow, which she recharges.
3d10 + 8 + 1d8 ⇒ (7, 10, 2) + 8 + (5) = 32

The henchman is defeated!

Reta needs a random monster to close the location


As Reta defeats the henchman, a scary Roc tries to eat her!
Kyra sees what is happening and calls out a quick prayer.
Kyra recharges BotDawnflower

2d10 + 1d6 + 8 ⇒ (5, 10) + (2) + 8 = 25

Roc is defeated, location is closed.

Reta draws up and ends her turn.

Reta wrote:

Hand: Sawtooth Sabre +2, Magic Studded Leather Armor, Doghide Armor, Mighty Steed, Cleaving Dogslicer +2, Improvised Monster, Emerald of Dexterity,

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

Skills and Powers:
SKILLS

STRENGTH d8 [x]+1 []+2 []+3
DEXTERITY d10 [x]+1 [x]+2 [x]+3 [x]+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 [x] 6 []7 []9
Light Armors Weapons
Powers:
When you would discard a weapon for its power, you may recharge it ([x] or a random other weapon in your discard pile) instead. ([X]You may treat this power as if both occurrences of the word "weapon" were "ally."
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster ([x]or acquire an ally), you may bury a card from your hand ([x] or discard pile) to ([] examine the top card of your location deck, then you may) explore your location.
[]At the end of your turn, ([]you may move, then) each other character at your location may give you a card. Each character who does may draw a card.
[]When you are at the same location as another character, and one of you attempts a check, if you both recharge 1 card each, add 1d8. ([]If the character fails this check, you may both instead discard the cards to reroll the dice, take the new result.)


During This Adventure: You may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

During This Scenario: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck.
To win the scenario, close all locations.

Turn: 10 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: 20
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 101 Raz)
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 102 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 103 Seoni)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 104 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 105 Kyra)
Spoiler:
Blessing of Gozreh
Blessing 4

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 Deck Card 6 (Turn 106 Raz)
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 7 (Turn 107 Lirianne)
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 8 (Turn 108 Seoni)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 9 (Turn 109 Reta)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 10 (Turn 1010 Kyra)
Spoiler:
Blessing of Iomedae
Blessing C

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 11 (Turn 1011 Raz)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 12 (Turn 1012 Lirianne)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 13 (Turn 1013 Seoni)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 1014 Reta)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 15 (Turn 1015 Kyra)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 16 (Turn 1016 Raz)
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 1017 Lirianne)
Spoiler:
Blessing of Sarenrae
Blessing C

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 Deck Card 18 (Turn 1018 Seoni)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 19 (Turn 1019 Reta)
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 20 (Turn 1020 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.

Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:1 ?:1

Festering Maze of Sloth Card 1:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Festering Maze of Sloth Card 2:
Detect Magic
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 3:
Ogrekin
Monster 3

Traits
Giant
Ogrekin

Check
Combat
13

Powers
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

Festering Maze of Sloth Card 4:
Charmed Red Dragon
Ally 4

Traits
Dragon

Check
Charisma
Diplomacy
Arcane
Divine
12

Powers
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.

Festering Maze of Sloth Card 5:
Trapped Spellbook
Barrier 5

Traits
Cache
Trap
Arcane

Check
Intelligence
Arcane
Wisdom
Divine
15

Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Festering Maze of Sloth Card 6:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Festering Maze of Sloth Card 7:
Magic Spyglass
Item 4

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

Festering Maze of Sloth Card 8:
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.

Festering Maze of Sloth Card 9:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 10:
Shadow
Monster C

Traits
Undead
Incorporeal

Check
Combat
13

Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:1
Located here: Grazuul (M), Reduction Field (B)

Shrine to Lamashtu Card 1:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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.

Shrine to Lamashtu Card 2:
Battered Chest
Barrier B

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

Powers
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Shrine to Lamashtu Card 3:
Hag
Monster 3

Traits
Hag

Check
Combat
15

Powers
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

Shrine to Lamashtu Card 4:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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.

Shrine to Lamashtu Card 5:
Reduction Field
Barrier 4

Traits
Trap
Magic
Arcane

Check
Constitution
Fortitude
Dexterity
Disable
13

Powers
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.

Shrine to Lamashtu Card 6:
Mammoth
Monster 4

Traits
Animal

Check
Combat
16

Powers
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.

Shrine to Lamashtu Card 7:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Shrine to Lamashtu Card 8:
Grazuul
Monster 3

Traits
Giant
Troll
Aquatic
Fighter

Check
Combat
16

Powers
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

Shrine to Lamashtu Card 9:
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.

Shrine to Lamashtu Card 10 - Blessing of the Gods:
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.

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:1 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Raz

Woods Card 1:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Woods Card 2:
Shortspear +3
Weapon 4

Traits
Spear
Melee
Piercing
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.

Woods Card 3:
Cloak of Elvenkind
Item 2

Traits
Clothing
Magic

Check
Dexterity
Stealth
5

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

Woods Card 4:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Woods Card 5:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Thassilonian Library
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

Nettlemaze
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: Reta

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M:3 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Kyra

Desecrated Vault Card 1:
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.

Desecrated Vault Card 2:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Desecrated Vault Card 3:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Desecrated Vault 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.

Desecrated Vault Card 5:
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.

Desecrated Vault Card 6:
Trapped Spellbook
Barrier 5

Traits
Cache
Trap
Arcane

Check
Intelligence
Arcane
Wisdom
Divine
15

Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Desecrated Vault Card 7:
Aid
Spell C

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
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.

Desecrated Vault Card 8:
Mummy
Monster 5

Traits
Undead
Mummy

Check
Combat
21

Powers
The Mummy is immune to the Cold, Mental, and Poison traits.
If your check to defeat the Mummy has the Fire trait, add 1d8.
If undefeated, after you act, bury your discard pile.

Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Lirianne

Thassilonian Dungeon Card 1:
Warrior of Wrath
Henchman Monster 5

Traits
Human
Fighter
Wizard

Check
Combat
20

Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.

Thassilonian Dungeon Card 2:
Stone Giant
Monster 4

Traits
Giant

Check
Combat
16

Powers
Damage Dealt by the Stone Giant is dealt to each character at this location.

Thassilonian Dungeon Card 3:
Hand Chopper
Barrier 3

Traits
Trap

Check
Dexterity
Disable
12

Powers
If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

Thassilonian Dungeon Card 4:
Longbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Thassilonian Dungeon Card 5:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 6:
Mass Cure
Spell 4

Traits
Magic
Divine
Healing

Check
Wisdom
Divine
12

Powers
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 7:
Werewolf
Monster C

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.

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