[ADVENTURE CARD GUILD] Season 2-B1: We Be Goblins! (Inactive)

Game Master cartmanbeck

2B-2D: Pa's Reckoning

Pa Munchmeat:
Pa Munchmeat
Villain Monster 2

Traits
Giant
Ogre
Druid

Check
Combat
18

Powers
Characters may not play cards that have the Animal trait.

Before you act, return the cohort Squealy Nord to the box and summon and encounter the henchman Charmed Squealy Nord.

If undefeated, each character at your location is dealt 1d4 fire damage.

Spike and Guffy:
Spike and Guffy
Henchman Monster 2

Traits
Animal
and
Giant
Ogre
Fighter

Check
Combat
14
THEN
Combat
16

Powers
If undefeated, bury 2 cards from your discard pile.


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Silver Crusade RPG Superstar 2014 Top 16

@Tup: Don't forget about fighting an Ancient Skeleton.

Ancient Skeleton:
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.


@cartmanbeck: You need to put another random monstar out there as Ranzak encountered a monster as well.


Tup watches Ranzak fighting a skeleton and then suddenly notices one heading his way.

Combat 8: 1d12 + 2 + 2d4 ⇒ (2) + 2 + (2, 3) = 9 and Tup sets the skeleton alight (using Immolate)

Recharge 7: 1d12 + 2 ⇒ (3) + 2 = 5 and promptly forgets the spell (discards Immolate spell)

Tup wrote:

Hand: Fiery Glare, Blessing of the Gobs 2, Alchemist's Fire, Doghide Armor, Dogslicer,

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

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[ ] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage


@GM: I fear that the Ancient Skeletons probably trigger a random monster drop, too.
If that's right then there are two more monster drops needed :-(

It's a random other open location, BTW.

(I had mentioned the need for a monster drop when I encountered the Warlord in an earlier version of my post, but got the dread "backtracked too far" when I tried to submit it. I thought I had recreated everything when I tried again, but obviously missed this)

Silver Crusade RPG Superstar 2014 Top 16

Hmm, yep. Three more random monsters.

random other open loc: 1d5 ⇒ 1
random other open loc: 1d5 ⇒ 3
random other open loc: 1d5 ⇒ 1
Two in the Woods, one in the Guard Tower.

During This Adventure:

Wait, I’m Not a Goblin!:

Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.

You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: After you encounter the henchman Poison Trap, summon and
encounter the henchman Bandit.
The difficulty to defeat a bane that has the Human, Animal, or
Vermin trait is increased by 2; when you defeat one during your
exploration, you may discard a card to explore again.

Turn: 12 Mogmurch/khazkhaz

Top of Blessing Discard Pile: Blessing of Irori

Top Blessing:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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


Blessings Remaining: 18
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 121 Urgraz)
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 122 Zarlova)
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 123 Harsk)
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 124 Tup)
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 125 Ranzak)
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 126 Mogmurch)
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 7 (Turn 127 Urgraz)
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 128 Zarlova)
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 9 (Turn 129 Harsk)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 10 (Turn 1210 Tup)
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 1211 Ranzak)
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 12 (Turn 1212 Mogmurch)
Spoiler:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Blessings Deck Card 13 (Turn 1213 Urgraz)
Spoiler:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Blessings Deck Card 14 (Turn 1214 Zarlova)
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 15 (Turn 1215 Harsk)
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 16 (Turn 1216 Tup)
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 17 (Turn 1217 Ranzak)
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 18 (Turn 1218 Mogmurch)
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.

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:5 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1

Woods Card 1:
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.

Woods Card 2:
Siren
Monster B

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Woods Card 3:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Woods Card 4:
Longsword +1
Weapon B

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
9

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

Woods Card 5:
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.

Woods Card 6:
Scout
Monster B

Traits
Human
Ranger
Veteran

Check
Combat
8

Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

Woods Card 7:
Zombie Giant
Monster B

Traits
Undead
Zombie

Check
Combat
13

Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

Woods Card 8:
Lotslegs
Villain Monster 1

Traits
Vermin

Check
Combat
14
OR
Stealth
11

Powers
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.

After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Woods Card 9:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

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

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

Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Ranzak/JohnF, Tup/Wendy-Ann

Warrens Card 1:
Grizzled Mercenary
Ally 1

Traits
Human
Hireling

Check
Charisma
Diplomacy
6

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

Warrens Card 2:
Dart
Weapon B

Traits
Dart
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Mogmurch/khazkhaz

Treacherous Cave Card 1:
Horsechopper
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If you do not have the Goblin trait and are proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Treacherous Cave Card 2:
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.

Treacherous Cave Card 3:
Magic Shield
Armor B

Traits
Shield
Offhand
Magic
Elite

Check
Constitution
Fortitude
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Treacherous Cave Card 4:
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.

Treacherous Cave Card 5:
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.

Treacherous Cave Card 6:
Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Finesse
Magic

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Treacherous Cave Card 7:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Garrison
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: Harsk/thunderspirit

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Urzraz/Merisiel, Zarlova/Magabeus

Guard Tower Card 1:
Potion of Ghostly Form
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Guard Tower Card 2:
Night Watch
Ally B

Traits
Human
Basic

Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.

Guard Tower Card 3:
Traitor
Monster C

Traits
Human
Elite

Check
Combat
11

Powers
Before the encounter, discard a random ally from your hand.

Guard Tower Card 4:
Monster in the Closet
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
Wisdom
Perception
9

Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

Guard Tower Card 5:
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.

Guard Tower Card 6:
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.

Guard Tower Card 7:
Plague Zombie
Monster B

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.

Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M:4 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Mountain Peak Card 1:
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.

Mountain Peak Card 2:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

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

Mountain Peak Card 3:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

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

Mountain Peak Card 4:
Goblin Raid
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
None

Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Mountain Peak Card 5:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Mountain Peak Card 6:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Mountain Peak Card 7:
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.

Mountain Peak Card 8:
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.

Mountain Peak Card 9:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Mountain Peak Card 10:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Mountain Peak Card 11:
Garrote
Weapon B

Traits
Chain
Melee
Slashing
Gambling
Veteran

Check
Strength
Melee
7

Powers
For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.

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:
Detect Evil
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
4

Powers
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.

Shrine to Lamashtu Card 2:
Enchanter
Monster B

Traits
Human
Sorcerer
Veteran

Check
Combat
8

Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.

Shrine to Lamashtu Card 3:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Shrine to Lamashtu Card 4:
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 5:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Shrine to Lamashtu Card 6:
Blessing of Venkelvore
Blessing 1

Traits
Divine
Venkelvore

Check
Wisdom
Divine
5
OR
Constitution
Fortitude
6

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

Discard this card to add 2 dice to any check that invokes the Undead trait.

Discard this card and recharge the top card of your deck to explore your location.

After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.

Shrine to Lamashtu Card 7:
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 8:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

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

Shrine to Lamashtu Card 9:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Shrine to Lamashtu Card 10:
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.


The monsters get dropped on top, not shuffled in. So we should know that Woods card #3 is Lotslegs.

Silver Crusade RPG Superstar 2014 Top 16

BAH... sorry. Let me fix that. Sigh.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:

Wait, I’m Not a Goblin!:

Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.

You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: After you encounter the henchman Poison Trap, summon and
encounter the henchman Bandit.
The difficulty to defeat a bane that has the Human, Animal, or
Vermin trait is increased by 2; when you defeat one during your
exploration, you may discard a card to explore again.

Turn: 12 Mogmurch/khazkhaz

Top of Blessing Discard Pile: Blessing of Irori

Top Blessing:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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


Blessings Remaining: 18
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 121 Urgraz)
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 122 Zarlova)
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 123 Harsk)
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 124 Tup)
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 125 Ranzak)
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 126 Mogmurch)
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 7 (Turn 127 Urgraz)
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 128 Zarlova)
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 9 (Turn 129 Harsk)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 10 (Turn 1210 Tup)
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 1211 Ranzak)
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 12 (Turn 1212 Mogmurch)
Spoiler:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Blessings Deck Card 13 (Turn 1213 Urgraz)
Spoiler:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Blessings Deck Card 14 (Turn 1214 Zarlova)
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 15 (Turn 1215 Harsk)
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 16 (Turn 1216 Tup)
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 17 (Turn 1217 Ranzak)
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 18 (Turn 1218 Mogmurch)
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.

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:5 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1

Woods Card 1:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

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

Woods Card 2:
Scout
Monster B

Traits
Human
Ranger
Veteran

Check
Combat
8

Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

Woods Card 3 - Lotslegs:
Lotslegs
Villain Monster 1

Traits
Vermin

Check
Combat
14
OR
Stealth
11

Powers
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.

After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Woods 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.

Woods Card 5:
Siren
Monster B

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Woods Card 6:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Woods Card 7:
Longsword +1
Weapon B

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
9

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

Woods Card 8:
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.

Woods Card 9:
Zombie Giant
Monster B

Traits
Undead
Zombie

Check
Combat
13

Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

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

Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Ranzak/JohnF, Tup/Wendy-Ann

Warrens Card 1:
Grizzled Mercenary
Ally 1

Traits
Human
Hireling

Check
Charisma
Diplomacy
6

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

Warrens Card 2:
Dart
Weapon B

Traits
Dart
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Mogmurch/khazkhaz

Treacherous Cave Card 1:
Horsechopper
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If you do not have the Goblin trait and are proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Treacherous Cave Card 2:
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.

Treacherous Cave Card 3:
Magic Shield
Armor B

Traits
Shield
Offhand
Magic
Elite

Check
Constitution
Fortitude
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Treacherous Cave Card 4:
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.

Treacherous Cave Card 5:
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.

Treacherous Cave Card 6:
Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Finesse
Magic

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Treacherous Cave Card 7:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Garrison
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: Harsk/thunderspirit

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Urzraz/Merisiel, Zarlova/Magabeus

Guard Tower Card 1:
Plague Zombie
Monster B

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.

Guard Tower Card 2:
Potion of Ghostly Form
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Guard Tower Card 3:
Night Watch
Ally B

Traits
Human
Basic

Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.

Guard Tower Card 4:
Traitor
Monster C

Traits
Human
Elite

Check
Combat
11

Powers
Before the encounter, discard a random ally from your hand.

Guard Tower Card 5:
Monster in the Closet
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
Wisdom
Perception
9

Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

Guard Tower Card 6:
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.

Guard Tower Card 7:
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.

Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M:4 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Mountain Peak Card 1:
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.

Mountain Peak Card 2:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

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

Mountain Peak Card 3:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

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

Mountain Peak Card 4:
Goblin Raid
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
None

Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Mountain Peak Card 5:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Mountain Peak Card 6:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Mountain Peak Card 7:
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.

Mountain Peak Card 8:
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.

Mountain Peak Card 9:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Mountain Peak Card 10:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Mountain Peak Card 11:
Garrote
Weapon B

Traits
Chain
Melee
Slashing
Gambling
Veteran

Check
Strength
Melee
7

Powers
For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.

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:
Detect Evil
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
4

Powers
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.

Shrine to Lamashtu Card 2:
Enchanter
Monster B

Traits
Human
Sorcerer
Veteran

Check
Combat
8

Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.

Shrine to Lamashtu Card 3:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Shrine to Lamashtu Card 4:
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 5:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Shrine to Lamashtu Card 6:
Blessing of Venkelvore
Blessing 1

Traits
Divine
Venkelvore

Check
Wisdom
Divine
5
OR
Constitution
Fortitude
6

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

Discard this card to add 2 dice to any check that invokes the Undead trait.

Discard this card and recharge the top card of your deck to explore your location.

After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.

Shrine to Lamashtu Card 7:
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 8:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

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

Shrine to Lamashtu Card 9:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Shrine to Lamashtu Card 10:
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.


The bad news is that there are now two monsters on top of the Woods location deck that will need to be disposed of before we get to encounter the Villain.

The not-quite-so-bad news is that because we're looking at the Woods the deck won't get shuffled if we fail to defeat those monsters; even undefeated monsters get banished, not shuffled into the location deck.

We've now got two locations closed (and Warrens ought to get closed fairly easily). With 19 more turns left I don't think we need to set up for the endgame just yet, but we should probably begin to start thinking about it; we should at least work out who's going to fight Longlegs, and who is going to close the other locations.

Ranzak is getting quite low on cards - he only has three left in his deck. He's not going to be able to offer much help at the end - he has one blessing in his hand, but the rest are in his discard pile. Getting those back isn't all that likely now, especially since the party no longer has two of the Cure spells we had for the first scenario, so there is a distinct shortage of healing.

That's enough to think about for now - we can discuss strategy more a bit later on in the game.


@GM: I don't think the Guard Tower is right, either.

In post #200 we know that the Guard Tower has the Poison Trap on top.
Since then a random monster has been dropped on top of the location deck, but we should still know that the Poison Trap is Guard Tower card #2.

Sovereign Court

Mogmurch has started to hate the damp cave and wants a change of adventure. Getting outside is just as much an adventure as getting in, so he asks for a Blessing from the Gobs. Using Tup's Blessing of the Gobs.
Constitution 6: 2d8 ⇒ (3, 1) = 4
The Gobs ignore his plea so Mogmurch grudgingly goes deeper into the cave.

Mogmurch finds a Horsechopper, but lacking the strength to pick it up he leaves it where he saw it.

Mogmurch ends his turn.

Mogmurch wrote:

Hand: Dogslicer, Potion of Gracefulness, Potion of Beast Skin, Leather armour, Amfibier, Rain of Frogs,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: I can add 1D6 to your combat check if we're in the same location.

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at yoru location; if the discarded card has the Alchemical ([ ] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

Urgraz draws a blessing of the gods

As he starts his turn he encounters a bandit he recharges channel corruption

Unimpressed he barrels forward and stabs the bandit with his sword
melee strength dc 8: 2d8 + 3 ⇒ (4, 3) + 3 = 10

He hands his hammer to Zarlova and then explores

awaits gm to set up monster

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:

Wait, I’m Not a Goblin!:

Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.

You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: After you encounter the henchman Poison Trap, summon and
encounter the henchman Bandit.
The difficulty to defeat a bane that has the Human, Animal, or
Vermin trait is increased by 2; when you defeat one during your
exploration, you may discard a card to explore again.

Turn: 13 Urgraz/Merisal the Risen

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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


Blessings Remaining: 17
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 131 Zarlova)
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 132 Harsk)
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 133 Tup)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 4 (Turn 134 Ranzak)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 5 (Turn 135 Mogmurch)
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 6 (Turn 136 Urgraz)
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 137 Zarlova)
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 8 (Turn 138 Harsk)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 9 (Turn 139 Tup)
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 1310 Ranzak)
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 11 (Turn 1311 Mogmurch)
Spoiler:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Blessings Deck Card 12 (Turn 1312 Urgraz)
Spoiler:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Blessings Deck Card 13 (Turn 1313 Zarlova)
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 14 (Turn 1314 Harsk)
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 1315 Tup)
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 1316 Ranzak)
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 1317 Mogmurch)
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.

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:5 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1

Woods Card 1:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

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

Woods Card 2:
Scout
Monster B

Traits
Human
Ranger
Veteran

Check
Combat
8

Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

Woods Card 3 - Lotslegs:
Lotslegs
Villain Monster 1

Traits
Vermin

Check
Combat
14
OR
Stealth
11

Powers
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.

After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Woods 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.

Woods Card 5:
Siren
Monster B

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Woods Card 6:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Woods Card 7:
Longsword +1
Weapon B

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
9

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

Woods Card 8:
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.

Woods Card 9:
Zombie Giant
Monster B

Traits
Undead
Zombie

Check
Combat
13

Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

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

Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Ranzak/JohnF, Tup/Wendy-Ann

Warrens Card 1:
Grizzled Mercenary
Ally 1

Traits
Human
Hireling

Check
Charisma
Diplomacy
6

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

Warrens Card 2:
Dart
Weapon B

Traits
Dart
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Mogmurch/khazkhaz

Treacherous Cave Card 1:
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.

Treacherous Cave Card 2:
Magic Shield
Armor B

Traits
Shield
Offhand
Magic
Elite

Check
Constitution
Fortitude
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Treacherous Cave Card 3:
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.

Treacherous Cave Card 4:
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.

Treacherous Cave Card 5:
Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Finesse
Magic

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Treacherous Cave Card 6:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Garrison
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: Harsk/thunderspirit

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Urzraz/Merisiel, Zarlova/Magabeus

Guard Tower Card 1:
Plague Zombie
Monster B

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.

Guard Tower Card 2 - Poison Trap:
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.

Guard Tower Card 3:
Potion of Ghostly Form
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Guard Tower Card 4:
Night Watch
Ally B

Traits
Human
Basic

Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.

Guard Tower Card 5:
Traitor
Monster C

Traits
Human
Elite

Check
Combat
11

Powers
Before the encounter, discard a random ally from your hand.

Guard Tower Card 6:
Monster in the Closet
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
Wisdom
Perception
9

Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

Guard Tower Card 7:
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.

Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M:4 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Mountain Peak Card 1:
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.

Mountain Peak Card 2:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

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

Mountain Peak Card 3:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

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

Mountain Peak Card 4:
Goblin Raid
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
None

Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Mountain Peak Card 5:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Mountain Peak Card 6:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Mountain Peak Card 7:
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.

Mountain Peak Card 8:
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.

Mountain Peak Card 9:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Mountain Peak Card 10:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Mountain Peak Card 11:
Garrote
Weapon B

Traits
Chain
Melee
Slashing
Gambling
Veteran

Check
Strength
Melee
7

Powers
For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.

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:
Detect Evil
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
4

Powers
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.

Shrine to Lamashtu Card 2:
Enchanter
Monster B

Traits
Human
Sorcerer
Veteran

Check
Combat
8

Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.

Shrine to Lamashtu Card 3:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Shrine to Lamashtu Card 4:
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 5:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Shrine to Lamashtu Card 6:
Blessing of Venkelvore
Blessing 1

Traits
Divine
Venkelvore

Check
Wisdom
Divine
5
OR
Constitution
Fortitude
6

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

Discard this card to add 2 dice to any check that invokes the Undead trait.

Discard this card and recharge the top card of your deck to explore your location.

After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.

Shrine to Lamashtu Card 7:
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 8:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

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

Shrine to Lamashtu Card 9:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Shrine to Lamashtu Card 10:
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.


Mogmurch - I don't like to keep on about this topic, but you might try not to use a blessing from somebody else's hand unless they've said it's OK. We've all been asked to add a comment in the 'Notes' section to indicate what resources are available for others to use; if there isn't any such comment (or a footnote to a post) you may want to think twice before using anything.

Tup may be working hard on closing a location, in which case he could very well want to use his blessing for that. I believe that Zarlova has said it's OK to use her blessing, if you have to.

(@Zarlova: is that correct?)

We also have to consider the risk/reward for using the blessing. If it's just to help you try to move there's really not much of a downside if you fail unless you're needed somewhere else. And you've got a 37.5% chance of succeeding on your own (without a blessing) in any case.

Sovereign Court

Gotcha. My bad. Sorry. Tup.


My Deck Handler | My deck

I said that blessing of Pharasma is available if needed. However it seems that I will be in line for closing the Guard Tower and I need the blessing for that. Strenght 5 on a d4 is rather tough otherwise...Urgraz, can you post the text of the hammer?


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

URgraz snatches the hammer back and tells Zarlova "Get outta here!"

Realises Zarlova does not have the strength to easily close the location and looks to hold hammer for next time

He explores and finds a plague zombie

"Ugh hate these things"

revealed longsword and harsk snipe: 2d8 + 3 + 1d4 ⇒ (1, 4) + 3 + (1) = 9

CRAP thought Harsks snipe on top should do it

Urgraz uses his power increase the damage dealt to him to 3 and draws a card then recharges the halfplate to absorb the damage

The zombie explodes in putrid mess of bits covered in acid

Urgraz and Zarlova need to make a fortitude 6 check or take acid damage

urgraz fortitude save dc6: 1d10 + 2 ⇒ (8) + 2 = 10

Urgraz wrote:

Hand: Warhammer +1, Magnifying Glass, Amulet of Mighty Fists, Longsword, Hammer,

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

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ] +3
Fortitude +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2 [ ]+3
Divine +1
Charisma d4 [ ]+1

Hand Size 5 [ ] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([ ]+1) to your check
When a character at your location is dealt damage when you fail a skill check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check
You may discard ( [ ] or recharge ) a card to ignore the corrupted trait on a card you play until the end of the turn

Urgraz shouts at Zarlova "Why you still here?"

Sorry Zarlova


My Deck Handler | My deck

You forgot my Fire Sneeze ;(

Constitution 6 with blessing: 2d6 ⇒ (4, 3) = 7

Zarlova wrote:

Hand: Inflict, Fireblade, Fire Sneeze, Sage's Journal,

Displayed:
Deck: 6 Discard: 5 Buried: 0
Notes: Please use Fire Sneeze if you can, three offensive spells is too much

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +3
Charisma d6 [ ]+1 [ ]+2

Hand Size 6 [ ] 7 [ ] 8

Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top([ ] or bottom) card of your spell; if it is a spell ([ ]or a blessing) , you may add it to your hand.


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none
Magabeus - 1001 Zarlova wrote:

You forgot my Fire Sneeze ;(

Really Really Sorry

hammer weapon:

traits
Hammer
Melee
Bludgeoning
Basic

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

Recharge this card to add 1d6 to your Craft or Disable check

magnifying glass Item:

Traits
Tool
Basic

Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon

Recharge this card to examine the top card of your deck. Then you may shuffle your deck

So unless the warrens dump more monsters on top I can close this location next turn and then i will think about lotsolegs


My Deck Handler | My deck

Location power: Encounter Bandit
Recharge Inflict
Combat 10 Fireblade: 1d10 + 1 + 3 + 2d4 ⇒ (4) + 1 + 3 + (4, 3) = 15
Recharge Fireblade 8: 1d10 + 3 + 1 ⇒ (8) + 3 + 1 = 12 On top

From the guard tower emerges a longshanks, but Zargobla has met him before and will have none of it. She incinerates the bandit again.

Move to Shrine of Lamashtu
Encounter Detect Evil
Divine 4: 1d10 + 3 + 1 ⇒ (8) + 3 + 1 = 12

Cast Detect Evil - Enchanter
Recharge Detect Evil Divine 6: 1d10 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Discard Sage's journal (1 force damage)
Combat 10 Fire Sneeze: 1d10 + 1 + 3 + 1d12 ⇒ (8) + 1 + 3 + (7) = 19
Recharge Fire Sneeze Divine 8: 1d10 + 3 + 1 ⇒ (4) + 3 + 1 = 8 On top
No cards left, so no additional discard (1 fire damage)

Zargobla moves to the shrine to Lamashtu to pay her respects, having had enough of the bully Urgraz. The mother of monsters grants her a worthy adversary, an enchanter! Before she can even move Zargobla catches a spell, but she is quicker than the sorcerer and blasts fire from her nose, leaving another human in a pile of ashes.

Draw six new cards: Cure, Fireblade, Fire Sneeze, Wooden Armor, Holy Water and Blessing of Pharasma #2

Cast Cure
Cards: 1d4 + 1 ⇒ (1) + 1 = 2
Which: 2d6 ⇒ (6, 2) = 8
Recharge Cure Divine 8: 1d10 + 3 + 1 ⇒ (10) + 3 + 1 = 14

Zarlova wrote:

Hand: Fireblade, Fire Sneeze, Wooden Armor, Holy Water, Blessing of Pharasma #1,

Displayed:
Deck: 7 Discard: 4 Buried: 0
Notes: Fire Sneeze available to add 1d4 to any combat check with weapon (+Fire trait)

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +3
Charisma d6 [ ]+1 [ ]+2

Hand Size 6 [ ] 7 [ ] 8

Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top([ ] or bottom) card of your spell; if it is a spell ([ ]or a blessing) , you may add it to your hand.

I completely forgot about my 2nd power when acquiring the detect evil. Turned out good though!

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:

Wait, I’m Not a Goblin!:

Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.

You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: After you encounter the henchman Poison Trap, summon and
encounter the henchman Bandit.
The difficulty to defeat a bane that has the Human, Animal, or
Vermin trait is increased by 2; when you defeat one during your
exploration, you may discard a card to explore again.

Turn: 15 Harsk/Thunderspirit

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: 15
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 151 Tup)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 2 (Turn 152 Ranzak)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 3 (Turn 153 Mogmurch)
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 154 Urgraz)
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 155 Zarlova)
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 6 (Turn 156 Harsk)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 7 (Turn 157 Tup)
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 158 Ranzak)
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 9 (Turn 159 Mogmurch)
Spoiler:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Blessings Deck Card 10 (Turn 1510 Urgraz)
Spoiler:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Blessings Deck Card 11 (Turn 1511 Zarlova)
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 12 (Turn 1512 Harsk)
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 13 (Turn 1513 Tup)
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 14 (Turn 1514 Ranzak)
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 15 (Turn 1515 Mogmurch)
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.

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:5 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1

Woods Card 1:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

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

Woods Card 2:
Scout
Monster B

Traits
Human
Ranger
Veteran

Check
Combat
8

Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

Woods Card 3 - Lotslegs:
Lotslegs
Villain Monster 1

Traits
Vermin

Check
Combat
14
OR
Stealth
11

Powers
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.

After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Woods 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.

Woods Card 5:
Siren
Monster B

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Woods Card 6:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Woods Card 7:
Longsword +1
Weapon B

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
9

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

Woods Card 8:
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.

Woods Card 9:
Zombie Giant
Monster B

Traits
Undead
Zombie

Check
Combat
13

Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

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

Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Ranzak/JohnF, Tup/Wendy-Ann

Warrens Card 1:
Grizzled Mercenary
Ally 1

Traits
Human
Hireling

Check
Charisma
Diplomacy
6

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

Warrens Card 2:
Dart
Weapon B

Traits
Dart
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Mogmurch/khazkhaz

Treacherous Cave Card 1:
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.

Treacherous Cave Card 2:
Magic Shield
Armor B

Traits
Shield
Offhand
Magic
Elite

Check
Constitution
Fortitude
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Treacherous Cave Card 3:
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.

Treacherous Cave Card 4:
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.

Treacherous Cave Card 5:
Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Finesse
Magic

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Treacherous Cave Card 6:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Garrison
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: Harsk/thunderspirit

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:1 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Urzraz/Merisiel,

Guard Tower Card 1 - Poison Trap:
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.

Guard Tower Card 2:
Potion of Ghostly Form
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Guard Tower Card 3:
Night Watch
Ally B

Traits
Human
Basic

Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.

Guard Tower Card 4:
Traitor
Monster C

Traits
Human
Elite

Check
Combat
11

Powers
Before the encounter, discard a random ally from your hand.

Guard Tower Card 5:
Monster in the Closet
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
Wisdom
Perception
9

Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

Guard Tower Card 6:
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.

Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M:4 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Mountain Peak Card 1:
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.

Mountain Peak Card 2:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

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

Mountain Peak Card 3:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

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

Mountain Peak Card 4:
Goblin Raid
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
None

Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Mountain Peak Card 5:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Mountain Peak Card 6:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Mountain Peak Card 7:
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.

Mountain Peak Card 8:
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.

Mountain Peak Card 9:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Mountain Peak Card 10:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Mountain Peak Card 11:
Garrote
Weapon B

Traits
Chain
Melee
Slashing
Gambling
Veteran

Check
Strength
Melee
7

Powers
For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.

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:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?:1
Located here: Zarlova/Magabeus

Shrine to Lamashtu Card 1:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Shrine to Lamashtu Card 2:
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 3:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Shrine to Lamashtu Card 4:
Blessing of Venkelvore
Blessing 1

Traits
Divine
Venkelvore

Check
Wisdom
Divine
5
OR
Constitution
Fortitude
6

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

Discard this card to add 2 dice to any check that invokes the Undead trait.

Discard this card and recharge the top card of your deck to explore your location.

After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.

Shrine to Lamashtu Card 5:
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 6:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

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

Shrine to Lamashtu Card 7:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Shrine to Lamashtu Card 8:
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.


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

When Harsk closed the garrison the 3 weapons and 1 armour remaining should have been shuffled to form a loot deck left at the closed loaction.

Urgraz's next turn will be closing the guard tower. After that his final turn will probably involve traipsing through the woods trying to clear the path to lotsolegs. Unless hes goofed the guard tower close in which case he'll stay there


There are no banes left to encounter at the Warrens, so there's nothing I know of that could drop another monster on the Guard Tower. It's unfortunate that one of the barriers there forced a couple of extra monster encounters, but we can see off those intruders!

We're getting close enough to the end that we should plan what we're going to do.
If Urgraz closes the Guard tower next turn and Ranzak closes the Warrens this turn or next turn we're left with

  • Treacherous Cave - Wisdom/Survival 7
  • Mountain Peak - Wisdom/Survival 6
  • Shrine to Lamashtu - Divine 6 or Banish a blessing

Who's going to close which location?

Anybody who has a blessing can close the Shrine; the problem is going to be those Wisdom/Survival checks.
Zarlova, with a d10+1 for Wisdom, seems like a good choice for one of them. Harsk has, I believe, a d6+1, Tup has only a d4, Ranzak has a d4+3, and Mogmurch also has a d4.

We also need to concentrate on getting blessings into our hands so we can help other characters


If Urgraz is going to fight Lotslegs (which seems like the obvious choice) he ideally needs to do it on turn 25 (but see below for another option). That means we need to get everybody else in place before then.

It would also help Urgraz if we could get rid of either or both of the monsters that got dropped on top of Lotslegs. So if anyone who can fight reasonably well (without using up blessings) goes to the woods and encounters a monster they don't actually need to defeat it - they just need to avoid losing too badly (so they don't have to discard any blessings, and have enough cards left in their deck to avoid dying).

Assuming Urgraz manages to close out the Guard Tower next turn I believe our optimal strategy would be for Zarlova to take the harder Wisdom/Survival check at the Treacherous Cave, and for Harsk to take the other at Mountain Peak; we also need to position somebody with a blessing at the Shrine.
Then, when turn 25 comes along, Urgraz moves to the woods, and fights any remaining monsters and Lotslegs.

If, for some reason, Urgraz doesn't have enough resources left to fight Lotslegs we still have one more option left. Ranzak could use his last turn to move to the woods, explore, and use his power to evade Lotslegs and give Urgraz another chance to defeat her. This has the advantage that Urgraz will have reset his hand, so will be fighting at full strength.
If we have to do that, though, whoever is at Mountain Peak would probably have to bury a card, so will need to have at least one card left in his deck.


My Deck Handler | My deck

I am fine with moving to the cave at the start of my next turn. That off course means that someone else needs to take care of the Shrine

Silver Crusade RPG Superstar 2014 Top 16

Fixed the Garrison location with the leftover weapons and armor.

During This Adventure:

Wait, I’m Not a Goblin!:

Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.

You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: After you encounter the henchman Poison Trap, summon and
encounter the henchman Bandit.
The difficulty to defeat a bane that has the Human, Animal, or
Vermin trait is increased by 2; when you defeat one during your
exploration, you may discard a card to explore again.

Turn: 15 Harsk/Thunderspirit

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: 15
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 151 Tup)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 2 (Turn 152 Ranzak)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 3 (Turn 153 Mogmurch)
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 154 Urgraz)
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 155 Zarlova)
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 6 (Turn 156 Harsk)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 7 (Turn 157 Tup)
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 158 Ranzak)
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 9 (Turn 159 Mogmurch)
Spoiler:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Blessings Deck Card 10 (Turn 1510 Urgraz)
Spoiler:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Blessings Deck Card 11 (Turn 1511 Zarlova)
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 12 (Turn 1512 Harsk)
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 13 (Turn 1513 Tup)
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 14 (Turn 1514 Ranzak)
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 15 (Turn 1515 Mogmurch)
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.

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:5 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1

Woods Card 1:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

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

Woods Card 2:
Scout
Monster B

Traits
Human
Ranger
Veteran

Check
Combat
8

Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

Woods Card 3 - Lotslegs:
Lotslegs
Villain Monster 1

Traits
Vermin

Check
Combat
14
OR
Stealth
11

Powers
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.

After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Woods 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.

Woods Card 5:
Siren
Monster B

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Woods Card 6:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Woods Card 7:
Longsword +1
Weapon B

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
9

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

Woods Card 8:
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.

Woods Card 9:
Zombie Giant
Monster B

Traits
Undead
Zombie

Check
Combat
13

Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

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

Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Ranzak/JohnF, Tup/Wendy-Ann

Warrens Card 1:
Grizzled Mercenary
Ally 1

Traits
Human
Hireling

Check
Charisma
Diplomacy
6

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

Warrens Card 2:
Dart
Weapon B

Traits
Dart
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Mogmurch/khazkhaz

Treacherous Cave Card 1:
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.

Treacherous Cave Card 2:
Magic Shield
Armor B

Traits
Shield
Offhand
Magic
Elite

Check
Constitution
Fortitude
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Treacherous Cave Card 3:
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.

Treacherous Cave Card 4:
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.

Treacherous Cave Card 5:
Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Finesse
Magic

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Treacherous Cave Card 6:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Garrison
At This Location: NO BOX
M:0 Ba:0 W:3 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Harsk/thunderspirit

Garrison Card 1 - Mace:
Mace
Weapon B

Traits
Mace
Melee
Bludgeoning
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Garrison Card 2:
Elven Chain Shirt
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Garrison Card 3:
Light Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Garrison Card 4:
Shortbow
Weapon C

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.

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:1 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Urzraz/Merisiel,

Guard Tower Card 1 - Poison Trap:
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.

Guard Tower Card 2:
Potion of Ghostly Form
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Guard Tower Card 3:
Night Watch
Ally B

Traits
Human
Basic

Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.

Guard Tower Card 4:
Traitor
Monster C

Traits
Human
Elite

Check
Combat
11

Powers
Before the encounter, discard a random ally from your hand.

Guard Tower Card 5:
Monster in the Closet
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
Wisdom
Perception
9

Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

Guard Tower Card 6:
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.

Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M:4 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Mountain Peak Card 1:
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.

Mountain Peak Card 2:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

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

Mountain Peak Card 3:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

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

Mountain Peak Card 4:
Goblin Raid
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
None

Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Mountain Peak Card 5:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Mountain Peak Card 6:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Mountain Peak Card 7:
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.

Mountain Peak Card 8:
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.

Mountain Peak Card 9:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Mountain Peak Card 10:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Mountain Peak Card 11:
Garrote
Weapon B

Traits
Chain
Melee
Slashing
Gambling
Veteran

Check
Strength
Melee
7

Powers
For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.

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:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?:1
Located here: Zarlova/Magabeus

Shrine to Lamashtu Card 1:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Shrine to Lamashtu Card 2:
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 3:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Shrine to Lamashtu Card 4:
Blessing of Venkelvore
Blessing 1

Traits
Divine
Venkelvore

Check
Wisdom
Divine
5
OR
Constitution
Fortitude
6

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

Discard this card to add 2 dice to any check that invokes the Undead trait.

Discard this card and recharge the top card of your deck to explore your location.

After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.

Shrine to Lamashtu Card 5:
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 6:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

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

Shrine to Lamashtu Card 7:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Shrine to Lamashtu Card 8:
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.


Goblin Harsk deck

Goblin Harsk sneaks over to the Treacherous Cave and past Mogmurch as he makes his way into the dank darkness.

Another Poison Trap! Goblin Harsk grins wickedly — he has this!
Can't really afford to dump a Blessing on this if he wants to be able to close the location, but he has a 70% chance without it.
DC 5 DEX: 1d10 + 1 ⇒ (5) + 1 = 6 whew!
Goblin Harsk has a little poison on his hands from the trap, and wipes them on Mogmurch's convenient cape nearby.

He tries to close the cave...
Discarding a Bot Gods for an additional d6, that moves me to a 72% chance of success.
DC 7 Survival: 2d6 + 1 ⇒ (1, 4) + 1 = 6 Arrgh!
The cave remains open! :-(

Goblin Harsk resets his hand, then examines the top card of the Treacherous Cave and lets everyone know it's a Magic Shield.

Goblin Harsk wrote:

Hand: Amulet of Life, Leather Armor, Blessing of Erastil 2, Blessing of Erastil 1, Returning Throwing Axe +1

Displayed:
Deck: 3 Discard: 7 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [ ]+2 [ ]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [ ] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 to combat check at another location

Sovereign Court

Mogmurch is thankful for the company!

Silver Crusade RPG Superstar 2014 Top 16

@Harsk you still need to fight a summoned Bandit henchman with the difficulty increased by 2, per the scenario power.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:

Wait, I’m Not a Goblin!:

Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.

You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: After you encounter the henchman Poison Trap, summon and
encounter the henchman Bandit.
The difficulty to defeat a bane that has the Human, Animal, or
Vermin trait is increased by 2; when you defeat one during your
exploration, you may discard a card to explore again.

Turn: 16 Tup/Wendy Ann

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: 14
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 161 Ranzak)
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 162 Mogmurch)
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 3 (Turn 163 Urgraz)
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 164 Zarlova)
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 5 (Turn 165 Harsk)
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 166 Tup)
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 167 Ranzak)
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 168 Mogmurch)
Spoiler:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Blessings Deck Card 9 (Turn 169 Urgraz)
Spoiler:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Blessings Deck Card 10 (Turn 1610 Zarlova)
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 11 (Turn 1611 Harsk)
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 12 (Turn 1612 Tup)
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 1613 Ranzak)
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 1614 Mogmurch)
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.

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:5 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1

Woods Card 1:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

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

Woods Card 2:
Scout
Monster B

Traits
Human
Ranger
Veteran

Check
Combat
8

Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

Woods Card 3 - Lotslegs:
Lotslegs
Villain Monster 1

Traits
Vermin

Check
Combat
14
OR
Stealth
11

Powers
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.

After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Woods 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.

Woods Card 5:
Siren
Monster B

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Woods Card 6:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Woods Card 7:
Longsword +1
Weapon B

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
9

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

Woods Card 8:
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.

Woods Card 9:
Zombie Giant
Monster B

Traits
Undead
Zombie

Check
Combat
13

Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

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

Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Ranzak/JohnF, Tup/Wendy-Ann

Warrens Card 1:
Grizzled Mercenary
Ally 1

Traits
Human
Hireling

Check
Charisma
Diplomacy
6

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

Warrens Card 2:
Dart
Weapon B

Traits
Dart
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:0
Located here: Mogmurch/khazkhaz, Harsk/thunderspirit

Treacherous Cave Card 1:
Magic Shield
Armor B

Traits
Shield
Offhand
Magic
Elite

Check
Constitution
Fortitude
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Treacherous Cave Card 2:
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.

Treacherous Cave Card 3:
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.

Treacherous Cave Card 4:
Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Finesse
Magic

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Treacherous Cave Card 5:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Garrison
At This Location: NO BOX
M:0 Ba:0 W:3 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Closed

Garrison Card 1 - Mace:
Mace
Weapon B

Traits
Mace
Melee
Bludgeoning
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Garrison Card 2:
Elven Chain Shirt
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Garrison Card 3:
Light Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Garrison Card 4:
Shortbow
Weapon C

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.

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:1 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Urzraz/Merisiel,

Guard Tower Card 1 - Poison Trap:
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.

Guard Tower Card 2:
Potion of Ghostly Form
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Guard Tower Card 3:
Night Watch
Ally B

Traits
Human
Basic

Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.

Guard Tower Card 4:
Traitor
Monster C

Traits
Human
Elite

Check
Combat
11

Powers
Before the encounter, discard a random ally from your hand.

Guard Tower Card 5:
Monster in the Closet
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
Wisdom
Perception
9

Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

Guard Tower Card 6:
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.

Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M:4 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Mountain Peak Card 1:
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.

Mountain Peak Card 2:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

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

Mountain Peak Card 3:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

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

Mountain Peak Card 4:
Goblin Raid
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
None

Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Mountain Peak Card 5:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Mountain Peak Card 6:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Mountain Peak Card 7:
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.

Mountain Peak Card 8:
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.

Mountain Peak Card 9:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Mountain Peak Card 10:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Mountain Peak Card 11:
Garrote
Weapon B

Traits
Chain
Melee
Slashing
Gambling
Veteran

Check
Strength
Melee
7

Powers
For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.

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:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?:1
Located here: Zarlova/Magabeus

Shrine to Lamashtu Card 1:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Shrine to Lamashtu Card 2:
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 3:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Shrine to Lamashtu Card 4:
Blessing of Venkelvore
Blessing 1

Traits
Divine
Venkelvore

Check
Wisdom
Divine
5
OR
Constitution
Fortitude
6

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

Discard this card to add 2 dice to any check that invokes the Undead trait.

Discard this card and recharge the top card of your deck to explore your location.

After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.

Shrine to Lamashtu Card 5:
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 6:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

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

Shrine to Lamashtu Card 7:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Shrine to Lamashtu Card 8:
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.


Goblin Harsk deck
cartmanbeck wrote:
@Harsk you still need to fight a summoned Bandit henchman with the difficulty increased by 2, per the scenario power.

Brain tumor for breakfast. You're absolutely right. Which would be before attempting to close, so I'd still have the Blessing of the Gods. Bandit would force a recharge, which would be the Amulet of Life, then would bury the Leather Armor to prevent all combat damage since I can't beat the Bandit (no weapons).

Discard Blessing of the Gods during the failed close check, reset hand, Magic Shield still on top of the Treacherous Cave location deck.

Goblin Harsk wrote:

Hand: Blessing of Erastil 2, Blessing of Erastil 1, Returning Throwing Axe +1, Dagger, Blessing of the Gods 2

Displayed:
Deck: 2 Discard: 7 Buried: 1
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [ ]+2 [ ]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [ ] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 to combat check at another location

Grand Archive

Female Accountant 10/Roleplayer 5/Girl Guide 5

Turn 16

Tup looks over at Ranzak and says,"you've got this" and runs off to the woods to clear the path for Urgraz. On her way there his path is blocked by a fearsome Ogre. Tup's not sure he can do this but he decides to be brave and chase off the Orge.

Combat 14: 1d12 + 2 + 2d4 ⇒ (10) + 2 + (3, 4) = 19

Somewhat to his suprise the Ogre turns tails and flees.

Recharge - Arcane 10: 1d12 + 2 ⇒ (11) + 2 = 13 and he manages to remember the spell (recharges).

Tup doesn't have an explore again so he roots around and hopes for a blessing so he can go to the Shrine and neutralize it temporarily and is rewarded with the favor of a god.

Tup wrote:

Hand: Fireblade, Potion of Vision, Blessing of the Gobs 1, Burning Snot, Potion of Fortitude, Reformarium Servant,

Displayed:
Deck: 3 Discard: 6 Buried: 1
Notes: The blessing is reserved for closing the Shrine!

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[ ] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage


Turn 17

Ranzak finds himself all alone in the Warrens (except for his trusty parrot, of course).
Peering around somewhat nervously fearlessly he spots a Grizzled Mercenary

It's an Ally 1, and potentially a free explore (which would guarantee Ranzak a closing check this turn). But as the mercenary has the Human trait Ranzak would have less than a 50% chance of acquiring it even using a blessing. That doesn't seem like a particularly wise expenditure of resources.

Ranzak, somewhat relieved, watches the Mercenary depart.
(Ranzak has no chance of succeeding at the check to acquire without help, so there's no point in rolling)

While Ranzak could use his last remaining blessing to explore again, he's still going to get another chance next turn.
By that time we'll have a much better idea of just what challenges we face, and what resources we have available to assist us.
Ranzak ends his turn.

Ranzak wrote:

Hand: Hand Crossbow, Blessing of the Gobs #4, Spyglass (found), Immolate (found), Force Shortbow +1, Stalking Armor, Blowgun,

Displayed:
Deck: 3 Discard: 6 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Disable: Dexterity +1
Stealth: Dexterity +1
Constitution d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Fortitude: Constitution +1
Intelligence d4
Wisdom d4 [ ]+1 [ ]+2 [ ]+3
Survival: Wisdom +3
Charisma d6 [ ]+1 [ ]+2
POWERS
Hand Size 7 [ ] 8 [ ] 9
Light Armors Weapons
If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 ([ ]+1) to your check to acquire a boon
When you acquire a boon on your turn, roll 1d6; on a ([ ]3,) 4, 5, or 6, explore your location

Sovereign Court

Mogmurch travels deeper into the cave. He sees something reflect the light off his torch.
Constitution 6: 1d8 ⇒ 2
Mogmurch is too spooked to check it out and decides to ignore it.

Mogmurch strokes his pet Amfibier, for luck. Discarding Amfibier. He is then blinded by the light from a Holy Candle that seemed to appear from nowhere. Lacking the Wisdom to comprehend what's happening, he cowers from the light.

Mogmurch spends the night shivering in fear of what he saw.

Mogmurch wrote:

Hand: Dogslicer, Potion of Gracefulness, Potion of Beast Skin, Leather armour, Fiery Glare, Rain of Frogs,

Displayed:
Deck: 7 Discard: 4 Buried: 0
Notes: Feel free to add 1D6 to your combat check if we're in the same location. I can discard a card to add to your combat check.

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical ([ ] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill


We're almost into the endgame, but we've still got an extra monster to deal with in the woods.

Mogmurch could take care of this for us. He could go to the woods and encounter the monster. He doesn't need to defeat it; even if undefeated, the monster will be banished. Unless the monster has some particularly nasty powers (in which case we're probably not going to win) the worst that could happen would be that Mogmurch would have to discard his entire hand. But that's probably what he should do this turn, anyway - at this point we're mostly trying to get as many blessings as possible into our hands so we can help Urgraz in his combat encounters and help everybody else with their closing checks when it's time to fight the villain

After Urgraz's next turn we'll know whether he managed to close the guard tower (in which case he'll be free to move to the woods on turn 25), or whether we need to come up with an alternative strategy. In any case, after Urgraz's turn everybody else should move to their final locations, and discard as many cards as is safe at the end of their turn in an attempt to draw blessings.

Edit: Too late - Mogmurch has already taken his turn while I was composing this post. Fortunately he'll get one more chance next round.


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

great idea for mogmurch’s turn but there was also the significant problem of the con check to move out of the cave Urgraz is great for fighting things and making odd skill checks but needs to burn blessings to explore again. Should have at least one in hand after this turn

Turn 18

Blessing of the gods

Starting at the guard tower Urgraz encounters a bandit

Recharges amulet of mighty fists and discards longsword to fight bandit

melee dc 10: 2d8 + 1d6 + 3 ⇒ (2, 2) + (4) + 3 = 11

A tough fight but he dispatches the pesky human

He then finds a trapped locker and tries to disable it recharging hammer and using his magnifying glas

disable dc 5: 1d4 + 1d6 + 1d4 ⇒ (1) + (4) + (3) = 8

He then attempts to close (discarding chain mail from the top of his deck)

strength dc5: 1d8 + 1d6 ⇒ (7) + (3) = 10

Having closed the location another bandit appears he strikes at him with his warhammer ( discarding blessing of the arch devils from the top of his deck for another d6)

bandit dc 10: 2d8 + 1d6 + 3 ⇒ (4, 3) + (1) + 3 = 11

Finally he recharges the magnifying glass to see his next card is a blood periapt he does not reshuffle

Urgraz wrote:

Hand: Warhammer +1, Scale mail, Blood Periapt, Blessing of the gods,

Displayed:
Deck: 7 Discard: 4 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ] +3
Fortitude +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2 [ ]+3
Divine +1
Charisma d4 [ ]+1

Hand Size 5 [ ] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([ ]+1) to your check
When a character at your location is dealt damage when you fail a skill check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check
You may discard ( [ ] or recharge ) a card to ignore the corrupted trait on a card you play until the end of the turn


Yay two blessings


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

my spreadsheet seems to be missing out the fifth cell when copying my hand solution copy cell content into lower box and repost

Urgraz wrote:

Hand: Warhammer +1, Scale mail, Blood Periapt, Blessing of the gods, Blessing of the archdevils,

Displayed:
Deck: 7 Discard: 4 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ] +3
Fortitude +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2 [ ]+3
Divine +1
Charisma d4 [ ]+1

Hand Size 5 [ ] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([ ]+1) to your check
When a character at your location is dealt damage when you fail a skill check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check
You may discard ( [ ] or recharge ) a card to ignore the corrupted trait on a card you play until the end of the turn

So Zarlova heads to mountain peak
Harsk loots cave
Tup heads to shrine
Ranzak closes warrens
Mogmurch loots cave
Urgraz fights monster and uses one blessing to get to lotsolegs. Leaving one blessing to help harsk or Zarlova close their locations

I believe that’s the plan


That's pretty much the plan now.

I'm not sure it's wise for Harsk to explore the cave; he's got three blessings in his hand, which could take a lot of the risk out of the final checks (only Tup has a guaranteed success on the closing check). It would be a shame to lose those to an unfortunate encounter (and with only two cards in his deck, and no way to reduce damage, Harsk could even die).

That's also a factor to be taken into consideration when anybody else explores. The only cards we absolutely have to encounter are the two at the woods. Any other encounter runs the risk of running into something that can do damage to other characters (even characters at other locations).

Ranzak, however, will be exploring on his next turn. But that's because it's safe for him to do so (the only card left in the warrens is known to be a weapon), and exploring lets him attempt to close the location permanently so that we still have another chance to defeat Lotslegs if Urgraz is really, really unfortunate with his dice rolls.

While it's by no means certain that Mogmurch could move out of the cave, it costs nothing to try. If he succeeds he can clear away the monster on top of Lotslegs (which effectively gains us a blessing). He'd then also be able to add a d6 to Urgraz's combat check against Lotslegs.

Silver Crusade RPG Superstar 2014 Top 16

@Urgraz: Just to make sure you know, you had the option to banish a card from your hand to draw a random ally from the box thanks to the When Permanently Closed text, if you felt so inclined.

During This Adventure:

Wait, I’m Not a Goblin!:

Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.

You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: After you encounter the henchman Poison Trap, summon and
encounter the henchman Bandit.
The difficulty to defeat a bane that has the Human, Animal, or
Vermin trait is increased by 2; when you defeat one during your
exploration, you may discard a card to explore again.

Turn: 20 Zarlova/Magabeus

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: 10
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 201 Harsk)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 2 (Turn 202 Tup)
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 3 (Turn 203 Ranzak)
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 4 (Turn 204 Mogmurch)
Spoiler:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Blessings Deck Card 5 (Turn 205 Urgraz)
Spoiler:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Blessings Deck Card 6 (Turn 206 Zarlova)
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 7 (Turn 207 Harsk)
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 8 (Turn 208 Tup)
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 209 Ranzak)
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 2010 Mogmurch)
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.

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:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Tup/Wendy-Ann

Woods Card 1:
Scout
Monster B

Traits
Human
Ranger
Veteran

Check
Combat
8

Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

Woods Card 2 - Lotslegs:
Lotslegs
Villain Monster 1

Traits
Vermin

Check
Combat
14
OR
Stealth
11

Powers
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.

After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Woods Card 3:
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.

Woods Card 4:
Siren
Monster B

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Woods Card 5:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Woods Card 6:
Longsword +1
Weapon B

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
9

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

Woods Card 7:
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.

Woods Card 8:
Zombie Giant
Monster B

Traits
Undead
Zombie

Check
Combat
13

Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

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

Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Ranzak/JohnF,

Warrens Card 1:
Dart
Weapon B

Traits
Dart
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Mogmurch/khazkhaz,Harsk/thunderspirit

Treacherous Cave Card 1:
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.

Treacherous Cave Card 2:
Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Finesse
Magic

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Treacherous Cave Card 3:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Garrison
At This Location: NO BOX
M:0 Ba:0 W:3 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Closed

Garrison Card 1 - Mace:
Mace
Weapon B

Traits
Mace
Melee
Bludgeoning
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Garrison Card 2:
Elven Chain Shirt
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Garrison Card 3:
Light Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Garrison Card 4:
Shortbow
Weapon C

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.

Guard Tower
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: Urzraz/Merisiel,

Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M:4 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Mountain Peak Card 1:
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.

Mountain Peak Card 2:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

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

Mountain Peak Card 3:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

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

Mountain Peak Card 4:
Goblin Raid
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
None

Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Mountain Peak Card 5:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Mountain Peak Card 6:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Mountain Peak Card 7:
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.

Mountain Peak Card 8:
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.

Mountain Peak Card 9:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Mountain Peak Card 10:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Mountain Peak Card 11:
Garrote
Weapon B

Traits
Chain
Melee
Slashing
Gambling
Veteran

Check
Strength
Melee
7

Powers
For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.

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:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?:1
Located here: Zarlova/Magabeus

Shrine to Lamashtu Card 1:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Shrine to Lamashtu Card 2:
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 3:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Shrine to Lamashtu Card 4:
Blessing of Venkelvore
Blessing 1

Traits
Divine
Venkelvore

Check
Wisdom
Divine
5
OR
Constitution
Fortitude
6

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

Discard this card to add 2 dice to any check that invokes the Undead trait.

Discard this card and recharge the top card of your deck to explore your location.

After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.

Shrine to Lamashtu Card 5:
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 6:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

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

Shrine to Lamashtu Card 7:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Shrine to Lamashtu Card 8:
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.

Silver Crusade RPG Superstar 2014 Top 16

FYI to players: I will be traveling for work starting tomorrow morning through Friday evening. I'm planning to still update and post in the evenings, but am not totally sure I'll be able to, so if I disappear for a full day, that's why. :)


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

I will take the ally for the magnifying glass and will not have card card not drawn: 1d4 ⇒ 4
Damm blessing of the archdevils is on top of my deck


Urgraz - could you explain what you are talking about in that last post?
It's very confusing for those of us who don't have the cards in front of us, and so don't know what their powers are.


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

It’s a case of I recharged my magnifying glass so I drew 4 cards

1 blood periapt
2 scale mail
3 blessing of the gods
4 blessing of the archdevils

As I banished the glass to draw an ally I did not recharge the glass and only drew 3 cards

Random roll to determine which card I did not draw


My Deck Handler | My deck

Turn 20
Encounter Mountain Peak 1: Plague Zombie
Fireblade, Combat 11: 1d10 + 1 + 3 + 2d4 ⇒ (6) + 1 + 3 + (1, 2) = 13
Recharge, Divine 8: 1d10 + 1 + 3 ⇒ (2) + 1 + 3 = 6

Zargobla decides to move to the mountain peak, where she meets a dreaded undead! Trusting her spell yet again she incinerates the zombie. She decides to take a rest.

End of turn
Discard Wooden Armor, Holy Water
Draw Augury, Surgeon, Blessing of the Gods, Detect Evil

Start of turn 21
Cast Augury for barrier: Hill Giant, Goblin Commando, Goblin Raid
Goblin Raid goes to bottom
Recharge, Divine 8: 1d10 + 1 + 3 ⇒ (8) + 1 + 3 = 12
Card: 1d7 ⇒ 7
Reveal Surgeon to shuffle Holy Water in deck, then recharge surgeon.

Zarlova wrote:

Hand: Fire Sneeze, Blessing of the Gods #1, Blessing of Pharasma #1, Detect Evil,

Displayed:
Deck: 6 Discard: 6 Buried: 0
Notes: Fire Sneeze available to add 1d4 to any combat check with weapon (+Fire trait)

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +3
Charisma d6 [ ]+1 [ ]+2

Hand Size 6 [ ] 7 [ ] 8

Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top([ ] or bottom) card of your spell; if it is a spell ([ ]or a blessing) , you may add it to your hand.


I'd strongly recommend that Harsk doesn't explore this turn.
He's only got two cards left in his deck, so he can only really afford to play two more cards in this game - if we somehow fail to defeat the villain on Urgraz's next turn Harsk has to be able to reset his hand, or else he dies :-( With three blessings in hand he can't even play all of those (unless he gets to recharge one rather than discarding) to help corner and defeat the villain without putting himself at risk.


Goblin Harsk deck

Yeah, discarding the Blessing was taking a calculated risk that I could close the Treacherous Cave. 72% was betting odds. Sigh.


It wasn't a bad choice in isolation - 72% is a fairly good chance. However it would have been tactically better for you to have not gone to the cave at all, and set up to position yourself for the (slightly easier) close of the Mountain Peak. Zarlova has the best odds in the group to be able to make the harder check at the cave, so ideally she would be the one to do that.

In your position last round I probably wouldn't have explored anywhere - I'd have just done nothing that turn except discard some cards to try and draw blessings. The potential reward for exploring was fairly low - even if you found a boon "1" it could very well have needed a blessing to give you a good chance of acquiring it, and that's a high price to pay at this stage in the game. And, as you found out, there was a risk that you could end up with nothing left in your hand.


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

Seconded. I’d also recommend that if he can’t leave the cave mogmurch doesn’t explore either. I don’t want a repeat of that plague zombie incident with me and Zarlova.

Gm if the random ally has a recharge power I could have used before the end of my last turn I would have used it as I knew I had 2 armours* and 2 blessings next in my deck and I wanted to be sure of the blessings in hand if I could. *blood periapt is an item that works like an armour


@Harsk: Can we assume you are doing nothing this turn?

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:

Wait, I’m Not a Goblin!:

Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.

You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: After you encounter the henchman Poison Trap, summon and
encounter the henchman Bandit.
The difficulty to defeat a bane that has the Human, Animal, or
Vermin trait is increased by 2; when you defeat one during your
exploration, you may discard a card to explore again.

Turn: 21 Harsk/Thunderspirit

Top of Blessing Discard Pile: Blessing of Irori

Top Blessing:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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


Blessings Remaining: 9
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 211 Tup)
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 2 (Turn 212 Ranzak)
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 213 Mogmurch)
Spoiler:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Blessings Deck Card 4 (Turn 214 Urgraz)
Spoiler:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Blessings Deck Card 5 (Turn 215 Zarlova)
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 6 (Turn 216 Harsk)
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 7 (Turn 217 Tup)
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 8 (Turn 218 Ranzak)
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 9 (Turn 219 Mogmurch)
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.

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:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Tup/Wendy-Ann

Woods Card 1:
Scout
Monster B

Traits
Human
Ranger
Veteran

Check
Combat
8

Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

Woods Card 2 - Lotslegs:
Lotslegs
Villain Monster 1

Traits
Vermin

Check
Combat
14
OR
Stealth
11

Powers
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.

After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Woods Card 3:
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.

Woods Card 4:
Siren
Monster B

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Woods Card 5:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Woods Card 6:
Longsword +1
Weapon B

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
9

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

Woods Card 7:
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.

Woods Card 8:
Zombie Giant
Monster B

Traits
Undead
Zombie

Check
Combat
13

Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

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

Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Ranzak/JohnF,

Warrens Card 1:
Dart
Weapon B

Traits
Dart
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Mogmurch/khazkhaz,Harsk/thunderspirit

Treacherous Cave Card 1:
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.

Treacherous Cave Card 2:
Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Finesse
Magic

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Treacherous Cave Card 3:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Garrison
At This Location: NO BOX
M:0 Ba:0 W:3 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Closed

Garrison Card 1 - Mace:
Mace
Weapon B

Traits
Mace
Melee
Bludgeoning
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Garrison Card 2:
Elven Chain Shirt
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Garrison Card 3:
Light Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Garrison Card 4:
Shortbow
Weapon C

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.

Guard Tower
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: Urzraz/Merisiel,

Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M:3 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Mountain Peak Card 1:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

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

Mountain Peak Card 2:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

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

Mountain Peak Card 3:
Goblin Raid
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
None

Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Mountain Peak Card 4:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Mountain Peak Card 5:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Mountain Peak Card 6:
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.

Mountain Peak Card 7:
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.

Mountain Peak Card 8:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Mountain Peak Card 9:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Mountain Peak Card 10:
Garrote
Weapon B

Traits
Chain
Melee
Slashing
Gambling
Veteran

Check
Strength
Melee
7

Powers
For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.

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:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?:1
Located here: Zarlova/Magabeus

Shrine to Lamashtu Card 1:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Shrine to Lamashtu Card 2:
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 3:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Shrine to Lamashtu Card 4:
Blessing of Venkelvore
Blessing 1

Traits
Divine
Venkelvore

Check
Wisdom
Divine
5
OR
Constitution
Fortitude
6

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

Discard this card to add 2 dice to any check that invokes the Undead trait.

Discard this card and recharge the top card of your deck to explore your location.

After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.

Shrine to Lamashtu Card 5:
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 6:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

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

Shrine to Lamashtu Card 7:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Shrine to Lamashtu Card 8:
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.

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