jduteau |
Kenebres will never survive this demonic onslaught. The Storm King has decapitated the dragon Terendelev, scattering her glittering scales. The city is collapsing, yet somehow, you must make it through this catastrophe alive. One of the surviving heroes must remain to avenge the dragon champion.
Scenario Rules: Shuffle the villain Khorramzadeh into the blessings deck. When Khorramzadeh is put on top of the blessings discard pile, each character at a random location moves and is dealt 1d4+1 Fire damage; shuffle Khorramzadeh into the blessings deck.
After you encounter the henchman Ulkreth, close its location.
To win the scenario, close all of the locations.
Scenario Reward: Each character gains a skill feat. Loot: 1 Scale of your choice.
Locations:
Cathedral of St. Clydwell
At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:2 Bl:4 Henchman:1(Total: 10)
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat 11 check.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 Henchman:1(Total: 10)
Occult Library
At This Location: When you play a book that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:2 Al:1 Bl:0 Henchman:1(Total: 10)
Collapsing Bridge
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, banish all boons in this deck.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location deck to your hand.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 Henchman:1(Total: 10)
Defender's Heart
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M:4 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:3 Bl:0 Henchman:1(Total: 10)
Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monsters that have the Cultist trait by characters at any location is decreased by 2.
M:4 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 Henchman:1(Total: 10)
Outsider/Demon
Check
Combat 16
Acrobatics 12
Powers
May not be evaded; Immune to Electricity and Poison.
If the check to defeat has the Acid, Cold, or Fire trait, succeed at a Knowledge 8 check to add 5 to it.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to 1 + the number of cards in your location deck.
Human/Cleric/Cultist/Veteran
Check
Combat 12
Powers
If undefeated, shuffle a number of 1card from the blessings deck into your location deck.
Outsider/Demon/Servitor
Check
Combat 9
Powers
Immune to Electricity and Poison traits.
BYA, each character at your location must succeed at a Constitution or Fortitude 6 check or discard 1 card.
Kyra, Sarenrae's Light |
None of those besides the Portable Altar seems of any use. Portable Altar adds 1 to your Divine checks if displayed, 1d6 if discarded and can also be used to recharge a blessing by discarding. Might be useful for Seelah or Kyra. Not sure if it's worth use of Belthis though.
Nope, I don't want those.
jduteau |
Turn 02
Blessing: Blessing of Torag
02/39
Kyra
Locations:
Cathedral of St. Clydwell
At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:2 Bl:4 Henchman:1(Total: 10)
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat 11 check.
When Permanently Closed: On closing, end your turn.
M:1 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:2 Bl:0 Henchman:1(Total: 7)
Crowe
Occult Library
At This Location: When you play a book that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:2 Al:1 Bl:0 Henchman:1(Total: 10)
Collapsing Bridge
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, banish all boons in this deck.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location deck to your hand.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 Henchman:1(Total: 10)
Seelah
Defender's Heart
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M:4 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:3 Bl:0 Henchman:1(Total: 10)
Kyra
Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monsters that have the Cultist trait by characters at any location is decreased by 2.
M:4 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 Henchman:1(Total: 10)
Imrijka
jduteau |
Turn 03
Blessing: Blessing of Iomedae
03/28
Imrijka
only changed location...
Defender's Heart
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M:3 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:3 Bl:0 Henchman:1(Total: 9)
Kyra
Imrijka -Judge,Jury,Executioner |
I'll use my Hand Crossbow and recharge the Sacred Weapon to get an additional 1d4.
Combat 8: 1d10 + 1 + 1d6 + 1d4 ⇒ (8) + 1 + (6) + (3) = 18
Ouch! Skewered that Rat!
Can I explore again?
4,5,6: 1d6 ⇒ 1
Not that way, but I'll discard my Demon Hunter to explore again (and get 1d6 for checks against any Demons!)
jduteau |
Turn 04
Blessing: Blessing of Ascension
04/27
Seelah
only changed location...
Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monsters that have the Cultist trait by characters at any location is decreased by 2.
M:3 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:1 Henchman:1(Total: 7)
Imrijka
jduteau |
Collapsing Bridge - Seelah
Ulkreth - Henchman/Monster B
Outsider/Demon
Check
Combat 16
Acrobatics 12
Powers
May not be evaded; Immune to Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat. Updated the power in line with the FAQ
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt 9 damage (1 for adventure deck number + 8 for number of cards in location deck) So don't fail!
jduteau |
Discarding longsword and my Blessing. And a card from the top of deck for added spice (BofA)
[dice=Back to hell with you!]3d8 + 2d6 + 3 + -0
d6s saved me!
Ok I bury the armor to take the 4 damage
It is auto-closed, no need to do the closing check, so there is no damage and your armor is still safe.
You get the following allies added to your hand:
Mendevian Crusader - Ally B
Riding Horse - Ally B
Retainer - Ally B
Bat - Ally B
jduteau |
Turn 05
Blessing: Blessing of Deskari
05/26
Crowe
Locations:
Cathedral of St. Clydwell
At This Location: When you acquire a blessing, examine the top card of any location deck; if it is a non-henchman, non-villain monster, you may banish it.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, shuffle 1d4+1 cards from your discard pile into your deck.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:2 Bl:4 Henchman:1(Total: 10)
Seelah
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat 11 check.
When Permanently Closed: On closing, end your turn.
M:1 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:2 Bl:0 Henchman:1(Total: 7)
Crowe
Occult Library
At This Location: When you play a book that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:2 Al:1 Bl:0 Henchman:1(Total: 10)
Collapsing Bridge
CLOSED
Defender's Heart
At This Location: When you attempt a check to defeat a bane, you may recharge any number of allies; for each ally recharged, add 1d4.
When Closing: Summon and acquire a random ally.
When Permanently Closed: For the rest of the scenario, add 1 to your checks to acquire allies by characters at any location.
M:3 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:3 Bl:0 Henchman:1(Total: 9)
Kyra
Gray Garrison
At This Location: When you move, draw a random monster from the box and shuffle it into this location deck.
When Closing: Each character at this location must summon and defeat the henchman Cultist of Deskari.
When Permanently Closed: For the rest of the scenario, the difficulty of checks to defeat monsters that have the Cultist trait by characters at any location is decreased by 2.
M:3 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:1 Henchman:1(Total: 7)
Imrijka
jduteau |
Turn 06
Blessing: Blessing of Sarenrae
06/25
Kyra
only changed location...
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat 11 check.
When Permanently Closed: On closing, end your turn.
M:1 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:1 Bl:0 Henchman:1(Total: 6)
Crowe
Kyra, Sarenrae's Light |
Punch + BoA + Abraxas + Crusader: 3d6 + 1d4 ⇒ (3, 2, 3) + (2) = 10
Hand wipe, plus I lose another BoA.
Hand: Scale Mail, Qstaff, cure, detect demon, BoA
Almost dead so I'll cure.
Cure: 1d4 + 1 ⇒ (3) + 1 = 4
Cured?: 1d12 + 2 ⇒ (4) + 2 = 6
Got back skitter, sagacity, BoA, lore
Deck: 8
discards: 1
bury: 1
may use BoA, sagacity
jduteau |
[dice=Punch + BoA + Abraxas + Crusader]3d6+1d4
Hand wipe, plus I lose another BoA.
Hand: Scale Mail, Qstaff, cure, detect demon, BoA
Almost dead so I'll cure.
[dice=Cure]1d4+1
[dice=Cured?]1d12+2
Got back skitter, sagacity, BoA, lore
Deck: 8
discards: 1
bury: 1
may use BoA, sagacity
I'm a bit confused as to what you have in hand and in your discard pile.
You say - may use sagacity, but that was something you cured so it's in your deck right?