Pathfinder ACG #8-00: Cosmic Captive (Table 1) [TIER 1-3] (Inactive)

Game Master cartmanbeck

Hawk's Table

Turn Order:
Kyra/JohnF
Agna/Pirate Rob
Feiya/Skizzerz
Sajan/zeroth_hour2

Summoned Spell 1:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Summoned Spell 2:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

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

Summoned Spell 3:
Arcane Armor
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Summoned Spell 4:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Summoned Spell 5:
Lightning Bolt
Spell 2

Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
8

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

Summoned Spell 6:
Mending
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

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


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Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

While you're discussing clarifications, I've got another question for you.

Quote:

Cargo Hold

At This Location: When you would encounter a boon, draw a boon of the same type from the box instead, encounter 1 and banish 1.

If I choose to encounter the boon that came from the box, rather than the boon I found initially, what happens if I acquire it?

Can it go on the Scenario pile, or does it always end up in my hand? If the latter, do I still take the damage?


Tentative pick for reward is Blessing of Sivanah (Blessing 2) to be distributed in the next scenario.


I'm choosing Verdure's Wrath (Spell 2) to be distributed next scenario. What was the name and number of the scenario we just finished so I can record it on my chronicle sheet? For my tier reward, I'm bumping hand size up to 7.

Silver Crusade RPG Superstar 2014 Top 16

JohnF wrote:

While you're discussing clarifications, I've got another question for you.

Quote:

Cargo Hold

At This Location: When you would encounter a boon, draw a boon of the same type from the box instead, encounter 1 and banish 1.

If I choose to encounter the boon that came from the box, rather than the boon I found initially, what happens if I acquire it?

Can it go on the Scenario pile, or does it always end up in my hand? If the latter, do I still take the damage?

That one's... huh. I would say you treat whichever one you chose to encounter as if it came from the location. But I'm not ENTIRELY sure.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class
cartmanbeck wrote:


That one's... huh. I would say you treat whichever one you chose to encounter as if it came from the location. But I'm not ENTIRELY sure.

That's certainly how I'd handle it if I were running the game, but it would be nice to be sure that is what was intended.

It's kind of a quantum boon - until you take a good look at it, just what form the boon takes is undecided. Schrodinger strikes again!

For upgrades Kyra would probably like to see a Blessing 2.
At the moment I'm not entirely sure why the upgrade gets delayed until the end of the next scenario, but maybe that will become clear later on. Then again, maybe it won't.


I think it's intended to be from the location, but RAW this isn't the case. It's probably a Keith question.

Silver Crusade RPG Superstar 2014 Top 16

Development:
Some may call it luck, but as far as your contribution to the
Pathfinder Chronicles will be concerned, it was thanks to your
peerless skill and insight that you managed to defuse the myriad
ship defenses. Honestly, who installs laser turrets in a cargo hold? No matter—you’ve managed to reboot the engines, and as they blast at
the sky, the asteroid slowly but surely begins rotating again. It’s only a matter of time before the sun isn’t blasting the surface, buying you a valuable opportunity to find the way into Aucturn’s Tear.

I'm going to rule that you do get access to those cards as upgrades, otherwise it's just unfair to make you work so hard to acquire them. I'll verify with Keith when he gets back to me, but for now we'll move ahead with that as our ruling.

And I agree it's intended that those two cards for the Cargo Hold be treated as if they're in the location. Again, I'll confirm with Keith when I can get ahold of him.

Moving on to: 8-00C2: Playing With Fire

The tunnels within the asteroid seem almost hotter than the sun-scorched surface, as if the rock itself were generating their own heat. In fact, in some places you’ve even come across rivulets of lava crisscrossing your route, cooled only somewhat by the dry blasts of now-tepid air gusting up from within Aucturn’s Tear. As you seem ready to die from exhaustion, you spy a magnificent palace made of dark glassy stone and surrounded by elegant pools of lava and brass mockeries of plant life. This strange oasis might not be your ideal refuge, but perhaps someone inside can give you directions to somewhere cooler.
The interior is positively luxurious, and its owner, a powerful ifreeti named Fahaz Nahlam, exuberantly invites you to partake of his hospitality. It’s hard to say no to a fire genie like him, especially one who puts on such a wondrous feast! Fahaz explains how he serves Ymeri, the evil elemental lord of fire and Queen of the Inferno. The ifreeti bemoans his boring duties but hints that perhaps he could twist the letter of his contract to help you if you can help break his boredom. You’re already halfway through agreeing before you notice the mischievous glint in his eye. He excitedly claps his hands twice, summoning fire-skinned servants wielding blades of all types.
“Let the entertainment begin!” he exclaims with glee before
disappearing in a cloud of smoke.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:
Reminder: Adventure Deck Number is 2!
At the start of this adventure, choose whether you wish to count
the adventure for purposes of tier advancement. If you choose not
to count this adventure as tier advancement, you do not gain feats
as provided in the Guide, but you do gain scenario rewards and
deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a
scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: Treat the villain Ifreeti and the henchman Fire Spirit as if they have
the Veteran trait and the following power: “The difficulty to defeat
is increased by twice the scenario’s adventure deck number.”

At the start of your turn, roll 1d4; if the result is less than the
number of characters, you are dealt 1 Fire damage.

Turn: 0

Blessings Remaining: 30

Molten Pool
At This Location: When you would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1

Molten Pool Card 1:
Sneak
Monster B

Traits
Human
Rogue
Veteran

Check
Combat
9

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

Molten Pool Card 2:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

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

Molten Pool Card 3:
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.

Molten Pool Card 4:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Molten Pool Card 5:
Secret Stash
Barrier C

Traits
Cache
Elite

Check
Wisdom
Perception
9

Powers
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.

Molten Pool Card 6:
Dogslicer +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Molten Pool Card 7:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Molten Pool Card 8:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Molten Pool Card 9:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

Molten Pool Card 10:
Faceless Stalker
Monster 2

Traits
Aberration

Check
Combat
12

Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:4 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1

The Old Light Card 1:
Charm Person
Spell B

Traits
Magic
Arcane
Mental

Check
Intelligence
Arcane
4

Powers
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.

The Old Light Card 2:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

The Old Light Card 3:
Goblin Warrior
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
9

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

The Old Light Card 4:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

The Old Light Card 5:
Arcane Armor
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

The Old Light Card 6:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

The Old Light Card 7:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

The Old Light Card 8:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

The Old Light Card 9:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

The Old Light Card 10:
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.

Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1

Throne Room 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.

Throne Room Card 2:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

Throne Room Card 3:
Dagger
Weapon B

Traits
Knife
Ranged
Piercing
Basic

Check
Dexterity
Ranged
3

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

Throne Room Card 4:
Shortbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

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

Throne Room Card 5:
Ring of Protection
Item 2

Traits
Accessory
Magic

Check
Constitution
Fortitude
5

Powers
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Throne Room Card 6:
Traitor
Monster B

Traits
Human
Elite

Check
Combat
11

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

Throne Room Card 7:
Wooden Shield
Armor C

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

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

Throne Room Card 8:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Throne Room Card 9:
Consecration
Spell 2

Traits
Magic
Divine

Check
Wisdom
Divine
8

Powers
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

Throne Room Card 10:
Siren
Monster C

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.

Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1

Volcanic Vents Card 1:
Chime of Unlocking
Item 2

Traits
Object
Magic

Check
Dexterity
Disable
8

Powers
Reveal this card to defeat a barrier with the Lock trait.

Volcanic Vents Card 2:
Starknife
Weapon B

Traits
Knife
Melee
Piercing
Finesse
Elite

Check
Dexterity
Ranged
6

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

Volcanic Vents Card 3:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

Volcanic Vents Card 4:
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.

Volcanic Vents Card 5:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

Volcanic Vents Card 6:
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.

Volcanic Vents Card 7:
Hide Armor of Fire Resistance
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7

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

Volcanic Vents Card 8:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Volcanic Vents Card 9:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Volcanic Vents Card 10:
Zombie Nest
Barrier 2

Traits
Skirmish
Undead
Zombie
Basic

Check
None

Powers
Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.

Scorched Obelisk
At This Location: If a check to defeat a bane is exceeded by more than 4, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1

Scorched Obelisk Card 1:
Locked Passage
Barrier B

Traits
Lock
Elite

Check
Dexterity
Disable
8
OR
Strength
Melee
16

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

Scorched Obelisk Card 2:
Sneak
Monster B

Traits
Human
Rogue
Veteran

Check
Combat
9

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

Scorched Obelisk Card 3:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Scorched Obelisk Card 4:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Scorched Obelisk Card 5:
Diseased Rats
Monster 2

Traits
Animal
Swarm
Elite

Check
Combat
11
OR
Dexterity
Stealth
9

Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Scorched Obelisk Card 6:
Shalelu Andosana
Ally B

Traits
Elf
Scout

Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

Scorched Obelisk Card 7:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

Scorched Obelisk Card 8:
Dogslicer
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Scorched Obelisk Card 9:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Scorched Obelisk Card 10:
Wooden Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

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

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1

Torture Chamber Card 1:
Diseased Rats
Monster 2

Traits
Animal
Swarm
Elite

Check
Combat
11
OR
Dexterity
Stealth
9

Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Torture Chamber Card 2:
Trapped Passageway
Barrier B

Traits
Trap
Basic

Check
Wisdom
Perception
Dexterity
Acrobatics
9

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

Torture Chamber Card 3:
Ifreeti
Villain Monster 2

Traits
Outsider
Elemental
Janni
Fire

Check
Combat
12

Powers
Before you act, discard a card from the blessings deck for each other open location.
The Ifreeti is immune to the Fire and Poison traits. All damage dealt by the Ifreeti is Fire damage.

Torture Chamber Card 4:
Large Chest
Barrier B

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Torture Chamber Card 5:
Magic Leather Armor
Armor C

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Torture Chamber Card 6:
Goblin Cutpurse
Monster 1

Traits
Goblin
Rogue
Basic

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

Torture Chamber Card 7:
Zombie Horde
Barrier 2

Traits
Skirmish
Undead
Zombie
Elite

Check
None

Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

Torture Chamber Card 8:
Cultist
Monster C

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Torture Chamber Card 9:
Soldier
Ally B

Traits
Human
Elite

Check
Strength
Melee
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

Torture Chamber Card 10:
Sheriff Hemlock
Ally B

Traits
Human
Warrior

Check
Charisma
Diplomacy
8

Powers
Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.

Silver Crusade RPG Superstar 2014 Top 16

Turn Order:
Sajan/zeroth
Kyra/JohnF
Agna/Pirate Rob
Feiya/skizzerz

Try to remember to add twice the AD# to the henchmen and villain! It'll be a hard thing to remember, I'm sure. I don't want to mess up the cards in the database by changing their difficulties.

Silver Crusade RPG Superstar 2014 Top 16

Keith is cool with my ruling on the rewards from that last one, FYI.


Deck Handler // Tier 6.12 // 11 hero points

As far as the ones that require checks to close, I have d12+4 on the Knowledge 6 so The Old Light is probably easiest for me to close. I have d8+3 Diplomacy, so I could do the Throne Room as well, but I'd probably seek out a blessing or other support on that to make it more likely. I cannot handle the Con/Fort check at all, only have a d4. As such, I'll be starting at The Old Light.

Feiya wrote:

Hand: Blessing of Pharasma, Frigid Blast, Blessing of the Elements, Cure, Life Drain, Sapphire of Intelligence

Displayed: Daji (Cohort)
Deck: 11 Discard: 0 Buried: 0
Notes: Blessings are up for grabs, someone at my location can recharge Sapphire of Intelligence to reduce difficulty against a bane or an ally by 3.

Skills and Powers:
SKILLS

Strength d4 ☐+1
Dexterity d8 ☐+1 ☐+2
Constitution d4 ☐+1 ☐+2
Intelligence d12 ☑+1 ☑+2 ☐+3 ☐+4
Knowledge: Intelligence +2
Arcane: Intelligence +2 (while Daji is displayed)
Craft: Intelligence +2 (while Daji is displayed)
Wisdom d6 ☐+1 ☐+2
Charisma d8 ☑+1 ☐+2 ☐+3 ☐+4
Diplomacy: Charisma +2

Hand Size 6 ☑7
Powers:
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card's adventure deck number.
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random (☐ or any) other open location deck.

I will be displaying Daji immediately after the first blessing is flipped and any start of turn effects are handled (already reflected in card summary above). I would appreciate if anyone finds a Spell 1 or a Spell 2 that they grab one of my blessings to help acquire it (should there be any left at that point).


Tier 3.3/2 Die Bumps

Well, I'm going to try this:

I just Tiered up, so before I Tier up, I'm going to apply one of my Paizocon boons: Paizocon 2017 #1, Heirloom Relic. "Choose a card from your Character's Class Deck Box that has an AD# of up to 1 higher than your current tier. When you gain a tier, you may add that card to your deck; this counts as a bonus deck upgrade."

If you don't allow it, I'll just continue on with my current deck. I'll be spending 2 scenarios without a AD3 deck upgrade, so I might as well do it now.

I'd like to upgrade BotG (C) to Blessing of Abadar AD3.

Sajan's mother was an avid worshipper of Abadar. While he himself preferred Irori's philosophies, Abadar was practical in his workings. Sajan had retrieved his mother's charm of Abadar before he set out, and it now glowed brightly. This is good - I'll need it for the trials ahead, they do not look easy at all.

Sajan (CD) wrote:

Hand: Blessing of Abadar (B), Researcher, Hat of Glamour, Kusarigama, Venomous Fighting Fan +1

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

Skills and Powers:
SKILLS

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

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).

Silver Crusade RPG Superstar 2014 Top 16

Works for me!


Tier 3.3 // 2 die bumps

So we'll be pressing deeper into the fire.

Kyra isn't good at any of the skill-based closing checks, so she'll probably start out at the Volcanic Vents (or the Torture Chamber). She doesn't have any blessings, but apart from that she's got a reasonable hand (although until her favourite weapon turned up on the last turn of the cards I wasn't quite so sure!)

Hand: Augury, Cure 2, Magic Half-Plate, Social Climber, Flaming Scimitar +1
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Location: Volcanic Vents

Skills and Powers:
SKILLS

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

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


Tier 3.3/2 Die Bumps

1st spoiler:
While I can close the Obelisk, I'd be taking a ton of damage at that location without any ability to get armor. I wish I was a Temple Guardian already.

I want to start at the harder locations first. Because the harder locations will be tougher when we get into the "hunt the villain" phase (unless we get a lucky Scry). As such, I'm going to the Torture Chamber first.

Oh god, the Ifreeti :( we want to close things first. Join me in the Torture Chamber, Kyra.

So. Much. Fire. Sajan would be amazed if it weren't for the fact that his instincts told him that this would be a tough situation to get out of. He lamented inwardly that he didn't train his body enough to resist the elements. Just as he was about to head to the Torture Chamber, a jet of fire is blasted towards him!

Start of turn Fire damage: 1d4 ⇒ 1

Discard Hat of Glamour.

That was not fun.

Explore the Torture Chamber. Diseased Rats. Reveal the Venomous Fighting +1 to autosucceed at the Combat check.

A set of rats jump out, but Sajan dispatches them effortlessly.

Discard the Researcher to explore. Trapped Passageway, yeeks. Luckily I got this shiny new Blessing of Abadar, which I will use on this check.

DC 9 Acrobatics: 3d10 + 4 ⇒ (8, 1, 1) + 4 = 14

With a deft leap Sajan jumped over all the traps.

I get a free explore from the Passageway, which leads to the Ifreeti. NOOOOOOOO!

[spoiler=Ifreeti]
Ifreeti
Villain Monster 2
Traits
Outsider
Elemental
Janni
Fire

Check
Combat
12 (+4)

Powers
Before you act, discard a card from the blessings deck for each other open location.
The Ifreeti is immune to the Fire and Poison traits. All damage dealt by the Ifreeti is Fire damage.

Welp, there goes 5 blessings. :( I need people to temp close their locations, as Ifreeti does count temp closed locations as not open. I wish I had my Kama to allow me to evade him, but thems the breaks. I'm discarding the Kusarigama to fight him. We don't really want another 5 blessings shuffled into the locations (since that would surely lose us the scenario) so I'm borrowing Feiya's Blessing of the Elements as well, which gets recharged. Don't read the 2nd spoiler until you've attempted to temp close!

2nd spoiler:

Combat DC 16: 2d10 + 2d6 + 8 ⇒ (10, 9) + (4, 3) + 8 = 34

Sorry guys. Technically that wasn't a bad result, since I did just close a location in 5 <5 turns and minimal damage. But I still feel bad.

Location is closed. End turn.

Sajan (CD) wrote:

Hand: Blood Periapt, Ring of Wave Walking, Riftwarden, Blessing of Lamashtu, Venomous Fighting Fan +1

Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes:

SKILLS

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

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3/2 Die Bumps

I need to wait for everyone to location start first. Please set your start locations (aka Agna, since Kyra and Feiya have done so already), then read my 1st spoiler.


Deck Handler // Tier 6.12 // 11 hero points

Do not open unless you've chosen your starting location. Note that Sajan is starting at the Torture Chamber (since that was obscured by the spoiler).

Spoiler:
Where do you read that Ifreeti ignores temp closed locations for the BYA power? That flies in the face of the actual rule of temp closed locations, which is that they only matter for villains escaping, and this isn't related to villains escaping. I searched for Ifreeti in the PACG and PFSACG forums and did not find any official clarifications either. The rule is (MM p17) "Temporarily closing a location only prevents the villain from escaping there during this encounter; it does not trigger any of the other effects of closing a location"

Knowledge DC 6: 1d12 + 4 ⇒ (11) + 4 = 15 Feiya temporarily closes The Old Light.

Blessing of the Elements was recharged, so I only have Blessing of Pharasma available now. FYI Sajan, you could've made that blessing a d12 instead per your character power. Didn't matter in this case, but something to keep in mind.


Deck Handler // Tier 6.12 // 11 hero points

I missed a card in my starting hand (I accidentally counted my Cohort towards my starting hand size), I also have a Black Spot in there. It's up for grabs should anyone need it.


Tier 3.3 // 2 die bumps

Once starting locations are set:

Spoiler:

Kyra discards her Magic Half-Plate to temp close her location.


Do not open unless you've chosen your starting location and read my post.

Spoiler:

skizzerz - CD Feiya wrote:


Where do you read that Ifreeti ignores temp closed locations for the BYA power?

Oh, I guess I was wrong. I was looking at hawkmoon's response, but didn't notice Vic's.

Sorry guys. We should probably temporarily close to allow us to close locations without fearing the villain being there, but I was misinformed. We could unwind the closes if we decide that the extra shuffled blessings is more useful than the unknown of the villain locations, but I'm going to probably ask for more opinions this time.


Tier 3.3 // 2 die bumps

Don't read this post either until you've read everything above it.

Spoiler:

The last thing we want to do is run into the villain again before we've got some locations closed - losing another chunk of the blessings deck is not a good idea.

I'm quite prepared to stick with temp-closing my location, and plan on staying there until we can permanently close it. Unfortunately all the other open locations are places I'd have difficulty closing.


”Fluff Fang” | CG Small Leshy Bard 3 | HP 13/35 | AC 19 | F +6 R +9 W +8 | Perc +8 (Lowlight) | Speed 25ft |

I'm going to start at the Old Light with Feiya, will likely move on my turn.

Agna - Dwarf Ranger wrote:

Hand: Snow Leopard, Bastard Sword, Blessing of Erastil (2), Crow, Belt of Giant Strength, Longsword, Wooden Shield

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

Skills and Powers:
SKILLS

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

Hand Size 5 [X] 6 [X] 7
Light Armors Weapons
Powers:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the offhand trait to add 1d6 ([X] +1) and that weapon's traits to your combat check.
At the end of your turn, you may examine the top ( [ ] or bottom) card of your location deck

Now reading spoilers...

Alright, I've caught up and we can escape spoiler land.

I'm here at the old light with Feiya which she she successfully temp closed.

Silver Crusade RPG Superstar 2014 Top 16

Phew! Okay, so you guys temp-closed the Old Light and Volcanic Vents, Sajan fought the villain at the Torture Chamber, which caused three FIVE blessings to be discarded from the blessings pile, and then the villain got shuffled into one of three locations (Molten Pool, Throne Room, or Scorched Obelisk) along with two blessings. I believe I did everything correctly. I made a backup of the database before doing any of that just incase I effed something up.

During This Adventure:
Reminder: Adventure Deck Number is 2!
At the start of this adventure, choose whether you wish to count
the adventure for purposes of tier advancement. If you choose not
to count this adventure as tier advancement, you do not gain feats
as provided in the Guide, but you do gain scenario rewards and
deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a
scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: Treat the villain Ifreeti and the henchman Fire Spirit as if they have
the Veteran trait and the following power: “The difficulty to defeat
is increased by twice the scenario’s adventure deck number.”

At the start of your turn, roll 1d4; if the result is less than the
number of characters, you are dealt 1 Fire damage.

Turn: 2 Kyra/JohnF

Top of Blessing Discard Pile: Blessing of Abadar

Top Blessing:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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


Blessings Remaining: 23

Molten Pool
At This Location: When you would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:3

Molten Pool Card 1:
Sneak
Monster B

Traits
Human
Rogue
Veteran

Check
Combat
9

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

Molten Pool Card 2:
Secret Stash
Barrier C

Traits
Cache
Elite

Check
Wisdom
Perception
9

Powers
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.

Molten Pool Card 3:
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.

Molten Pool 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.

Molten Pool Card 5:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

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

Molten Pool Card 6:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Molten Pool Card 7:
Faceless Stalker
Monster 2

Traits
Aberration

Check
Combat
12

Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Molten Pool Card 8:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

Molten Pool Card 9:
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.

Molten Pool Card 10:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Molten Pool Card 11:
Dogslicer +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:4 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Feiya/skizzerz, Agna/Pirate Rob

The Old Light Card 1:
Charm Person
Spell B

Traits
Magic
Arcane
Mental

Check
Intelligence
Arcane
4

Powers
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.

The Old Light Card 2:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

The Old Light Card 3:
Goblin Warrior
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
9

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

The Old Light Card 4:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

The Old Light Card 5:
Arcane Armor
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

The Old Light Card 6:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

The Old Light Card 7:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

The Old Light Card 8:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

The Old Light Card 9:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

The Old Light Card 10:
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.

Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:2

Throne Room 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.

Throne Room Card 2:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Throne Room Card 3:
Shortbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

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

Throne Room Card 4:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

Throne Room Card 5:
Dagger
Weapon B

Traits
Knife
Ranged
Piercing
Basic

Check
Dexterity
Ranged
3

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

Throne Room Card 6:
Consecration
Spell 2

Traits
Magic
Divine

Check
Wisdom
Divine
8

Powers
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

Throne Room Card 7:
Siren
Monster C

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.

Throne Room Card 8:
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.

Throne Room Card 9:
Traitor
Monster B

Traits
Human
Elite

Check
Combat
11

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

Throne Room Card 10:
Wooden Shield
Armor C

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

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

Throne Room Card 11:
Ring of Protection
Item 2

Traits
Accessory
Magic

Check
Constitution
Fortitude
5

Powers
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Kyra/JohnF

Volcanic Vents Card 1:
Chime of Unlocking
Item 2

Traits
Object
Magic

Check
Dexterity
Disable
8

Powers
Reveal this card to defeat a barrier with the Lock trait.

Volcanic Vents Card 2:
Starknife
Weapon B

Traits
Knife
Melee
Piercing
Finesse
Elite

Check
Dexterity
Ranged
6

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

Volcanic Vents Card 3:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

Volcanic Vents Card 4:
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.

Volcanic Vents Card 5:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

Volcanic Vents Card 6:
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.

Volcanic Vents Card 7:
Hide Armor of Fire Resistance
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7

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

Volcanic Vents Card 8:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Volcanic Vents Card 9:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Volcanic Vents Card 10:
Zombie Nest
Barrier 2

Traits
Skirmish
Undead
Zombie
Basic

Check
None

Powers
Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.

Scorched Obelisk
At This Location: If a check to defeat a bane is exceeded by more than 4, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:2

Scorched Obelisk Card 1:
Shalelu Andosana
Ally B

Traits
Elf
Scout

Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

Scorched Obelisk Card 2:
Ifreeti
Villain Monster 2

Traits
Outsider
Elemental
Janni
Fire

Check
Combat
12

Powers
Before you act, discard a card from the blessings deck for each other open location.
The Ifreeti is immune to the Fire and Poison traits. All damage dealt by the Ifreeti is Fire damage.

Scorched Obelisk Card 3:
Sneak
Monster B

Traits
Human
Rogue
Veteran

Check
Combat
9

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

Scorched Obelisk Card 4:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Scorched Obelisk Card 5:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

Scorched Obelisk Card 6:
Locked Passage
Barrier B

Traits
Lock
Elite

Check
Dexterity
Disable
8
OR
Strength
Melee
16

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

Scorched Obelisk Card 7:
Wooden Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

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

Scorched Obelisk Card 8:
Dogslicer
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Scorched Obelisk Card 9:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Scorched Obelisk Card 10:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Scorched Obelisk Card 11:
Diseased Rats
Monster 2

Traits
Animal
Swarm
Elite

Check
Combat
11
OR
Dexterity
Stealth
9

Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Sajan/zeroth

Silver Crusade RPG Superstar 2014 Top 16

Next several blessings:

Agna/Pirate Rob blessing:
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.

Feiya/skizzers 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.

Sajan/zeroth blessing:
[spoiler=Blessing of Sarenrae]Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Silver Crusade RPG Superstar 2014 Top 16

@Sajan: One important thing you missed.... Since you were at the Torture Chamber, your Fire damage should have been increased by an additional 1d4. Let's hope you roll low on that extra die!


Tier 3.3/2 Die Bumps

Should be 5 blessings discarded, since Vic's post in the thread said temp closes are only counted as not open for the purposes of escape (and the MM rulebook references it too)

Er, I forgot about that. Can you just say that I started at the Throne Room and moved there on my turn, since my whole turn would be invalidated if the damage was increased and you'd have to reset the whole box. That should not affect anything else.

It was definitely an ouch but may have been a good ouch with the Torture Chamber increased Fire damage. I heard the Fire side was pretty hard, but wow.

Silver Crusade RPG Superstar 2014 Top 16

Ok. And ouch, losing five blessings is painful. I'll update with the correct blessings here in a sec.

EDIT: Update and next blessings both updated above.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

While I believe that discarding three blessings is the correct thing to do, (as argued by Hawkmoon in this post referenced above), a case has been made that when

Vic's post a little later in the thread wrote:
"Temporarily closing a location only prevents the villain from escaping there during this encounter; it does not trigger any of the other effects of closing a location."

this meant those locations were not, in fact, to be counted as closed during the actual encounter. That would mean that in our case five blessings should be discarded.

I feel that that interpretation is incorrect, and that the text Vic quotes is merely emphasising the fact that temporarily closing a location does not trigger the "When permanently closed" conditions.

Arguing that the location is not closed appears to be clearly contradicted by the section of the rulebook immediately following, as the sentence partially quoted by Vic actually continues "and the location opens again immediately after the encounter."


Tier 3.3 // 2 die bumps

Kyra won't post a move right now until we're sure we know what we're doing.
We don't know whether Sajan's move would still have been possible (because of that extra 1d4 of Fire damage), or whether we're going to have to roll everything back.
Whether we discard three or five blessings is a minor issue - we first need to know if we even got into that situation.

Silver Crusade RPG Superstar 2014 Top 16

Sajan's turn is fine (we will assume he started at a location that would not increase the fire damage). While personally I think three blessings is the intended function, Vic's post throws enough confusion on the issue that I'm going to stick with five blessings out of caution.

So I think you can continue as currently listed.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

The extra damage at the Torture Chamber is an "At this location" effect, not "When you start your turn at this location ..."


Right, but we adjusted my turn so I'm not at the Torture Chamber to start (because why would I take an extra 2 to 5 damage before I even explore?) and I was taking Fire damage due to the scenario, so if I started at the Torture Chamber I would take extra Fire damage.


JohnF wrote:


The extra damage at the Torture Chamber is an "At this location" effect, not "When you start your turn at this location ..."

Yes, but the fire damage was a start of turn effect. Start of turn happens before moving, so starting elsewhere means you aren't at the Torture Chamber when the damage ticks.

I believe by RAW it is 5 blessings, per my rulebook quote. Vic's post in the linked thread begins with "Sorry", which indicates he is stating that Hawkmoon's response is incorrect. If Ifreeti is intended to ignore temp closes, it will need an FAQ. In any event, this is something that should be moved to the rules forum and discussed there.

Here's a more explicit Vic quote: "And temp-closing *any* location *anytime* you can temp-close always has just one effect: the villain cannot escape there." -- counting the locations as closed for Ifreeti's BYA power would contradict that sentence (and would also contradict the rulebook quote I gave above). And this FAQ.


Tier 3.3 // 2 die bumps

@Zeroth: all these spoilered posts are very confusing!

Start-of-Turn: 1d4 ⇒ 2 I'll swear I had a Ring of Protection somewhere! Discards Social Climber

Kyra seeks guidance from Sarenrae to see what monsters lurk nearby.
Casts Augury, looking for monsters

She sees brief visions of a Starknife and a Chime of Unlocking, but they soon pass. The vision of the Fire Spirit, though, stays with her, and she is certain she knows where one is lurking.
Put the Henchman on top of the (shuffled) location deck.

Recharge 8: 1d10 + 3 + 2 ⇒ (10) + 3 + 2 = 15 recharges the Augury.
The henchman is Combat 10+4. The best I can do is 1d10 + 2 + 1d6 + 4 + 1 (average 15), which is a bit too close for comfort;
I can't discard my weapon to get an extra 1d6+1, because that would add the Fire trait.

What blessings, etc., are available? Or should I just end my turn?


Hand refresh, should help. Blessing can be buried if need be.

2x Erastil from Agna, Pharasma from Feiya, Lamashtu from me.

Sajan (CD) wrote:

Hand: Blood Periapt, Ring of Wave Walking, Riftwarden, Blessing of Lamashtu, Venomous Fighting Fan +1

Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes:

Skills and Powers:
SKILLS

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

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


I have a Black Spot, which will reduce the difficulty by 3. I also have a Pharasma, which combined with the Black Spot will add another 2 dice. With those two cards, you probably don't need anyone else's help. I'd say go for it and grab them. 3d10 + 2 + 1d6 + 4 + 1 vs Combat 11 is an average roll of 27. I also have nothing in my discard and plenty of ways to slowly heal myself, so I'm game for spending some resources for another quick close.

Feiya wrote:

Hand: Blessing of Pharasma, Frigid Blast, Cure, Life Drain, Sapphire of Intelligence, Black Spot

Displayed: Daji (Cohort)
Deck: 11 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d4 ☐+1
Dexterity d8 ☐+1 ☐+2
Constitution d4 ☐+1 ☐+2
Intelligence d12 ☑+1 ☑+2 ☐+3 ☐+4
Knowledge: Intelligence +2
Arcane: Intelligence +2 (while Daji is displayed)
Craft: Intelligence +2 (while Daji is displayed)
Wisdom d6 ☐+1 ☐+2
Charisma d8 ☑+1 ☐+2 ☐+3 ☐+4
Diplomacy: Charisma +2

Hand Size 6 ☑7
Powers:
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card's adventure deck number.
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random (☐ or any) other open location deck.


Tier 3.3 // 2 die bumps

Kyra gratefully accepts Feiya's kind offer of assistance.
(using both the Black Spot and the Blessing)

Combat 10+4-3=11: 3d10 + 2 + 4 + 1d6 + 1 ⇒ (4, 10, 4) + 2 + 4 + (3) + 1 = 28 easily defeats the Fire Spirit.

Kyra feels her Cure spell slip from her memory The Volcanic Vents are now closed!

End-of-Turn: Draw Find Traps, Blessing of Cayden Cailean, Blessing of the Gods, and a Cure

Kyra wrote:

Hand: Flaming Scimitar +1, Find Traps, Blessing of Cayden Cailean, Blessing of the Gods, Cure 1

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: Location: Volcanic Vents - Blessings and Cure available

Skills and Powers:
SKILLS

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

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


Deck Handler // Tier 6.12 // 11 hero points

Recharge Black Spot vs Arcane DC 6: 1d12 + 4 ⇒ (3) + 4 = 7 Black Spot is recharged.


”Fluff Fang” | CG Small Leshy Bard 3 | HP 13/35 | AC 19 | F +6 R +9 W +8 | Perc +8 (Lowlight) | Speed 25ft |

fire damage?: 1d4 ⇒ 3

Toss the longsword in the flames.

Agna will move to the molten pool and go exploring there, being probaably the fastest explorer, she plans to spend the least time there.

A Sneak!

Perception DC 8: 1d8 + 4 ⇒ (5) + 4 = 9

I even saw it.

Using Bastard Sword + Belt Combat + recharge wooden shield
Combat DC 11: 1d10 + 4 + 1d10 + 1 + 1d6 + 1 ⇒ (3) + 4 + (6) + 1 + (3) + 1 = 18

Agna will recharge her crow to look further.

Ohh a secret stash!
wisdom DC 9: 1d8 + 4 ⇒ (1) + 4 = 5

Agna can't make heads nor tails of the map and banishes it.

Using the Snow Leopard, Agna pushes forward again.

A blessing of Irori, how odd. Means no villain here though.

Int DC 4: 1d4 ⇒ 4

Got it!

I'll discard Recharge my Erastil blessing to explore again.

A blessing of the gods.

How did 2 blessings end up in here? Ahh looked at the location. There was 1 blessing to start with which accidentally got turned into a ? after the shuffle. So with 2 blessings I now know no villain. Got it.

I'll use the BoTG to explore once more.

A crowbar!

strength DC 3: 1d10 + 2 ⇒ (9) + 2 = 11

Success!

From here Agna will end up turn with a peek.

A falling bell! Be careful. A molten falling bell at that.

Bell:
Falling Bell
Barrier 2
Obstacle Elite

Dexterity / Acrobatics 10

Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Agna - Dwarf Ranger wrote:

Hand: Blessing of Irori (TEMP), Bastard Sword, Crowbar (TEMP), Blessing of Milani, Belt of Giant Strength, Dog, Giant Badger

Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes:

Skills and Powers:
SKILLS

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

Hand Size 5 [X] 6 [X] 7
Light Armors Weapons
Powers:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the offhand trait to add 1d6 ([X] +1) and that weapon's traits to your combat check.
At the end of your turn, you may examine the top ( [ ] or bottom) card of your location deck


”Fluff Fang” | CG Small Leshy Bard 3 | HP 13/35 | AC 19 | F +6 R +9 W +8 | Perc +8 (Lowlight) | Speed 25ft |

My Milani and Irori blessing are both usable as always.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:
Reminder: Adventure Deck Number is 2!
At the start of this adventure, choose whether you wish to count
the adventure for purposes of tier advancement. If you choose not
to count this adventure as tier advancement, you do not gain feats
as provided in the Guide, but you do gain scenario rewards and
deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a
scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: Treat the villain Ifreeti and the henchman Fire Spirit as if they have
the Veteran trait and the following power: “The difficulty to defeat
is increased by twice the scenario’s adventure deck number.”

At the start of your turn, roll 1d4; if the result is less than the
number of characters, you are dealt 1 Fire damage.

Turn: 4 Feiya/skizzers

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: 21

Molten Pool
At This Location: When you would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:1 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Agna/Pirate Rob

Molten Pool Card 1 - Falling Bell:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Molten Pool Card 2:
Faceless Stalker
Monster 2

Traits
Aberration

Check
Combat
12

Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Molten Pool Card 3:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

Molten Pool Card 4:
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.

Molten Pool Card 5:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Molten Pool Card 6:
Dogslicer +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:4 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Feiya/skizzerz

The Old Light Card 1:
Charm Person
Spell B

Traits
Magic
Arcane
Mental

Check
Intelligence
Arcane
4

Powers
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.

The Old Light Card 2:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

The Old Light Card 3:
Goblin Warrior
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
9

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

The Old Light Card 4:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

The Old Light Card 5:
Arcane Armor
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

The Old Light Card 6:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

The Old Light Card 7:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

The Old Light Card 8:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

The Old Light Card 9:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

The Old Light Card 10:
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.

Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:2

Throne Room 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.

Throne Room Card 2:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Throne Room Card 3:
Shortbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

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

Throne Room Card 4:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

Throne Room Card 5:
Dagger
Weapon B

Traits
Knife
Ranged
Piercing
Basic

Check
Dexterity
Ranged
3

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

Throne Room Card 6:
Consecration
Spell 2

Traits
Magic
Divine

Check
Wisdom
Divine
8

Powers
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

Throne Room Card 7:
Siren
Monster C

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.

Throne Room Card 8:
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.

Throne Room Card 9:
Traitor
Monster B

Traits
Human
Elite

Check
Combat
11

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

Throne Room Card 10:
Wooden Shield
Armor C

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

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

Throne Room Card 11:
Ring of Protection
Item 2

Traits
Accessory
Magic

Check
Constitution
Fortitude
5

Powers
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Volcanic Vents
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Kyra/JohnF

Scorched Obelisk
At This Location: If a check to defeat a bane is exceeded by more than 4, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:2

Scorched Obelisk Card 1:
Shalelu Andosana
Ally B

Traits
Elf
Scout

Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

Scorched Obelisk Card 2:
Ifreeti
Villain Monster 2

Traits
Outsider
Elemental
Janni
Fire

Check
Combat
12

Powers
Before you act, discard a card from the blessings deck for each other open location.
The Ifreeti is immune to the Fire and Poison traits. All damage dealt by the Ifreeti is Fire damage.

Scorched Obelisk Card 3:
Sneak
Monster B

Traits
Human
Rogue
Veteran

Check
Combat
9

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

Scorched Obelisk Card 4:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Scorched Obelisk Card 5:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

Scorched Obelisk Card 6:
Locked Passage
Barrier B

Traits
Lock
Elite

Check
Dexterity
Disable
8
OR
Strength
Melee
16

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

Scorched Obelisk Card 7:
Wooden Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

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

Scorched Obelisk Card 8:
Dogslicer
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Scorched Obelisk Card 9:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Scorched Obelisk Card 10:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Scorched Obelisk Card 11:
Diseased Rats
Monster 2

Traits
Animal
Swarm
Elite

Check
Combat
11
OR
Dexterity
Stealth
9

Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Sajan/zeroth


Deck Handler // Tier 6.12 // 11 hero points

Well, we're at 1/3 locations closed with 2/3 of the blessings left, so we somehow managed to catch up on time. That being said, we don't know where the villain is and it'll still possibly chunk some more blessings off, so we can't rest on our laurels just yet. We know the villain is not at The Old Light or the Molten Pool, so we should focus on closing those up ASAP. I can only explore once this turn due to using up all my blessings on other things, so I'm going to stick at The Old Light as I wouldn't be all that helpful at the Pool anyway.

Burn baby burn: 1d4 ⇒ 3 Feiya is taken aback by the sweltering heat in the room, and her scroll of Cure catches alight. Discarding Cure for the 1 Fire damage.

Feiya comes across a scroll of Charm Person at The Old Light. It's an Arcane 4 to acquire and I have d12 + 4 Arcane, so it's automatic.

Feiya catches sight of a bystander watching her from the shadows and not helping. What is that person doing? They're probably with the Pathfinders, so why aren't they stepping in to help out? Feiya decides to use her newfound scroll on them to force them to help out. Burying Charm Person to get a random Human ally from the box to my hand. Will finish my turn once I discover what it is, as I probably will be using it to explore again.

Silver Crusade RPG Superstar 2014 Top 16

Summoned Ally:
Soldier
Ally B

Traits
Human
Elite

Check
Strength
Melee
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.


Deck Handler // Tier 6.12 // 11 hero points

The Soldier joins up with Feiya, and she puts him to good use by sending him exploring. Soldier goes to my hand, I discard it to explore again.

The Soldier comes across a Heavy Crossbow and beckons Feiya over. It looks pretty charred from the fire, so she isn't sure it's still usable. She starts winding it back to be sure. Dexterity DC 7: 1d8 ⇒ 1 Winding back the crank caused the charred wood to snap from the stress, rendering the crossbow junk. The soldier chuckles in the background from this development. Cheeky little jerk, Feiya thinks to herself.

Recharging Sapphire of Intelligence per Daji (Cohort)'s power to shuffle 1d4 random spells from my discard pile into my deck. As my only spell in there is Cure, that gets shuffled in (not going to bother rolling). Then Daji (Cohort) is put on top of the deck. I reset my hand and end my turn. I display Daji immediately after the next blessing is flipped and start of turn effects are resolved.

Feiya wrote:

Hand: Black Spot, Frigid Blast, Blessing of the Gods, Daji (Ally), Life Drain, Good Omen

Displayed: Daji (Cohort)
Deck: 10 Discard: 2 Buried: 1
Notes: Black Spot, Good Omen, and Blessing of the Gods up for grabs. If someone joins me, Daji (Ally) can be recharged to reduce the difficulty of the henchman at my location by 5 (making it a Combat 9).

Skills and Powers:
SKILLS

Strength d4 ☐+1
Dexterity d8 ☐+1 ☐+2
Constitution d4 ☐+1 ☐+2
Intelligence d12 ☑+1 ☑+2 ☐+3 ☐+4
Knowledge: Intelligence +2
Arcane: Intelligence +2 (while Daji is displayed)
Craft: Intelligence +2 (while Daji is displayed)
Wisdom d6 ☐+1 ☐+2
Charisma d8 ☑+1 ☐+2 ☐+3 ☐+4
Diplomacy: Charisma +2

Hand Size 6 ☑7
Powers:
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card's adventure deck number.
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random (☐ or any) other open location deck.


Tier 3.3/2 Die Bumps

Somehow, Sajan had the memory of starting in the Throne Room instead of the Torture Chamber. He is glad, because the instruments in the Torture Chamber seem to amplify all manners of damage.

Burn?: 1d4 ⇒ 2

Top card of Blessings discard is Blessing of Irori (again). Sajan discards the Ring of Wave Walking.

The plan here is to not go the Volcanic Pool as the Falling Bell deals damage to everyone at the location. Instead, since we know the Old Light does not have a villain, attempt to close that location. I have a Riftwarden to recharge for closing if need be, and Irori is up so I get 2 dice on BotGs. I'm likely to need a Cure next turn, can you Cure me on your turn Kyra?

Move to The Old Light and explore. Goblin Warrior; Sajan reveals the Venomous Fighting Fan +1 to autosucceed.

Joining Feiya at the Old Lighthouse, Sajan finds a Goblin. Why would they have a Lighthouse in a place without water? And why is there a Goblin here of all places? But he easily dispatches the Goblin and continues.

Discard Riftwarden to explore. A Cultist. Again, autosuccess.

More monsters. Sajan didn't even skip a beat.

End turn (leaving a Blessing for emergencies).

Sajan (CD) wrote:

Hand: Blood Periapt, Blessing of Abadar (A), Blessing of Milani, Blessing of Lamashtu, Venomous Fighting Fan +1

Displayed:
Deck: 6 Discard: 6 Buried: 0
Notes: 3x blessings

Skills and Powers:
SKILLS

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

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:
Reminder: Adventure Deck Number is 2!
At the start of this adventure, choose whether you wish to count
the adventure for purposes of tier advancement. If you choose not
to count this adventure as tier advancement, you do not gain feats
as provided in the Guide, but you do gain scenario rewards and
deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a
scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: Treat the villain Ifreeti and the henchman Fire Spirit as if they have
the Veteran trait and the following power: “The difficulty to defeat
is increased by twice the scenario’s adventure deck number.”

At the start of your turn, roll 1d4; if the result is less than the
number of characters, you are dealt 1 Fire damage.

Turn: 6 Kyra/JohnF

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: 19

Molten Pool
At This Location: When you would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:1 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Agna/Pirate Rob

Molten Pool Card 1 - Falling Bell:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Molten Pool Card 2:
Faceless Stalker
Monster 2

Traits
Aberration

Check
Combat
12

Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Molten Pool Card 3:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

Molten Pool Card 4:
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.

Molten Pool Card 5:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Molten Pool Card 6:
Dogslicer +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

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

The Old Light Card 1:
Arcane Armor
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

The Old Light Card 2:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

The Old Light Card 3:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

The Old Light Card 4:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

The Old Light Card 5:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

The Old Light Card 6:
Potion of Ghostly Form
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

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

Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:2

Throne Room 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.

Throne Room Card 2:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Throne Room Card 3:
Shortbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

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

Throne Room Card 4:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

Throne Room Card 5:
Dagger
Weapon B

Traits
Knife
Ranged
Piercing
Basic

Check
Dexterity
Ranged
3

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

Throne Room Card 6:
Consecration
Spell 2

Traits
Magic
Divine

Check
Wisdom
Divine
8

Powers
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

Throne Room Card 7:
Siren
Monster C

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.

Throne Room Card 8:
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.

Throne Room Card 9:
Traitor
Monster B

Traits
Human
Elite

Check
Combat
11

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

Throne Room Card 10:
Wooden Shield
Armor C

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

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

Throne Room Card 11:
Ring of Protection
Item 2

Traits
Accessory
Magic

Check
Constitution
Fortitude
5

Powers
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Volcanic Vents
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Kyra/JohnF

Scorched Obelisk
At This Location: If a check to defeat a bane is exceeded by more than 4, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:2

Scorched Obelisk Card 1:
Shalelu Andosana
Ally B

Traits
Elf
Scout

Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

Scorched Obelisk Card 2:
Ifreeti
Villain Monster 2

Traits
Outsider
Elemental
Janni
Fire

Check
Combat
12

Powers
Before you act, discard a card from the blessings deck for each other open location.
The Ifreeti is immune to the Fire and Poison traits. All damage dealt by the Ifreeti is Fire damage.

Scorched Obelisk Card 3:
Sneak
Monster B

Traits
Human
Rogue
Veteran

Check
Combat
9

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

Scorched Obelisk Card 4:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Scorched Obelisk Card 5:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

Scorched Obelisk Card 6:
Locked Passage
Barrier B

Traits
Lock
Elite

Check
Dexterity
Disable
8
OR
Strength
Melee
16

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

Scorched Obelisk Card 7:
Wooden Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

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

Scorched Obelisk Card 8:
Dogslicer
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Scorched Obelisk Card 9:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Scorched Obelisk Card 10:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Scorched Obelisk Card 11:
Diseased Rats
Monster 2

Traits
Animal
Swarm
Elite

Check
Combat
11
OR
Dexterity
Stealth
9

Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed


Tier 3.3 // 2 die bumps

Start-of-Turn: 1d4 ⇒ 2 The heat is affecting Kyra, and she accidentally drops a Blessing of Cayden Cailean as she heads off to the Old Light to join the others.

As she arrives she looks around and notices a scroll of Arcane Armor
Intelligence 4: 1d6 ⇒ 1, but it crumbles to dust as she tries to pick it up.

discarding a Blessing of the Gods to explore again
It's a Trapped Locker! Using her Find Traps ability she tries to remove the trap
Melee 11: 3d10 + 2 ⇒ (7, 2, 8) + 2 = 19, and opens the locker to find a Random Armor

Recharge 8: 1d10 + 3 + 2 ⇒ (5) + 3 + 2 = 10 recharges Find Traps

Kyra is feeling pretty exhausted and she's got a bunch of good cards in her discard pile or on the bottom of her deck so she'll use her Cure spell
Heal: 1d4 + 1 ⇒ (4) + 1 = 5 to shuffle all her discards back into her deck, then draw three new cards (or four, if the Random Armor is particularly useless) and end her turn

Recharge 8: 1d10 + 3 + 2 ⇒ (9) + 3 + 2 = 14 recharges the Cure

Draw: Blessing of the Gods, Augury, Holy Light, and maybe something else

Hand: Flaming Scimitar +1, Blessing of the Gods, Augury, Holy Light, Random Armor (maybe)
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Location: The Old Light - Blessings and Augury available

Skills and Powers:
SKILLS

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

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

Kyra will be happy to cast Augury (for monsters) at the start of Agna's turn to let the rest of the party know what to expect at the Old Light

Silver Crusade RPG Superstar 2014 Top 16

Random Armor:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:
Reminder: Adventure Deck Number is 2!
At the start of this adventure, choose whether you wish to count
the adventure for purposes of tier advancement. If you choose not
to count this adventure as tier advancement, you do not gain feats
as provided in the Guide, but you do gain scenario rewards and
deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a
scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: Treat the villain Ifreeti and the henchman Fire Spirit as if they have
the Veteran trait and the following power: “The difficulty to defeat
is increased by twice the scenario’s adventure deck number.”

At the start of your turn, roll 1d4; if the result is less than the
number of characters, you are dealt 1 Fire damage.

Turn: 7 Agna/Pirate Rob

Top of Blessing Discard Pile: Blessing of Torag

Top Blessing:
Blessing of Torag
Blessing C

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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


Blessings Remaining: 18

Molten Pool
At This Location: When you would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:1 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Agna/Pirate Rob

Molten Pool Card 1 - Falling Bell:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Molten Pool Card 2:
Faceless Stalker
Monster 2

Traits
Aberration

Check
Combat
12

Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Molten Pool Card 3:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

Molten Pool Card 4:
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.

Molten Pool Card 5:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Molten Pool Card 6:
Dogslicer +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

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

The Old Light Card 1:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

The Old Light Card 2:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

The Old Light Card 3:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

The Old Light Card 4:
Potion of Ghostly Form
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

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

Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:2

Throne Room 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.

Throne Room Card 2:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Throne Room Card 3:
Shortbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

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

Throne Room Card 4:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

Throne Room Card 5:
Dagger
Weapon B

Traits
Knife
Ranged
Piercing
Basic

Check
Dexterity
Ranged
3

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

Throne Room Card 6:
Consecration
Spell 2

Traits
Magic
Divine

Check
Wisdom
Divine
8

Powers
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

Throne Room Card 7:
Siren
Monster C

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.

Throne Room Card 8:
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.

Throne Room Card 9:
Traitor
Monster B

Traits
Human
Elite

Check
Combat
11

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

Throne Room Card 10:
Wooden Shield
Armor C

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

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

Throne Room Card 11:
Ring of Protection
Item 2

Traits
Accessory
Magic

Check
Constitution
Fortitude
5

Powers
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

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

Scorched Obelisk
At This Location: If a check to defeat a bane is exceeded by more than 4, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:2

Scorched Obelisk Card 1:
Shalelu Andosana
Ally B

Traits
Elf
Scout

Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

Scorched Obelisk Card 2:
Ifreeti
Villain Monster 2

Traits
Outsider
Elemental
Janni
Fire

Check
Combat
12

Powers
Before you act, discard a card from the blessings deck for each other open location.
The Ifreeti is immune to the Fire and Poison traits. All damage dealt by the Ifreeti is Fire damage.

Scorched Obelisk Card 3:
Sneak
Monster B

Traits
Human
Rogue
Veteran

Check
Combat
9

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

Scorched Obelisk Card 4:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Scorched Obelisk Card 5:
Fire Spirit
Henchman Monster 2

Traits
Outsider
Fire
Elemental

Check
Combat
10

Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.

Scorched Obelisk Card 6:
Locked Passage
Barrier B

Traits
Lock
Elite

Check
Dexterity
Disable
8
OR
Strength
Melee
16

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

Scorched Obelisk Card 7:
Wooden Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

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

Scorched Obelisk Card 8:
Dogslicer
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Scorched Obelisk Card 9:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Scorched Obelisk Card 10:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Scorched Obelisk Card 11:
Diseased Rats
Monster 2

Traits
Animal
Swarm
Elite

Check
Combat
11
OR
Dexterity
Stealth
9

Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed


Deck Handler // Tier 6.12 // 11 hero points

Definitely Augury for Monsters at The Old Light, if not on Agna's turn then at the beginning of my turn before I move. If you find the henchman, put it on top and I'll close the location on my turn. If you don't, put the 2 monsters on the bottom, meaning the henchman is one of the top 2 cards (along with an Item) and I can still close the location on my turn.

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