Rhynn - Raheli |
Well things have gotten exciting while I've been sleeping. I like the plan, too bad it wasn't something we could have planned for or I could have displayed the Haunted Doll for +2 to Divine checks,
but that can only be done at the start of the turn. Anyway, I'll get this ball rolling.
Off Turn
After dealing with the soldier, Raheli is about to continue her investigation of the Canyon when she hears the shuffling of feet behind her and finds a Zombie Minion.
Recharging Silver Raven Figurine to activate hair, recharging Amulet of Life, Flame Staff and haunted Doll for complete overkill.
Combat DC 9: 1d10 + 1d8 + 3d4 ⇒ (7) + (3) + (2, 3, 3) = 18
The Zombie drops and almost immediately she hear's the call from Flenta that she's found Zhaleh and to try and block off any potential escape routes while she and Arabundi engage.
Raheli offers up a prayer to Sarenrae to aid their fight and to help her in blocking this route of escape.
Spending my BotG. Hoping that's enough to get the 4...should be Ok I think.
Constitution DC 4: 2d6 ⇒ (4, 4) = 8 Woot!! Extra Blessing to spend!
Raheli feels the Blessing of Sarenrae around her. Canyon is temporarily closed.
Over to Alase and the Abattoir.
MorkXII - Alase |
Alase moves to block off Zaleh's escape, but a Brimorak appears! Alase hurries to take down the beast while Flenta and Arabundi hold off the villain.
Recharge blessing of the gods
One blessing from Arabundi
d4 from Arabundi
Brimorak CtD Combat 20: 3d10 + 1d4 + 6 ⇒ (1, 9, 9) + (4) + 6 = 29. Defeated. Temporarily closed.
Character:Hand: Amulet Of Life, Blessing Of Pharasma, Blessing Of The Gods, Troubadour Deck: 5 Discard: 4 Buried: 1 Displayed: Bound Imp, TonbarseSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +1
Arcane +2Powers
HAND SIZE 6 (max. 7)
After you play a spell that has the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location, then (☑ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (☐ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.Bound Imp:Recharge this card to draw a card.Display this card to draw 2 cards. At the end of your turn, you may success at an Arcane or Divine 8 check to recharge this card; otherwise bury it.
If this card is in your hand, you may treat it as if it were a monster.
Tonbarse:Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.
Iff's pregen |
Doing good so far. Quick recap.
Alase: BoPharasma, BotG, BotG (used by Alase)
Raheli: BotG (used by Raheli), Sarenrae
Flenta: - BoCC (used to explore)
Arabundi: BoErastil, BotG (used by Alase)
Four blessings left, which means I can used Pharasma and Sarenrae, while Arabundi can use BotG and Erastil.
--
Recharging Magic Missile on the BYA. Examine top card (Augury) and discard it.
For my combat check, I will reveal and recharge the Glaive, with BoPharasma from Alase and BoSarenrae from Raheli.
Melee, 16 needed: 1d10 + 3 + 1d10 + 1 + 1d8 + 1d10 + 1d10 ⇒ (5) + 3 + (6) + 1 + (1) + (1) + (7) = 24
--
Flenta tries to keep Zahleh busy while her companions work to seal off the exit. She even flings a couple of magic missiles at the marid, but they seem to have no effect. The marid doesn't buy Flenta's babbling, and she hardly has time to look for another scroll of something to help. When combat becomes inevitable, Flenta draws her glaive and activates its lightning power. "There's a joke to be made here about lightning and water, but I'm sure you can fill in the rest..." She makes a valiant effort, feeling that her companion's prayer are with her. When she's fought Zahleh to a stalemate, she makes eye contact with Arabundi, who's crept up on the both of them. All yours...
Leaun Arduz - Ranger Arabundi |
Out of turn:
-Recharging Beast Skin for Alase.
-Discarding Blessing of the Gods for Alase.
-Recharging Leather Armor for Alase.
Creeping up to Flenta fighting Zhaleh, Arabundi takes aim. Singing to the gods and with a prayer to the great hunter Erastil he fires his crossbow to take her down.
* Asking Alase to discard a Blessing of the Gods to add 1d8.
-Discarding Blessing of Erastil to add 2d8.
Ranged combat 18 (15+2+1): 1d8 + 4 + 1d8 + 1 + 1d8 + 2d8 ⇒ (5) + 4 + (2) + 1 + (4) + (7, 8) = 31. Hah! Got her! With nowhere to go the marid surrenders.
GM Hawkmoon269 |
Awesome!
REWARD
Report one Water success to the Overseer GM.
The party chooses 1:
• For the rest of the adventure, 1 character may temporarily replace 1 ally in her deck with the loot Zhaleh. At the end of each scenario, return the loot to the game box.
• Each character may use the following power once during the adventure: “Bury a card to search your deck and discard pile for a card and add it to your hand.”
You also gain that reserved upgrade in addition to the regular one.
I'm on my phone, so I can't pull the list of acquired cards. I can do so later or you can use your own information.
Rhynn - Raheli |
Looks like I acquired:
Blessing of Sarenrae
Blessing of the Gods
Potion of Hiding
Leaun Arduz |
I can use all 3 types of upgrade, so no preference there.
As a scenario reward, I'd choose the second option: • Each character may use the following power once during the adventure: “Bury a card to search your deck and discard pile for a card and add it to your hand.” That way I'd have a backup super-Toad for the rest of this adventure.
I believe the remove-from-game power of Zhaleh means that only one character can get a bonus skill feat and after that the ally Zhaleh can not be chosen for the next scenario(s).
GM Hawkmoon269 |
Development
As you shatter and melt the last of her prison, the marid Zhaleh calls to her servants and rallies her army. “For eons, the marids of Vialesk have toiled for the tyrant Kelizandri. Today we can repay him for countless offenses by standing at your side,” she promises. “As a sign of my gratitude, I offer you a single wish. I would happily grant one of you the strength of a dozen heroes, or I can bestow a lesser fortune upon each of you.” She listens intently as if to an imperceptible voice. “We have little time to consider the options. The way to the vault is close, but until we can disrupt Ayrzul’s hold on Aucturn’s Tear, he will bar our way forward.”
GM Hawkmoon269 |
I think we only acquired these cards:
Flenta: Spell B (Force Missile)
Flenta: Spell B (Glibness)
Raheli: Blessing B (Blessing of the Gods)
Raheli: Blessing B (Blessing of Sarenrae)
EDIT: :)
Raheli: Item C (Potion of Hiding)
I think Flenta also had an Augury (Spell B). Not that I think that will make much difference.
Hawkmoon269 |
Andrew, when you're at the computer could you expand on the Zhaleh loot card? I'm not sure how that's supposed to work, especially with her skill-feat gaining power.
I believe the remove-from-game power of Zhaleh means that only one character can get a bonus skill feat and after that the ally Zhaleh can not be chosen for the next scenario(s).
Pretty much that. If you (as a group) choose to take the Zhalel reward, once someone removes her from the game, she is removed from the game for good. Basically, one character can get a bonus skill feat (assuming they manage to draw her).
Hawkmoon269 |
Once you've decided which way you want to go on the reward, choose your deck upgrade and rebuild your deck, please post the current state of your character including:
Skills
Powers
Cards
Deck List
Then, we can play around on the fire side for a bit while we wait for Part 3 to start. The fire path scenarios will be unofficial. You can't gain any feats, rewards or upgrades from them. Once we are done, we'll reset your decks to how they were after this scenario for the start of Part 3.
MorkXII - Alase |
I'm replacing Enchanted Fang with Charmed Monstery. I'm not taking any other deck upgrades.
A free skill feat sounds amazing, but how do you pick who gets to have it? :)
I'd be fine with taking the second reward, or rolling a d4 for the Zhaleh ally.
Character:Hand: Amulet Of Life, Augury, Black Spot, Blessing Of Pharasma, Blessing Of The Gods (x4), Bound Imp, Charm Monster, Eloquence, Haste, Staff of Minor Healing, Stalking Armor, Tonbarse, Troubadour Deck: 0 Discard: 0 Buried: 0 Displayed: 0Skills STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +1
Arcane +2Powers
HAND SIZE 6 (max. 7)
After you play a spell that has the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location, then (☑ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (☐ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.
Rhynn - Raheli |
I'm going to replace Good Omen for Augury unless someone can convince me that replacing Black Spot is the better call. Just feeling we'll get more use out of the Black Spot...plus it has an easier recharge.
I also don't see anything in the upgrade pile that is better than what I have, so I'll pass.
I'm good with either reward for this scenario. Extra skill feat would be awesome, I'm good with trying my luck, or we could give it to Arabundi with the suggestion that he uses it on Wis to try and recharge Cure a bit easier. But I'm good with the one time bury plan as well, as that at least gets us all something. Either way works for me.
Skills and Powers:Skills STRENGTH d6
DEXTERITY d10
-Disable: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8+1
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6Powers
HAND SIZE 5
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ if you succeed at the check, you may draw a card.)
On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (☐ plus the items' highest adventure deck number) to your check.Rocky(Flying Squirrel):Hand: Flying Squirrel, Augury, Black Spot, Cure, Amulet of Life, Codex, Conch Shell, Flame Staff, Haunted Doll, Silver Raven Figurine, Fox, Frog, Vulture, Blessing of Pharasma, Blessing of the Gods, Blessing of the GodsDisplay this card. While displayed, if you have the Witch trait, gain the skills Acrobatics: Dexterity +2 and Arcane: Intelligence +2.While displayed, you may put this card on top of your deck to move; if you have a role card, any 1 character at your location my move with you.
Deck: 0 Discard: 0 Buried: 0 Displayed: 0
Notes:
Leaun Arduz |
* Scenario reward: one-time this-adventure bury-a-card OR Zhaleh Loot ally: bonus skill feat for 1 character (no preference).
* Tier progress: third scenario succeeded.
* Upgrade: Blessing B (replace BotG in deck with BoErastil from box).
* "Reserved" bonus upgrade: Blessing 2 (replace BotG in deck with BoMilani from box).
- Strength d6 ☐+1 ☐+2
- Dexterity d8 ☑+1 ☐+2 ☐+3 ☐+4
- RANGED: Dexterity +3
- Constitution d10 ☐+1 ☐+2
- Intelligence d6 ☐+1 ☐+2
- KNOWLEDGE: Intelligence +2
- Wisdom d8 ☐+1 ☐+2 ☐+3
- DIVINE: Wisdom +1
- Charisma d4 ☐+1 ☐+2
- Hand size 6 (☐ 7) (☐ 8).
- Proficient with Light Armors and Weapons.
- You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☑ 2).
- Add 2 (☐ 4) to your check to acquire a spell that has the Divine trait.
- You may recharge a card to add 1d4 to a combat check by a character at another location.
Cards List
- Weapon 4 ☐ 5
- Spell 2 ☐ 3 ☐ 4
- Armor 1 ☐ 2 ☐ 3
- Item 2 ☐ 3 ☐ 4
- Ally 2 ☐ 3
- Blessing 4 ☐ 5 ☐ 6
Deathbane Light Crossbow +1
Returning Throwing Axe +1
Light Crossbow
Dagger
Spells
Cure
Beast Skin
Armors
Leather Armor
Items
Conch Shell
Amulet of Life
Allies
Fox
Toad
Blessings
Blessing of Milani
Blessing of Erastil
Blessing of Erastil
Blessing of the Gods
Iff's pregen |
Quick post from work:
- No regular upgrade
- Reserved bonus upgrade Crowbar to Hat of Glamout
- Tier 2.1, skill feat -> Strength
- Scenario reward. The perk for all of us is pretty nice, but I fear the timing will always be off for us to make good use of it. The bonus skill feat sticks around forever. I don't have a preference.
Skills and Powers:Skills STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
Spells (3)
Armor (1)
Ally (1)
Item (3)
Blessings (3+1)
Shock Glaive +1, Spiked Chain +1, Lucerne Hammer, Greatsword
Call Weapon, Speed, Strength
Hide armor of fire resistance
Standard Bearer
Topaz of Strength, Staff of minor healing, Hat of glamour
Blessing of the Gods (x2), Blessing of Cayden Cailean, Blessing of Gorum
Hawkmoon269 |
Part 3 starts on July 3? I'm going to be gone from Thursday 15:00 EST to Saturday evening sometime. Will we get a fire side scenario done before then? If not, maybe the other 3 can play without me.
Actually, the start of Part 3 was pushed back to July 5th due to the issues with the website. Some of the RPG tables were having a very hard time progressing due to the long stretches when the website was unavailable.
I'm not sure how much we'll be able to finish it. If we'd rather just relax and bask in the glow of our victory until then, that is fine too.
MorkXII - Alase |
I'd be fine with taking the second reward, or rolling a d4 for the Zhaleh ally.
I'm good with either reward for this scenario.
(no preference)
I don't have a preference.
We're all so decisive! :)
Since no one seems to desperately want the second reward, my vote is that we give a random character a permanent boost.
Iff's pregen |
I'm not sure how much we'll be able to finish it. If we'd rather just relax and bask in the glow of our victory until then, that is fine too.
I find myself a bit conflicted on this. On the one hand, we're in a nice rhythm now and it would seem good to keep that going. On the other hand, I've got a busy 1,5 weeks ahead of me. So I personally wouldn't mind a bit of downtime before picking up again in part 3.
Rhynn - Raheli |
d4 off our turn order for the loot ally, works for me.
As far as more playing goes, I'm up for anything. Andrew, would it be possible to play a different adventure for credit in the meantime? A scenario from Season of the Goblins might be a good down time play and most of us are still below the current scenario level anyway, so picking up an extra scenario for credit wouldn't hurt our advancement.
Just throwing the thought out there, I'm also good with waiting since it seems like there are some potential conflicts.
MorkXII - Alase |
d4 off our turn order for the loot ally, works for me.
As far as more playing goes, I'm up for anything. Andrew, would it be possible to play a different adventure for credit in the meantime? A scenario from Season of the Goblins might be a good down time play and most of us are still below the current scenario level anyway, so picking up an extra scenario for credit wouldn't hurt our advancement.
Just throwing the thought out there, I'm also good with waiting since it seems like there are some potential conflicts.
Friday is likely the only day I couldn't post at all, and Saturday wouldn't be until late. But if we have until the 4th to finish because Part 3 got pushed back, I like this idea! It would also give me a card feat before going to Part 3.
It might be a pile of work to get the GM database set up for a different Adventure Path though.
Hawkmoon269 |
At this point, I'm not sure we could run a different scenario (besides the fire path) for a few different reasons.
First, we definitely couldn't use these same characters for credit, since they are "mid-speical". While normally you could play the same character in different places in different scenarios of different adventure paths, the special (or the play by post format of it) is unique. In a face-to-face convention, you wouldn't get up in the middle of the special, go play another scenario somewhere, and come back. Which is kind of what you'd be doing here. So, I'd say the same characters would be ruled out for use.
Second, I'm not sure about the permission we've been granted for doing this. Tyler has been the one in communication with Paizo. I know we are allowed to run this special in play by post, but I'm not sure about running other adventures yet in play by post.
For those reasons, I think if we want to do anything, we' need to just do the no-credit fire path.
But if you all just want a week and a half to relax, that is fine too.
If/once Leaun says he likes the idea of randomly assigning someone Zhaleh, I'll roll a d4 for you based on the turn order.
Rhynn - Raheli |
1 person marked this as a favorite. |
Makes sense to me. Wasn't sure if the special was intended to all be done in a single sitting or if it was over the course of a couple. Also wouldn't want to ruin any future ability to run play-by-post games by going outside of scope. This is definitely a format I'd like to see continue, which thanks again for running!
Anyway, I'm good with either option of fire path(no credit) or some down time.
Leaun Arduz |
Ok. The current turn order from the campaign header is:
1. Alase (MorkXII)
2. Raheli (Rhynn Davrie)
3. Flenta (Iff)
4. Arabundi (Leaun Arduz)So, rolling a d4 to get...
[dice=Zhaleh]1d4
Congrats Leaun. Zhaleh can be used by Arabundi.
Wow, that's great :) Arabundi cycles reasonably through his deck so there's a good chance to use the card. I'll add it to his Wisdom skill as soon as possible.
GM Hmm |
★ - OVERSEER ANNOUNCEMENT - ★
“The crater has been claimed, but our divinations indicate that Ayrzul is not happy about this! We’re experiencing unexpected surges in gravity everywhere, especially near the crater and vault!” Sorrina Westyr declares, madly strapping herself down as everything as everything rattles and shakes around her. “Hold on!”
Meanwhile behind her, Drendle Dreng is holding up a bottle, as he weaves back and forth in the convulsing landscape. “I feel the earth move under my feet, I feel the sky tumbling down... WOOOOOO HOOOOO!”
___
AREA B; The Crater, is claimed and safe for travel! GMs, there is an Earth Event happening now!
cartmanbeck RPG Superstar 2014 Top 16 |
At this point, I'm not sure we could run a different scenario (besides the fire path) for a few different reasons.
First, we definitely couldn't use these same characters for credit, since they are "mid-speical". While normally you could play the same character in different places in different scenarios of different adventure paths, the special (or the play by post format of it) is unique. In a face-to-face convention, you wouldn't get up in the middle of the special, go play another scenario somewhere, and come back. Which is kind of what you'd be doing here. So, I'd say the same characters would be ruled out for use.
Second, I'm not sure about the permission we've been granted for doing this. Tyler has been the one in communication with Paizo. I know we are allowed to run this special in play by post, but I'm not sure about running other adventures yet in play by post.
For those reasons, I think if we want to do anything, we' need to just do the no-credit fire path.
But if you all just want a week and a half to relax, that is fine too.
If/once Leaun says he likes the idea of randomly assigning someone Zhaleh, I'll roll a d4 for you based on the turn order.
Hawk is correct, at the moment we have not been given permission to run other scenarios over play-by-post format. It will likely take a few months after we finish the special for Tonya, Mike, and the other powers that be to really review what we did and decide if the format is workable for them.
So, any stuff we run between now and then will be for non-credit, and even then I want to get permission from Vic at least before we do any more play-by-posting.
GM Hmm |
★ - OVERSEER ANNOUNCEMENT - ★
The image of Sorrina Westyr appears as she helps an enormous water elemental dispatch a band of gargoyles. “We do not stand alone in our efforts, my friends. Our teams discovered a band of rebels fighting back against our adversaries and we have begun to coordinate with them. Some much needed assistance should be arriving shortly.”
Table GMs, the Allies benefit is now in play!
Rhynn - Raheli |
Here's my opening hand. I'll start with Alase and Flenta and plan on displaying Rocky as soon as Flenta's turn starts.
Skills and Powers:Skills STRENGTH d6
DEXTERITY d10
-Disable: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8+1
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6Powers
HAND SIZE 5
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ if you succeed at the check, you may draw a card.)
On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (☐ plus the items' highest adventure deck number) to your check.Rocky(Flying Squirrel):Hand: Flying Squirrel, Haunted Doll, Fox, Frog, Vulture, Blessing of the GodsDisplay this card. While displayed, if you have the Witch trait, gain the skills Acrobatics: Dexterity +2 and Arcane: Intelligence +2.While displayed, you may put this card on top of your deck to move; if you have a role card, any 1 character at your location my move with you.
Deck: 10 Discard: 0 Buried: 0 Displayed: 0
Notes: BotG available if needed.
MorkXII - Alase |
Character:Hand: Black Spot, Blessing Of Pharasma, Blessing Of The Gods, Blessing Of The Gods, Bound Imp, Haste, Tonbase Deck: 9 Discard: 0 Buried: 0 Displayed: 0Skills STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +1
Arcane +2Powers
HAND SIZE 6 (max. 7)
After you play a spell that has the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location, then (☑ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (☐ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.
Tonbarse will be displayed at Alase's location as soon as Flenta's turn starts.
All 3 Blessings are available for general use at Alase/Tonbarse's location as soon as Tonbarse is in play.Hawkmoon269 |
K. And one last piece of information. The overseer GM will be posting the the gameplay thread from time to time with instructions. The instructions effect the current player's turn. Since in play by post it is unlikely that the instructions will actually occur in the middle of a turn, we will rule that once someone ends their turn the next player is the "current" player even if they haven't started posting yet.
Follow the instructions from the overseer GM. It will be lots of fun.
This one scenario is played in two sections. This first section will end based on certain conditions, then we'll start the second section, which has a more typical ending condition.
Leaun Arduz - Ranger Arabundi |
At start of scenario:
-Temporarily replace (basic) Ally Fox with the loot Zhaleh.
_____
Hand: Leather Armor, Dagger, Blessing of Erastil, Light Crossbow, Toad and Beast Skin.
Deck: 9 Discard: 0 Buried: 0 Displayed: 0
- Hand size 6 (☐ 7) (☐ 8).
- Proficient with Light Armors and Weapons.
- You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☑ 2).
- Add 2 (☐ 4) to your check to acquire a spell that has the Divine trait.
- You may recharge a card to add 1d4 to a combat check by a character at another location.
- Favored card type: Weapon or Spell.
Notes:
-Available to recharge to add 1d4 to a combat check at another location: Dagger, Beast Skin, Leather Armor and Toad.
-In case of emergency discard to add an extra 1d4 to a combat check at another location: Light Crossbow.
-In case of emergency or if matching the top card of the blessings discard pile: Blessing of Erastil.
GM Hmm |
★ - OVERSEER ANNOUNCEMENT - ★
The asteroid groans as if an invisible weight had been lifted from it, leaving the air cleaner and breathing easier. The reassuring breeze emanating from tunnels suddenly drops in intensity, leaving a feeble stream that whistles weakly as it drifts off into space. A moment later, portals wreathed in tumbling stone open all across the asteroid, and Sorrina Westyr urgently beckons everyone to come through.
“We've truly grabbed the scorpion by the tail. Whatever entity was holding us at bay has loosened its grip, but it has redirected its efforts to cutting off the source of air that allows us to survive in this place. The path forward is no longer filled with lethal energy. We have at most…an hour or two before we must return home or face asphyxiation. But if we press forward and find the source of the air, I believe it is tied to whatever captive is imprisoned here. Our portal minders will stand ready in case we need to evacuate quickly.”
Sorrina leads the assembled Pathfinders toward the edge of an immense, steeply sloped tunnel that descends into a miles-wide, spherical cavern. A crude stone fortress floats near the cave's center as if it were a rocky sun, and enormous slabs of earth orbit it like a miniature asteroid belt. These slabs gravitate inward toward the fortress, but periodic blasts of air slow their approach and cast the jagged masses back toward the edge of the cavern. Each gust is slightly weaker than the last.
Robed figures cling to the rocky slabs and chant loudly, as if empowering the stone. Unimpressed, Sorrina Westyr casts a spell at one of the distant cultists and flings him off his crude platform.
“Aiiiiiiiiiiieeeeeeee!” The cultist screams, arms and legs askew as he hurtles toward the fortress and collides with its surface with a faint splat.
“Woo hoo, Bullseye!” Drandle Dreng claps, then goes back to organizing a party of Pathfinders who are busily unpacking knotted ropes. “Hurry, there’s not a moment to lose!”
“We must get to that fortress,” Sorrina announces before signaling others to lower knotted ropes down to the cavern. “Clear off the opposition, then we'll make our way inside. I find it reassuring that whatever lies within the fortress has an aura of good, and no doubt seeks our aid.”
Part III Begins!
We have 25 of the 150 Clues We Need -- Now, go find the rest!
GM Hawkmoon269 |
Ever since you arrived on Aucturn’s Tear, gusts of wind have periodically billowed out from deep within the asteroid, carrying with them life-giving oxygen—as well as welcoming breezes for those traveling the fiery tunnels and rare warmth for those navigating the icy passages below the frozen city. Now the airflow has become weak and anemic, as though the unknown source that has sustained you so far were being constricted—or worse, sealed away entirely.
As you’ve traveled deeper into the asteroid, it has become increasingly clear that what lies at the center is not a mundane treasure but a trapped, extraplanar entity. You’ve crossed paths and blades with fiends before, yet this creature seems strangely friendly and helpful. There’s the possibility that it’s some trickster trying to secure your assistance by feigning benevolence. On the other hand, based on what you’ve learned from the genies and other elemental-kin you’ve met, this captive is the survivor of a long-forgotten era when the Elemental Planes were kept in balance between good and evil. As a Pathfinder, you learned that four tyrannical lords now rule the Elemental Planes uncontested: Ayrzul, the Fossilized King; Hshurha, the Duchess of All Winds; Kelizandri, the Brackish Emperor; and Ymeri, the Queen of the Inferno. Could it be that you’ve inadvertently joined a rescue mission for one of their lost rivals?
A rune-scribed floating island begins drifting beneath the tunnel and brushing against the lowered ropes. “These rocky fragments gravitate toward the fortress,” Sorrina shouts as she hangs from a rope. “If we can cling on before it travels out of reach, it should carry us toward our destination. Once you reach the surface, get inside, find the center, and help break out the prisoner.” Other teams of Pathfinders nearby nod in acknowledgement at the Master of Spells’s instructions and prepare to rappel down toward the floating boulders that approach. One iceberg-sized rock spins slightly, revealing a host of undead cultists that cease their chanting, point toward the Pathfinders, and let loose unholy wails.
“Ready? Now!” cries the Master of Spells, and agents begin rappelling down to the crude platform. As they land and clash with the evil priests, gravity seems to pull the giant rock back toward the fortress at the cavern’s center. The motion hurls away several agents, but they’re able to latch onto other platforms, joining other teams and continuing the fight.
Best hold on, Pathfinders—it’s going to be a rocky flight!
GM Hawkmoon269 |
During This Adventure: Scenario Adventure Deck Number: 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: Put the Collapsing Bridge location card in the center of the table. Using the deck list from Collapsing Bridge, make a number of Collapsing Bridge stacks equal to the number of characters plus 2. Treat each of these stacks as a unique Collapsing Bridge location deck. When a location is closed, do not flip the location card; make a new Collapsing Bridge stack and shuffle the blessings discard pile into the blessings deck.
Follow the overseer GM's instructions.
When the Overseer GM says "Make a run for it," end the current turn. Continue the scenario with Section 2.
Turn: 0
Blessings Remaining: 30
Blessings Deck
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.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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.
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.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
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.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
Blessing B
Traits
Divine
Zarongel
Check
Constitution
Fortitude
6
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait or a check to defeat or acquire a card with the Animal trait.
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.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
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.
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.
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.
Collapsing Bridge 1
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, search this location deck for boons and draw them.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
Located here: Alase, Flenta, Raheli
Monster B
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Barrier B
Traits
Cache
Lock
Elite
Check
Dexterity
Disable
10
OR
Strength
Melee
8
Powers
If defeated, add 1d4 random items from the box to your hand.
Ally B
Traits
Human
Basic
Check
Constitution
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
6
Powers
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Monster C
Traits
Undead
Incorporeal
Elite
Check
Combat
11
OR
Wisdom
Divine
7
Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
Ally 2
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
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.
Ally B
Traits
Human
Basic
Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally B
Traits
Human
Basic
Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Collapsing Bridge 2
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, search this location deck for boons and draw them.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
Located here: Arabundi
Ally B
Traits
Human
Basic
Check
Constitution
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
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.
Ally B
Traits
Human
Basic
Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Monster 1
Traits
Animal
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Monster B
Traits
Human
Ranger
Veteran
Check
Combat
8
Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Ally B
Traits
Human
Basic
Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
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.
Ally 2
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Collapsing Bridge 3
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, search this location deck for boons and draw them.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
Ally 1
Traits
Human
Noble
Check
Charisma
Diplomacy
4
Powers
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
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.
Ally B
Traits
Human
Basic
Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
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.
Ally B
Traits
Human
Cleric
Divine
Check
Wisdom
Divine
6
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Monster B
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Ally C
Traits
Animal
Check
Wisdom
Survival
8
Powers
Recharge this card to add 1d6 to your combat check.
Discard this card to explore your location.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Collapsing Bridge 4
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, search this location deck for boons and draw them.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
Barrier C
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Monster B
Traits
Human
Fighter
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
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.
Ally B
Traits
Human
Basic
Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.
Ally 1
Traits
Human
Shopkeeper
Check
Charisma
Diplomacy
6
OR
Dexterity
Stealth
8
Powers
Banish this card to add a random item from the box to your hand.
Monster 1
Traits
Outsider
Elite
Check
Combat
9
Powers
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Ally C
Traits
Halfling
Basic
Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Ally C
Traits
Human
Basic
Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Collapsing Bridge 5
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, search this location deck for boons and draw them.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
Barrier B
Traits
Cache
Magic
Elite
Check
Intelligence
Arcane
10
Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Ally B
Traits
Human
Sage
Basic
Check
Wisdom
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Ally 1
Traits
Human
Wizard
Check
Intelligence
Arcane
7
OR
Charisma
Diplomacy
6
Powers
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Ally B
Traits
Human
Elite
Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Monster 2
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Barrier 2
Traits
Lock
Veteran
Check
Dexterity
Disable
11
OR
Combat
22
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Ally B
Traits
Human
Basic
Check
Constitution
Fortitude
4
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Collapsing Bridge 6
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, search this location deck for boons and draw them.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
Monster B
Traits
Human
Ranger
Veteran
Check
Combat
8
Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Monster C
Traits
Undead
Zombie
Check
Combat
13
Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.
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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
Ally B
Traits
Human
Basic
Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Ally 2
Traits
Human
Check
Charisma
Diplomacy
7
OR
Wisdom
Divine
8
Powers
Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
Discard this card to explore your location.
Ally 1
Traits
Human
Bard
Rogue
Check
Charisma
Diplomacy
7
Powers
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
Ally C
Traits
Animal
Elite
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Iff's pregen |
Flenta is really excited that they seem to be making headway. "Any guesses on what we're dealing with? Could it really be a time-lost elemental Lord? Let's find out!"[/b] With a tip to her new stylish and and with the appropriate gusto, she makes the jump and swings from one of the ropes to the first platform. "Come, keep up!"
--
Flipping Blessing of the Gods.
Collapsing Bridge 1: 1d10 ⇒ 7
Exploring Collapsing Bridge 1 card 1. Shadow.
It seems to Flenta like the cultists have brought all kinds of backup. "Watch out, more undead down here!" She grabs her trusty spiked chain and starts whipping it about to finish off the shadow.
Recharge Spiked Chain +1. Ask Arabundi to recharge dagger. (He's up after me and I figure he'll want to cycle for Zhaleh.)
Melee, 13 needed: 1d10 + 1 + 2d4 + 1 + 1d6 + 1d4 ⇒ (3) + 1 + (4, 4) + 1 + (2) + (3) = 18 Success.
--
Despite her brawn, Flenta isn't stupid enough to push forward without the proper backup. She waits for the others to make it on board as well. (It's an odd scenario. Chances of us actually closing a location are pretty slim; once all the boons are gone from a location, it's only logical that we move to a new one.)
Skills and Powers:Hand: Strength, Hat of Glamour, Standard bearer, Blessing of Gorum, Blessing of the GodsSkills STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
Deck: 11 Discard: 0 Buried: 0 Displayed: 0
Notes: - Strength spell is available for anyone who needs it.
- Blessings in case of a seriously dangerous combat, or a boon that's too good to pass up.
Leaun Arduz - Ranger Arabundi |
Out of turn:
-Recharging Dagger for Flenta.
Start of turn:
-Flipping Blessings Deck Card 2: Blessing of Torag.
-Exploring Collapsing Bridge 2 Card 1: Standard Bearer.
Distracted by the sight of innumerable floating islands Arabundi descended upon another rock than his teammates. Before heading out of sight, in a reflex he threw one of his daggers at a Shadow Flenta was facing before realizing that would do no harm to it at all. Right after that a seemingly lost standard bearer approached him.
Constitution 7: 1d10 ⇒ 5. The standard bearer was overwhelmed by the sight of all the floating islands and could not move out of fear. Arabundi calmed her down and told her he would stay with her until the island with the portal back home would come floating by. Careful not to fall down they waited for the right moment.
"These sure are some crumbly rocks", he thought to himself.
Collapsing floating island: 1d10 ⇒ 4. Luckily he was able to guide her safe over to the portal back to Golarion. She thanked him and quickly jumped through it.
-Ending turn drawing 1 card to reset hand: Amulet of Life.
_____
Hand: Leather Armor, Blessing of Erastil, Light Crossbow, Toad, Beast Skin and Amulet of Life.
Deck: 9 Discard: 0 Buried: 0 Displayed: 0
- Hand size 6 (☐ 7) (☐ 8).
- Proficient with Light Armors and Weapons.
- You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☑ 2).
- Add 2 (☐ 4) to your check to acquire a spell that has the Divine trait.
- You may recharge a card to add 1d4 to a combat check by a character at another location.
- Favored card type: Weapon or Spell.
Notes:
-Available to recharge to add 1d4 to a combat check at another location: Beast Skin, Leather Armor, Toad and Amulet of Life.
-In case of emergency discard to add an extra 1d4 to a combat check at another location: Light Crossbow.
-In case of emergency or if matching the top card of the blessings discard pile: Blessing of Erastil.
MorkXII - Alase |
Off turn:
Displayed Tonbarse at Collapsing Bridge 1
Start of turn:
Flip Blessing: BotG
Alase struggled to climb down one of the ropes and managed to land herself on one of the floating rocks, but not gracefully. Tonbarse was there waiting, with a lupine grin on his face. "You nevermind! You would have fared no better on those ropes!", she said sharply. "Go on, and see what is waiting for us on this rock."
Explore: Battered Chest
Tonbarse sniffed out an old chest, and loped back to Alase to lead her to it. Alase inspected the lock, and decided it was beyond her skill. But maybe I can smash the lock with this rock.... She stares a the lock a moment longer, before having another thought. "Flenta, do could you bolster my strength with that scroll?" Flenta plays Strength, Alase recharges BotG Strength 8: 2d6 + 3 ⇒ (3, 3) + 3 = 9 With one strong blow, Alase smashed open the lock, revealing the items inside. 1d4 Items: 1d4 ⇒ 3 I'll need 3 random items please, Hawk. Thanks!
Alase then summoned an imp - a filthy, disagreeable creature - and commanded it to retrieve a few objects for her. Display Bound Imp, draw 2 cards (Charm Monster, Staff of Minor Healing)
She then cast Haste, allowing her to move forward again. Recharge Arcane 10: 1d10 + 4 ⇒ (7) + 4 = 11. Recharged.
Explore: Standard Bearer Another Standard Bearer, trapped on the float rocks. CtA Charisma 6: 1d10 + 1 ⇒ (9) + 1 = 10 With a few kind words, Alase convinces the Standard Bearer to continue with her, and scout ahead Discard Standard Bearer to explore.
Explore: Grizzled Mercenary Another potential ally! CtA Charisma 6: 1d10 + 1 ⇒ (4) + 1 = 5 But the gruff mercenary wanted nothing to do with Alase, and ignored all her attempts at conversation.
Recharging Staff of Minor Healing to recharge Standard Bearer.
End of Turn:
Recharge Bound Imp Arcane 8: 1d10 + 4 ⇒ (8) + 4 = 12. Recharged.
Collapsing Bridge 5: 1d10 ⇒ 10 Any remaining Boons from CB#1 are banished
Examine top card Spectre (Monster C), shuffle CB#1, draw Tonbarse.
[ooc]Reset hand, discarding 2 of my new items, and keeping one (once I know what they are).
Character:Hand: [unknown item], Black Spot, Blessing Of Pharasma, Blessing Of The Gods, Charm Monster Deck: 11 Discard: 0 Buried: 0 Displayed: TonbarseSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +1
Arcane +2Powers
HAND SIZE 6 (max. 7)
After you play a spell that has the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location, then (☑ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (☐ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.Tonbarse:Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.
Notes:
Both Blessings can be used at my location (they get recharged)
Black Spot and Charm Monster can be used as needed to decrease the difficult of a check to defeat a monster (Black Spot reduces by 3, Charm Monster reduces by 3 + the AD# of a random monster from the box but gets buried.)
Off-turn: Displaying Tonbarse at CB#1 as soon as possible.
GM Hawkmoon269 |
Battered Chest:
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.
Item P
Traits
Acessory
Magic
Check
Charisma
Diplomacy
8
Powers
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
Item B
Traits
Object
Magic
Check
Wisdom
Survival
5
Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
I've also added 3 spells for Flenta (and crossed one out which she gained on Alase's turn) and a card for Charm Monster.
GM Hawkmoon269 |
During This Adventure: Scenario Adventure Deck Number: 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: Put the Collapsing Bridge location card in the center of the table. Using the deck list from Collapsing Bridge, make a number of Collapsing Bridge stacks equal to the number of characters plus 2. Treat each of these stacks as a unique Collapsing Bridge location deck. When a location is closed, do not flip the location card; make a new Collapsing Bridge stack and shuffle the blessings discard pile into the blessings deck.
Follow the overseer GM's instructions.
When the Overseer GM says “Make a run for it,” end the current turn. Continue the scenario with Section 2.
Turn: 4 Raheli/Rhynn Davrie
Top of Blessing Discard Pile: 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: 26
Blessings Deck
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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.
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.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
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.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
Blessing P
Traits
Divine
Zarongel
Check
Constitution
Fortitude
6
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait or to a check to defeat or acquire a card with the Animal trait.
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.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
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.
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.
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.
Collapsing Bridge 1
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, search this location deck for boons and draw them.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Alase, Flenta, Raheli
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.
Monster C
Traits
Undead
Incorporeal
Elite
Check
Combat
11
OR
Wisdom
Divine
7
Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
Collapsing Bridge 2
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, search this location deck for boons and draw them.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:4 Bl:0 ?:0
Located here: Arabundi
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.
Ally B
Traits
Human
Basic
Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Monster 1
Traits
Animal
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Monster B
Traits
Human
Ranger
Veteran
Check
Combat
8
Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Ally B
Traits
Human
Basic
Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
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.
Ally 2
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Collapsing Bridge 3
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, search this location deck for boons and draw them.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
Ally 1
Traits
Human
Noble
Check
Charisma
Diplomacy
4
Powers
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
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.
Ally B
Traits
Human
Basic
Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
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.
Ally B
Traits
Human
Cleric
Divine
Check
Wisdom
Divine
6
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Ally P
Traits
Goblin
Cleric
Check
Charisma
Diplomacy
Divine
7
Powers
Recharge this card to add 3 with the Fire trait to a combat check.
Bury this card to recharge 1d4 random cards from your discard pile.
Discard this card to explore your location.
Monster B
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Ally C
Traits
Animal
Check
Wisdom
Survival
8
Powers
Recharge this card to add 1d6 to your combat check.
Discard this card to explore your location.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Collapsing Bridge 4
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, search this location deck for boons and draw them.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
Barrier C
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Monster B
Traits
Human
Fighter
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
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.
Ally B
Traits
Human
Basic
Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.
Ally 1
Traits
Human
Shopkeeper
Check
Charisma
Diplomacy
6
OR
Dexterity
Stealth
8
Powers
Banish this card to add a random item from the box to your hand.
Monster 1
Traits
Outsider
Elite
Check
Combat
9
Powers
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Ally C
Traits
Halfling
Basic
Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Ally C
Traits
Human
Basic
Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Collapsing Bridge 5
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, search this location deck for boons and draw them.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
Barrier B
Traits
Cache
Magic
Elite
Check
Intelligence
Arcane
10
Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Ally B
Traits
Human
Sage
Basic
Check
Wisdom
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Ally 1
Traits
Human
Wizard
Check
Intelligence
Arcane
7
OR
Charisma
Diplomacy
6
Powers
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Ally B
Traits
Human
Elite
Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Monster 2
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Barrier 2
Traits
Lock
Veteran
Check
Dexterity
Disable
11
OR
Combat
22
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Ally B
Traits
Human
Basic
Check
Constitution
Fortitude
4
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Collapsing Bridge 6
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, search this location deck for boons and draw them.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
Monster B
Traits
Human
Ranger
Veteran
Check
Combat
8
Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Monster C
Traits
Undead
Zombie
Check
Combat
13
Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.
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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
Ally B
Traits
Human
Basic
Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Ally 2
Traits
Human
Check
Charisma
Diplomacy
7
OR
Wisdom
Divine
8
Powers
Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
Discard this card to explore your location.
Ally 1
Traits
Human
Bard
Rogue
Check
Charisma
Diplomacy
7
Powers
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
Ally C
Traits
Animal
Elite
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Rhynn - Raheli |
"You guys look good here and footing is getting a bit dicey, think I'm going to try a different rock."
Not seeing a reason to stick around here given all the boons just left and shuffling the blessings back in seems pretty early.
Moving to CB#3
Raheli finds Aldren Foxglove wandering around lost. "You really shouldn't be here, sir. You should probably stay with me until we can get you out of here."
Charisma 4: 1d6 ⇒ 2
He clearly isn't impressed and continues trying to find his own way out. Raheli is a little annoyed to be dismissed but is quickly distracted by Rocky chasing a Frog around.
Discarding Frog to explore.
The frog and Rocky's antics apparently upset a local horde of zombies, they attack and flood the nearby rocks as well.
Recharging Vulture to activate hair, recharging Haunted Doll for extra power. Calling in a volley from Arabundi as well to help him cycle a bit.
Combat DC 9: 1d10 + 1d8 + 1d4 + 1d4 ⇒ (1) + (3) + (2) + (3) = 9
Raheli lashes out at the Zombie Minion and holds him in place for Arabundi's arrow to take him out.
Everyone needs to fight Zombie Minion - DC 9
Raheli takes a moment to ensure that was the last zombie in the area.
Drawing to end.
Bridge Collapse: 1d10 ⇒ 7
Rock remains stable...for now.
Skills and Powers:Skills STRENGTH d6
DEXTERITY d10
-Disable: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8+1
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6Powers
HAND SIZE 5
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ if you succeed at the check, you may draw a card.)
On your check to defeat (☑ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (☐ plus the items' highest adventure deck number) to your check.Rocky(Flying Squirrel):Hand: Cure, Silver Raven Figurine, Fox, Blessing of the Gods, Blessing of the GodsDisplay this card. While displayed, if you have the Witch trait, gain the skills Acrobatics: Dexterity +2 and Arcane: Intelligence +2.While displayed, you may put this card on top of your deck to move; if you have a role card, any 1 character at your location my move with you.
Deck: 9 Discard: 1 Buried: 0 Displayed: 1
Notes: Cure available, will try and get it to Arabundi.
Fox available for Wis/Int
BotG available if needed
Iff's pregen |
Catchup:
- Banishing Strength for Alase. Putting a new Strength spell on the bottom of the pile. I must be getting better at this magic-thing. The scroll didn't even turn to dust!
- Fighting a Zombie. No weapon, so just strength. Discarding BotG and Asking Arabundi to recharge Beast Skin.
Strength, 9 needed: 1d10 + 1d10 + 1d4 ⇒ (5) + (10) + (1) = 16 Success.
Flipping over Blessing of Pharasma at start of my turn.
--
Flenta was caught off-guard after her fight with the spectre. Or many she was still celebrating her breakthrough in the magic department. Whatever the case, the zombie is upon her before she has the chance to draw a weapon and she had to fend it off with her bare hands. "Arabundi, I know you're busy, but maybe some help over here? Again?"[/b] With a silent prayers to the Gods she manages to fend off the zombie, and then follows Raheli to another of the floating islands.
Explore CB 3 card 3. Guide.
Charisma, 6 needed: 1d6 ⇒ 2 Fail.
Flenta encounters a guide on the floating island, a native from somewhere. He seems a bit smelly, so Flenta lets him go on his way.
--
Draw Hide Armor and Blessing of CC. (I really need weapons... :/)
Skills and Powers:Hand: Hide armor of fire resistance, Hat of Glamour, Standard bearer, Blessing of Cayden Cailean, Blessing of GorumSkills STRENGTH d10+2
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6Powers
HAND SIZE 5
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
Deck: 10 Discard: 1 Buried: 0 Displayed: 0
Notes: - Blessings in case of a seriously dangerous combat, or a boon that's too good to pass up.