[ACG] Season of the Runelords - EmpTyger (Inactive)

Game Master EmpTyger

Adventure Path Completed!

  • Salim/Nathan Davis
  • Urgraz/Yewstance
  • Ezren/Hawkmoon269
  • Yoon/dinketry

Loot:
Sihedron Medallion
Spoiler:
Loot Item 1
Traits: Accessory Magic Sihedron

Discard this card to reduce damage dealt to you by 4.
Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.


Holy Candle
Spoiler:
Item B

Traits:
Divine
Magic
Object

To Acquire:
Wisdom/Divine 10

Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.


Impaler of Thorns
Spoiler:
Loot Weapon 2
Traits:
2-Handed
Magic
Melee
Piercing
Spear

For your combat check, reveal this card to roll your Strength or Melee die +1d8+2; you may additionally discard this card to also reduce the difficulty to defeat the bane by 2 until the end of the turn.
If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.


Medusa Mask
Spoiler:
Loot Item 2
Traits:
Accessory
Magic

When you encounter a monster, you may display this card and put the monster atop it; the monster is neither defeated nor undefeated. At the end of your turn, put the monster on top of its original location deck and bury this card.


Snakeskin Tunic
Spoiler:
Loot Armor 2
Traits:
Light Armor
Magic

Reveal this card to add 1 to your Dexterity check.
Recharge this card to reduce Combat or Poison damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.


Ward of Enervation
Spoiler:
Loot Item 3
Traits:
Arcane
Magic
Wand

Bury this card to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill. Succeed at an Arcane 8 check to recharge this card instead of burying it.


Mokmurian's Club
Spoiler:
Loot Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee

For your combat check, reveal this card to roll your Strength or Melee die +1d10+2; you may additionally discard one other card from your hand to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you defeat a monster while playing this weapon, recharge a random card from your discard pile.


Robe of Runes
Spoiler:
Loot Item 4
Traits:
Clothing
Magic

Reveal this card to add 2 to your Intelligence check. You may play another item on this check.
Recharge this card to add a spell of your choice from your discard pile to your hand.


Fanged Falchion
Spoiler:
Loot Weapon 5
Traits:
Magic
Melee
Slashing
Sword

For your combat check, reveal this card to roll your Strength or Melee die + 2d4+2; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled using this weapon is a 4, count it as 6.


Emerald Codex
Spoiler:
Loot Item 4
Traits:
Book
Magic

Banish this card to add 3 random Divine spells from the box to your hand. You may instead bury this card to place the spells faceup next to your character card, you may banish any of these cards for its effect as though you had played it as a spell. Banish any that remain at the end of the scenarion.


Staff of Hungry Shadows
Spoiler:
Loot Item 5
Traits:
Magic
Staff

When you play a spell with the Attack trait, you may reveal this card and discard a spell to add 1d8+2 to your check. If you succeed at the check, recharge a random card from your discard pile. Reveal this card and discard a spell to roll your Arcane die and decrease the difficulty of another character's combat check at your location by that amount.


Morgiv
Spoiler:
Ally 6
Traits:
Enshrouded

To Acquire:
Charisma/Diplomacy 13

Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
Discard this card to explore your location.


Robes of Xin-Shalast
Spoiler:
Loot Item 6
Traits:
Clothing
Magic
Sihedron

Reveal this card to add 2 to an Arcane or Divine check. You may use another item on this check.
When you take Combat damage, reveal this card to shuffle up to 2 cards into your deck instead of discarding them.
Reveal this card and discard an item to search your deck and choose an item to add to your hand.


Runewell's Echo
Spoiler:
Loot Blessing P
Traits:
Divine
Blessing
Lissala

Discard this card to add 1 die to any check.
Discard this card to add 1d12 to any non-combat check.
After playing this card, you may play another blessing on this check.

Summoned Henchmen:
Ancient Skeleton
Spoiler:
Monster Henchman B
Traits:
Skeleton
Undead

To Defeat:
Combat 8

The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.


Bandit
Spoiler:
Monster Henchman B
Traits:
Human
Bandit

To Defeat:
Combat 8

Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.


Charmed Faceless Stalker
Spoiler:
Monster Henchman 2
Traits:
Aberration

To Defeat:
Combat 11

Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; bury the top card of your deck.
If defeated, you may immediately attempt to close this location.


Goblin Raider
Spoiler:
Monster Henchman 1
Traits:
Goblin

To Defeat:
Combat 8

If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.


Graul Ogrekin
Spoiler:
Monster Henchman 3
Traits:
Giant
Ogrekin

To Defeat:
Combat 13

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


Poison Trap
Spoiler:
Barrier Henchman B
Traits:
Poison
Trap

To Defeat:
Dexterity/Disable 5

If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.


Sandpoint Devil
Spoiler:
Monster Villain 1
Traits:
Outsider

To Defeat:
Combat 20
THEN
Combat 20

After the encounter, banish The Sandpoint Devil.

"After what we heard up on the roof--the clomping and snorting and that terrible, terrible tearing--I ain't ashamed to say I kept right here between the sheets and didn't even thing about coming out till morning. We lost three cows and my favorite porker


Skinsaw Cultist
Spoiler:
Monster Henchman 2
Traits:
Cultist
Human

To Defeat:
Combat 11

If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.


Wrathful Sinspawn
Spoiler:
Monster Henchman 1
Traits:
Aberration

To Defeat:
Combat 9

Before the encounter, Succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
If defeated, you may immediately attempt to close this location.


Zombie Minion
Spoiler:
Monster Henchman 2
Traits:
Undead
Zombie

To Defeat:
Combat 9

The Zombie Minion is immune to the Mental and Poison traits.
Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.


Party Tracker


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Ezren's Hand || Ezren's Deck

Wisdom 6: 1d8 ⇒ 7
This time Ezren is ready for the screams.

Free exploration: Habe
Defeated

"This ends now, doctor." We're shutting this place down.

Arcane Robes, 1 blessing each from Salim and Balazar
Wisdom Arcane 7: 1d12 + 4 + 1d12 + 1d12 ⇒ (3) + 4 + (11) + (4) = 22

And with that Ezren, closes down the sanatorium


The stalkers may have been faceless, but they weren’t traceless. You caught wind of their activities in the municipal buildings and followed them all the way to the Pathfinder Society. Sheila Heidmarch, the local head of the society, was in danger of being replaced by a shapechanger, but you saved her from that fate.

“You guys are really what this town needed,” Kasadei says. “I wish you could stay a little longer, but I know you want to get on to Hollow Mountain.

“I have one more thing I could use your help with, though. I have this idol….”

REWARD
Each character adds a random ally that has an adventure deck number of 1 or 2 from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.

Random Ally 1:
Grizzled Mercenary

Ally 1

Traits: Hireling Human

To Acquire: Charisma~Diplomacy 6

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

Random Ally 2:
Ven Vinder

Ally 1

Traits: Human Shopkeeper

To Acquire: Charisma~Diplomacy 6 OR Dexterity~Stealth 8

Banish this card to add a random item from the box to your hand.

Random Ally 3:
Ameiko Kaijitsu

Ally 1

Traits: Bard Human Rogue

To Acquire: Charisma~Diplomacy 7

Banish this card to add 1d6 to your check.~Banish this card to return a card from your discard pile to your hand.

ACQUIRED CARDS

  • Ven Vinder (Ally 1)
  • Ameiko Kaijitsu (Ally 1)
  • Grizzled Mercenary (Ally 1)
  • Cyrdak Drokkus (Ally 1)
  • Ilsoari Gandethus (Ally 1)
  • Shalelu Andosana (Ally B)

  • Elven Breastplate (Armor 1)

  • Toxic Cloud (Spell 2)
  • Strength (Spell B)
  • Detect Magic (Spell B)


Ezren's Hand || Ezren's Deck

I'm tempted to think about taking the Spell 2 to get Charm Person to try to get us better allies. But I'm not sure I want to give up any of my current spells for it.

Other than that, I don't want anything. So, let Balazar have his picks first.


Deck Handler // Searching for: Armor 6

Jumping the gun for next scenario as always. Starting at Throne Room 1.

Turn Order: Salim->Balazar->Ezren->Yoon->Urgraz(if present)

Salim wrote:

Hand: Cure, Captain's Cutlass, Dogslicer +1, The Melted Blade, Dandy Brute, Blessing of the Gods 1,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Blessing Available. Need Cure? Come to me. At my location: Recharge to reduce Combat Damage by 2
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [ ] +3 [ ] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Factions Favor: Grand Lodge [ ] You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
Favored Card: Weapon
Hand Size 5 [X] 6
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ] If it is a weapon, you may put it on top of your deck instead)
[X] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

Balazar adds the Ultimate Magic deck. He takes the spell 2, replacing Evolution Surge with Twisted Space, and Ally 1 to replace Crow with Cleric of Nethys.


Ezren's Hand || Ezren's Deck

Nothing for me then.


Scenario D: The Idol of Sycorius
Occupying a small campus just north of Usher’s Hall, several grandiose structures house the histories, findings, and private collections of some of the city’s most esteemed citizens. These buildings are the Founder’s Archive and Museum of Ages. In an attempt to elevate the city-state beyond a jumped-up trading post, the local government has done much to encourage education and the arts. The majority of governmental funds contributed to city-wide enlightenment go toward these two structures’ maintenance.

Of particular note in the Museum of Ages itself are three of its permanent displays: the ancient Eye of Rakzhan (a magically petrified cyclops eye from a remote island in the Shackles), the Gemstone Regalia of King Chadris Porphyria III (held on public display here, much to Korvosa’s disdain), and the Lions of Siv (two matching lions, one of red marble and the other of black). Esteemed scholar of Varisian history Doctor Ernst Landis curates the Museum of Ages.

Tonight, you protect his collection. The mysterious idol of the devil-god Sycorius has been donated by local Pathfinder Society leader Sheila Heidmarch, after a group of adventurers freed a barbarian from its clutches. Doctor Landis expects that the Cult of the Crimson Eye will want it back. So Heidmarch, fresh from being saved from faceless stalkers by your efforts, has volunteered your services to protect the museum. If it gets you upgraded from the rattletrap inns of Dockway, a night at the museum is an easy thing to part with.

That is, if the cultists stay home. Otherwise, you’ll be lucky if any of the items on display are left standing when morning comes.

DURING THIS SCENARIO
Using the deck list from the Throne Room, make a number of Throne Room locations equal to the number of characters plus 2.

When building locations, set aside the henchmen, monsters, and barriers, then shuffle them into a robber deck.

When you close a location, do not flip the Throne Room card over.

For your exploration, draw and encounter the top card of the siege deck as if it came from your location deck; henchmen defeated during this scenario do not allow you to attempt to close the location they came from. If this card is undefeated or evaded, shuffle it back into the siege deck.

When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location automatically closes.

To win the scenario, defeat all of the cards in the robber deck while at least 1 location is open.


During This Adventure: Adventure Deck Number: 2

During This Scenario: For your exploration, draw and encounter the top card of the robber deck as if it came from your location deck; henchmen defeated during this scenario do not allow you to attempt to close the location they came from. If this card is undefeated or evaded, shuffle it back into the robber deck.

When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location automatically closes.
Additional Rules: Villain: None

Henchmen:
Lyrie Akenja
Spoiler:
Henchman
Type: Monster

Traits: Human Wizard

To Defeat: Combat 9

Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you.~If defeated, you may immediately attempt to close your location.

Skinsaw Cultist
Spoiler:
Henchman 2
Type: Monster

Traits: Cultist Human

To Defeat: Combat 11

If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

To win the scenario, defeat all of the cards in the robber deck while at least 1 location is open.

Blessings Remaining: 30

Robber Deck
M: 14 Ba: 7 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 7

Throne Room A
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room B
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room C
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room D
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room E
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room F
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room G
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:


Yoon Deck Handler

Yoon will start at Throne Room D.

A street urchin wandering the streets of Magnimar isn't an uncommon sight, even one clutching a well-worn stuffed animal. Sidestepping into the Museum of Ages an hour before midnight would be an uncommon sight, though.

"They're not expecting us, Gom-Gom. *hee hee*"

Gom-Gom does not reply.

Yoon wrote:

Hand: Clinging Venom, Shrunken Head, Cure, Fan of Flames, Psychic Reading,

Displayed: I'm happy to Cure or provide a Psychic Reading if you'd like.
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Constitution d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d4 [ ] +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Arcane: Charisma +0
Favored Card: Spell
Hand Size 5 [ ] 6
Proficient with: Light Armors
Powers:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([X] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

Thank you to yewstance for pointing out the deck number of the Cleric. Instead of the Cleric I'm replacing the Crow with an Apprentice instead.

Balazar starts at Throne Room B

Balazar wrote:

Hand: Blessing of the Gods 1, Apprentice, Charm Monster, Stone Skin, Blessing of Lamashtu, Create Pit, Augury,

Displayed: Padrig,
Deck: 9 Discard: 0 Buried: 0
Notes: I can add 1d4 to your combat check. You may also use the Stone skin to prevent damage, just lemme know when you do.
Sideboard cards:

Skills and Powers:

Strength d4
Dexterity d6
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d12 +1
Arcane: Charisma +2
Hand Size 6
Proficient with: Light Armours
After you play a spell that has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box.
When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a combat check by a character at your location, or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number.
"Player Reward 1: Concordance Faction Reward
[ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more."


Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5

Heidmarch may have volunteered you for this task, but Doctor Landis already had a guard in mind who will be assisting you. An uncommonly helpful, respectable Duergar; Urgraz. Working hard as an honest mercenary on the surface of Golarion to dismiss the unfair presumptions made against his kind - at least, by his admission - he has offered his protective services for merely a pittance.

Like many of his kind, the ashen-skinned Duergar wore immense armor crafted from stone itself, and swaggered about amidst it - and his unusually large weaponry - as if it were weightless. His eyes flashed with something as he sees you, as if calculated something suddenly. After a moment passes, you feel foolish for even considering it; his eyes instead carry the stern, but hollow look of a loyal servant with nary a mind of its own. He speaks in slightly uncertain Common.

"Pleased to be the acquaintances of such adventurers. You simply must tell me your stories; you appear to have no shortage of them, I am one to think." He says with a smile very uncharacteristic of his species. You had thought all Duergar to be vile slavers and warmongers, and yet this one appears downright friendly, if a bit dim.

His gaze lingers on the Sihedron Medallion around Ezren's neck. Perhaps just a second too long, before he raises his eyes once more, feigning a somewhat dumb smile. Somehow, he gives you chills; but this night may yet serve as a chance to test his strength at arms, if nothing else.

================

So a Defensive Stance scenario? Curious, though the scenario rules alternate between calling it a "Siege Deck" and a "Robber Deck".
Unless there are particular team benefits otherwise, splitting up is the safest bet here in a set without Elemental Treaties.

I also note that the number of banes is far less than I'd expect. Scenario 3-2A has 39 banes for a 5 person party, whereas this has a mere 28. No need for bonus explorations, clearly. A Locate Object spell would be nice to find out if there's any particularly annoying barriers or monsters to consider.

Anyway, I know all of the characters in use but it will take a little while to get the hang of this particular team dynamic, on my part; I'm a blessing-heavy antipaladin who's perfectly happy to discard cards from my deck to buff any of my checks, and just Cure it back later. Strictly speaking, I can discard cards from other players' decks too for that benefit; which may work well with Salim in the future, as he's a very resilient character.
My blessings are unusually powerful, in general, like many Corrupted blessings. I can mitigate any downsides of them with ease.

I'm using Ultimate Intrigue, largely for the Backsword cycle of cards and other means to increase my versatility in dealing with noncombat checks as well as pure combat.

================

Urgraz will start at the Throne Room C.
Urgraz won't need it, but may we assume that Balazar's Stone Skin is usable if someone needs it to avoid damage? What a powerful card to have in this scenario.

Urgraz wrote:

Hand: Harrow Deck, Cure, Torch, Lockpick Shield, Menacing Backsword +1, Gambeson,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Let me know if you want me to use Harrow Deck to reorder the top 3 cards of your character deck. I prefer to cast Cures on myself, since I may be eating my deck for bonus dice quite frequently.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 5 [X] 6
Proficient with: All
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([ ] +1) to your check.
When a character at your location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check.
You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 1

On the start of the first turn, Urgraz will display Gambeson.


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3
Urgraz - The Patient wrote:

Heidmarch may have volunteered you for this task, but Doctor Landis already had a guard in mind who will be assisting you. An uncommonly helpful, respectable Duergar; Urgraz. Working hard as an honest mercenary on the surface of Golarion to dismiss the unfair presumptions made against his kind - at least, by his admission - he has offered his protective services for merely a pittance.

Like many of his kind, the ashen-skinned Duergar wore immense armor crafted from stone itself, and swaggered about amidst it - and his unusually large weaponry - as if it were weightless. His eyes flashed with something as he sees you, as if calculated something suddenly. After a moment passes, you feel foolish for even considering it; his eyes instead carry the stern, but hollow look of a loyal servant with nary a mind of its own. He speaks in slightly uncertain Common.

"Pleased to be the acquaintances of such adventurers. You simply must tell me your stories; you appear to have no shortage of them, I am one to think." He says with a smile very uncharacteristic of his species. You had thought all Duergar to be vile slavers and warmongers, and yet this one appears downright friendly, if a bit dim.

His gaze lingers on the Sihedron Medallion around Ezren's neck. Perhaps just a second too long, before he raises his eyes once more, feigning a somewhat dumb smile. Somehow, he gives you chills; but this night may yet serve as a chance to test his strength at arms, if nothing else.

================

So a Defensive Stance scenario? Curious, though the scenario rules alternate between calling it a "Siege Deck" and a "Robber Deck".
Unless there are particular team benefits otherwise, splitting up is the safest bet here in a set without Elemental Treaties.

I also note that the number of banes is far less than I'd expect. Scenario 3-2A has 39 banes for a 5 person party, whereas this has a mere 28. No need for bonus explorations, clearly. A Locate Object spell would be nice to find out if there's...

Yes. You may use the Stone Skin. Just let me know when you do. I edited my hand text to reflect it.


Ezren's Hand || Ezren's Deck

I'll start at Throne Roome E.

Ezren wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+2
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8
CHARISMA d6

Powers
HAND SIZE 6
After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☑Add 1 ( ☑2) to your check to recharge a card.

Hand: Hrym, Good Omen, Life Drain, Object Reading, Arcane Robes, Thieves' Tools
Deck: 10 Discard: 0 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 0/1
Available:


During This Adventure: Adventure Deck Number: 2

During This Scenario: For your exploration, draw and encounter the top card of the robber deck as if it came from your location deck; henchmen defeated during this scenario do not allow you to attempt to close the location they came from. If this card is undefeated or evaded, shuffle it back into the robber deck.

When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location automatically closes.
Additional Rules: Villain: None

Henchmen:
Lyrie Akenja
Spoiler:
Henchman
Type: Monster

Traits: Human Wizard

To Defeat: Combat 9

Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you.~If defeated, you may immediately attempt to close your location.

Skinsaw Cultist
Spoiler:
Henchman 2
Type: Monster

Traits: Cultist Human

To Defeat: Combat 11

If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

To win the scenario, defeat all of the cards in the robber deck while at least 1 location is open.
Turn: 1, Salim/NathanDavis

Random Cards:

Monsters
Spoiler:
Goblin Cutpurse
Monster 1
Traits:
Basic
Goblin
Rogue
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

Spoiler:
Goblin Snake
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

Spoiler:
Zombie Giant
Monster B
Traits:
Undead
Zombie
To Defeat:
Combat 13
The Zombie Giant is immune to the Mental and Poison traits.~If undefeated, after the encounter, discard the top card of your deck.

Spoiler:
Skeleton
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits.~If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.

Spoiler:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom~Divine 7
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, you move to a random location.

Barriers
Spoiler:
Secret Stash
Barrier C
Traits:
Cache
Elite
To Defeat:
Wisdom~Perception 9
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.

Spoiler:
Large Chest
Barrier C
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 10
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.

Spoiler:
Pit Trap
Barrier B
Traits:
Trap
To Defeat:
Wisdom~Perception 7
OR Dexterity~Acrobatics 8
If defeated, you may immediately explore again.~If undefeated, each character at this location is dealt 1d4 Combat damage.

Spoiler:
Trapped Passageway
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Spoiler:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Weapons
Spoiler:
Warhammer
Weapon C
Traits:
Bludgeoning
Elite
Hammer
Melee To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Battleaxe
Weapon B
Traits:
Axe
Elite
Melee
Slashing To Acquire:
Strength~Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Longbow
Weapon C
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Spoiler:
Heavy Pick +1
Weapon 2
Traits:
Magic
Melee
Pick
Piercing To Acquire:
Strength~Melee 11
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 6, count it as a 7.

Spoiler:
Light Crossbow
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 4
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Spells
Spoiler:
Sanctuary
Spell C
Traits:
Basic
Divine
Magic
Mental To Acquire:
Wisdom~Divine 6
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Fiery Weapon
Spell 1
Traits:
Arcane
Divine
Fire
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Invisibility
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 6
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.

Spoiler:
Arcane Armor
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce Combat damage dealt to you by 2.~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.

Spoiler:
Acid Arrow
Spell C
Traits:
Acid
Arcane
Attack
Elite
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Armors
Spoiler:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
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.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

Spoiler:
Magic Half-Plate
Armor B
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 6
Reveal 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.

Spoiler:
Chain Mail
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution~Fortitude 3
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.

Spoiler:
Magic Half-Plate
Armor C
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Ring of Protection
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution~Fortitude 5
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Spoiler:
Sage's journal
Item C
Traits:
Basic
Book To Acquire:
Intelligence~Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

Spoiler:
Wand of Force Missile
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence~Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

Spoiler:
Amulet of Life
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce damage dealt to you by 3.~Succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Spoiler:
Holy Candle
Item B
Traits:
Divine
Magic
Object To Acquire:
Wisdom~Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.

Allies
Spoiler:
Acolyte
Ally B
Traits:
Elite
Human To Acquire:
Charisma~Diplomacy~Arcane~Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.~Recharge this card to add 1d6 to your check to recharge a card with the Magic trait.

Spoiler:
Grizzled Mercenary
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma~Diplomacy 6
Bury this card to add 1d8 to a combat check at your location.~Discard this card to explore your location. If you encounter a boon, banish it.

Spoiler:
Merchant
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma~Diplomacy 7
Discard this card to give a card to another character at any location.~Discard this card to explore your location.

Spoiler:
Guard
Ally B
Traits:
Basic
Human To Acquire:
Constitution~Fortitude 4
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

Spoiler:
Standard Bearer
Ally B
Traits:
Basic
Human To Acquire:
Constitution 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.~Discard this card to explore your location.

Blessings
Spoiler:
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None
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.

Spoiler:
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Spoiler:
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
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.

Spoiler:
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
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.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.

Top of Blessing Discard Pile:

Blessing of Irori:
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
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: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Sarenrae
Blessing C
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
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.
Spoiler:
Blessings Deck Card 2
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 3
Blessing of Iomedae
Blessing C
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
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.
Spoiler:
Blessings Deck Card 4
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 7
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 8
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
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.
Spoiler:
Blessings Deck Card 11
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity~Disable 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~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.
Spoiler:
Blessings Deck Card 13
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 14
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
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.
Spoiler:
Blessings Deck Card 15
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 16
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 17
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 19
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 20
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 21
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 22
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 23
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 24
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
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.
Spoiler:
Blessings Deck Card 25
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 26
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 27
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 28
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 29
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Robber Deck
M: 14 Ba: 7 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 7
Located/Displayed Here: None

Robber Deck Card 1:
Sneak
Monster C
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
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.

Robber Deck Card 2:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Robber Deck Card 3:
Goblin Commando
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Robber Deck Card 4:
Ghoul
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.~If undefeated, reset your hand and end your turn.

Robber Deck Card 5:
Explosive Runes
Barrier C
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence~Arcane 8
OR Dexterity~Acrobatics 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.

Robber Deck Card 6:
Mystic Inscription
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence~Arcane 10
If defeated, add 1d4 random spells from the box to your hand.~If undefeated, you may banish this barrier.

Robber Deck Card 7:
Trapped Locker
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 11
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.

Robber Deck Card 8:
Ghoul
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.~If undefeated, reset your hand and end your turn.

Robber Deck Card 9:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 10:
Goblin Warchanter
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

Robber Deck Card 11:
Shadow
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
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.

Robber Deck Card 12:
Attic Whisperer
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.~Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Robber Deck Card 13:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 14:
Bugbear
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Robber Deck Card 15:
Diseased Rats
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity~Stealth 9
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.

Robber Deck Card 16:
Falling Bell
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity~Acrobatics 10
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.

Robber Deck Card 17:
Traitor
Monster C
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.

Robber Deck Card 18:
Pit of Malfeshnekor
Barrier 1
Traits:
Cache
To Defeat:
None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.~After the encounter, banish the Pit of Malfeshnekor.

Robber Deck Card 19:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 20:
Pit Trap
Barrier B
Traits:
Trap
To Defeat:
Wisdom~Perception 7
OR Dexterity~Acrobatics 8
If defeated, you may immediately explore again.~If undefeated, each character at this location is dealt 1d4 Combat damage.

Robber Deck Card 21:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 22:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 23:
Lyrie Akenja
Henchman 1
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 9
Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you.~If defeated, you may immediately attempt to close your location.

Robber Deck Card 24:
Slashing Blade
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.

Robber Deck Card 25:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 26:
Hell Hound
Monster B
Traits:
Elite
Outsider
To Defeat:
Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.~After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

Robber Deck Card 27:
Goblin Warchanter
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

Robber Deck Card 28:
Ogre
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

Throne Room A
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Salim/NathanDavis,

Throne Room A Card 1:
Tome of Knowledge
Item B
Traits:
Book
Elite
Magic To Acquire:
Intelligence~Knowledge 5
Reveal this card to add 1d6 to a Knowledge check.~Recharge this card to succeed at your Knowledge check.

Throne Room A Card 2:
Mattock
Item C
Traits:
Basic
Tool To Acquire:
Strength~Melee 6
Reveal this card to add 1d8 to your noncombat Strength check.~Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.

Throne Room A Card 3:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room A Card 4:
Acid Arrow
Spell B
Traits:
Acid
Arcane
Attack
Elite
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Throne Room A Card 5:
Dogslicer +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 9
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.

Throne Room A Card 6:
Hide Armor of Fire Resistance
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution~Fortitude 7
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 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.

Throne Room B
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Balazar/khazkhaz,

Throne Room 2 Card 1:
Heavy Crossbow
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 7
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d10.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Throne Room B Card 2:
Token of Remembrance
Item B
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence~Arcane~Wisdom~Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Throne Room B Card 3:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
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 it instead.

Throne Room B Card 4:
Throwing Axe
Weapon B
Traits:
Axe
Elite
Ranged
Slashing To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room B Card 5:
Potion of Glibness
Item C
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.

Throne Room B Card 6:
Arcane Armor
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce Combat damage dealt to you by 2.~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.

Throne Room C
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Urgraz/Yewstance,

Throne Room C Card 1:
Masterwork Tools
Item B
Traits:
Elite
Tool To Acquire:
Dexterity~Disable 7
Reveal this card to add 2 dice to your Disable check.~Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Throne Room C Card 2:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
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.

Throne Room C Card 3:
Light Crossbow +1
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1.~If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Throne Room C Card 4:
Quarterstaff
Weapon B
Traits:
2-Handed
Basic
Bludgeoning
Melee
Staff To Acquire:
Strength~Melee 3
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.

Throne Room C Card 5:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Throne Room C Card 6:
Speed
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. ~If you do not have the Arcane or Divine skill, banish it.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Throne Room D
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/dinketry,

Throne Room D Card 1:
Dagger +1
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.~When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Throne Room D Card 2:
Chain Mail
Armor C
Traits:
Basic
Heavy Armor To Acquire:
Constitution~Fortitude 3
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.

Throne Room D Card 3:
Force Missile
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Force trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Throne Room D Card 4:
Potion of Ghostly Form
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Throne Room D Card 5:
Longbow
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Throne Room D Card 6:
Amulet of Fortitude
Item B
Traits:
Accessory
Elite
Magic To Acquire:
Constitution~Fortitude 5
Reveal this card to add 1 die to your Fortitude check.~Recharge this card to succeed at your Fortitude check.

Throne Room E
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Hawkmoon,

Throne Room E Card 1:
Short Sword
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 4
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room E Card 2:
Chime of Unlocking
Item 2
Traits:
Magic
Object To Acquire:
Dexterity~Disable 8
Reveal this card to defeat a barrier with the Lock trait.

Throne Room E Card 3:
Spyglass
Item B
Traits:
Object To Acquire:
Wisdom~Perception 4
Reveal this card to add 1d6 to your Perception check.~Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Throne Room E Card 4:
Cure
Spell C
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
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.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Throne Room E Card 5:
Scimitar
Weapon C
Traits:
Elite
Finesse
Melee
Slashing
Sword To Acquire:
Strength~Melee 7
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+1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room E Card 6:
Leather Armor
Armor C
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
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.

Throne Room F
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room F Card 1:
Warhammer
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room F Card 2:
Potion of Hiding
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Stealth check.

Throne Room F Card 3:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
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.

Throne Room F Card 4:
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity~Stealth 5
Reveal this card to add 1d6 to your Stealth check.~Recharge this card to succeed at your Stealth check.

Throne Room F Card 5:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence~Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Fire trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Throne Room F Card 6:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room G
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room G Card 1:
Boots of Elvenkind
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity~Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.~Recharge this card to succeed at your Stealth check.

Throne Room G Card 2:
Enfeeble
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence~Arcane 6
Discard this card to evade a monster; return it to the top of the deck.~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.

Throne Room G Card 3:
Magic Shield
Armor B
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution~Fortitude 6
Reveal 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.~If you played a weapon with the 2-Handed trait on this check, you may not play this card.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Throne Room G Card 4:
Eyes of the Eagle
Item C
Traits:
Elite
Magic
Object To Acquire:
Wisdom~Perception 5
Reveal this card to add 1d6 to your Perception check.~Recharge this card to succeed at your Perception check.

Throne Room G Card 5:
Dagger
Weapon B
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged die + 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 G Card 6:
Longbow +1
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.


Deck Handler // Searching for: Armor 6

At the Museum of Ages, Salim's crew and a interesting mercenaries fan out among different exhibition halls. Salim doubts this furthers Pharasma's cause, but a better bed is a better bed.

A child and a Duergar: Not the team I would have chosen, but rarely do you get what you want

A Sneak scouts the hall Salim's guarding.

BYA Wisdom 8: 1d6 + 1d4 ⇒ (5) + (2) = 7

Discard Cure

The Sneak gets the drop on Salim as he feels a garrote wrapping around his neck.

Reveal The Melted Blade

Combat 9: 1d8 + 4 + 2d4 + 2 ⇒ (4) + 4 + (1, 2) + 2 = 13

Salim grits his teeth pushing himself backwards into nearby statue of some naked and heroic someone or other. The garrote loosens and Salim drops to his knees, drawing the Melted Blade.

The Sneak tries to wriggle away, but is not fast enough to escape a quick and quiet slash through his neck.

Monster Defeat: Shuffle in Cure

As Salim gets to his feet, he hears the manful bellow-scream of his discarded Dandy Brute companion in the next hall, followed by the unmistakable sound of a squeaking, crawling Rat Swarm.

Salim draws Reveals and Discards the Dogslicer +1. An ugly weapon for an ugly job.

Combat 8, 12 to Banish; 1s on d6s are 3s: 1d8 + 4 + 2d6 + 1 ⇒ (1) + 4 + (4, 1) + 1 = 11 1=3 on last die; Total: 13

Monster Defeat: Shuffle in Dandy Brute

The dandy half-orc and Salim hack and coral the swarm until its just a mess of tiny rodent bodies scattered across the marble museum floor. Salim leave that for someone else to clean.

Discard BotG 1 to explore

Just as Salim is cleaning vermin guts from his blade, he hears the unmistakable monstrous giggle of a Goblin Commando. He draws both the Melted Blade and the Captain's Cutlass.

A crude spear flies at Salim and is cut in half by the Recharged Captain's Cutlass.

Reduced all BYA damage with Captain's Cutlass. Reveal The Melted Blade

Combat 9: 1d8 + 4 + 2d4 + 2 ⇒ (2) + 4 + (1, 3) + 2 = 12

Monster Defeat: Shuffle in Dogslicer +1

The bold goblin approaches Salim with some trepidation. Salim matches its caution...until he doesn't, easily sliding through the goblin's defenses.

The assault has begun. Where the hells are the cultists?

Salim wrote:

Hand: Quick-Change Mask, Blessing of the Gods 2, Candle of Comity, The Melted Blade, Court Knight, Dogslicer +1,

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Blessing Available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [ ] +3 [ ] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Factions Favor: Grand Lodge [ ] You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 [X] 6
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ] If it is a weapon, you may put it on top of your deck instead)
[X] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

Balazar is at the Throne Room guarding it. A Ghoul gets by defences and attacks his party.
Revealing Charm Monster.
Combat 9+2: 2d10 + 2 ⇒ (9, 10) + 2 = 21
The Ghoul is defeated and becomes a summon.

Discarding Blessing of the Gods to explore.
Balazar encounters Explosive Runes!
Recharging Apprentice and discarding Blessing of Lamashtu
Arcane 8+2: 1d12 + 4 + 1d6 + 1d12 ⇒ (4) + 4 + (4) + (4) = 16
The Explosion fizzles and Balazar is unharmed.

End turn.

Balazar wrote:

Hand: Goblin Cutpurse 1, Black spot, Ghoul B, Bound Lantern Archon, Ruby of Charisma, Create Pit, Shadow 1,

Displayed: Padrig,
Deck: 9 Discard: 3 Buried: 1
Notes: I can add 1d4 to a combat check at my location. You may also use the Stone skin and Black Spot spells.
Sideboard cards:

Skills and Powers:

Strength d4
Dexterity d6
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d12 +1
Arcane: Charisma +2
Hand Size 6
Proficient with: Light Armours
After you play a spell that has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box.
When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a combat check by a character at your location, or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number.
"Player Reward 1: Concordance Faction Reward
[ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more."


Ezren's Hand || Ezren's Deck

The hour is basic.

Realizing he is almost utterly useless in this situation, Ezren moves to Throne Room B to meet up with Balazar.

Free exploration: Mystic Inscription
Ezren is briefly excited.

Arcane 10: 1d12 + 4 ⇒ (1) + 4 = 5
But the gods he doesn't believe in only mock him.

Banish it anyway

Ezren wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+2
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8
CHARISMA d6

Powers
HAND SIZE 6
After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☑Add 1 ( ☑2) to your check to recharge a card.

Hand: Hrym, Good Omen, Life Drain, Object Reading, Arcane Robes, Thieves' Tools
Deck: 10 Discard: 0 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 0/1
Available:

Summary: Move to Throne Room B with Balazar. Banish Robber Deck card 6


Yoon Deck Handler

Top of Blessings Deck is Blessing of Iomedae.

The small girl with the stuffed animal giggles, skipping through the empty corridors of the museum.

"It's our own playground, Gom-Gom!" she sings out.

The stuffed animal doesn't respond. Yoon stops skipping and rolls a strange round bauble onto the ground. She peers at the bauble, then peers around a dark corridor.

Cast Psychic Reading. Look at top card of my character deck. Exchange Clinging Venom for Sign of the Pack.

Recharge Psychic Reading: 1d8 ⇒ 3 FAIL! - Discard spell.

Explore Robber Deck and encounter Trapped Locker.

"Oooh! Look Gom-Gom! Treasure!"

Discard Sign of the Pack for bonus.

Dexterity (9) Check: 2d10 ⇒ (10, 4) = 14 SUCCESS! - Gain Wooden Shield.

The little girl dances around after expertly picking the lock(!) and extracting a wooden shield. She puts the stuffed animal in the shield and pushes it down the dark hallway.

"Wheeeee!"

END TURN. Banish Robber Deck Card #7. Reset hand.

Yoon wrote:

Hand: Quarterstaff of Vaulting, Shrunken Head, Cure, Fan of Flames, Wooden Shield,

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

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Constitution d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d4 [ ] +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Arcane: Charisma +0
Favored Card: Spell
Hand Size 5 [ ] 6
Proficient with: Light Armors
Powers:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([X] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


During This Adventure: Adventure Deck Number: 2

During This Scenario: For your exploration, draw and encounter the top card of the robber deck as if it came from your location deck; henchmen defeated during this scenario do not allow you to attempt to close the location they came from. If this card is undefeated or evaded, shuffle it back into the robber deck.

When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location automatically closes.
Additional Rules: Villain: None

Henchmen:
Lyrie Akenja
Spoiler:
Henchman
Type: Monster

Traits: Human Wizard

To Defeat: Combat 9

Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you.~If defeated, you may immediately attempt to close your location.

Skinsaw Cultist
Spoiler:
Henchman 2
Type: Monster

Traits: Cultist Human

To Defeat: Combat 11

If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

To win the scenario, defeat all of the cards in the robber deck while at least 1 location is open.
Turn: 5, Urgraz/Yewstance

Random Cards:

Monsters
Spoiler:
Enchanter
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.~Before the encounter, the Enchanter deals 1 Force damage to you.~After the encounter, the Enchanter deals 1 Fire damage to you.

Spoiler:
Tickwood Boar
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Spoiler:
Sneak
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
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.

Spoiler:
Skeleton
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits.~If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.

Spoiler:
Faceless Stalker
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
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.

Barriers
Spoiler:
Locked Stone Door
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity~Disable 11
OR Combat 22
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.

Spoiler:
Treasure Map
Barrier B
Traits:
Basic
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.~If undefeated, you may banish this barrier.

Spoiler:
Collapsed Ceiling
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity~Acrobatics~Constitution~Fortitude 8
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.

Spoiler:
Battered Chest
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity~Disable 10
OR Strength~Melee 8
If defeated, add 1d4 random items from the box to your hand.~If undefeated, you may banish this barrier.

Spoiler:
Collapsed Ceiling
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity~Acrobatics~Constitution~Fortitude 8
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.

Weapons
Spoiler:
Dagger +1
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.~When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Spoiler:
Glaive
Weapon B
Traits:
2-Handed
Elite
Melee
Polearm
Slashing To Acquire:
Strength~Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Spoiler:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Warhammer
Weapon C
Traits:
Bludgeoning
Elite
Hammer
Melee To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Light Crossbow
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 4
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Spells
Spoiler:
Lightning Touch
Spell B
Traits:
Arcane
Attack
Basic
Electricity
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Electricity trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spoiler:
Lightning Bolt
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence~Arcane 8
For your combat check, discard this card to roll your Arcane die + 3d6 with the Electricity trait.~If you do not have the Arcane skill, banish this card>~Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spoiler:
Inflict
Spell B
Traits:
Attack
Basic
Divine
Magic To Acquire:
Wisdom~Divine 6
For your combat check, discard this card to roll your Divine die + 1d6 with the Magic trait.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Invisibility
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 6
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.

Spoiler:
Detect Evil
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom~Divine 4
Discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 6 check to recharge this card instead of discarding it.

Armors
Spoiler:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
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 it instead.

Spoiler:
Magic Half-Plate
Armor C
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Shield
Armor C
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution~Fortitude 6
Reveal 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.~If you played a weapon with the 2-Handed trait on this check, you may not play this card.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Chain Mail
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution~Fortitude 3
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.

Spoiler:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 6
Reveal 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.

Items
Spoiler:
Luckstone
Item B
Traits:
Magic
Object To Acquire:
Wisdom~Survival 5
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.

Spoiler:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence~Craft 4
Banish this card to add 1d4 to a combat check at your location.

Spoiler:
Codex
Item B
Traits:
Basic
Book To Acquire:
Intelligence~Knowledge 8
Discard this card to add 1 die to your check to acquire a boon.~Succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Spoiler:
Potion of Vision
Item C
Traits:
Basic To Acquire:
Intelligence~Craft 4
Banish this card and chose a character at your location to succeed at a Perception check.

Spoiler:
Thieve's Tools
Item B
Traits:
Basic
Tool To Acquire:
Dexterity~Disable 4
Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

Allies
Spoiler:
Crow
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom~Survival 5
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.

Spoiler:
Merchant
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma~Diplomacy 7
Discard this card to give a card to another character at any location.~Discard this card to explore your location.

Spoiler:
Night Watch
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Perception 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

Spoiler:
Standard Bearer
Ally B
Traits:
Basic
Human To Acquire:
Constitution 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.~Discard this card to explore your location.

Spoiler:
Father Zantus
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom~Divine 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to your Divine check.~Bury this card to recharge 1d4+1 random cards from your discard pile.

Blessings
Spoiler:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.

Spoiler:
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.

Spoiler:
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity~Disable 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~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.

Top of Blessing Discard Pile:

Blessing of Shelyn:
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Remaining: 25

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 3
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 4
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
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.
Spoiler:
Blessings Deck Card 7
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity~Disable 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~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.
Spoiler:
Blessings Deck Card 9
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 10
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
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.
Spoiler:
Blessings Deck Card 11
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 12
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 13
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 15
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 16
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 17
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 18
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 19
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 20
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
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.
Spoiler:
Blessings Deck Card 21
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 23
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 24
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 25
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Robber deck
M: 10 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 7

Robber Deck Card 1:
Ghoul
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.~If undefeated, reset your hand and end your turn.

Robber Deck Card 2:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 3:
Goblin Warchanter
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

Robber Deck Card 4:
Shadow
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
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.

Robber Deck Card 5:
Attic Whisperer
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.~Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Robber Deck Card 6:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 7:
Bugbear
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Robber Deck Card 8:
Diseased Rats
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity~Stealth 9
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.

Robber Deck Card 9:
Falling Bell
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity~Acrobatics 10
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.

Robber Deck Card 10:
Traitor
Monster C
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.

Robber Deck Card 11:
Pit of Malfeshnekor
Barrier 1
Traits:
Cache
To Defeat:
None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.~After the encounter, banish the Pit of Malfeshnekor.

Robber Deck Card 12:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 13:
Pit Trap
Barrier B
Traits:
Trap
To Defeat:
Wisdom~Perception 7
OR Dexterity~Acrobatics 8
If defeated, you may immediately explore again.~If undefeated, each character at this location is dealt 1d4 Combat damage.

Robber Deck Card 14:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 15:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 16:
Lyrie Akenja
Henchman 1
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 9
Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you.~If defeated, you may immediately attempt to close your location.

Robber Deck Card 17:
Slashing Blade
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.

Robber Deck Card 18:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 19:
Hell Hound
Monster B
Traits:
Elite
Outsider
To Defeat:
Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.~After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

Robber Deck Card 20:
Goblin Warchanter
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

Robber Deck Card 21:
Ogre
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

Throne Room A
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Salim/NathanDavis,

Throne Room A Card 1:
Tome of Knowledge
Item B
Traits:
Book
Elite
Magic To Acquire:
Intelligence~Knowledge 5
Reveal this card to add 1d6 to a Knowledge check.~Recharge this card to succeed at your Knowledge check.

Throne Room A Card 2:
Mattock
Item C
Traits:
Basic
Tool To Acquire:
Strength~Melee 6
Reveal this card to add 1d8 to your noncombat Strength check.~Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.

Throne Room A Card 3:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room A Card 4:
Acid Arrow
Spell B
Traits:
Acid
Arcane
Attack
Elite
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Throne Room A Card 5:
Dogslicer +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 9
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.

Throne Room A Card 6:
Hide Armor of Fire Resistance
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution~Fortitude 7
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 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.

Throne Room B
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon,

Throne Room B Card 1:
Heavy Crossbow
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 7
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d10.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Throne Room B Card 2:
Token of Remembrance
Item B
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence~Arcane~Wisdom~Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Throne Room B Card 3:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
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 it instead.

Throne Room B Card 4:
Throwing Axe
Weapon B
Traits:
Axe
Elite
Ranged
Slashing To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room B Card 5:
Potion of Glibness
Item C
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.

Throne Room B Card 6:
Arcane Armor
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce Combat damage dealt to you by 2.~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.

Throne Room C
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Urgraz/Yewstance,

Throne Room C Card 1:
Masterwork Tools
Item B
Traits:
Elite
Tool To Acquire:
Dexterity~Disable 7
Reveal this card to add 2 dice to your Disable check.~Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Throne Room C Card 2:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
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.

Throne Room C Card 3:
Light Crossbow +1
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1.~If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Throne Room C Card 4:
Quarterstaff
Weapon B
Traits:
2-Handed
Basic
Bludgeoning
Melee
Staff To Acquire:
Strength~Melee 3
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.

Throne Room C Card 5:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Throne Room C Card 6:
Speed
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. ~If you do not have the Arcane or Divine skill, banish it.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Throne Room D
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/dinketry,

Throne Room D Card 1:
Dagger +1
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.~When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Throne Room D Card 2:
Chain Mail
Armor C
Traits:
Basic
Heavy Armor To Acquire:
Constitution~Fortitude 3
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.

Throne Room D Card 3:
Force Missile
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Force trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Throne Room D Card 4:
Potion of Ghostly Form
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Throne Room D Card 5:
Longbow
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Throne Room D Card 6:
Amulet of Fortitude
Item B
Traits:
Accessory
Elite
Magic To Acquire:
Constitution~Fortitude 5
Reveal this card to add 1 die to your Fortitude check.~Recharge this card to succeed at your Fortitude check.

Throne Room E
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room E Card 1:
Short Sword
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 4
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room E Card 2:
Chime of Unlocking
Item 2
Traits:
Magic
Object To Acquire:
Dexterity~Disable 8
Reveal this card to defeat a barrier with the Lock trait.

Throne Room E Card 3:
Spyglass
Item B
Traits:
Object To Acquire:
Wisdom~Perception 4
Reveal this card to add 1d6 to your Perception check.~Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Throne Room E Card 4:
Cure
Spell C
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
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.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Throne Room E Card 5:
Scimitar
Weapon C
Traits:
Elite
Finesse
Melee
Slashing
Sword To Acquire:
Strength~Melee 7
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+1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room E Card 6:
Leather Armor
Armor C
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
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.

Throne Room F
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room F Card 1:
Warhammer
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room F Card 2:
Potion of Hiding
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Stealth check.

Throne Room F Card 3:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
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.

Throne Room F Card 4:
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity~Stealth 5
Reveal this card to add 1d6 to your Stealth check.~Recharge this card to succeed at your Stealth check.

Throne Room F Card 5:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence~Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Fire trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Throne Room F Card 6:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room G
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room G Card 1:
Boots of Elvenkind
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity~Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.~Recharge this card to succeed at your Stealth check.

Throne Room G Card 2:
Enfeeble
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence~Arcane 6
Discard this card to evade a monster; return it to the top of the deck.~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.

Throne Room G Card 3:
Magic Shield
Armor B
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution~Fortitude 6
Reveal 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.~If you played a weapon with the 2-Handed trait on this check, you may not play this card.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Throne Room G Card 4:
Eyes of the Eagle
Item C
Traits:
Elite
Magic
Object To Acquire:
Wisdom~Perception 5
Reveal this card to add 1d6 to your Perception check.~Recharge this card to succeed at your Perception check.

Throne Room G Card 5:
Dagger
Weapon B
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged die + 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 G Card 6:
Longbow +1
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.


Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5

Urgraz starts his turn.
Urgraz takes his free exploration, exploring the top card of the Robber deck.

Robber Deck Card 1: Ghoul

Ghoul:
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.~If undefeated, reset your hand and end your turn.
Urgraz reveals Menacing Backsword +1 for combat, additionally discarding the top card of his deck (Blessing of Shax) to add 1d6.
Combat 11: 1d8 + 5 + 1d6 + 1 + 1d6 ⇒ (5) + 5 + (1) + 1 + (2) = 14 -> Ghoul defeated.

Urgraz buries Torch to explore the Robber Deck.
Robber Deck Card 2: Skinsaw Cultist

Skinsaw Cultist:
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.
Urgraz reveals Menacing Backsword +1 for combat, additionally discarding the top card of his deck (Scale Mail) to add 1d6.
Combat 11: 1d8 + 5 + 1d6 + 1 + 1d6 ⇒ (4) + 5 + (6) + 1 + (6) = 22 -> Skinsaw Cultist defeated.

Urgraz buries Harrow Deck to examine the top three cards of the Robber deck and re-order them. He does not attempt to recharge it.
So it turns out this isn't Defensive Stance, and I can't do that. But I don't want the otherwise pretty junk card floating around my deck, so I'll instead just re-order the unoccupied Throne Room G so we don't lose anything valuable there.
Throne Room G Card 1: Boots of Elvenkind -> Put on top.
Throne Room G Card 2: Enfeeble -> Put third from the top.
Throne Room G Card 3: Magic Shield -> Put second from the top.

Urgraz reveals Cure to heal himself.
Cure: 1d4 + 1 ⇒ (3) + 1 = 4 -> Urgraz shuffles all cards (Blessing of Shax, Scale Mail) from his discard pile into his deck. Urgraz discards the top card of his deck (Captain's Cutlass) to add 1d6 to his recharge check.
Divine 8: 1d8 + 1 + 1d6 ⇒ (1) + 1 + (1) = 3 -> Cure discarded.

Urgraz ends his turn and resets his hand.
Flavour text will be edited in.

Urgraz wrote:

Hand: Sagacity, Blessing of the Archdevils, Scale Mail, Lockpick Shield, Menacing Backsword +1, Blessing of Dispater,

Displayed: Gambeson,
Deck: 5 Discard: 2 Buried: 2
Notes: My Sagacity and Blessings are free to use if desired. Blessing of Dispater will add 2 dice to any check at my location. Blessing of Archdevils will recharge no matter what check it's played on.

(If Blessing of Dispater is used for 2 dice, Urgraz recharges Scale Mail to ignore the downside)
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 5 [X] 6
Proficient with: All
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([ ] +1) to your check.
When a character at your location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check.
You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 1

Since I failed to recharge my cure, I may be interested in receiving one in the future... or heading over to Salim and discard cards from his deck to back up my checks, if he'll allow it. I prefer to overuse the ability than lose to unlucky rolls, as a general rule, since healing is pretty cheap in PACG.


Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5

Flavour. Website issues and work hampered my ability to add it earlier.

Urgraz hears the sounds of fighting outside, but doesn't move from his assigned and simply prepares himself before some robed cultist somehow directs a ghoul into his section of the collection, all the whilst waving some cruel staff.

Urgraz grins, hefting his deadly blade. 'Finally.'

The Ghoul was disappointing - Urgraz wasted no effort decapitating the clumsy creature - but the cultist was his own prize. Urgraz lashed out with magical chains, lashing the robed fool to the spot as he poured his menacing magic into waves of agony, leaving the cultist screaming. Urgraz took his time, disarming the idiot with ease and drowning his frustrations at his tiresome masquerade with copious bloodletting from the screaming cultist with his wicked blade.

Finally, Urgraz tires of this game, and hacks off one of the cultist's legs to leave them to bleed out as he returns to his post, slowly cleaning the blood from his armor, his blades and his beard with careful wipes from an enchanted cloth. He should probably curb his enthusiasm, lest his violent pastimes are noticed by his temporary compatriots. Such an interesting team; he must learn more of their goals here...


Deck Handler // Searching for: Armor 6

Salim and his companion, the Court Knight hear the the guttural rhythms of a Goblin Warchanter approaching the display hall.

Salim dons recharges the Quick Change Mask and he and the recharged Court Knight take position, disguised as statues.

BYA Wisdom 8 changed to Diplomacy 8: 1d8 + 2 + 1d6 + 1d4 ⇒ (3) + 2 + (5) + (2) = 12

They stay perfectly still as the Goblin Warchanter bangs and yell marching right in front of them. The goblins stops and quiets for a fatal confused moment as the Revealed Melted Blade appears coming out of its chest.

Combat 8: 1d8 + 4 + 2d4 + 2 ⇒ (7) + 4 + (3, 1) + 2 = 17

Monster Defeat: Shuffle in BotG1

Discard BotG2 to explore

The sconces along the walls suddenly dim dramatically. Salim suspects that the cultists have conjured something more wicked than a mere goblin. The light plays tricks with his sight, but he just makes out the form of a Shadow.

He lights the Candle of Comity and slides The Melted Blade through it's flame. Reveal the Melted Blade and bury the Candle of Comity for the blades power

Combat 13, 4s on d4s are 5s: 1d8 + 4 + 2d4 + 2 + 2d4 ⇒ (7) + 4 + (4, 2) + 2 + (4, 4) = 27

Monster Defeat: Shuffle in BotG2

Salim, channels the light burning away the dark defenses of the Shadow. The desperate spirit lunges for Salim but The Melted Blade is ready, slicing through incorporeal like it was paper.

Salim wrote:

Hand: Blessing of Erastil, Blessing of the Gods 2, Cure, The Melted Blade, Blessing of the Gods 1, Dogslicer +1,

Displayed:
Deck: 9 Discard: 0 Buried: 1
Notes: All Blessing Available. And I'm happy to Cure at my location.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [ ] +3 [ ] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Factions Favor: Grand Lodge [ ] You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 [X] 6
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ] If it is a weapon, you may put it on top of your deck instead)
[X] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.


During This Adventure: Adventure Deck Number: 2

During This Scenario: For your exploration, draw and encounter the top card of the robber deck as if it came from your location deck; henchmen defeated during this scenario do not allow you to attempt to close the location they came from. If this card is undefeated or evaded, shuffle it back into the robber deck.

When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location automatically closes.
Additional Rules: Villain: None

Henchmen:
Lyrie Akenja
Spoiler:
Henchman
Type: Monster

Traits: Human Wizard

To Defeat: Combat 9

Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you.~If defeated, you may immediately attempt to close your location.

Skinsaw Cultist
Spoiler:
Henchman 2
Type: Monster

Traits: Cultist Human

To Defeat: Combat 11

If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

To win the scenario, defeat all of the cards in the robber deck while at least 1 location is open.
Turn: 7, Balazar/khazkhaz

Random Cards:

Monsters
Spoiler:
Goblin Snake
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

Spoiler:
Giant Gecko
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.

Spoiler:
Ghoul
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.~If undefeated, reset your hand and end your turn.

Spoiler:
Bugbear
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Spoiler:
Bunyip
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.~Damage dealt by the Bunyip may not be reduced.

Barriers
Spoiler:
Mystic Inscription
Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence~Arcane 10
If defeated, add 1d4 random spells from the box to your hand.~If undefeated, you may banish this barrier.

Spoiler:
Falling Bell
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity~Acrobatics 10
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.

Spoiler:
Zombie Horde
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None
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.

Spoiler:
Ambush
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom~Perception~Dexterity~Acrobatics 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, you may immediately explore again.~If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check. Banish this card and shuffle the remaining cards into the location deck.

Spoiler:
Trapped Passageway
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Weapons
Spoiler:
Heavy Pick +1
Weapon 2
Traits:
Magic
Melee
Pick
Piercing To Acquire:
Strength~Melee 11
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 6, count it as a 7.

Spoiler:
Warhammer +1
Weapon B
Traits:
Bludgeoning
Hammer
Magic
Melee To Acquire:
Strength~Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Shortbow
Weapon C
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Spoiler:
Short Sword
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 4
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Longbow
Weapon C
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Spells
Spoiler:
Invisibility
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 6
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.

Spoiler:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence~Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Fire trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Consecration
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom~Divine 8
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.

Spoiler:
Levitate
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 6
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Aid
Spell C
Traits:
Divine
Elite
Magic To Acquire:
Wisdom~Divine 6
Discard this card to add 1d6 to any check.~After playing this card, if you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Chain Mail
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution~Fortitude 3
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.

Spoiler:
Deathbane Shield
Armor 2
Traits:
Magic
Offhand
Shield To Acquire:
Constitution~Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.~Reveal this card to add the Magic trait to your combat check.~Reveal 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.

Spoiler:
Wooden Shield
Armor C
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
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.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

Spoiler:
Half-Plate
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Spoiler:
Magic Half-Plate
Armor B
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Mattock
Item B
Traits:
Basic
Tool To Acquire:
Strength~Melee 6
Reveal this card to add 1d8 to your noncombat Strength check.~Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.

Spoiler:
Amulet of Life
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce damage dealt to you by 3.~Succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Spoiler:
Holy Water
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom~Divine 8
Discard this card to evade a bane with the Undead trait.~Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.~Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

Spoiler:
Potion of Glibness
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.

Spoiler:
Thieve's Tools
Item B
Traits:
Basic
Tool To Acquire:
Dexterity~Disable 4
Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

Allies
Spoiler:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Survival 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

Spoiler:
Acolyte
Ally C
Traits:
Elite
Human To Acquire:
Charisma~Diplomacy~Arcane~Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.~Recharge this card to add 1d6 to your check to recharge a card with the Magic trait.

Spoiler:
Burglar
Ally C
Traits:
Basic
Human To Acquire:
Dexterity~Stealth 7
OR Charisma~Diplomacy 6
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.

Spoiler:
Troubadour
Ally B
Traits:
Basic
Halfling To Acquire:
Dexterity~Acrobatics. 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.~Discard this card to explore your location.

Spoiler:
Guard
Ally B
Traits:
Basic
Human To Acquire:
Constitution~Fortitude 4
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

Blessings
Spoiler:
Blessing of Calistria
Blessing C
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Spoiler:
Blessing of Shelyn
Blessing C
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Spoiler:
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
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.

Spoiler:
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None
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.

Spoiler:
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Top of Blessing Discard Pile:

Blessing of the Gods:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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: 23

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 2
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
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.
Spoiler:
Blessings Deck Card 5
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity~Disable 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~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.
Spoiler:
Blessings Deck Card 7
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 8
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
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.
Spoiler:
Blessings Deck Card 9
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 10
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 11
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 13
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 14
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 15
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 16
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 17
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 18
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
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.
Spoiler:
Blessings Deck Card 19
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 21
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 22
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Robber Deck
M: 7 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here:

Robber Deck Card 1:
Attic Whisperer
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.~Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Robber Deck Card 2:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 3:
Bugbear
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Robber Deck Card 4:
Diseased Rats
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity~Stealth 9
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.

Robber Deck Card 5:
Falling Bell
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity~Acrobatics 10
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.

Robber Deck Card 6:
Traitor
Monster C
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.

Robber Deck Card 7:
Pit of Malfeshnekor
Barrier 1
Traits:
Cache
To Defeat:
None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.~After the encounter, banish the Pit of Malfeshnekor.

Robber Deck Card 8:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 9:
Pit Trap
Barrier B
Traits:
Trap
To Defeat:
Wisdom~Perception 7
OR Dexterity~Acrobatics 8
If defeated, you may immediately explore again.~If undefeated, each character at this location is dealt 1d4 Combat damage.

Robber Deck Card 10:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 11:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 12:
Lyrie Akenja
Henchman 1
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 9
Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you.~If defeated, you may immediately attempt to close your location.

Robber Deck Card 13:
Slashing Blade
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.

Robber Deck Card 14:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 15:
Hell Hound
Monster B
Traits:
Elite
Outsider
To Defeat:
Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.~After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

Robber Deck Card 16:
Goblin Warchanter
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

Robber Deck Card 17:
Ogre
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

Throne Room A
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Salim/NathanDavis,

Throne Room A Card 1:
Tome of Knowledge
Item B
Traits:
Book
Elite
Magic To Acquire:
Intelligence~Knowledge 5
Reveal this card to add 1d6 to a Knowledge check.~Recharge this card to succeed at your Knowledge check.

Throne Room A Card 2:
Mattock
Item C
Traits:
Basic
Tool To Acquire:
Strength~Melee 6
Reveal this card to add 1d8 to your noncombat Strength check.~Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.

Throne Room A Card 3:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room A Card 4:
Acid Arrow
Spell B
Traits:
Acid
Arcane
Attack
Elite
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Throne Room A Card 5:
Dogslicer +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 9
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.

Throne Room A Card 6:
Hide Armor of Fire Resistance
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution~Fortitude 7
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 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.

Throne Room B
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon,

Throne Room B Card 1:
Heavy Crossbow
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 7
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d10.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Throne Room B Card 2:
Token of Remembrance
Item B
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence~Arcane~Wisdom~Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Throne Room B Card 3:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
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 it instead.

Throne Room B Card 4:
Throwing Axe
Weapon B
Traits:
Axe
Elite
Ranged
Slashing To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room B Card 5:
Potion of Glibness
Item C
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.

Throne Room B Card 6:
Arcane Armor
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce Combat damage dealt to you by 2.~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.

Throne Room C
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Urgraz/Yewstance,

Throne Room C Card 1:
Masterwork Tools
Item B
Traits:
Elite
Tool To Acquire:
Dexterity~Disable 7
Reveal this card to add 2 dice to your Disable check.~Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Throne Room C Card 2:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
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.

Throne Room C Card 3:
Light Crossbow +1
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1.~If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Throne Room C Card 4:
Quarterstaff
Weapon B
Traits:
2-Handed
Basic
Bludgeoning
Melee
Staff To Acquire:
Strength~Melee 3
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.

Throne Room C Card 5:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Throne Room C Card 6:
Speed
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. ~If you do not have the Arcane or Divine skill, banish it.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Throne Room D
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/dinketry,

Throne Room D Card 1:
Dagger +1
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.~When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Throne Room D Card 2:
Chain Mail
Armor C
Traits:
Basic
Heavy Armor To Acquire:
Constitution~Fortitude 3
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.

Throne Room D Card 3:
Force Missile
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Force trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Throne Room D Card 4:
Potion of Ghostly Form
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Throne Room D Card 5:
Longbow
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Throne Room D Card 6:
Amulet of Fortitude
Item B
Traits:
Accessory
Elite
Magic To Acquire:
Constitution~Fortitude 5
Reveal this card to add 1 die to your Fortitude check.~Recharge this card to succeed at your Fortitude check.

Throne Room E
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room E Card 1:
Short Sword
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 4
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room E Card 2:
Chime of Unlocking
Item 2
Traits:
Magic
Object To Acquire:
Dexterity~Disable 8
Reveal this card to defeat a barrier with the Lock trait.

Throne Room E Card 3:
Spyglass
Item B
Traits:
Object To Acquire:
Wisdom~Perception 4
Reveal this card to add 1d6 to your Perception check.~Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Throne Room E Card 4:
Cure
Spell C
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
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.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Throne Room E Card 5:
Scimitar
Weapon C
Traits:
Elite
Finesse
Melee
Slashing
Sword To Acquire:
Strength~Melee 7
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+1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room E Card 6:
Leather Armor
Armor C
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
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.

Throne Room F
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room F Card 1:
Warhammer
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room F Card 2:
Potion of Hiding
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Stealth check.

Throne Room F Card 3:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
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.

Throne Room F Card 4:
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity~Stealth 5
Reveal this card to add 1d6 to your Stealth check.~Recharge this card to succeed at your Stealth check.

Throne Room F Card 5:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence~Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Fire trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Throne Room F Card 6:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room G
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room G Card 1 (Boots of Elvenkind):
Boots of Elvenkind
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity~Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.~Recharge this card to succeed at your Stealth check.

Throne Room G Card 2 (Magic Shield):
Magic Shield
Armor B
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution~Fortitude 6
Reveal 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.~If you played a weapon with the 2-Handed trait on this check, you may not play this card.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Throne Room G Card 3 (Enfeeble):
Enfeeble
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence~Arcane 6
Discard this card to evade a monster; return it to the top of the deck.~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.

Throne Room G Card 4:
Eyes of the Eagle
Item C
Traits:
Elite
Magic
Object To Acquire:
Wisdom~Perception 5
Reveal this card to add 1d6 to your Perception check.~Recharge this card to succeed at your Perception check.

Throne Room G Card 5:
Dagger
Weapon B
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged die + 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 G Card 6:
Longbow +1
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

Balazar hears voices in his head. It turns out to be an Attic Whisperer!
Recharging Ruby of Charisma.
BYA Wisdom 4: 1d12 ⇒ 12
Padrig and the Ghoul attack the Whisperer.
Revealing Archon and banishing Ghoul
Combat 10: 2d10 + 2 + 1d4 ⇒ (1, 6) + 2 + (1) = 10
The Whisperer is defeated, and becomes a summon.

End Turn.

Balazar wrote:

Hand: Goblin Cutpurse 1, Black spot, Attic Whisperer 1, Bound Lantern Archon, Gossamer Shrouds, Create Pit, Staff of Minor Healing,

Displayed: Padrig,
Deck: 8 Discard: 4 Buried: 1
Notes: I can add 1d4+1 to a combat check at my location. You may also use the Stone skin and Black Spot spells.
Sideboard cards:

Skills and Powers:

Strength d4
Dexterity d6
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d12 +1
Arcane: Charisma +2
Hand Size 6
Proficient with: Light Armours
After you play a spell that has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box.
When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a combat check by a character at your location, or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number.
"Player Reward 1: Concordance Faction Reward
[ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more."


Ezren's Hand || Ezren's Deck

BYA Wisdom 4: 1d8 ⇒ 8


During This Adventure: Adventure Deck Number: 2

During This Scenario: For your exploration, draw and encounter the top card of the robber deck as if it came from your location deck; henchmen defeated during this scenario do not allow you to attempt to close the location they came from. If this card is undefeated or evaded, shuffle it back into the robber deck.

When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location automatically closes.
Additional Rules: Villain: None

Henchmen:
Lyrie Akenja
Spoiler:
Henchman
Type: Monster

Traits: Human Wizard

To Defeat: Combat 9

Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you.~If defeated, you may immediately attempt to close your location.

Skinsaw Cultist
Spoiler:
Henchman 2
Type: Monster

Traits: Cultist Human

To Defeat: Combat 11

If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

To win the scenario, defeat all of the cards in the robber deck while at least 1 location is open.
Turn: 8, Ezren/Hawkmoon

Random Cards:

Monsters
Spoiler:
Goblin Pyro
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Spoiler:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Spoiler:
Hill Giant
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.

Spoiler:
Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.

Spoiler:
Zombie Giant
Monster C
Traits:
Undead
Zombie
To Defeat:
Combat 13
The Zombie Giant is immune to the Mental and Poison traits.~If undefeated, after the encounter, discard the top card of your deck.

Barriers
Spoiler:
Explosive Runes
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence~Arcane 8
OR Dexterity~Acrobatics 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.

Spoiler:
Locked Stone Door
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity~Disable 11
OR Combat 22
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.

Spoiler:
Zombie Horde
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None
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.

Spoiler:
Explosive Runes
Barrier C
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence~Arcane 8
OR Dexterity~Acrobatics 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.

Spoiler:
Battered Chest
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity~Disable 10
OR Strength~Melee 8
If defeated, add 1d4 random items from the box to your hand.~If undefeated, you may banish this barrier.

Weapons
Spoiler:
Warhammer
Weapon C
Traits:
Bludgeoning
Elite
Hammer
Melee To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

Spoiler:
Deathbane Light Crossbow +1
Weapon C
Traits:
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 10
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.

Spoiler:
Scythe +1
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength~Melee 11
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If any d4 rolled on this weapon is a 4, count it as a 5.

Spoiler:
Longbow
Weapon C
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Spells
Spoiler:
Detect Evil
Spell C
Traits:
Divine
Magic To Acquire:
Wisdom~Divine 4
During your turn, discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Web
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence~Arcane 6
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.~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.

Spoiler:
Sleep
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental To Acquire:
Intelligence~Arcane 4
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.~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.

Spoiler:
Levitate
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 6
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Inflict
Spell C
Traits:
Attack
Basic
Divine
Magic To Acquire:
Wisdom~Divine 6
For your combat check, discard this card to roll your Divine die + 1d6 with the Magic trait.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Wooden Shield
Armor C
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
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.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

Spoiler:
Half-Plate
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Spoiler:
Elven Breastplate
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 7
Reveal 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.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Chain Mail
Armor C
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 3
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.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Half-Plate
Armor C
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Token of Remembrance
Item B
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence~Arcane~Wisdom~Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Spoiler:
Crowbar
Item B
Traits:
Basic
Tool To Acquire:
Strength 3
Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.~Succeed at a Strength 3 check to recharge this card instead of discarding it.

Spoiler:
Bracers of Protection
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence~Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.

Spoiler:
Potion of Ruggedness
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence~Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.

Spoiler:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom~Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Allies
Spoiler:
Ameiko Kaijitsu
Ally 1
Traits:
Bard
Human
Rogue To Acquire:
Charisma~Diplomacy 7
Banish this card to add 1d6 to your check.~Banish this card to return a card from your discard pile to your hand.

Spoiler:
Burglar
Ally C
Traits:
Basic
Human To Acquire:
Dexterity~Stealth 7
OR Charisma~Diplomacy 6
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.

Spoiler:
Guard
Ally B
Traits:
Basic
Human To Acquire:
Constitution~Fortitude 4
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

Spoiler:
Merchant
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma~Diplomacy 7
Discard this card to give a card to another character at any location.~Discard this card to explore your location.

Spoiler:
Standard Bearer
Ally B
Traits:
Basic
Human To Acquire:
Constitution 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.~Discard this card to explore your location.

Blessings
Spoiler:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.

Spoiler:
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
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.

Spoiler:
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
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.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.

Top of Blessing Discard Pile:

Blessing of the Gods:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
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.
Spoiler:
Blessings Deck Card 4
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity~Disable 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~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.
Spoiler:
Blessings Deck Card 6
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 7
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
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.
Spoiler:
Blessings Deck Card 8
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 9
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 10
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 12
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 13
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 14
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 15
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 16
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 17
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
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.
Spoiler:
Blessings Deck Card 18
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 20
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 21
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Robber Deck
M: 6 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here:

Robber Deck Card 1:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 2:
Bugbear
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Robber Deck Card 3:
Diseased Rats
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity~Stealth 9
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.

Robber Deck Card 4:
Falling Bell
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity~Acrobatics 10
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.

Robber Deck Card 5:
Traitor
Monster C
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.

Robber Deck Card 6:
Pit of Malfeshnekor
Barrier 1
Traits:
Cache
To Defeat:
None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.~After the encounter, banish the Pit of Malfeshnekor.

Robber Deck Card 7:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 8:
Pit Trap
Barrier B
Traits:
Trap
To Defeat:
Wisdom~Perception 7
OR Dexterity~Acrobatics 8
If defeated, you may immediately explore again.~If undefeated, each character at this location is dealt 1d4 Combat damage.

Robber Deck Card 9:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 10:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 11:
Lyrie Akenja
Henchman 1
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 9
Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you.~If defeated, you may immediately attempt to close your location.

Robber Deck Card 12:
Slashing Blade
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.

Robber Deck Card 13:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 14:
Hell Hound
Monster B
Traits:
Elite
Outsider
To Defeat:
Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.~After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

Robber Deck Card 15:
Goblin Warchanter
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

Robber Deck Card 16:
Ogre
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

Throne Room A
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Salim/NathanDavis,

Throne Room A Card 1:
Tome of Knowledge
Item B
Traits:
Book
Elite
Magic To Acquire:
Intelligence~Knowledge 5
Reveal this card to add 1d6 to a Knowledge check.~Recharge this card to succeed at your Knowledge check.

Throne Room A Card 2:
Mattock
Item C
Traits:
Basic
Tool To Acquire:
Strength~Melee 6
Reveal this card to add 1d8 to your noncombat Strength check.~Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.

Throne Room A Card 3:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room A Card 4:
Acid Arrow
Spell B
Traits:
Acid
Arcane
Attack
Elite
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Throne Room A Card 5:
Dogslicer +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 9
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.

Throne Room A Card 6:
Hide Armor of Fire Resistance
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution~Fortitude 7
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 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.

Throne Room B
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon,

Throne Room B Card 1:
Heavy Crossbow
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 7
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d10.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Throne Room B Card 2:
Token of Remembrance
Item B
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence~Arcane~Wisdom~Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Throne Room B Card 3:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
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 it instead.

Throne Room B Card 4:
Throwing Axe
Weapon B
Traits:
Axe
Elite
Ranged
Slashing To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room B Card 5:
Potion of Glibness
Item C
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.

Throne Room B Card 6:
Arcane Armor
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce Combat damage dealt to you by 2.~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.

Throne Room C
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Urgraz/Yewstance,

Throne Room C Card 1:
Masterwork Tools
Item B
Traits:
Elite
Tool To Acquire:
Dexterity~Disable 7
Reveal this card to add 2 dice to your Disable check.~Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Throne Room C Card 2:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
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.

Throne Room C Card 3:
Light Crossbow +1
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1.~If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Throne Room C Card 4:
Quarterstaff
Weapon B
Traits:
2-Handed
Basic
Bludgeoning
Melee
Staff To Acquire:
Strength~Melee 3
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.

Throne Room C Card 5:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Throne Room C Card 6:
Speed
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. ~If you do not have the Arcane or Divine skill, banish it.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Throne Room D
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/dinketry,

Throne Room D Card 1:
Dagger +1
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.~When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Throne Room D Card 2:
Chain Mail
Armor C
Traits:
Basic
Heavy Armor To Acquire:
Constitution~Fortitude 3
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.

Throne Room D Card 3:
Force Missile
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Force trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Throne Room D Card 4:
Potion of Ghostly Form
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Throne Room D Card 5:
Longbow
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Throne Room D Card 6:
Amulet of Fortitude
Item B
Traits:
Accessory
Elite
Magic To Acquire:
Constitution~Fortitude 5
Reveal this card to add 1 die to your Fortitude check.~Recharge this card to succeed at your Fortitude check.

Throne Room E
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room E Card 1:
Short Sword
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 4
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room E Card 2:
Chime of Unlocking
Item 2
Traits:
Magic
Object To Acquire:
Dexterity~Disable 8
Reveal this card to defeat a barrier with the Lock trait.

Throne Room E Card 3:
Spyglass
Item B
Traits:
Object To Acquire:
Wisdom~Perception 4
Reveal this card to add 1d6 to your Perception check.~Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Throne Room E Card 4:
Cure
Spell C
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
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.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Throne Room E Card 5:
Scimitar
Weapon C
Traits:
Elite
Finesse
Melee
Slashing
Sword To Acquire:
Strength~Melee 7
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+1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room E Card 6:
Leather Armor
Armor C
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
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.

Throne Room F
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room F Card 1:
Warhammer
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room F Card 2:
Potion of Hiding
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Stealth check.

Throne Room F Card 3:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
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.

Throne Room F Card 4:
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity~Stealth 5
Reveal this card to add 1d6 to your Stealth check.~Recharge this card to succeed at your Stealth check.

Throne Room F Card 5:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence~Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Fire trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Throne Room F Card 6:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room G
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room G Card 1 (Boots of Elvenkind):
Boots of Elvenkind
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity~Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.~Recharge this card to succeed at your Stealth check.

Throne Room G Card 2 (Magic Shield):
Magic Shield
Armor B
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution~Fortitude 6
Reveal 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.~If you played a weapon with the 2-Handed trait on this check, you may not play this card.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Throne Room G Card 3 (Enfeeble):
Enfeeble
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence~Arcane 6
Discard this card to evade a monster; return it to the top of the deck.~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.

Throne Room G Card 4:
Eyes of the Eagle
Item C
Traits:
Elite
Magic
Object To Acquire:
Wisdom~Perception 5
Reveal this card to add 1d6 to your Perception check.~Recharge this card to succeed at your Perception check.

Throne Room G Card 5:
Dagger
Weapon B
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged die + 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 G Card 6:
Longbow +1
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.


Ezren's Hand || Ezren's Deck

Ezren hands Balazar Good Omen for Balazar to turn into a monster. Then he explores to find a Skinsaw Cultist.

"Cultist. I hate Cultists."

Life Drain, asking Balazar to use that monster he just got from Good Omen, which is a Goblin Pyro (1).
Combat 11: 1d12 + 4 + 2d4 + 1d4 + 1 ⇒ (3) + 4 + (2, 1) + (1) + 1 = 12
Next card is Invisibility. Draw it.
Arcane 9: 1d12 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Recharged
Defeated

Ending my turn.

Ezren wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+2
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8
CHARISMA d6

Powers
HAND SIZE 6
After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☑Add 1 ( ☑2) to your check to recharge a card.

Hand: Hrym, Invisibility, Object Reading, Scorching Ray, Arcane Robes, Thieves' Tools
Deck: 9 Discard: 0 Buried: 1 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 0/1
Available:

Gave Good Omen to Balazar. Used a monster from Balazar. Defeated card 1


Yoon Deck Handler

Top deck of the Blessings Deck: Blessing of Erastil.

Yoon picks up the stuffed animal in the shield and race down the dark corridor of the museum.

"This place is full of mouldy-oldy stuff, Gom-Gom!" sings the girl in an absent voice. "It's chilly-willy in here."

Encounter Bugbear from Robber Deck.

A snarling hulking goblinoid steps out from behind a pillar, a cruel-appearing greatsword in its hand.

The young girl smiles. "Yes, Gom-Gom, I think I should LIGHT A FIRE!"

Reveal Cure to project fire at the Bugbear. Discard Fan of Flames to add an additional 1d6.

Combat (10) Check: 1d10 + 2 + 2 + 1d8 + 1d6 ⇒ (4) + 2 + 2 + (3) + (1) = 12 SUCCESS!

The little girl's eyes go from ember-red back to dark brown as the immolated goblinoid collapses. She giggles.

"There now! Much warmer. It was a good idea to light that fire in front of that stone pillar, Gom-Gom. You're so smart!"

Fortitude (5) Check to recharge Fan of Flames: 1d10 + 2 + 2 ⇒ (5) + 2 + 2 = 9 AUTO-SUCCESS!

Yoon wrote:

Hand: Quarterstaff of Vaulting, Shrunken Head, Cure, Clinging Venom, Wooden Shield,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: I've got a Cure if someone needs it.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Constitution d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d4 [ ] +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Arcane: Charisma +0
Favored Card: Spell
Hand Size 5 [ ] 6
Proficient with: Light Armors
Powers:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([X] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


During This Adventure: Adventure Deck Number: 2

During This Scenario: For your exploration, draw and encounter the top card of the robber deck as if it came from your location deck; henchmen defeated during this scenario do not allow you to attempt to close the location they came from. If this card is undefeated or evaded, shuffle it back into the robber deck.

When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location automatically closes.
Additional Rules: Villain: None

Henchmen:
Lyrie Akenja
Spoiler:
Henchman
Type: Monster

Traits: Human Wizard

To Defeat: Combat 9

Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you.~If defeated, you may immediately attempt to close your location.

Skinsaw Cultist
Spoiler:
Henchman 2
Type: Monster

Traits: Cultist Human

To Defeat: Combat 11

If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

To win the scenario, defeat all of the cards in the robber deck while at least 1 location is open.
Turn: 10, Urgraz/Yewstance

Random Cards:

Monsters
Spoiler:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Spoiler:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Spoiler:
Ghoul
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.~If undefeated, reset your hand and end your turn.

Spoiler:
Sneak
Monster C
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
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.

Spoiler:
Shadow
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
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.

Barriers
Spoiler:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Spoiler:
Slashing Blade
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.

Spoiler:
Skinsaw Ritual
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None
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.

Spoiler:
Zombie Nest
Barrier 2
Traits:
Basic
Skirmish
Undead
Zombie
To Defeat:
None
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.

Spoiler:
Trapped Locker
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 11
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.

Weapons
Spoiler:
Longbow +1
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Spoiler:
Light Crossbow
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 4
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Spoiler:
Dart
Weapon B
Traits:
Basic
Dart
Piercing
Ranged To Acquire:
Dexterity~Ranged 4
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.~If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Spoiler:
Dogslicer
Weapon 1
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
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.

Spoiler:
Icy Longspear +1
Weapon C
Traits:
2-Handed
Magic
Melee
Piercing
Spear To Acquire:
Strength~Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1 with the Cold trait.~If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Spells
Spoiler:
Frost Ray
Spell 1
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence~Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Augury
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
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.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Charm Person
Spell B
Traits:
Arcane
Magic
Mental To Acquire:
Intelligence~Arcane 4
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.

Spoiler:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
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.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Strength
Spell C
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Elven Breastplate
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 7
Reveal 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.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Wooden Shield
Armor C
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
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.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

Spoiler:
Half-Plate
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Spoiler:
Wooden Shield
Armor C
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
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.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

Spoiler:
Magic Chain Mail
Armor C
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 3
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.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Crowbar
Item B
Traits:
Basic
Tool To Acquire:
Strength 3
Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.~Succeed at a Strength 3 check to recharge this card instead of discarding it.

Spoiler:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence~Craft 4
Banish this card to add 1d4 to a combat check at your location.

Spoiler:
Luckstone
Item B
Traits:
Magic
Object To Acquire:
Wisdom~Survival 5
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.

Spoiler:
Spyglass
Item B
Traits:
Object To Acquire:
Wisdom~Perception 4
Reveal this card to add 1d6 to your Perception check.~Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Spoiler:
Potion of Gracefulness
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence~Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Allies
Spoiler:
Soldier
Ally B
Traits:
Elite
Human To Acquire:
Strength~Melee 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.~Discard this card to explore your location.

Spoiler:
Brodert Quink
Ally 2
Traits:
Human
Sage To Acquire:
Charisma~Diplomacy~Intelligence~Knowledge 7
Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.~Discard this card to explore your location.

Spoiler:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Survival 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

Spoiler:
Snake
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom~Survival 6
Recharge this card to add 1d10 to your Stealth check.~Discard this card to add 1d4 to your Melee combat check.

Spoiler:
Maester Grump
Ally 2
Traits:
Human To Acquire:
Charisma~Diplomacy 7
OR Wisdom~Divine 8
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.

Blessings
Spoiler:
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
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.

Spoiler:
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity~Disable 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~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.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.

Top of Blessing Discard Pile:

Blessing of Gorum:
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Remaining: 20

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
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.
Spoiler:
Blessings Deck Card 2 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity~Disable 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~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.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 5 /
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
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.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 8 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 12 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 15 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
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.
Spoiler:
Blessings Deck Card 16 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 19 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.

Robber Deck
M: 5 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
Located/Displayed Here:

Robber Deck Card 1:
Diseased Rats
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity~Stealth 9
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.

Robber Deck Card 2:
Falling Bell
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity~Acrobatics 10
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.

Robber Deck Card 3:
Traitor
Monster C
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.

Robber Deck Card 4:
Pit of Malfeshnekor
Barrier 1
Traits:
Cache
To Defeat:
None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.~After the encounter, banish the Pit of Malfeshnekor.

Robber Deck Card 5:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 6:
Pit Trap
Barrier B
Traits:
Trap
To Defeat:
Wisdom~Perception 7
OR Dexterity~Acrobatics 8
If defeated, you may immediately explore again.~If undefeated, each character at this location is dealt 1d4 Combat damage.

Robber Deck Card 7:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 8:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 9:
Lyrie Akenja
Henchman 1
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 9
Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you.~If defeated, you may immediately attempt to close your location.

Robber Deck Card 10:
Slashing Blade
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.

Robber Deck Card 11:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 12:
Hell Hound
Monster B
Traits:
Elite
Outsider
To Defeat:
Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.~After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

Robber Deck Card 13:
Goblin Warchanter
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

Robber Deck Card 14:
Ogre
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

Throne Room A
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Salim/NathanDavis,

Throne Room A Card 1:
Tome of Knowledge
Item B
Traits:
Book
Elite
Magic To Acquire:
Intelligence~Knowledge 5
Reveal this card to add 1d6 to a Knowledge check.~Recharge this card to succeed at your Knowledge check.

Throne Room A Card 2:
Mattock
Item C
Traits:
Basic
Tool To Acquire:
Strength~Melee 6
Reveal this card to add 1d8 to your noncombat Strength check.~Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.

Throne Room A Card 3:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room A Card 4:
Acid Arrow
Spell B
Traits:
Acid
Arcane
Attack
Elite
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Throne Room A Card 5:
Dogslicer +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 9
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.

Throne Room A Card 6:
Hide Armor of Fire Resistance
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution~Fortitude 7
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 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.

Throne Room B
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon,

Throne Room B Card 1:
Heavy Crossbow
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 7
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d10.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Throne Room B Card 2:
Token of Remembrance
Item B
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence~Arcane~Wisdom~Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Throne Room B Card 3:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
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 it instead.

Throne Room B Card 4:
Throwing Axe
Weapon B
Traits:
Axe
Elite
Ranged
Slashing To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room B Card 5:
Potion of Glibness
Item C
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.

Throne Room B Card 6:
Arcane Armor
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce Combat damage dealt to you by 2.~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.

Throne Room C
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Urgraz/Yewstance,

Throne Room C Card 1:
Masterwork Tools
Item B
Traits:
Elite
Tool To Acquire:
Dexterity~Disable 7
Reveal this card to add 2 dice to your Disable check.~Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Throne Room C Card 2:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
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.

Throne Room C Card 3:
Light Crossbow +1
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1.~If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Throne Room C Card 4:
Quarterstaff
Weapon B
Traits:
2-Handed
Basic
Bludgeoning
Melee
Staff To Acquire:
Strength~Melee 3
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.

Throne Room C Card 5:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Throne Room C Card 6:
Speed
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. ~If you do not have the Arcane or Divine skill, banish it.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Throne Room D
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/dinketry,

Throne Room D Card 1:
Dagger +1
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.~When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Throne Room D Card 2:
Chain Mail
Armor C
Traits:
Basic
Heavy Armor To Acquire:
Constitution~Fortitude 3
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.

Throne Room D Card 3:
Force Missile
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Force trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Throne Room D Card 4:
Potion of Ghostly Form
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Throne Room D Card 5:
Longbow
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Throne Room D Card 6:
Amulet of Fortitude
Item B
Traits:
Accessory
Elite
Magic To Acquire:
Constitution~Fortitude 5
Reveal this card to add 1 die to your Fortitude check.~Recharge this card to succeed at your Fortitude check.

Throne Room E
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room E Card 1:
Short Sword
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 4
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room E Card 2:
Chime of Unlocking
Item 2
Traits:
Magic
Object To Acquire:
Dexterity~Disable 8
Reveal this card to defeat a barrier with the Lock trait.

Throne Room E Card 3:
Spyglass
Item B
Traits:
Object To Acquire:
Wisdom~Perception 4
Reveal this card to add 1d6 to your Perception check.~Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Throne Room E Card 4:
Cure
Spell C
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
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.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Throne Room E Card 5:
Scimitar
Weapon C
Traits:
Elite
Finesse
Melee
Slashing
Sword To Acquire:
Strength~Melee 7
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+1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room E Card 6:
Leather Armor
Armor C
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
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.

Throne Room F
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room F Card 1:
Warhammer
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room F Card 2:
Potion of Hiding
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Stealth check.

Throne Room F Card 3:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
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.

Throne Room F Card 4:
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity~Stealth 5
Reveal this card to add 1d6 to your Stealth check.~Recharge this card to succeed at your Stealth check.

Throne Room F Card 5:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence~Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Fire trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Throne Room F Card 6:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room G
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room G Card 1 (Boots of Elvenkind):
Boots of Elvenkind
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity~Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.~Recharge this card to succeed at your Stealth check.

Throne Room G Card 2 (Magic Shield):
Magic Shield
Armor B
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution~Fortitude 6
Reveal 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.~If you played a weapon with the 2-Handed trait on this check, you may not play this card.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Throne Room G Card 3 (Enfeeble):
Enfeeble
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence~Arcane 6
Discard this card to evade a monster; return it to the top of the deck.~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.

Throne Room G Card 4:
Eyes of the Eagle
Item C
Traits:
Elite
Magic
Object To Acquire:
Wisdom~Perception 5
Reveal this card to add 1d6 to your Perception check.~Recharge this card to succeed at your Perception check.

Throne Room G Card 5:
Dagger
Weapon B
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged die + 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 G Card 6:
Longbow +1
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.


Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5

Urgraz starts his turn.
Urgraz moves to Throne Room A to join Salim.
Urgraz takes his free exploration, exploring the top card of the Robber deck.

Robber Deck Card 1: Diseased Rats

Diseased Rats:
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity~Stealth 9
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.
Urgraz reveals Menacing Backsword +1 for combat, additionally discarding the top card of his deck (Blessing of Belial) to add 1d6.
Combat 11: 1d8 + 5 + 1d6 + 1 + 1d6 ⇒ (6) + 5 + (3) + 1 + (4) = 19 -> Diseased Rats defeated.

Urgraz chuckles. Some cultists appear to have released some petty vermin in an attempt to, what, scare the guards away? Urgraz stomps on a few, hacks a few more, and kills the rest with a field of dark magic, stopping their hearts instantly. None too smart, these cultists.

Urgraz waits for a bit, realising that he hears the sounds of battle outside, but there appears to be precious little entering his area anymore. That won't do. He heads out, seeking out something - or somebody - to satisfy his thirst for more violence.

Urgraz recharges Blessing of the Archdevils (via revealing Blessing of Dispater) to explore the Robber Deck.
Robber Deck Card 2: Falling Bell

Falling Bell:
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity~Acrobatics 10
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.
Hm, that's annoying, but I don't need to actually pass this, so I'll save my Blessing of Dispater to help Salim's check. Urgraz fails both checks (I don't believe I can use Urgraz's ability to increase the damage to draw a card here, because it's not damage "when failing a check", it's damage from leaving it "undefeated").
Falling Bell damage: 1d4 + 1 ⇒ (3) + 1 = 4 -> Urgraz reveals Lockpick Shield to decrease the damage by 2; and because he's proficient with light armors he also recharges Scale Mail to reduce the damage by a further 2, taking no damage.

As Urgraz moves to a new part of the collection, he's amused to find the Rahadoumi Inquisitor of Pharasma; what a poor, tragic and ultimately laughable fate must have befallen him to put him in such a position. Moving with surprising stealth, and gifted with malign inspiration, Urgraz magically destabilises the pedestal beneath an enormous bronze bell - one of the collection's artifacts, no doubt - that lay right behind the inquisitor. Urgraz catches Salim's attention, distracting him.

"Greetings, adventurer! The collection remains unharmed in my section, and I was wondering - why, look out!" Urgraz watches the bell about to fall upon Salim, and intentionally waits until the last moment before calling out his 'warning'. Urgraz cannot wait to see the inquisitor crushed, in pain and pinned beneath it's weight, or killed by a crushed skull or spine. Such a tragic accident, of course, Urgraz thinks, already planning his next lie to the rest of the adventuring group. 'A cultist had rigged a trap - there was nothing the Duergar could do. Such a tragedy!'

If the Inquisitor survived, all the better; Urgraz can earn his trust by having provided a warning, or helping lift the bell off of him. Win-win situation, and a bit of fun to make up for the droll masquerade of the past few weeks.

And yet, frustratingly, the Inquisitor began to move at a startling speed after Urgraz gives his flawed warning shout...

Salim must encounter the Falling Bell. Urgraz offers his Blessing of Dispater, and will recharge Sagacity to ignore its Corrupted trait with his power. Blessing of Dispater adds 2 dice to any check at my location.
After Salim's encounter; Falling Bell banished.

Salim uses Cure on Urgraz.
Cure: 1d4 + 1 ⇒ (1) + 1 = 2 -> Urgraz shuffles 2 random cards (Blessing of Dispater, Captain's Cutlass) from his discard pile into his deck. Recharged pile cleared. Shame I didn't Cure my Cure, but it shouldn't truly matter.

Urgraz ends his turn and resets his hand.

Urgraz wrote:

Hand: Ring of the Hellion, Warhammer +1, Scale Mail, Lockpick Shield, Menacing Backsword +1, Blessing of the Archdevils,

Displayed: Gambeson,
Deck: 5 Discard: 2 Buried: 2
Notes: Ew, Ring of the Hellion is useless since I can't examine the Robber Deck in this variant of a Siege Scenario.

Anyway, my Blessing is free to use. 1 die to any check.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 5 [X] 6
Proficient with: All
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([ ] +1) to your check.
When a character at your location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check.
You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 1


Deck Handler // Searching for: Armor 6

At first a Salim was unsure if the Urgraz came to help or kill him.

But he did warn me of this Falling Bell trap

Difficulty Reduction Wisdom 10: 1d6 + 1d4 ⇒ (6) + (1) = 7

Urgraz' Blessing of Dispater

Falling Bell Dexterity 10: 1d8 + 2 + 2d8 + 1d4 ⇒ (2) + 2 + (8, 4) + (4) = 20

Discard Stoneskin from Balazar to reduce to 0 Damage

Salim is able to get out of the way, but shrapnel flies at him bouncing off of an Stoneskin incantation Balazar shared.

Salim looks to see the the dwarf looking a little worse for ware, but honestly who would know the difference

"May Pharasma do whatever Pharasma's supposed to do for you, Urgraz."

Discards Cure

Starting turn now

As Salim gets to his feet, one of Dr. Landis' assistance runs to Salim in what appears to be concern. That concern quickly turns to a dagger to the throat as Salim starts to believe that the assistant is the one who dropped the bell.

Salim's discarded Dogslicer +1 arcs backwards in a...
Combat 11, 1s are 3s on d6s: 1d8 + 4 + 2d6 + 1 ⇒ (8) + 4 + (1, 1) + 1 = 15
devastating blow that slices through the Traitor and clangs against the bell behind him, telling all cultists exactly where to find him.

Monster Defeat: Shuffle in Cure

Discard BotG1 to Explore

The Traitor's bleeding corpse erodes quickly, burning a hole in the floor. What remains is a Pit of Malfeshnikor that tries to lure Salim with the promise of a Crowbar, Blast Stone, or Luckstone. Salim will not be bought so easily.

Discard BotG2 to Explore

Summoned by the bell, a Skinsaw Cultist appears, skulking, and chanting as they do.

Reveal The Melted Blade and Discard Blessing of Erastil

I will not give Urgraz the pleasure of killing all of the cultists we find

Combat 11: 1d8 + 4 + 2d4 + 2 + 2d8 ⇒ (8) + 4 + (3, 3) + 2 + (1, 8) = 29

Monster Defeat: Shuffle in Dogslicer +1

Having no patience for any ruses or cunning the cultist thinks it has, Salim drives the point of the Melted Blade directly into the heart of this pathetic religious freak. No clashing of blades. No tactics, just cold instant death.

Salim wrote:

Hand: Cure, Sorrowsoul, Court Knight, The Melted Blade, Sharper, Shackles of Compliance,

Displayed:
Deck: 6 Discard: 3 Buried: 1
"Notes: Again, I'm happy to Cure at my location.
Sorrowsoul: On a check against a bane by a character at you location, after the roll, recharge this card to add 1 for each die that is a 1 or 2. If the check invokes the Cold or Undead trait, add an additional 1"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [ ] +3 [ ] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Factions Favor: Grand Lodge [ ] You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 [X] 6
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ] If it is a weapon, you may put it on top of your deck instead)
[X] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

Out of turn roll for stone skin.
Recharge 9: 1d12 + 4 ⇒ (1) + 4 = 5

Hand before start of my turn

Balazar wrote:

Hand: Goblin Cutpurse 1, Black spot, Attic Whisperer 1, Bound Lantern Archon, Gossamer Shrouds, Create Pit,

Displayed: Padrig,
Deck: 8 Discard: 5 Buried: 1
Notes: I can add 1d4+2 to a combat check at my location. You may also use the Black Spot spell.
Sideboard cards:

Skills and Powers:

Strength d4
Dexterity d6
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d12 +1
Arcane: Charisma +2
Hand Size 6
Proficient with: Light Armours
After you play a spell that has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box.
When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a combat check by a character at your location, or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number.
"Player Reward 1: Concordance Faction Reward
[ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more."


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

Balazar checks the corners of the Throne Room and finds a Pit Trap, previously laid by a sneaky Robber.
Using Urgraz's blessing.
Wisdom 7: 2d6 ⇒ (5, 5) = 10
Balazar successfully disarms the Trap.

Just when Balazar thought he was out of danger, a Skinsaw Cultist jumps him. Padrig and the Goblin Cutpurse attack the Cultist.
Revealing Archon and banishing the Goblin.
Combat 11: 2d10 + 2 + 1d4 + 1 ⇒ (10, 1) + 2 + (3) + 1 = 17
The Cultist is defeated and becomes a summon.

End turn.

Balazar wrote:

Hand: Skinsaw Cultist 2, Black spot, Attic Whisperer 1, Bound Lantern Archon, Gossamer Shrouds, Create Pit, Staff of Minor Healing,

Displayed: Padrig,
Deck: 8 Discard: 5 Buried: 1
Notes: I can add 1d4+2 to a combat check at my location. You may also use the Black Spot spell.
Sideboard cards:

Skills and Powers:

Strength d4
Dexterity d6
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d12 +1
Arcane: Charisma +2
Hand Size 6
Proficient with: Light Armours
After you play a spell that has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box.
When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a combat check by a character at your location, or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number.
"Player Reward 1: Concordance Faction Reward
[ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more."


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

Using Staff of Minor Healing out of turn.
Random from discard: 1d5 ⇒ 1
Recharging the Staff and a Blessing of the Gods.

Balazar wrote:

Hand: Skinsaw Cultist 2, Black spot, Attic Whisperer 1, Bound Lantern Archon, Gossamer Shrouds, Create Pit,

Displayed: Padrig,
Deck: 10 Discard: 4 Buried: 1
Notes: I can add 1d4+2 to a combat check at my location. You may also use the Black Spot spell.
Sideboard cards:

Skills and Powers:

Strength d4
Dexterity d6
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d12 +1
Arcane: Charisma +2
Hand Size 6
Proficient with: Light Armours
After you play a spell that has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box.
When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a combat check by a character at your location, or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number.
"Player Reward 1: Concordance Faction Reward
[ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more."


Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5

Hand update.

Urgraz wrote:

Hand: Ring of the Hellion, Warhammer +1, Scale Mail, Lockpick Shield, Menacing Backsword +1,

Displayed: Gambeson,
Deck: 5 Discard: 3 Buried: 2
Notes:
Sideboard cards:


During This Adventure: Adventure Deck Number: 2

During This Scenario: For your exploration, draw and encounter the top card of the robber deck as if it came from your location deck; henchmen defeated during this scenario do not allow you to attempt to close the location they came from. If this card is undefeated or evaded, shuffle it back into the robber deck.

When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location automatically closes.
Additional Rules: Villain: None

Henchmen:
Lyrie Akenja
Spoiler:
Henchman
Type: Monster

Traits: Human Wizard

To Defeat: Combat 9

Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you.~If defeated, you may immediately attempt to close your location.

Skinsaw Cultist
Spoiler:
Henchman 2
Type: Monster

Traits: Cultist Human

To Defeat: Combat 11

If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

To win the scenario, defeat all of the cards in the robber deck while at least 1 location is open.
Turn: 13, Ezren/Hawkmoon

Random Cards:

Monsters
Spoiler:
Sneak
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
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.

Spoiler:
Hill Giant
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.

Spoiler:
Goblin Dog
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Spoiler:
Sneak
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
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.

Spoiler:
Bugbear
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Barriers
Spoiler:
Shopkeeper's Daughter
Barrier 1
Traits:
Basic
Human
Obstacle
To Defeat:
Wisdom 8
If defeated, you may immediately explore again.~If undefeated, reset your hand and end your turn.

Spoiler:
Battered Chest
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity~Disable 10
OR Strength~Melee 8
If defeated, add 1d4 random items from the box to your hand.~If undefeated, you may banish this barrier.

Spoiler:
Mystic Inscription
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence~Arcane 10
If defeated, add 1d4 random spells from the box to your hand.~If undefeated, you may banish this barrier.

Spoiler:
Explosive Runes
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence~Arcane 8
OR Dexterity~Acrobatics 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.

Spoiler:
Battered Chest
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity~Disable 10
OR Strength~Melee 8
If defeated, add 1d4 random items from the box to your hand.~If undefeated, you may banish this barrier.

Weapons
Spoiler:
Longbow
Weapon C
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Spoiler:
Sling
Weapon B
Traits:
Basic
Bludgeoning
Ranged
Sling To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

Spoiler:
Heavy Crossbow
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 7
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d10.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Spoiler:
Sickle +1
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength~Melee 10
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.

Spoiler:
Dogslicer
Weapon 1
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
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.

Spells
Spoiler:
Detect Evil
Spell C
Traits:
Divine
Magic To Acquire:
Wisdom~Divine 4
During your turn, discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Charm Person
Spell B
Traits:
Arcane
Magic
Mental To Acquire:
Intelligence~Arcane 4
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.

Spoiler:
Acid Arrow
Spell C
Traits:
Acid
Arcane
Attack
Elite
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spoiler:
Force Missile
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Force trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spoiler:
Invisibility
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 6
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.

Armors
Spoiler:
Elven Breastplate
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 7
Reveal 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.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Half-Plate
Armor C
Traits:
Elite
Heavy Armor To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Spoiler:
Half-Plate
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Spoiler:
Magic Leather Armor
Armor C
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
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.

Spoiler:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
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.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

Items
Spoiler:
Amulet of Mighty Fists
Item C
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 4
Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

Spoiler:
Potion of Vision
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and chose a character at your location to succeed at a Perception check.

Spoiler:
Thieve's Tools
Item B
Traits:
Basic
Tool To Acquire:
Dexterity~Disable 4
Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

Spoiler:
Potion of Glibness
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.

Spoiler:
Thieve's Tools
Item B
Traits:
Basic
Tool To Acquire:
Dexterity~Disable 4
Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

Allies
Spoiler:
Brodert Quink
Ally 2
Traits:
Human
Sage To Acquire:
Charisma~Diplomacy~Intelligence~Knowledge 7
Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.~Discard this card to explore your location.

Spoiler:
Standard Bearer
Ally B
Traits:
Basic
Human To Acquire:
Constitution 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.~Discard this card to explore your location.

Spoiler:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity~Ranged 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.~Discard this card to explore your location.

Spoiler:
Troubadour
Ally C
Traits:
Basic
Halfling To Acquire:
Dexterity~Acrobatics. 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.~Discard this card to explore your location.

Spoiler:
Night Watch
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Perception 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

Blessings
Spoiler:
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to to add 2 dice to a check if a spell was played during that check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.

Spoiler:
Blessing of Desna
Blessing C
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
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.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.

Spoiler:
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
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.

Top of Blessing Discard Pile:

Blessing of Abadar:
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity~Disable 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Remaining: 17

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 2 /
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
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.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 5 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 9 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 12 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
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.
Spoiler:
Blessings Deck Card 13 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.
Spoiler:
Blessings Deck Card 16 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
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.

Robber Deck
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here:

Robber Deck Card 1:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 2:
Lyrie Akenja
Henchman 1
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 9
Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you.~If defeated, you may immediately attempt to close your location.

Robber Deck Card 3:
Slashing Blade
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.

Robber Deck Card 4:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.~If defeated, you may immediately attempt to close this location.

Robber Deck Card 5:
Hell Hound
Monster B
Traits:
Elite
Outsider
To Defeat:
Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.~After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

Robber Deck Card 6:
Goblin Warchanter
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

Robber Deck Card 7:
Ogre
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

Throne Room A
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Salim/NathanDavis, Urgraz/Yewstance,

Throne Room A Card 1:
Tome of Knowledge
Item B
Traits:
Book
Elite
Magic To Acquire:
Intelligence~Knowledge 5
Reveal this card to add 1d6 to a Knowledge check.~Recharge this card to succeed at your Knowledge check.

Throne Room A Card 2:
Mattock
Item C
Traits:
Basic
Tool To Acquire:
Strength~Melee 6
Reveal this card to add 1d8 to your noncombat Strength check.~Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.

Throne Room A Card 3:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room A Card 4:
Acid Arrow
Spell B
Traits:
Acid
Arcane
Attack
Elite
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Throne Room A Card 5:
Dogslicer +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 9
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.

Throne Room A Card 6:
Hide Armor of Fire Resistance
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution~Fortitude 7
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 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.

Throne Room B
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon,

Throne Room B Card 1:
Heavy Crossbow
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 7
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d10.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Throne Room B Card 2:
Token of Remembrance
Item B
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence~Arcane~Wisdom~Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Throne Room B Card 3:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
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 it instead.

Throne Room B Card 4:
Throwing Axe
Weapon B
Traits:
Axe
Elite
Ranged
Slashing To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room B Card 5:
Potion of Glibness
Item C
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.

Throne Room B Card 6:
Arcane Armor
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce Combat damage dealt to you by 2.~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.

Throne Room C
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room C Card 1:
Masterwork Tools
Item B
Traits:
Elite
Tool To Acquire:
Dexterity~Disable 7
Reveal this card to add 2 dice to your Disable check.~Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Throne Room C Card 2:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
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.

Throne Room C Card 3:
Light Crossbow +1
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1.~If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Throne Room C Card 4:
Quarterstaff
Weapon B
Traits:
2-Handed
Basic
Bludgeoning
Melee
Staff To Acquire:
Strength~Melee 3
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.

Throne Room C Card 5:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Throne Room C Card 6:
Speed
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. ~If you do not have the Arcane or Divine skill, banish it.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Throne Room D
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/dinketry,

Throne Room D Card 1:
Dagger +1
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.~When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Throne Room D Card 2:
Chain Mail
Armor C
Traits:
Basic
Heavy Armor To Acquire:
Constitution~Fortitude 3
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.

Throne Room D Card 3:
Force Missile
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Force trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Throne Room D Card 4:
Potion of Ghostly Form
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Throne Room D Card 5:
Longbow
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Throne Room D Card 6:
Amulet of Fortitude
Item B
Traits:
Accessory
Elite
Magic To Acquire:
Constitution~Fortitude 5
Reveal this card to add 1 die to your Fortitude check.~Recharge this card to succeed at your Fortitude check.

Throne Room E
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room E Card 1:
Short Sword
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 4
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room E Card 2:
Chime of Unlocking
Item 2
Traits:
Magic
Object To Acquire:
Dexterity~Disable 8
Reveal this card to defeat a barrier with the Lock trait.

Throne Room E Card 3:
Spyglass
Item B
Traits:
Object To Acquire:
Wisdom~Perception 4
Reveal this card to add 1d6 to your Perception check.~Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Throne Room E Card 4:
Cure
Spell C
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
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.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Throne Room E Card 5:
Scimitar
Weapon C
Traits:
Elite
Finesse
Melee
Slashing
Sword To Acquire:
Strength~Melee 7
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+1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room E Card 6:
Leather Armor
Armor C
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
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.

Throne Room F
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room F Card 1:
Warhammer
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room F Card 2:
Potion of Hiding
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Stealth check.

Throne Room F Card 3:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
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.

Throne Room F Card 4:
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity~Stealth 5
Reveal this card to add 1d6 to your Stealth check.~Recharge this card to succeed at your Stealth check.

Throne Room F Card 5:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence~Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Fire trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Throne Room F Card 6:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room G
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: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Throne Room G Card 1 (Boots of Elvenkind):
Boots of Elvenkind
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity~Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.~Recharge this card to succeed at your Stealth check.

Throne Room G Card 2 (Magic Shield):
Magic Shield
Armor B
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution~Fortitude 6
Reveal 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.~If you played a weapon with the 2-Handed trait on this check, you may not play this card.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Throne Room G Card 3 (Enfeeble):
Enfeeble
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence~Arcane 6
Discard this card to evade a monster; return it to the top of the deck.~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.

Throne Room G Card 4:
Eyes of the Eagle
Item C
Traits:
Elite
Magic
Object To Acquire:
Wisdom~Perception 5
Reveal this card to add 1d6 to your Perception check.~Recharge this card to succeed at your Perception check.

Throne Room G Card 5:
Dagger
Weapon B
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged die + 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 G Card 6:
Longbow +1
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.


Ezren's Hand || Ezren's Deck

The hour is Abadar.

Ezren hands a scroll of Object Reading to Balazar. "Maybe you can use this to get us some help."

Free exploration: Card 8 Skinsaw Cultists
As he does, another Cultist appears.

Scorching Ray
Combat 11: 1d12 + 4 + 2d6 ⇒ (4) + 4 + (4, 4) = 16
Next card is: Acid Jet. Draw it.
Arcane 8 recharge: 1d12 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Recharged
Defeated

Ezren pauses to breathe.

Ending my turn.

Ezren wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+2
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8
CHARISMA d6

Powers
HAND SIZE 6
After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☑Add 1 ( ☑2) to your check to recharge a card.

Hand: Hrym, Acid Jet, Invisibility, Arcane Robes, Thieves' Tools, Alaeron
Deck: 8 Discard: 0 Buried: 2 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 0/1
Available:

Summary: Gave Object Reading to Balazar for him to make a monster. Defeated card 1


Yoon Deck Handler

Top card of Blessings Deck: Blessing of the Gods.

The street urchin skip and hops in a circle around a dry fountain within one of the exhibits at the Hall of Ages, singing a timely and morbid rhyme.

"Four and four and eight is all; Stavian must burn and fall!"

Robber deck: Lyrie Akenja.

A Mwangi mage appears from a far doorway, words of power transformed into flames incarnate that lick the girl's clothes. Yoon shrieks!

Fire Damage BYA: 1d4 - 1 ⇒ (3) - 1 = 2
Discard Shrunken Head to ignore the fire damage and add monster deck number to check to defeat.

The flames sputter and burn out, leaving the urchin untouched. Her shriek continues, its irritated tone now apparent. As the flames die away, the shriek turns into a scream.

"How DARE you burn me with puny flames?! See what real fire looks like!"

Melee (9) Check: 1d10 + 2 + 2 + 1d8 + 1 ⇒ (1) + 2 + 2 + (5) + 1 = 11 SUCCESS!

The girl's eyes burn brighter than the inferno that engulfs and immolate the sorceress. She thrashes and flails, unable to run from the unstoppable gout of flame that burns her hair, melts her eyes and fingers, sears her metal bangles and necklaces until they liquefy into her charred flesh. The blackened hunk of flesh that was Lyrie Akenja drops lifelessly to the floor of the museum.

The girl pulls a small scroll of paper from her purse. Picking a few dots of confectionary sugar from the dingy piece of paper, she throws the empty packet onto the smouldering corpse of the sorcerer. It bursts into flame. The girl giggles and watches the flames as she eats the lollies.

Banish Cure for self-healing.

Healing: 1d4 + 1 ⇒ (3) + 1 = 4 END TURN.

Yoon wrote:

Hand: Quarterstaff of Vaulting, Sihedron Medallion, Fan of Flames, Sign of the Stranger, Wooden Shield,

Displayed: You may use my Sign of the Stranger for a bonus die to important stuff.
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Constitution d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d4 [ ] +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Arcane: Charisma +0
Favored Card: Spell
Hand Size 5 [ ] 6
Proficient with: Light Armors
Powers:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([X] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5

Urgraz is, of course, overjoyed to see Salim so expertly avoid the enormous bell. How awful a fate he had avoided, of course.

"You must take better care, inquisitor. May the powers guide you on your path." Urgraz gives a half-hearted blessing, turning and hacking at more cultists that flow into the room as Salim slices through many more with surprising finesse. Urgraz finds his frustrations growing again, in a bit of disbelief that the Inquisitor has avoided the trap so effortlessly; and he must restrain his sadism in the Inquisitor's presence, lest he gains any insight into the Antipaladin's true persona.

And so, Urgraz the Mercenary - not Urgraz the Antipaladin - hacks at the cultists with clumsy, simple blows; relying on his armor and strength, not his wits and magic, to defeat his opponents.

Though if these adventurers are so capable... why, Urgraz senses a new plan formulating, pondering the implications as he hacks and fights on muscle memory alone; his attackers little more than distractions. Perhaps if he were to offer his services and knowledge...

Urgraz starts his turn.
Urgraz uses the Throne Room's effect, recharging Ring of the Hellion to draw a card (Captain's Cutlass).
Urgraz passes Scale Mail to Salim.

In a break in the fighting, Urgraz leans down to tear the armor off one of their attackers that looked of an adequate size, sliding it over to Salim.

"Put it on, inquisitor. No amount of confidence or speed will halt an arrow in your back; but this might."

Urgraz takes his free exploration, exploring the top card of the Robber deck.
Robber Deck Card 3: Slashing Blade

Slashing Blade:

Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
Urgraz recharges Lockpick Shield to use 2d10+2 in place of his Disable check. Urgraz discards the top card of his deck (Sagacity) to add 1d6 to his check.
Disable 9: 2d10 + 2 + 1d6 ⇒ (4, 1) + 2 + (6) = 13 -> Slashing Blade defeated.

Urgraz investigates the nearby rooms, and finds that Cultists have managed to smash some valuable materials in one of the unguarded halls - there are certainly more halls than guards, and the adventurer's clearly have their hands full. Urgraz triggers some hastily-prepared trap, sending a clumsy, large axe - hanging from the ceiling - down in a powerful arc towards him. He deflects the heavy blow with his angled, magical shield; but the shield dents in the process in the centre, bruising his wrists even through his armor. Urgraz spits a vile curse at the worskmanship and rips the damaged shield from his hand, throwing it aside, disgusted. Some magic that was.

Salim reveals Cure to heal Urgraz.
Cure: 1d4 + 1 ⇒ (4) + 1 = 5 -> Urgraz shuffles all 4 cards (Cure, Blessing of Belial, Blessing of the Archdevils, Sagacity) from his discard pile into his deck. Recharged pile cleared.

Urgraz finds the bruise and aches clear as Salim throws him some power-laden prayer from across the room. Sentimental fool... excellent, that will make the deception all the easier.

Urgraz ends his turn and resets his hand, choosing to discard Menacing Backsword +1.

Urgraz wrote:

Hand: Captain's Cutlass, Warhammer +1, Blessing of the Archdevils, Blessing of Dispater, Blessing of the Archdevils 2, Sagacity,

Displayed: Gambeson,
Deck: 5 Discard: 1 Buried: 2
Notes: There's a good hand reset. All of my cards, including blessings, are free to use; BoDispater adds 2 dice at my location (Urgraz will recharge Warhammer +1 to ignore the downside), BoArchdevils recharges to add 1 die and Sagacity can be used to bolster Wisdom checks by 3 for a turn.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 5 [X] 6
Proficient with: All
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([ ] +1) to your check.
When a character at your location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check.
You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 1

Salim has been handed Scale Mail in case he comes across some BYA/AYA damage.
Salim must attempt to recharge Cure.

Scale Mail:
Traits
Heavy Armor
Basic

Powers
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.

Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.


Deck Handler // Searching for: Armor 6

Simply discards Cure

Beginning of turn Location Power: Recharge Shackles of Compliance, Draw Patrician's Armor. Gives Urgraz Sharper for Recharge fodder.

Salim awkwardly thanks Urgraz for the ugly armor and sends Sharper to keep an eye on him since for some reason the antipaladin thinks he can play at being a common mercenary. She reluctantly agrees.

Sharper:

Ally 1
Halfling Rogue Gambling
When you acquire a boon, reveal this card to banish that boon and draw a boon of that type from the box.

While Urgraz charges around the place destroying personal property left and right, Salim stays his ground, knowing that the bell next to him will attract another Skinsaw Cultist

He spots a cultist trying to sneak up on him. Getting closer and closer. There's another loud crash coming from Urgraz, and he Discards the Blessing of Dispater, recharges a card Salim seize the moment leaping with the Melted Blade Revealed

Combat 11: 1d8 + 4 + 2d4 + 2 + 2d8 ⇒ (2) + 4 + (1, 4) + 2 + (1, 1) = 15

The Cultist turns just in time to parry Salim's first blow, but isn't fast enough to avoid the second. Salim cuts the cultist below the knees, and just as the unfortunate maniac stumbles, Salim pulls back and buries the blade into his shoulder.

Monster Defeat: Shuffle in BotG1

The Court Knight and Sorrowsoul join Salim at the bell ready to take on whatever comes.

Discard Court Knight

A Hellhound rushes around the corner with a blood-curdling howl. The Court Knight distracts it, while Salim slides around to its flank.

Reveal The Melted Blade

Combat 10: 1d8 + 4 + 2d4 + 2 ⇒ (7) + 4 + (2, 3) + 2 = 18

As the Hellhound breaths fire into the Court Knight's face (with some of the flames ricocheting into Urgraz's room). Salim drives his blade cleanly between the shoulder blades of the demon beast.

Court Knight Explore Power Reduces all damage to Salim by 2 negating the 1 AYA fire damage. Urgraz needs to take damage however

Monster Defeat: Shuffle in BotG2

Discard Sorrowsoul to Explore

The Sorrowsoul chants a low but powerful rhythm, met by the grunt howl of another Goblin Warchanter

Discard Sagacity from Urgraz

BYA Wisdom 8 1s and 2s add 1: 1d6 + 3 + 1d4 ⇒ (4) + 3 + (4) = 11

Salim takes solace in the fact that his allies are altogether darker than this little goblin. Out comes the revealed Melted Blade. And the Goblin Warchanter is no more.

Combat 8 1s and 2s add 1: 1d8 + 4 + 2d4 + 2 ⇒ (1) + 4 + (2, 2) + 2 = 11 Not that it matters, but this turns into a 14, thanks Sorrowsoul!

Monster Defeat: Shuffle in Court Knight

Salim wrote:

Hand: Scale Mail, Dandy Brute, Shackles of Compliance, The Melted Blade, Captain's Cutlass, Patrician's Armor,

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

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [ ] +3 [ ] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Factions Favor: Grand Lodge [ ] You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 [X] 6
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ] If it is a weapon, you may put it on top of your deck instead)
[X] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

Balazar sees the Robbers' group thin, and rushes to meet the gang. An Ogre steps out and sizes up Balazar. Balazar is does not budge. He calls Padrig and his Skinsaw Cultist to fight. He casts a Black Spot spell on the Ogre.
Revealing Cultist and banishing it.
Combat 14-3: 2d10 + 2 + 1d4 + 2 ⇒ (6, 2) + 2 + (3) + 2 = 15
The Ogre falls heavily from the combined assault.

Balazar looks at the departing Robber gang smugly.


That was quite the fight. The Museum of Ages was invaded by waves of cultists and their allies, laying traps and loosing monsters on the halls. Undoubtedly more of the items in the museum’s collection would have been broken had you not been there.

At least, that’s the story you tell Doctor Landis. For his part, he is happy the idol of Sycorius didn’t fall into the cultists’ hands. The Cult of the Crimson Eye is a plague upon Varisia. Any advantage they gain is a problem you will have to solve later.

As the morning arrives, you are pleased to breakfast at the Pathfinder Society in the care of Lady Heidmarch’s servants. And then a long day’s nap is in order.

REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Medusa Mask. At the end of each scenario, return the loot to the game box.

Medusa Mask:

Loot 2
Type: Item

Traits:Accessory Magic

To Acquire:

When you encounter a monster, you may display this card and put the monster atop it; the monster is neither defeated nor undefeated. At the end of your turn, put the monster on top of its original location deck and bury this card.


Each character may choose a boon from the location decks. Pathfinder Adventure Card Guild characters may use it as a deck upgrade instead of the standard deck upgrade. (Multiple PFSACG characters may choose the same boon.)

FEAT
All characters earn 1 Card Feat.

CARDS IN LOCATION DECKS

  • Hide Armor of Fire Resistance (Armor 2)
  • Leather Armor (Armor C)
  • Leather Armor (Armor B)
  • Chain Mail (Armor C)
  • Magic Leather Armor (Armor B)
  • Magic Shield (Armor B)
  • Magic Leather Armor (Armor B)

  • Chime of Unlocking (Item 2)
  • Cloak of Elvenkind (Item 2)
  • Boots of Elvenkind (Item B)
  • Spyglass (Item B)
  • Potion of Hiding (Item B)
  • Caltrops (Item B)
  • Potion of Glibness (Item C)
  • Token of Remembrance (Item B)
  • Mattock (Item C)
  • Potion of Ghostly Form (Item B)
  • Masterwork Tools (Item B)
  • Tome of Knowledge (Item B)
  • Amulet of Fortitude (Item B)
  • Eyes of the Eagle (Item C)

  • Speed (Spell 1)
  • Scorching Ray (Spell 1)
  • Enfeeble (Spell 1)
  • Cure (Spell C)
  • Acid Arrow (Spell B)
  • Force Missile (Spell B)
  • Arcane Armor (Spell B)

  • Light Crossbow +1 (Weapon 2)
  • Short Sword +1 (Weapon 1)
  • Longbow +1 (Weapon 1)
  • Dogslicer +1 (Weapon 1)
  • Dagger +1 (Weapon 1)
  • Longbow (Weapon B)
  • Scimitar (Weapon C)
  • Warhammer (Weapon B)
  • Dagger (Weapon B)
  • Short Sword (Weapon B)
  • Quarterstaff (Weapon B)
  • Throwing Axe (Weapon B)
  • Heavy Crossbow (Weapon B)
  • Longsword (Weapon B)


Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5

Urgraz meets the group outside the Museum.

"Excellent work in there, if I do say so meself." Urgraz greets them with his thick accent, and unsettling smile. Actually, has his accent gotten thicker? "What a night! You quite the intriguing sorts, and I'd be curious to learning more of what you seek here in Magnimar. Perhaps we could trade stories over at the local tavern? The barkeep's and I have 'n agreement of sorts; I'll take care of the tab, yeah?"

Urgraz's offer is interrupted by a summons by Lady Heidmarch, given by one of her servants. Urgraz is hardly offered the same treatment, but he calls out the name of the tavern with assurances that he'll keep a table warm for them tonight, and to come to him if there are any troubles that need solving.

He made sure they didn't see past his emotional mask hiding the fury at that accursed Lady Heidmarch beneath his surface. He'll have to let them go for now; here's hoping he'll get his chance. He lets the adventuring party leave, takes stock of his numerous weapons and armor, then stomps his way down the street, stroking his beard in deep thought.


Deck Handler // Searching for: Armor 6

so I’m not holding things up, prepping for next scenario.
Turn Order: Baz,Ez,Yn,Urg,Sal

Salim starts at Throne Room

Salim wrote:

Hand: Gambeson, Patrician's Armor, Candle of Comity, The Melted Blade, Captain's Cutlass, Dandy Brute,

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

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [ ] +3 [ ] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Factions Favor: Grand Lodge [ ] You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 [X] 6
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ] If it is a weapon, you may put it on top of your deck instead)
[X] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.


Yoon Deck Handler

Yoon will start at the Town Square.

Yoon wrote:

Hand: Fan of Flames, Mindblade, Blessing of Gozreh, Shrunken Head, Gom-Gom,

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

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Constitution d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d4 [ ] +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Arcane: Charisma +0
Favored Card: Spell
Hand Size 5 [ ] 6
Proficient with: Light Armors
Powers:
For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([X] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


Ezren's Hand || Ezren's Deck

Ezren will start at the Academy. If Yoon still has the Sihedron Medallion, that is fine, I'll use my Spyglass.

Ezren wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+2
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8
CHARISMA d6

Powers
HAND SIZE 6
After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☑Add 1 ( ☑2) to your check to recharge a card.

Hand: Acid Jet, Good Omen, Life Drain, Scorching Ray, Spyglass, Rodrick
Deck: 11 Discard: 0 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 0/1
Available:


Yoon Deck Handler

Yoon does not have the Sihedron Medallion at present, Ezren. Please feel free to reclaim it!


Scenario E: A Bad Day To Be Good
“I appreciate your help over the last few days,” Lieutenant Kasadei says. “You’ve helped rescue a wealthy wedding party, brought a moment’s peace to the gangs of Underbridge, stopped shapechangers from impersonating our civic leaders, and defended our Museum of Ages against cultists. I wish I could thank you and send you on your way.

“But what keeps me from bidding you a good day is this: Someone is killing the priests of Sarenrae. The Sarenites are among our most beloved citizens, but it’s not currently safe for them to walk the streets. Already, three of our priests have been slain, their hearts ripped from their bodies. And later, their bodies vanished as well! We think they might have been turned into the walking dead.”

You lament the tragedy and ask if there are any leads.

“Just one,” Kasadei says, “and it’s not much of one. There are reports of shambling walkers near the sewers in Underbridge, not far from the Sarenite temple. If these reports are true, we might be able to enter the tunnels through the temple. I’m putting my full complement of watchmen on the case. If you find anything of note, just raise the alarm and my soldiers will hurry by your side with swords raised.”

That does make the situation a bit better. And you’re feeling pretty confident that you can bring these killers to justice, until Kasadei finishes her thought.

“There’s just one more thing,” she says. “When you were in Sandpoint, did they ever mention the Sandpoint Devil?”

DURING THIS SCENARIO
When you play a blessing, discard a card; if the blessing you play has the Sarenrae trait, discard 1d6 cards.

You may banish the top card of the blessings deck to add 1d12 to a check against a bane you encounter.


During This Adventure: Adventure Deck Number: 2

During This Scenario: When you play a blessing, discard a card; if the blessing you play has the Sarenrae trait, discard 1d6 cards.

You may banish the top card of the blessings deck to add 1d12 to a check against a bane you encounter.
Additional Rules:

Villain:
Avalexi
Spoiler:
Villain 2
Type: Monster

Traits:Demon Outsider

To Defeat:Combat 17

When you encounter Avalexi, a character at your location summons and encounters the villain The Sandpoint Devil.~Avalexi is immune to the Electricity, Fire, and Poison traits. Before you act, succeed at an Arcane or Divine 10 check or you may not play spells that have the Attack trait.~If undefeated, Avalexi deals no damage; instead, bury a blessing, or bury your entire hand if you have no blessings.

Henchmen:
Zadendi
Spoiler:
Henchman 2
Type: Monster

Traits:Elf Slayer

To Defeat:Combat 14

Before you act, a random character at your location is dealt 1 Force damage.~After you act, if your combat check did not have the Magic trait, Zadendi is undefeated; shuffle her into a random other open location.~If defeated, you may attempt to close the location this henchman came from.


Zombie Minion
Spoiler:
Henchman 2
Type: Monster

Traits:Undead Zombie

To Defeat:Combat 9

The Zombie Minion is immune to the Mental and Poison traits.~Damage dealt by the Zombie Minion is reduced by half (round up).~If defeated, you may immediately attempt to close this location.

Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1

Temple
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 4 ?: 1

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

Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this locatoin recharges a card and may then draw a card.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1

Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 1 Ba: 1 W: 0 Sp: 5 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1

Shadow Clock
At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1

Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1


Yoon Deck Handler

A change: Yoon will start at the Deeper Dungeons.

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